Zdexby TheHolyOneZ
4,763 classes
/Script/EasyBallistics.EBBarrel 0x05F0 (1,520 B) align 16 inherited 0x04F0 vtable /Script/EasyBallistics
0x00x05F0

Members 41

OffsetSizeNameTypeFlagsDefault
0x04DebugArrowSizefloat7 flags100
0x04InheritVelocityfloat7 flags1
0x04RecoilMultiplierfloat7 flags1
0x0CAdditionalVelocityFVector7 flags{X=0, Y=0, Z=0}
0x04Spreadfloat7 flags0
0x04MuzzleVelocityMultiplierMinfloat7 flags1
0x04MuzzleVelocityMultiplierMaxfloat7 flags1
0x04FireRateMinfloat7 flags1
0x04FireRateMaxfloat7 flags1
0x01FireModeEFireModeNet+7 flagsFM_Auto
0x01ShootingBlockedboolNet+7 flagsfalse
0x051A0x02padding / unreflected
0x04BurstCountint327 flags3
0x01GatlingAutoSpoolbool7 flagstrue
0x05210x03padding / unreflected
0x04GatlingSpoolUpTimefloat7 flags1
0x04GatlingSpoolDownTimefloat7 flags1
0x04GatlingPhasefloat6 flags0
0x01CycleAmmobool7 flagstrue
0x01CycleAmmoUnlimitedbool7 flagstrue
0x05320x06padding / unreflected
0x10AmmoTArray<int32>Net+5 flags[]
0x04CycleAmmoCountint32Net+7 flags0
0x04CycleAmmoPosint32Net+7 flags0
0x01Shotgunbool7 flagsfalse
0x05510x03padding / unreflected
0x04ShotgunShellCountint327 flags10
0x04ShotgunSpreadfloat7 flags0.01
0x04ShotgunVelocitySpreadfloat7 flags0.01
0x08ChamberedBulletTSubclassOf<AEBBullet>Net+7 flagsnullptr
0x01ShootingboolNet+6 flagsfalse
0x01SpoolingboolNet+6 flagsfalse
0x056A0x02padding / unreflected
0x04GatlingRPSfloat6 flags1
0x01LoadNextbool6 flagstrue
0x05710x03padding / unreflected
0x04Cooldownfloat6 flags0
0x04BurstRemainingint326 flags0
0x01ReplicateVariablesbool6 flagstrue
0x01ReplicateShotFiredEventsbool6 flagstrue
0x01ClientSideAimbool6 flagsfalse
0x057F0x01padding / unreflected
0x04ClientAimUpdateFrequencyfloat6 flags30
0x04ClientAimDistanceLimitfloat6 flags200
0x05880x08padding / unreflected
0x10BeforeShotFiredFMulticastScriptDelegate4 flags<delegate>
0x10ShotFiredFMulticastScriptDelegate4 flags<delegate>
0x10AmmoDepletedFMulticastScriptDelegate4 flags<delegate>
0x10ReadyToShootFMulticastScriptDelegate4 flags<delegate>
0x05D00x20unreflected bytes to end of UEBBarrel
Inherited from UPrimitiveComponent 96
OffsetSizeNameTypeFlagsDefault
0x04MinDrawDistancefloat9 flags0
0x04LDMaxDrawDistancefloat9 flags0
0x04CachedMaxDrawDistancefloat10 flags0
0x01DepthPriorityGroupuint85 flags0
0x01ViewOwnerDepthPriorityGroupuint85 flags0
0x01IndirectLightingCacheQualityuint89 flags1
0x01LightmapTypeELightmapType9 flagsDefault
0x01bUseMaxLODAsImposter : 1bit 0bool6 flagsfalse
0x01bBatchImpostersAsInstances : 1bit 1bool6 flagsfalse
0x01bNeverDistanceCull : 1bit 2bool7 flagsfalse
0x01bAlwaysCreatePhysicsState : 1bit 7bool7 flagsfalse
0x01bGenerateOverlapEvents : 1bit 0bool5 flagstrue
0x01bMultiBodyOverlap : 1bit 1bool6 flagsfalse
0x01bTraceComplexOnMove : 1bit 2bool6 flagsfalse
0x01bReturnMaterialOnMove : 1bit 3bool6 flagsfalse
0x01bUseViewOwnerDepthPriorityGroup : 1bit 4bool3 flagsfalse
0x01bAllowCullDistanceVolume : 1bit 5bool7 flagstrue
0x01bHasMotionBlurVelocityMeshes : 1bit 6bool3 flagsfalse
0x01bVisibleInReflectionCaptures : 1bit 7bool7 flagstrue
0x01bVisibleInRealTimeSkyCaptures : 1bit 0bool7 flagstrue
0x01bVisibleInRayTracing : 1bit 1bool7 flagstrue
0x01bRenderInMainPass : 1bit 2bool7 flagstrue
0x01bRenderInDepthPass : 1bit 3bool7 flagstrue
0x01bReceivesDecals : 1bit 4bool7 flagstrue
0x01bOwnerNoSee : 1bit 5bool7 flagsfalse
0x01bOnlyOwnerSee : 1bit 6bool7 flagsfalse
0x01bTreatAsBackgroundForOcclusion : 1bit 7bool7 flagsfalse
0x01bUseAsOccluder : 1bit 0bool7 flagsfalse
0x01bSelectable : 1bit 1bool3 flagstrue
0x01bForceMipStreaming : 1bit 2bool7 flagsfalse
0x01bHasPerInstanceHitProxies : 1bit 3bool3 flagsfalse
0x01CastShadow : 1bit 4bool6 flagsfalse
0x01bAffectDynamicIndirectLighting : 1bit 5bool7 flagstrue
0x01bAffectDistanceFieldLighting : 1bit 6bool7 flagstrue
0x01bAffectedBySkyLight : 1bit 7bool7 flagstrue
0x01bExcludeSkyLightInReflection : 1bit 0bool6 flagsfalse
0x01bCastDynamicShadow : 1bit 1bool7 flagstrue
0x01bCastStaticShadow : 1bit 2bool7 flagstrue
0x01bCastVolumetricTranslucentShadow : 1bit 3bool7 flagsfalse
0x01bCastContactShadow : 1bit 4bool7 flagstrue
0x01bSelfShadowOnly : 1bit 5bool7 flagsfalse
0x01bCastFarShadow : 1bit 6bool7 flagsfalse
0x01bCastInsetShadow : 1bit 7bool7 flagsfalse
0x01bCastCinematicShadow : 1bit 0bool7 flagsfalse
0x01bCastHiddenShadow : 1bit 1bool7 flagsfalse
0x01bCastShadowAsTwoSided : 1bit 2bool7 flagsfalse
0x01bLightAsIfStatic : 1bit 3boolDeprecated+3 flagsfalse
0x01bLightAttachmentsAsGroup : 1bit 4bool7 flagsfalse
0x01bExcludeFromLightAttachmentGroup : 1bit 5bool7 flagsfalse
0x01bReceiveMobileCSMShadows : 1bit 6bool7 flagstrue
0x01bSingleSampleShadowFromStationaryLights : 1bit 7bool7 flagsfalse
0x01bIgnoreRadialImpulse : 1bit 0bool5 flagsfalse
0x01bIgnoreRadialForce : 1bit 1bool5 flagsfalse
0x01bApplyImpulseOnDamage : 1bit 2bool5 flagstrue
0x01bReplicatePhysicsToAutonomousProxy : 1bit 3bool5 flagstrue
0x01bFillCollisionUnderneathForNavmesh : 1bit 4bool4 flagsfalse
0x01AlwaysLoadOnClient : 1bit 5bool3 flagstrue
0x01AlwaysLoadOnServer : 1bit 6bool3 flagstrue
0x01bUseEditorCompositing : 1bit 7bool3 flagsfalse
0x01bRenderCustomDepth : 1bit 0bool7 flagsfalse
0x01bVisibleInSceneCaptureOnly : 1bit 1bool7 flagsfalse
0x01bHiddenInSceneCapture : 1bit 2bool7 flagsfalse
0x01bHasCustomNavigableGeometryuint85 flags0
0x02A90x01padding / unreflected
0x01CanCharacterStepUpOnuint87 flags1
0x01LightingChannelsFLightingChannels6 flags{bChannel0=true, bChannel1=false, bChannel2=false, bShadowC…
0x01CustomDepthStencilWriteMaskERendererStencilMask9 flagsERSM_Default
0x02AD0x03padding / unreflected
0x04CustomDepthStencilValueint329 flags0
0x02B40x04padding / unreflected
0x10CustomPrimitiveDataFCustomPrimitiveData3 flags{Data=[]}
0x10CustomPrimitiveDataInternalFCustomPrimitiveDataTransient+1 flags{Data=[]}
0x02D80x08padding / unreflected
0x04TranslucencySortPriorityint329 flags0
0x04TranslucencySortDistanceOffsetfloat9 flags0
0x04VisibilityIdint325 flags-1
0x02EC0x04padding / unreflected
0x10RuntimeVirtualTexturesTArray<int8>4 flags[]
0x01VirtualTextureLodBiasint87 flags0
0x01VirtualTextureCullMipsint87 flags0
0x01VirtualTextureMinCoverageint87 flags0
0x01VirtualTextureRenderPassTypeERuntimeVirtualTextureMainPassType8 flagsExclusive
0x03040x04padding / unreflected
0x04LpvBiasMultiplierfloat9 flags1
0x030C0x08padding / unreflected
0x04BoundsScalefloat7 flags1
0x03180x10padding / unreflected
0x10MoveIgnoreActorsTArray<TArray<FBodyInstance>>Transient+3 flags[]
0x10MoveIgnoreComponentsTArray<FBodyInstance>Transient+5 flags[]
0x03480x18padding / unreflected
0x158BodyInstanceFBodyInstance4 flags{ObjectType=0, CollisionEnabled=3, SleepFamily=Normal, DOFM…
0x01OnComponentHitFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentWakeFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentSleepFMulticastScriptDelegate4 flags<delegate>
0x04BD0x01padding / unreflected
0x01OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnClickedFMulticastScriptDelegate4 flags<delegate>
0x01OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x04C60x1Apadding / unreflected
0x08LODParentPrimitiveUPrimitiveComponent*8 flagsnullptr
Inherited from USceneComponent 28
OffsetSizeNameTypeFlagsDefault
0x08PhysicsVolumeTWeakObjectPtr<APhysicsVolume>Transient+6 flags<0xffffffff>
0x08AttachParentUSceneComponent*NetRepNotify+7 flagsnullptr
0x08AttachSocketNameFNameNetRepNotify+5 flagsNone
0x10AttachChildrenTArray<TArray<FVector>>NetTransient+5 flags[]
0x01000x08padding / unreflected
0x10ClientAttachedChildrenTArray<FVector>Transient+4 flags[]
0x01180x2Cpadding / unreflected
0x0CRelativeLocationFVectorNetRepNotify+8 flags{X=0, Y=0, Z=0}
0x0CRelativeRotationFRotatorNetRepNotify+7 flags{Pitch=0, Yaw=0, Roll=0}
0x0CRelativeScale3DFVectorNetRepNotify+9 flags{X=1, Y=1, Z=1}
0x0CComponentVelocityFVector5 flags{X=0, Y=0, Z=0}
0x01740x08padding / unreflected
0x04UpdateComponentToWorldRateSecondsfloatProtected+7 flags0
0x04NextUpdateComponentToWorldExpectedTimefloatTransient+5 flags0
0x01bCanSkipIntermediateTransformUpdates : 1bit 1boolTransient+3 flagstrue
0x01bComponentToWorldUpdated : 1bit 2boolTransient+3 flagsfalse
0x01bAbsoluteLocation : 1bit 4boolNetRepNotify+6 flagsfalse
0x01bAbsoluteRotation : 1bit 5boolNetRepNotify+6 flagsfalse
0x01bAbsoluteScale : 1bit 6boolNetRepNotify+6 flagsfalse
0x01bVisible : 1bit 7boolNetRepNotify+6 flagstrue
0x01bShouldBeAttached : 1bit 0boolNetTransient+3 flagsfalse
0x01bShouldSnapLocationWhenAttached : 1bit 1boolNetTransient+3 flagsfalse
0x01bShouldSnapRotationWhenAttached : 1bit 2boolNetTransient+3 flagsfalse
0x01bShouldUpdatePhysicsVolume : 1bit 3bool6 flagsfalse
0x01bHiddenInGame : 1bit 4bool7 flagsfalse
0x01bBoundsChangeTriggersStreamingDataRebuild : 1bit 5bool3 flagsfalse
0x01bUseAttachParentBound : 1bit 6bool6 flagsfalse
0x01860x01padding / unreflected
0x01Mobilityuint88 flags2
0x01DetailModeuint89 flags0
0x01PhysicsVolumeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x018A0xAEpadding / unreflected
0x50ImportantSocketsTMap<FActorComponentTickFunction, FName>Protected+3 flags<TMap>
Inherited from UActorComponent 17
OffsetSizeNameTypeFlagsDefault
0x30PrimaryComponentTickFActorComponentTickFunction3 flags{}
0x10ComponentTagsTArray<TArray<int32>>4 flags[]
0x10AssetUserDataTArray<int32>Protected+6 flags[]
0x00880x04padding / unreflected
0x04UCSSerializationIndexint325 flags-1
0x01bNetAddressable : 1bit 3boolProtected+3 flagsfalse
0x01bReplicates : 1bit 4boolNet+7 flagsfalse
0x01bAutoActivate : 1bit 7bool6 flagsfalse
0x01bIsActive : 1bit 0boolNetTransient+4 flagsfalse
0x01bEditableWhenInherited : 1bit 1bool5 flagstrue
0x01bCanEverAffectNavigation : 1bit 3boolProtected+6 flagsfalse
0x01bIsEditorOnly : 1bit 5bool6 flagsfalse
0x01bShouldBeSaved : 1bit 7bool5 flagsfalse
0x01CreationMethodEComponentCreationMethod5 flagsNative
0x01OnComponentActivatedFMulticastScriptDelegate4 flags<delegate>
0x01OnComponentDeactivatedFMulticastScriptDelegate4 flags<delegate>
0x00970x01padding / unreflected
0x10UCSModifiedPropertiesTArray<FString>2 flags[]
0x10ActorComponentKeyFString3 flags""

Functions 23

SignatureFlagsNativeParams
void UnloadChambered(bool ManualCharge)NativeEvent+1 flags0x01
void SwitchFireMode(const EFireMode& NewFireMode)NativeEvent+1 flags0x01
void ShotFiredMulticast(const TArray<void>& SpawnedBullets)FinalNative+2 flags0x10
void ShotFired__DelegateSignature(const TArray<void>& SpawnedBullets)Public0x10
void ShootRepCSA(bool Trigger, const FVector_NetQuantize& NewLocation, const FVector_NetQuantizeNormal& NewAim)FinalNative+2 flags0x1C
void ShootRep(bool Trigger)FinalNative+2 flags0x01
void Shoot(bool Trigger)FinalNative+1 flags0x01
void SetAmmo(int32 Count, bool UnloadChambered, bool CancelShooting, bool ManualCharge, const TArray<void>& NewAmmo)FinalNative+1 flags0x18
void ReadyToShoot__DelegateSignature()Public0x00
void PredictHitFromLocation(const bool& Hit, const FVector& HitLocation, const float& HitTime, const AActor*& HitActor, const TArray<TSubclassOf<AEBBullet>>& Trajectory, TSubclassOf<AEBBullet> BulletClass, const FVector& StartLocation, const FVector& AimDirection, const TArray<float>& IgnoredActors, float MaxTime, float Step)FinalNative+1 flags0x68
void PredictHit(const bool& Hit, const FVector& HitLocation, const float& HitTime, const AActor*& HitActor, const TArray<TSubclassOf<AEBBullet>>& Trajectory, TSubclassOf<AEBBullet> BulletClass, const TArray<float>& IgnoredActors, float MaxTime, float Step)FinalNative+1 flags0x50
void NextBullet()FinalNative+1 flags0x00
void InitialBulletTransform(const FVector& InLocation, const FVector& InDirection, const FVector& OutLocation, const FVector& OutDirection)NativeEvent+1 flags0x30
int32 GetAmmoCount(bool CountChambered)FinalNative+1 flags0x08
TArray<void> GetAmmo(bool CountChambered)FinalNative+1 flags0x18
void GatlingSpool(bool Spool)NativeEvent+1 flags0x01
void ClientAim(const FVector_NetQuantize& NewLocation, const FVector_NetQuantizeNormal& NewAim)FinalNative+2 flags0x18
void Charge()NativeEvent+1 flags0x00
void CalculateAimDirectionFromLocation(TSubclassOf<AEBBullet> BulletClass, const FVector& StartLocation, const FVector& TargetLocation, const FVector& TargetVelocity, const FVector& AimDirection, const FVector& PredictedTargetLocation, const FVector& PredictedIntersectionLocation, const float& PredictedFlightTime, const float& Error, float MaxTime, float Step, int32 NumIterations)FinalNative+1 flags0x64
void CalculateAimDirection(TSubclassOf<AEBBullet> BulletClass, const FVector& TargetLocation, const FVector& TargetVelocity, const FVector& AimDirection, const FVector& PredictedTargetLocation, const FVector& PredictedIntersectionLocation, const float& PredictedFlightTime, const float& Error, float MaxTime, float Step, int32 NumIterations)FinalNative+1 flags0x58
void BeforeShotFired__DelegateSignature()Public0x00
void ApplyRecoil(UPrimitiveComponent* Component, const FVector& InLocation, const FVector& Impulse)NativeEvent+1 flags0x20
void AmmoDepleted__DelegateSignature()Public0x00

Used by 1

types with a member, parameter or interface of this type