void SetIconColor (const FLinearColor & InColorAndOpacity ) Script4 statements · 85 bytes of bytecode 0x0000 SkinIcon.SetColorAndOpacity(InColorAndOpacity);0x0029 PaintBucketOverlay.SetColorAndOpacity(InColorAndOpacity);0x0052 return;Public 0x1f88790 0x10 void SetBucketVisibility (bool ShowBucket ) Script41 statements · 1,274 bytes of bytecode 0x0000 ShowBucket = ShowBucket;0x0013 Temp_bool_Variable = ShowBucket;0x0026 Temp_byte_Variable_2 = 4;0x003A Temp_byte_Variable_3 = 1;0x004E PaintBucketOverlay.SetVisibility(Switch(Temp_bool_Variable, false => Temp_byte_Variable_3, true => Temp_byte_Variable_2, default => K2Node_Select_Default));0x00A7 if (!(ShowBucket)) goto Label_04F7;0x00B5 CallFunc_IsValid_ReturnValue = IsValid(Skin);0x00D2 if (!(CallFunc_IsValid_ReturnValue)) goto Label_03B0;0x00E0 Temp_object_Variable = nullptr;0x00EB Temp_object_Variable_1 = nullptr;0x00F6 Temp_object_Variable_2 = /Game/UI/Art/Icons/Icons_Frameworks/Reward_Vanity_Framework_Bosco_Outline.Reward_Vanity_Framework_Bosco_Outline;0x0109 Temp_object_Variable_3 = /Game/UI/Art/Icons/Icons_Frameworks/Reward_Vanity_Framework_Pickaxe_Outline.Reward_Vanity_Framework_Pickaxe_Outline;0x011C Temp_object_Variable_4 = /Game/UI/Art/Icons/Icons_Frameworks/Reward_Vanity_Framework_Armor_Outline.Reward_Vanity_Framework_Armor_Outline;0x012F Temp_object_Variable_5 = /Game/UI/Art/Icons/Icons_Frameworks/Reward_Vanity_Framework_Global_Outline.Reward_Vanity_Framework_Global_Outline;0x0142 Temp_object_Variable_6 = /Game/WeaponsNTools/_GlobalSkinStuff/Skin_Mesh_Thumbnails/Icons_MeshSkinCategory.Icons_MeshSkinCategory;0x0155 Temp_object_Variable_7 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Skin_Outline.Reward_Vanity_Paintjob_Skin_Outline;0x0168 Temp_object_Variable_8 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Beard_Outline.Reward_Vanity_Paintjob_Beard_Outline;0x017B Temp_object_Variable_9 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Bosco_outline.Reward_Vanity_Paintjob_Bosco_outline;0x018E Temp_object_Variable_10 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Pickaxe_Outline.Reward_Vanity_Paintjob_Pickaxe_Outline;0x01A1 Temp_object_Variable_11 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Armor_Outline.Reward_Vanity_Paintjob_Armor_Outline;0x01B4 Temp_object_Variable_12 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Global_Outline.Reward_Vanity_Paintjob_Global_Outline;0x01C7 Temp_object_Variable_13 = /Game/UI/Art/Icons/Icons_Overclocks/Rewards/Reward_Vanity_Skin_Outline.Reward_Vanity_Skin_Outline;0x01DA Temp_byte_Variable_4 = BucketIcon;0x01F5 Temp_byte_Variable = BucketIcon;0x0210 CallFunc_GetSkinType_ReturnValue = Skin.GetSkinType();0x0242 Temp_byte_Variable_1 = CallFunc_GetSkinType_ReturnValue;0x025D PaintBucketOverlay.SetBrushFromTexture(Switch(Temp_byte_Variable_1, 0 => Switch(Temp_byte_Variable, 0 => Temp_object_Variable_13, 1 => Temp_object_Variable_12, 2 => Temp_object_Variable_11, 3 => Temp_object_Variable_10, 4 => Temp_object_Variable_9, 5 => Temp_object_Variable_8, 6 => Temp_object_Variable_7, default => K2Node_Select_Default_2), 1 => Switch(Temp_byte_Variable_4, 0 => Temp_object_Variable_6, 1 => Temp_object_Variable_5, 2 => Temp_object_Variable_4, 3 => Temp_object_Variable_3, 4 => Temp_object_Variable_2, 5 => Temp_object_Variable_1, 6 => Temp_object_Variable, default => K2Node_Select_Default_1), default => K2Node_Select_Default_3), false);0x03AB goto Label_04F7;0x03B0 Label_03B0:0x03B0 Temp_object_Variable_7 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Skin_Outline.Reward_Vanity_Paintjob_Skin_Outline;0x03C3 Temp_object_Variable_8 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Beard_Outline.Reward_Vanity_Paintjob_Beard_Outline;0x03D6 Temp_object_Variable_9 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Bosco_outline.Reward_Vanity_Paintjob_Bosco_outline;0x03E9 Temp_object_Variable_10 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Pickaxe_Outline.Reward_Vanity_Paintjob_Pickaxe_Outline;0x03FC Temp_object_Variable_11 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Armor_Outline.Reward_Vanity_Paintjob_Armor_Outline;0x040F Temp_object_Variable_12 = /Game/UI/Art/Icons/Icons_Paintjobs/Reward_Vanity_Paintjob_Global_Outline.Reward_Vanity_Paintjob_Global_Outline;0x0422 Temp_object_Variable_13 = /Game/UI/Art/Icons/Icons_Overclocks/Rewards/Reward_Vanity_Skin_Outline.Reward_Vanity_Skin_Outline;0x0435 Temp_byte_Variable = BucketIcon;0x0450 PaintBucketOverlay.SetBrushFromTexture(Switch(Temp_byte_Variable, 0 => Temp_object_Variable_13, 1 => Temp_object_Variable_12, 2 => Temp_object_Variable_11, 3 => Temp_object_Variable_10, 4 => Temp_object_Variable_9, 5 => Temp_object_Variable_8, 6 => Temp_object_Variable_7, default => K2Node_Select_Default_2), false);0x04F7 Label_04F7:0x04F7 return;Public 0x1f88790 0x01 void SetOutlineTint (const FLinearColor & Color ) Script8 statements · 169 bytes of bytecode 0x0000 OutlineTint = Color;0x001B CallFunc_GetDynamicMaterial_ReturnValue = SkinIcon.GetDynamicMaterial();0x0045 CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetDynamicMaterial_ReturnValue);0x0062 if (!(CallFunc_IsValid_ReturnValue)) goto Label_00A6;0x0070 CallFunc_GetDynamicMaterial_ReturnValue.SetVectorParameterValue(FName(Outline - Tint), OutlineTint);0x00A6 Label_00A6:0x00A6 return;Public 0x1f88790 0x10 void GetIsLocked (const bool & IsLocked ) Script3 statements · 22 bytes of bytecode 0x0000 IsLocked = IsLocked;0x0013 return;Public 0x1f88790 0x01 void SetSize (float InSize ) Script11 statements · 370 bytes of bytecode 0x0000 Size = InSize;0x001B IconSizer.SetWidthOverride(Size);0x0044 IconSizer.SetHeightOverride(Size);0x006D CallFunc_Divide_FloatFloat_ReturnValue_1 = Divide_FloatFloat(Size, 2f);0x0097 CallFunc_MakeVector2D_ReturnValue_1 = MakeVector2D(CallFunc_Divide_FloatFloat_ReturnValue_1, CallFunc_Divide_FloatFloat_ReturnValue_1);0x00C5 PaintBucketOverlay.SetBrushSize(CallFunc_MakeVector2D_ReturnValue_1);0x00EE CallFunc_Divide_FloatFloat_ReturnValue = Divide_FloatFloat(Size, 8f);0x0118 CallFunc_MakeVector2D_ReturnValue = MakeVector2D(CallFunc_Divide_FloatFloat_ReturnValue, CallFunc_Divide_FloatFloat_ReturnValue);0x0146 PaintBucketOverlay.SetRenderTranslation(CallFunc_MakeVector2D_ReturnValue);0x016F return;Public 0x1f88790 0x04 void SetFromMaterial (UMaterialInterface * InMaterial , bool InIsLocked , bool inIsDefault , uint8 InBucketIcon ) Script25 statements · 580 bytes of bytecode 0x0000 IsDefault = inIsDefault;0x0013 BucketIcon = InBucketIcon;0x002E IsLocked = InIsLocked;0x0041 CallFunc_IsValid_ReturnValue = IsValid(InMaterial);0x005E if (!(CallFunc_IsValid_ReturnValue)) goto Label_0241;0x006C K2Node_DynamicCast_AsMaterial_Instance_Dynamic = Cast<MaterialInstanceDynamic>(InMaterial);0x0090 K2Node_DynamicCast_bSuccess = Cast<71>(K2Node_DynamicCast_AsMaterial_Instance_Dynamic);0x00AD if (!(K2Node_DynamicCast_bSuccess)) goto Label_01FC;0x00BB Material = K2Node_DynamicCast_AsMaterial_Instance_Dynamic;0x00CE Label_00CE:0x00CE Temp_object_Variable = /Game/WeaponsNTools/_GlobalSkinStuff/SkinThumbnails/M_SkinThumbnailOff.M_SkinThumbnailOff;0x00E1 CallFunc_BooleanOR_ReturnValue = BooleanOR(IsLocked, IsDefault);0x0107 Temp_bool_Variable = CallFunc_BooleanOR_ReturnValue;0x011A SkinIcon.SetBrushFromMaterial(Switch(Temp_bool_Variable, false => Material, true => Temp_object_Variable, default => K2Node_Select_Default));0x0173 SetOutlineTint(OutlineTint);0x018A /Game/Game/LIB_Game.Default__LIB_Game_C.SelectVisibility(DefaultItem, 1, 4, IsDefault, this, CallFunc_SelectVisibility_IsVisible, CallFunc_SelectVisibility_VisibilityChanged, CallFunc_SelectVisibility_New_Visibility);0x01E0 SetBucketVisibility(ShowBucket);0x01F7 goto Label_0241;0x01FC Label_01FC:0x01FC CallFunc_CreateDynamicMaterialInstance_ReturnValue = CreateDynamicMaterialInstance(this, InMaterial, FName(None), 0);0x0229 Material = CallFunc_CreateDynamicMaterialInstance_ReturnValue;0x023C goto Label_00CE;0x0241 Label_0241:0x0241 return;Public 0x1f88790 0x0B void SetSkin (UItemSkin * InSkin , bool InIsLocked , bool inIsDefault ) Script73 statements · 1,677 bytes of bytecode 0x0000 PushFlow(Label_068A);0x0005 NewSkin = false;0x0010 IsDefault = inIsDefault;0x0023 IsLocked = InIsLocked;0x0036 CallFunc_NotEqual_ObjectObject_ReturnValue_1 = NotEqual_ObjectObject(InSkin, Skin);0x005C NewSkin = CallFunc_NotEqual_ObjectObject_ReturnValue_1;0x006F Skin = InSkin;0x0082 PushFlow(Label_0461);0x0087 PushFlow(Label_039B);0x008C PushFlow(Label_032A);0x0091 CallFunc_IsValid_ReturnValue_1 = IsValid(Skin);0x00AE if (!(CallFunc_IsValid_ReturnValue_1)) goto Label_064B;0x00BC CallFunc_GetOwningCharacter_ReturnValue = Skin.GetOwningCharacter();0x00E6 CallFunc_NotEqual_ObjectObject_ReturnValue = NotEqual_ObjectObject(CallFunc_GetOwningCharacter_ReturnValue, /Game/Character/BoscoID.BoscoID);0x010C if (!(CallFunc_NotEqual_ObjectObject_ReturnValue)) goto Label_0660;0x011A CallFunc_GetOwningItem_ReturnValue = Skin.GetOwningItem();0x0144 CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetOwningItem_ReturnValue);0x0161 if (!(CallFunc_IsValid_ReturnValue)) goto Label_0675;0x016F Temp_byte_Variable = 2;0x0183 Temp_byte_Variable_1 = 3;0x0197 Temp_byte_Variable_2 = 0;0x01AB Temp_byte_Variable_3 = 0;0x01BF Temp_byte_Variable_4 = 0;0x01D3 Temp_byte_Variable_5 = 0;0x01E7 Temp_byte_Variable_6 = 1;0x01FB Temp_byte_Variable_7 = 1;0x020F CallFunc_GetOwningItem_ReturnValue = Skin.GetOwningItem();0x0239 CallFunc_GetItemCategory_ReturnValue = CallFunc_GetOwningItem_ReturnValue.GetItemCategory();0x026B Temp_byte_Variable_8 = CallFunc_GetItemCategory_ReturnValue;0x0286 BucketIcon = Switch(Temp_byte_Variable_8, 0 => Temp_byte_Variable_7, 1 => Temp_byte_Variable_6, 2 => Temp_byte_Variable_5, 3 => Temp_byte_Variable_4, 4 => Temp_byte_Variable_3, 5 => Temp_byte_Variable_2, 6 => Temp_byte_Variable_1, 7 => Temp_byte_Variable, default => K2Node_Select_Default);0x0329 PopFlow();0x032A Label_032A:0x032A CallFunc_EqualEqual_ObjectObject_ReturnValue = EqualEqual_ObjectObject(Skin, nullptr);0x0348 CallFunc_BooleanOR_ReturnValue = BooleanOR(NewSkin, CallFunc_EqualEqual_ObjectObject_ReturnValue);0x036E if (!(CallFunc_BooleanOR_ReturnValue)) PopFlow();0x0378 Material = nullptr;0x0383 SetBucketVisibility(ShowBucket);0x039A PopFlow();0x039B Label_039B:0x039B CallFunc_IsValid_ReturnValue_2 = IsValid(Material);0x03B8 CallFunc_Not_PreBool_ReturnValue = Not_PreBool(CallFunc_IsValid_ReturnValue_2);0x03D5 CallFunc_IsValid_ReturnValue_3 = IsValid(Skin);0x03F2 CallFunc_BooleanAND_ReturnValue = BooleanAND(CallFunc_IsValid_ReturnValue_3, CallFunc_Not_PreBool_ReturnValue);0x0418 if (!(CallFunc_BooleanAND_ReturnValue)) PopFlow();0x0422 CallFunc_CreateIcon_ReturnValue = Skin.CreateIcon(this);0x044D Material = CallFunc_CreateIcon_ReturnValue;0x0460 PopFlow();0x0461 Label_0461:0x0461 Temp_object_Variable = /Game/WeaponsNTools/_GlobalSkinStuff/SkinThumbnails/M_SkinThumbnailOff.M_SkinThumbnailOff;0x0474 CallFunc_IsValid_ReturnValue_4 = IsValid(Skin);0x0491 CallFunc_Not_PreBool_ReturnValue_1 = Not_PreBool(CallFunc_IsValid_ReturnValue_4);0x04AE CallFunc_BooleanOR_ReturnValue_1 = BooleanOR(IsLocked, CallFunc_Not_PreBool_ReturnValue_1);0x04D4 CallFunc_BooleanOR_ReturnValue_2 = BooleanOR(CallFunc_BooleanOR_ReturnValue_1, IsDefault);0x04FA Temp_bool_Variable = CallFunc_BooleanOR_ReturnValue_2;0x050D SkinIcon.SetBrushFromMaterial(Switch(Temp_bool_Variable, false => Material, true => Temp_object_Variable, default => K2Node_Select_Default_2));0x0566 SetOutlineTint(OutlineTint);0x057D /Game/Game/LIB_Game.Default__LIB_Game_C.SelectVisibility(DefaultItem, 1, 4, IsDefault, this, CallFunc_SelectVisibility_IsVisible, CallFunc_SelectVisibility_VisibilityChanged, CallFunc_SelectVisibility_New_Visibility);0x05D3 Temp_bool_Variable_1 = IsLocked;0x05E6 Temp_object_Variable_1 = nullptr;0x05F1 DLC_Indicator.SetFromSkin(Switch(Temp_bool_Variable_1, false => Skin, true => Temp_object_Variable_1, default => K2Node_Select_Default_1));0x064A PopFlow();0x064B Label_064B:0x064B BucketIcon = 0;0x065F PopFlow();0x0660 Label_0660:0x0660 BucketIcon = 4;0x0674 PopFlow();0x0675 Label_0675:0x0675 BucketIcon = 1;0x0689 PopFlow();0x068A Label_068A:0x068A return;Public 0x1f88790 0x0A void PreConstruct (bool IsDesignTime ) Script4 statements · 36 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_IsDesignTime = IsDesignTime;0x0012 ExecuteUbergraph_ITM_SkinIcon(10);0x0021 return;Event Public 0x1f88790 0x01 void ExecuteUbergraph_ITM_SkinIcon (int32 EntryPoint ) Script16 statements · 354 bytes of bytecode 0x0000 goto [EntryPoint];0x000A SetSize(Size);0x0021 SetBucketVisibility(ShowBucket);0x0038 if (!(K2Node_Event_IsDesignTime)) goto Label_00FE;0x0046 SetSkin(Skin, IsLocked, IsDefault);0x006F Temp_object_Variable = /Game/Game/DLC/DLC_DarkFuture.DLC_DarkFuture;0x0082 Temp_object_Variable_1 = nullptr;0x008D Temp_bool_Variable = ShowDLC;0x00A0 DLC_Indicator.SetFromDLC(Switch(Temp_bool_Variable, false => Temp_object_Variable_1, true => Temp_object_Variable, default => K2Node_Select_Default));0x00F9 goto Label_015F;0x00FE Label_00FE:0x00FE Material = nullptr;0x0109 /Game/Game/LIB_Game.Default__LIB_Game_C.SelectVisibility(DLC_Indicator, 1, 4, ShowDLC, this, CallFunc_SelectVisibility_IsVisible, CallFunc_SelectVisibility_VisibilityChanged, CallFunc_SelectVisibility_New_Visibility);0x015F Label_015F:0x015F return;Final 0x1f88790 0x04