Zdexby TheHolyOneZ
4,763 classes
/Script/AtomicHeart.DebugSubsystem 0x01D8 (472 B) align 8 inherited 0x0088 vtable /Script/AtomicHeart
0x00x01D8

Members 3

OffsetSizeNameTypeFlagsDefault
0x00880x60padding / unreflected
0x08AssetUDA_DebugSubsystem*Transient+5 flagsnullptr
0x08ModulesWidgetUDebugTextWidget*Transient+7 flagsnullptr
0x08PluginsWidgetUDebugTextWidget*Transient+7 flagsnullptr
0x01000xD8unreflected bytes to end of UDebugSubsystem
Inherited from UAHEngineSubsystem 1
OffsetSizeNameTypeFlagsDefault
0x38SubsystemTickFunctionFEngineSubsystemTickFunctionProtected+1 flags{bTickInEditor=false}
Inherited from USubsystem 1
OffsetSizeNameTypeFlagsDefault
0x01bShouldBeSaved : 1bit 0bool5 flagsfalse

Functions 122

SignatureFlagsNativeParams
void WinQTE()FinalNative+1 flags0x00
void UpgradeCurrentWeapon()FinalNative+1 flags0x00
void UnlockSkill(const FName& SkillDataAssetName)FinalNative+1 flags0x08
void UnlockDlc()FinalNative+1 flags0x00
void UnlockAllSkills()FinalNative+1 flags0x00
void UnloadAudioBank(const FString& AudioBankName)FinalNative+1 flags0x10
void UnloadAllAudioBanks()FinalNative+1 flags0x00
void TurnOffWeatherPostEffects()FinalNative+1 flags0x00
void Turbo()FinalNative+1 flags0x00
void ToggleWwiseSuspend()FinalNative+1 flags0x00
void ToggleViewportDraw()FinalNative+1 flags0x00
void ToggleSpectator()FinalNative+1 flags0x00
void ToggleSoundOcclusionByVisibility()FinalNative+1 flags0x00
void ToggleSoundOcclusion()FinalNative+1 flags0x00
void ToggleSoftObjectPointersDebug()FinalNative+1 flags0x00
void ToggleSimulation()FinalNative+1 flags0x00
void ToggleSignificanceSubsystem()FinalNative+1 flags0x00
void ToggleShowDebugManagerInfo()FinalNative+1 flags0x00
void ToggleSaveExtensionDebug()FinalNative+1 flags0x00
void TogglePluginsDisplay()FinalNative+1 flags0x00
void ToggleNoRecipesRequires()FinalNative+1 flags0x00
void ToggleNewGamePlus()FinalNative+2 flags0x00
void ToggleMute()FinalNative+1 flags0x00
void ToggleModulesDisplay()FinalNative+1 flags0x00
void ToggleInputDebug()FinalNative+1 flags0x00
void ToggleInfiniteAmmo()FinalNative+1 flags0x00
void ToggleGameFinished()FinalNative+2 flags0x00
void ToggleFreeResources()FinalNative+1 flags0x00
void ToggleEditorReferencesIgnore()FinalNative+1 flags0x00
void ToggleEcoSystemSubsystem()FinalNative+1 flags0x00
void ToggleDebugMenu()FinalNative+1 flags0x00
void ToggleDebugDeadBodyLimit()FinalNative+1 flags0x00
void ToggleDebugAnimatedSpawner()FinalNative+1 flags0x00
void ToggleDebugActorsTrackingSubsystemEnabled()FinalNative+1 flags0x00
void ToggleCinematicMode()FinalNative+1 flags0x00
void ToggleAutoClimbing()FinalNative+1 flags0x00
void ToggleAsyncPathTesting3D()FinalNative+1 flags0x00
void ToggleAsyncPathTesting2D()FinalNative+1 flags0x00
void ToggleAICharacterDebugSelectionMode()FinalNative+1 flags0x00
void Toggle3DHUDProcessing()FinalNative+1 flags0x00
void TeleportPlayerForwardUp()FinalNative+1 flags0x00
void TeleportPlayerBackwardDown()FinalNative+1 flags0x00
void StreamingStat(const EDebugMode& InDebugMode)FinalNative+1 flags0x01
void SetVoiceVolume(float Volume)FinalNative+1 flags0x04
void SetUseShootingSounds(bool bInEnabled)FinalNative+1 flags0x01
void SetSprintMultiplier(float InMult)FinalNative+2 flags0x04
void SetSpawnOfShootingShellsEnabled(bool bInEnabled)FinalNative+1 flags0x01
void SetShowShootingFlashEnabled(bool bInEnabled)FinalNative+1 flags0x01
void SetScanType(int32 ScanType)FinalNative+1 flags0x04
void SetOcclusionEnabled(bool bEnabled)FinalNative+1 flags0x01
void SetObjectsSignificance(int32 SignificanceLevel)FinalNative+1 flags0x04
void SetMusicVolume(float Volume)FinalNative+1 flags0x04
void SetInstantPuzzleResolve(bool bInInstantPuzzleResolve)FinalNative+1 flags0x01
void SetImpactFXSpawnerEnabled(bool bInEnabled)FinalNative+1 flags0x01
void SetEffectsVolume(float Volume)FinalNative+1 flags0x04
void SetDamageCapturerEnabled(bool bIsEnabled)FinalNative+1 flags0x01
void SetCurrentCulture(const FName& CultureName)FinalNative+1 flags0x08
void SetCharactersSignificance(int32 SignificanceLevel)FinalNative+1 flags0x04
void SEMultithreadedSerialization(int32 Mode)FinalNative+1 flags0x04
void SEMultithreadedFiles(int32 Mode)FinalNative+1 flags0x04
void SEMaxFrameMs(float InMaxFrameMs)FinalNative+1 flags0x04
void SelectCharacterForFSDebug()FinalNative+1 flags0x00
void SEFrameSplittedSerialization(int32 Mode)FinalNative+1 flags0x04
void SaveSession()FinalNative+1 flags0x00
void SaveGameToDebugSlot()FinalNative+1 flags0x00
void ResetObjectsSignificance()FinalNative+1 flags0x00
void ResetGlobalTimeDilation()FinalNative+1 flags0x00
void ResetCharactersSignificance()FinalNative+1 flags0x00
void RemoveDlc()FinalNative+1 flags0x00
void RemoveAllWidgets()FinalNative+1 flags0x00
void RememberPersistentActors()FinalNative+1 flags0x00
void PurgeInvalidAlmostImmortalObjects()FinalNative+1 flags0x00
void PromoteAllActiveQuests()FinalNative+1 flags0x00
void PrintStreamableAssets()FinalNative+2 flags0x00
void PrintPersistentActors()FinalNative+1 flags0x00
void PrintObjectsByLifeTime()FinalNative+1 flags0x00
void PrintLoadScreenOverrideConsoleVariables()FinalNative+1 flags0x00
void PrintLoadedBanks()FinalNative+2 flags0x00
void PrintClusters()FinalNative+1 flags0x00
void PrintAsyncObjects()FinalNative+2 flags0x00
void PrintAlmostImmortalObjects()FinalNative+1 flags0x00
void OnHalfDelayTimerComplete()FinalNative+1 flags0x00
void OnDebugCharacterEndPlay(AActor* Actor, uint8 EndPlayReason)FinalNative+1 flags0x09
void MeleeCollision(const EDebugMode& InDebugMode)FinalNative+1 flags0x01
void MakeNoiseFromSelectedActor(float NoiseRadius)FinalNative+1 flags0x04
void MakeBugItGoShot()FinalNative+1 flags0x00
void LoadKeys()FinalNative+2 flags0x00
void LoadGameFromDebugSlot()FinalNative+1 flags0x00
void LoadAudioBank(const FString& AudioBankName)FinalNative+1 flags0x10
void InstantLockUnlock()FinalNative+1 flags0x00
void IncreaseGlobalTimeDilation()FinalNative+1 flags0x00
void HideHUD()FinalNative+1 flags0x00
bool GetIsInGodMode_K2()FinalNative+1 flags0x01
void ForgetPersistentActors()FinalNative+1 flags0x00
void ForceGC()FinalNative+1 flags0x00
void FightStaging(const EDebugMode& InDebugMode)FinalNative+1 flags0x01
void ExtractUpgradesFromCurrentWeapon()FinalNative+1 flags0x00
void ExecutePerformanceReport()FinalNative+1 flags0x00
void ExecuteNextPerformanceAction()FinalNative+1 flags0x00
void EnableSaveExtension()FinalNative+1 flags0x00
void EnableSaveDump(int32 LevelSize, int32 ActorSize)FinalNative+1 flags0x08
void EnableDebugPlayerStatus(const FName& PlayerStatusName)FinalNative+1 flags0x08
void EnableDebugCategory(const FName& CategoryName)FinalNative+1 flags0x08
void DumpSignificanceObjects()FinalNative+1 flags0x00
void DumpSavesToFiles()FinalNative+1 flags0x00
void DumpSaveDataSize()FinalNative+1 flags0x00
void DropCurrentEquipableItem()FinalNative+1 flags0x00
void DissolveAllClusters(bool bForce)FinalNative+1 flags0x01
void DisableSaveExtension()FinalNative+1 flags0x00
void DisableSaveDump()FinalNative+1 flags0x00
void DisableDebugPlayerStatus()FinalNative+1 flags0x00
void DisableDebugCategory(const FName& CategoryName)FinalNative+1 flags0x08
void DecreaseGlobalTimeDilation()FinalNative+1 flags0x00
void CreateOrShowHUD()FinalNative+1 flags0x00
void ConsumeSavesFromFiles()FinalNative+1 flags0x00
void CompleteAllActiveQuests()FinalNative+1 flags0x00
void CloseDebugMenu()FinalNative+1 flags0x00
void CacheAlmostImmortalObjects()FinalNative+1 flags0x00
void ApplyDamageToPlayer(float Damage)FinalNative+1 flags0x04
void ApplyCassetteToCurrentWeapon()FinalNative+1 flags0x00
void AINavigation(const EDebugMode& InDebugMode)FinalNative+1 flags0x01
void ActivatePlayerDebugInfo()FinalNative+1 flags0x00