0x00x0140
Members 3
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| 0x50 | BoneToAdditiveBodyPartMap | TMap<bool, FName> | 3 flags | <TMap> | |
| 0x01 | bCanPlayAdditive | bool | 7 flags | true | |
| 0x0081 | 0x03 | padding / unreflected | |||
| 0x04 | AddtitiveReactionCooldown | float | 7 flags | 0.2 | |
| 0x0088 | 0xB8 | unreflected bytes to end of UHitReactionLogic | |||
Functions 18
| Signature | Flags | Native | Params |
|---|---|---|---|
| void PlayMontage(const EInterruptibleActionOutput& Output, const FLatentActionInfo& LatentInfo, const TSoftObjectPtr<UAnimMontage>& CharacterMontage, float Rate, bool bUnbreakable) | FinalNative+1 flags | 0x4D | |
| void PlayAdditiveReaction() | FinalNative+1 flags | 0x00 | |
| void OnCharacterEvent(FAHCharacterEvent& Event) | FinalNative+1 flags | 0x28 | |
| void K2_OnPlayerDamageReceived(FHitParameters& InHitParameters, ABaseWeapon* Weapon) | EventPublic | 0x140 | |
| void K2_OnOtherDamageReceived(FHitParameters& InHitParameters) | EventPublic | 0x138 | |
| bool HaveHitsRangeInHistory(FGameplayTagContainer& DamageTypes, int32 Min, int32 Max, float Time) | FinalNative+1 flags | 0x35 | |
| bool HaveHitsNumInHistory(FGameplayTagContainer& DamageTypes, int32 Hits, float Time) | FinalNative+1 flags | 0x31 | |
| bool HaveDamageReceivedInHistory(FGameplayTagContainer& DamageTypes, float Damage, float Time) | FinalNative+1 flags | 0x31 | |
| ESide GetSideOfTopSideDependentPhysBody(FHitResult& HitResult) | FinalNative+1 flags | 0x89 | |
| ESide GetSideOfRightSideDependentPhysBody(FHitResult& HitResult) | FinalNative+1 flags | 0x89 | |
| ESide GetSideOfFrontSideDependentPhysBody(FHitResult& HitResult) | FinalNative+1 flags | 0x89 | |
| int32 GetHitsFromHistory(FGameplayTagContainer& DamageTypes, float Time) | FinalNative+1 flags | 0x30 | |
| float GetDamageReceivedFromHistory(FGameplayTagContainer& DamageTypes, float Time) | FinalNative+1 flags | 0x30 | |
| AAHAICharacter* GetCharacter() | FinalNative+1 flags | 0x08 | |
| EAdditiveReactionBodyPart GetAdditiveReactionBodyPart(FHitResult& HitResult) | FinalNative+1 flags | 0x89 | |
| void Cooldown(const EBranchOutput& Output, const FLatentActionInfo& LatentInfo, float Time) | FinalNative+1 flags | 0x24 | |
| bool CheckAdditiveCooldown() | FinalNative+1 flags | 0x01 | |
| void ApplyBoneShake(const FName& BoneToShake, UHandsShake* ShakeToPlay) | FinalNative+1 flags | 0x10 |