Zdexby TheHolyOneZ
5,372 classes
Class

APlayerCharacter

: ACharacter : APawn : AActor : UObject
/Script/FSD.PlayerCharacter 0x0E90 (3,728 B) align 16 inherited 0x04C0 vtable /Script/FSD
0x00x0E90

Members 197

OffsetSizeNameTypeFlagsDefault
0x04C00x18padding / unreflected
0x10OnStartedUsingItemFMulticastScriptDelegate4 flags<delegate>
0x10OnStoppedUsingItemFMulticastScriptDelegate4 flags<delegate>
0x10OnFirePressedFMulticastScriptDelegate4 flags<delegate>
0x10OnFireReleasedFMulticastScriptDelegate4 flags<delegate>
0x10OnGrenadePressedFMulticastScriptDelegate4 flags<delegate>
0x10OnPerkInitializedFMulticastScriptDelegate4 flags<delegate>
0x10OnInstantRevivePossibleEventFMulticastScriptDelegate4 flags<delegate>
0x10OnGenericAnimNotifyFMulticastScriptDelegateBlueprintCallable+4 flags<delegate>
0x08HeightenedSenseComponentUHeightenedSenseComponent*Transient+7 flagsnullptr
0x10OnCollectedEverythingFMulticastScriptDelegate4 flags<delegate>
0x10OnCollectedSchematicFMulticastScriptDelegate4 flags<delegate>
0x10OnCollectedSkinFMulticastScriptDelegate4 flags<delegate>
0x10OnCollectedDrinkFMulticastScriptDelegate4 flags<delegate>
0x10OnCollectedVictoryPoseFMulticastScriptDelegate4 flags<delegate>
0x10OnCollectedPickaxePartFMulticastScriptDelegate4 flags<delegate>
0x10OnCollectedVanityItemFMulticastScriptDelegate4 flags<delegate>
0x10OnCameraModeChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnDownCameraTargetChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnActionHoldProgressFMulticastScriptDelegate4 flags<delegate>
0x10OnThrowCarriableProgressFMulticastScriptDelegate4 flags<delegate>
0x10OnJumpPressedFMulticastScriptDelegate4 flags<delegate>
0x10OnJumpReleasedFMulticastScriptDelegate4 flags<delegate>
0x10OnSecondaryFirePressedFMulticastScriptDelegate4 flags<delegate>
0x10OnSecondaryFireReleasedFMulticastScriptDelegate4 flags<delegate>
0x10OnManualMiningBeginFMulticastScriptDelegate4 flags<delegate>
0x10OnManualMiningEndFMulticastScriptDelegate4 flags<delegate>
0x10OnLaserPointerPressedFMulticastScriptDelegate4 flags<delegate>
0x10OnLaserPointerReleasedFMulticastScriptDelegate4 flags<delegate>
0x10OnTerrainScannerPressedFMulticastScriptDelegate4 flags<delegate>
0x10OnTerrainScannerReleasedFMulticastScriptDelegate4 flags<delegate>
0x10OnFlareThrownFMulticastScriptDelegate4 flags<delegate>
0x10OnUpdateMeshesFMulticastScriptDelegate4 flags<delegate>
0x10OnOpenChatFMulticastScriptDelegate4 flags<delegate>
0x10OnAcceptInviteFMulticastScriptDelegate4 flags<delegate>
0x10OnRejectInviteFMulticastScriptDelegate4 flags<delegate>
0x10OnIgnoreInviteFMulticastScriptDelegate4 flags<delegate>
0x10OnToggleMapToolFMulticastScriptDelegate4 flags<delegate>
0x10OnToggleScanToolFMulticastScriptDelegate4 flags<delegate>
0x10OnDepthChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterStateChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterDeathChangeFMulticastScriptDelegate4 flags<delegate>
0x10OnDamagedEnemyFMulticastScriptDelegate4 flags<delegate>
0x10OnLaserPointerEventFMulticastScriptDelegate4 flags<delegate>
0x10OnSecondaryLaserPointerEventFMulticastScriptDelegate4 flags<delegate>
0x10OnSaluteEventFMulticastScriptDelegate4 flags<delegate>
0x10OnPlayerShoutFMulticastScriptDelegate4 flags<delegate>
0x10OnBoscoSaluteFMulticastScriptDelegate4 flags<delegate>
0x07C00x10padding / unreflected
0x10OnRevivedEventFMulticastScriptDelegate5 flags<delegate>
0x10OnReviveCallEventFMulticastScriptDelegate4 flags<delegate>
0x10OnRevivedOtherCharacterFMulticastScriptDelegate4 flags<delegate>
0x10OnHeadlightOnChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnCallDonkeyFMulticastScriptDelegate4 flags<delegate>
0x20GameplayTagsFGameplayTagContainer3 flags{GameplayTags=[], ParentTags=[]}
0x08AttentionShoutOverrideUDialogDataAsset*5 flagsnullptr
0x28JetBootsComponentSpawnableTSoftClassPtr<UJetBootsMovementComponent>5 flags<SoftClassProperty>
0x28JetBootsComponentMK2SpawnableTSoftClassPtr<UJetBootsMovementComponent>5 flags<SoftClassProperty>
0x08ZipLineStateComponentUZipLineStateComponent*Transient+7 flagsnullptr
0x10EscapableGrabberEnemiesTArray<TSubclassOf<AActor>>Transient+3 flags[]
0x10OnKilledGrabberFMulticastScriptDelegate4 flags<delegate>
0x10OnPerkActivationTimerFinishedFMulticastScriptDelegate4 flags<delegate>
0x08BoundPerkActivationWUPerkHUDActivationWidget*9 flagsnullptr
0x04PerkActivationTimerfloat6 flags-1
0x08DC0x04padding / unreflected
0x10OnCanEscapeGrabberChangedFMulticastScriptDelegateProtected+4 flags<delegate>
0x08GrabbedByClassTSubclassOf<AActor>TransientProtected+8 flagsnullptr
0x10OnCoolDownProgressFMulticastScriptDelegateProtected+4 flags<delegate>
0x01bIsBeingBittenByCaveLeechboolTransientProtected+7 flagsfalse
0x01bIsBeingBittenByPitJawboolTransientProtected+7 flagsfalse
0x090A0x06padding / unreflected
0x08WidgetInteractionUWidgetInteractionComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.WidgetInteraction
0x10PlatformComponentClassesTArray<FPlatformComponent>Protected+3 flags[]
0x09280x14padding / unreflected
0x18DownCameraSettingsFDownCameraSettingsProtected+3 flags{Target=<0xffffffff>, TargetIndex=0, MinPitch=-45, MaxPitch…
0x09540x14padding / unreflected
0x10ActiveShieldGeneratorsTArray<TWeakObjectPtr<AShieldGeneratorActor>>TransientProtected+3 flags[]
0x09780x04padding / unreflected
0x10SavegameIDFGuidProtected+6 flags{A=0, B=0, C=0, D=0}
0x0CEstimatedVelocityFVectorProtected+7 flags{X=0, Y=0, Z=0}
0x09980x10padding / unreflected
0x28FlareHeadlightButtonFHoldButtonProtected+2 flags{HoldingText=<FText>, HoldStartTime=0.3, HoldDuration=0.5}
0x28CycleItemButtonFHoldButtonProtected+2 flags{HoldingText=<FText>, HoldStartTime=0.3, HoldDuration=0.5}
0x09F80x08padding / unreflected
0x28ToggleHUDButtonFHoldButtonProtected+2 flags{HoldingText=<FText>, HoldStartTime=0.3, HoldDuration=0.5}
0x04EquipLaserpointerHoldDurationfloatProtected+6 flags0.33
0x01IsPressingMovementInputKeyboolNetTransient+6 flagsfalse
0x0A2D0x1Bpadding / unreflected
0x08characterIDUPlayerCharacterID*Protected+8 flagsnullptr
0x28TutorialManagerTypeTSoftClassPtr<ATutorialManager>Protected+4 flags<SoftClassProperty>
0x28TutorialManagerSpacerigTSoftClassPtr<ATutorialManager>Protected+4 flags<SoftClassProperty>
0x08FPMeshUSkeletalMeshComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.FPMesh
0x08FirstPersonCameraUCameraComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.FirstPersonCamera
0x08FirstPersonRootUSceneComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.FPRoot
0x08ActorTrackingUActorTrackingComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.ActorTracking
0x08IntoxicationComponentUCharacterIntoxicationComponent*TransientProtected+9 flagsnullptr
0x08MissionStatsCollectorUMissionStatsCollector*Protected+11 flags/Script/FSD.Default__PlayerCharacter.MissionStatsCollector
0x08ThirdPersonSpringArmUSpringArmComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.ThirdPersonSpringArm
0x08ThirdPersonCameraUCameraComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.ThirdPersonCamera
0x08ThirdPersonLightUPointLightComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.ThirdPersonLight
0x08FollowSpringArmUSpringArmComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.FollowSpringArm
0x08FollowCameraUCameraComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.FollowCamera
0x08DownCameraUCameraComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.DownCamera
0x08CameraControllerUCharacterCameraController*Protected+11 flags/Script/FSD.Default__PlayerCharacter.CameraController
0x08HealthComponentUPlayerHealthComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.Health
0x08SightComponentUCharacterSightComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.SightComponent
0x08InventoryComponentUInventoryComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.Inventory
0x08UseComponentNewUCharacterUseComponent*Protected+9 flags/Script/FSD.Default__PlayerCharacter.UseComponentNew
0x08UsableComponentUSingleUsableComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.UsableComponent
0x08OutlineComponentUOutlineComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.OutlineComponent
0x08RecoilComponentUCharacterRecoilComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.RecoilComponent
0x08StatusEffectsComponentUStatusEffectsComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.StatusEffects
0x08PawnStatsComponentUPawnStatsComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.PawnStats
0x08PawnAfflictionComponentUPlayerAfflictionComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.PawnAfflictions
0x08PlayerInfoComponentUPlayerInfoComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.PlayerInfoComponent
0x08AttackerPositioningComponentUPlayerAttackPositionComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.AttackerPositioning
0x08CommunicationComponentUCommunicationComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.Communication
0x08TemperatureComponentUPlayerTemperatureComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.TemperatureComponent
0x08InfectionComponentUPlayerInfectionComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.InfectionComponent
0x08ReactiveTerrainTrackerUPlayerReactiveTerrainTrackerComponent*Protected+9 flags/Script/FSD.Default__PlayerCharacter.TerrainTracker
0x08TrackGrindUsableComponentUInstantUsable*Protected+11 flags/Script/FSD.Default__PlayerCharacter.TrackGrindUsable
0x04RunningSpeedfloatProtected+6 flags0
0x04RunBoostfloatProtected+6 flags0
0x04RunBoostChargeTimefloatProtected+6 flags0
0x0B9C0x04padding / unreflected
0x08RunBoostActivationSoundUSoundCue*Protected+6 flagsnullptr
0x08RunBoostParticlesUParticleSystem*Protected+6 flagsnullptr
0x0BB00x08padding / unreflected
0x08RunBoostAfflictionUPawnAffliction*Protected+6 flagsnullptr
0x08HangingPhysicsAssetUPhysicsAsset*Protected+6 flagsnullptr
0x04HangingSimulationBlendfloatProtected+6 flags1
0x0BCC0x08padding / unreflected
0x01IsPlayableCharacterboolProtected+6 flagstrue
0x0BD50x03padding / unreflected
0x08SprintSoundComponentUAudioComponent*TransientProtected+7 flagsnullptr
0x08SpringSoundUSoundCue*Protected+6 flagsnullptr
0x48AimSettingsFAnalogAimSettingsProtected+5 flags{AimRate={X=90, Y=75}, SensitivityCurve=nullptr, LookAtStic…
0x04DownedCameraMinPitchfloatProtected+8 flags-75
0x04DownedCameraMaxPitchfloatProtected+8 flags0
0x04TurnToFaceScannerAngularSpeedfloatProtected+6 flags180
0x04Turn180TimefloatProtected+6 flags0.5
0x04CarryingMovementSpeedPenaltyfloatProtected+8 flags0.5
0x04CarryingMaxFallVelocityfloatProtected+8 flags1200
0x04MaxThrowProgressfloatProtected+8 flags1
0x04MaxThrowHoldDurationfloatProtected+6 flags2
0x0C500x04padding / unreflected
0x04CarryingThrowMinForcefloatProtected+6 flags100
0x04CarryingThrowMaxForcefloatProtected+6 flags600
0x04PlayerVelocityToThrowFactorfloatProtected+6 flags0
0x0C600x10padding / unreflected
0x08CarryingThrowingStatusEffectTSubclassOf<UStatusEffect>Protected+7 flagsnullptr
0x0C780x04padding / unreflected
0x04ThrowCarriableProgressfloatTransientProtected+7 flags0
0x50CharacterStatesTMap<uint8, UCharacterStateComponent*>TransientProtected+3 flags<TMap>
0x08TutorialManagerTWeakObjectPtr<ATutorialManager>TransientProtected+6 flags<0xffffffff>
0x08ActiveCharacterStateUCharacterStateComponent*NetTransient+9 flagsnullptr
0x0CE00x03padding / unreflected
0x01IsInDropPodboolTransientProtected+6 flagsfalse
0x01IsInEscapePodboolTransientProtected+6 flagsfalse
0x0CE50x03padding / unreflected
0x04ButtonMemoryDurationfloatProtected+8 flags0.25
0x01IsRunningboolNetTransient+8 flagsfalse
0x01CanDashboolProtected+6 flagsfalse
0x0CEE0x06padding / unreflected
0x04DashInputWindowfloatProtected+6 flags0.3
0x04DashFowardMovementMinRequirementfloatProtected+6 flags0.9
0x04DashRightMovementMaxRequirementfloatProtected+6 flags0.1
0x04DashControllerMinValueRequiredfloatProtected+6 flags0.5
0x04DashCooldownfloatTransientProtected+6 flags1
0x08DashStatusEffectTSubclassOf<UStatusEffect>Protected+7 flagsnullptr
0x04ForwardInputfloatTransientProtected+5 flags0
0x04RightInputfloatTransientProtected+5 flags0
0x04ControllerForwardInputfloatTransientProtected+5 flags0
0x04ControllerRightInputfloatTransientProtected+5 flags0
0x0D200x0Cpadding / unreflected
0x04StoppedRunningTimefloatTransientProtected+5 flags-1
0x04ShoutPressedTimefloatTransientProtected+5 flags-1
0x01bIsUsingItemPressedboolTransientProtected+5 flagsfalse
0x01bIsUsingPressedboolTransientProtected+5 flagsfalse
0x0D360x02padding / unreflected
0x04UsingDelayfloatTransientProtected+5 flags0
0x01HeadLightOnboolNetTransient+9 flagstrue
0x01isUsingboolNetTransient+8 flagsfalse
0x0D3E0x02padding / unreflected
0x04JumpPressedTimefloatTransientProtected+7 flags0
0x01CanMoveboolTransientProtected+6 flagstrue
0x01CanAimboolTransientProtected+6 flagstrue
0x01CanUseItemboolTransientProtected+6 flagstrue
0x01CanUseLaserpointerboolTransientProtected+6 flagstrue
0x01CanChangeItemsboolTransientProtected+6 flagstrue
0x01CanMineboolTransientProtected+6 flagstrue
0x01CanSaluteboolTransientProtected+6 flagstrue
0x01IsStandingDownboolNetTransient+8 flagsfalse
0x0D4C0x01padding / unreflected
0x01InDanceRangeboolTransientProtected+6 flagsfalse
0x01isDancingboolNetTransient+9 flagsfalse
0x0D4F0x01padding / unreflected
0x04DanceStartTimefloatTransientProtected+7 flags0
0x0D540x04padding / unreflected
0x08HappyFeetAchievementUFSDAchievement*Protected+6 flagsnullptr
0x04danceMoveint32NetTransient+7 flags0
0x01CameraModeECharacterCameraModeTransientProtected+7 flagsFirstPerson
0x01IsInCharacterSelectionWorldboolTransientProtected+7 flagsfalse
0x01bShouldSpawnAnimEffectsboolTransientProtected+5 flagstrue
0x0D670x01padding / unreflected
0x04IdleTimefloatTransientProtected+7 flags0
0x0D6C0x04padding / unreflected
0x08FPDrinkSaluteUAnimMontage*Protected+6 flagsnullptr
0x08TPDrinkSaluteUAnimMontage*Protected+6 flagsnullptr
0x08CurrentSaluteMontageUAnimMontage*TransientProtected+5 flagsnullptr
0x0D880x08padding / unreflected
0x10CachedMaterialsTArray<UMaterialInterface*>TransientProtected+2 flags[]
0x01BlockTrackGrindOnLandedboolTransientProtected+5 flagsfalse
0x0DA10x17padding / unreflected
0x10SteamClassIDFStringProtected+6 flags""
0x08RadarMaterialInstanceUMaterialInstanceDynamic*TransientProtected+5 flagsnullptr
0x04RadarMaterialAngleParameterIndexint32TransientProtected+5 flags0
0x0CLastUpdateVisibiltyPosFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
0x0CSpawnLocationFVectorTransientProtected+6 flags{X=0, Y=0, Z=0}
0x0DEC0x04padding / unreflected
0x08FallbackPhysicalMaterialUFSDPhysicalMaterial*TransientProtected+5 flagsnullptr
0x0DF80x01padding / unreflected
0x01ClientReadyboolTransientProtected+7 flagsfalse
0x0DFA0x06padding / unreflected
0x08NextCharacterStateUCharacterStateComponent*TransientProtected+7 flagsnullptr
0x0E080x08padding / unreflected
0x01PlayerIsLeavingInDroppodboolNetTransient+7 flagsfalse
0x0E110x0Bpadding / unreflected
0x01CanInstantReviveboolTransientProtected+6 flagsfalse
0x0E1D0x01padding / unreflected
0x01HasInitializedPerksboolTransientProtected+7 flagsfalse
0x0E1F0x19padding / unreflected
0x08CharacterVanityUCharacterVanityComponent*Protected+11 flags/Script/FSD.Default__PlayerCharacter.CharacterVanity
0x0E400x0Cpadding / unreflected
0x3CCameraSpringSettingsFCameraSpringSettingsProtected+3 flags{SpringEnabled=true, StepThreshold=5, SpringExtend={X=-100,…
0x0E880x08unreflected bytes to end of APlayerCharacter
Inherited from ACharacter 38
OffsetSizeNameTypeFlagsDefault
0x08MeshUSkeletalMeshComponent*11 flags/Script/Engine.Default__Character.CharacterMesh0
0x08CharacterMovementUCharacterMovementComponent*11 flags/Script/Engine.Default__Character.CharMoveComp
0x08CapsuleComponentUCapsuleComponent*11 flags/Script/Engine.Default__Character.CollisionCylinder
0x30BasedMovementFBasedMovementInfoProtected+3 flags{MovementBase=nullptr, BoneName=None, Location={}, Rotation…
0x30ReplicatedBasedMovementFBasedMovementInfoNetRepNotify+4 flags{MovementBase=nullptr, BoneName=None, Location={}, Rotation…
0x04AnimRootMotionTranslationScalefloatNetProtected+5 flags1
0x0CBaseTranslationOffsetFVectorProtected+5 flags{X=0, Y=0, Z=0}
0x03080x08padding / unreflected
0x10BaseRotationOffsetFQuatProtected+3 flags{X=0, Y=0, Z=0, W=1}
0x04ReplicatedServerLastTransformUpdateTimeStampfloatNetProtected+5 flags0
0x04ReplayLastTransformUpdateTimeStampfloatNetRepNotify+6 flags0
0x01ReplicatedMovementModeuint8NetProtected+5 flags0
0x01bInBaseReplicationboolProtected+5 flagsfalse
0x032A0x02padding / unreflected
0x04CrouchedEyeHeightfloat7 flags32
0x01bIsCrouched : 1bit 0boolNetRepNotify+5 flagsfalse
0x01bProxyIsJumpForceApplied : 1bit 1boolNetTransient+3 flagsfalse
0x01bPressedJump : 1bit 2bool5 flagsfalse
0x01bClientUpdating : 1bit 3boolTransient+3 flagsfalse
0x01bClientWasFalling : 1bit 4boolTransient+3 flagsfalse
0x01bClientResimulateRootMotion : 1bit 5boolTransient+3 flagsfalse
0x01bClientResimulateRootMotionSources : 1bit 6boolTransient+3 flagsfalse
0x01bSimGravityDisabled : 1bit 7bool3 flagsfalse
0x01bClientCheckEncroachmentOnNetUpdate : 1bit 0boolTransient+3 flagstrue
0x01bServerMoveIgnoreRootMotion : 1bit 1boolTransient+3 flagsfalse
0x01bWasJumping : 1bit 2boolTransient+8 flagsfalse
0x03320x02padding / unreflected
0x04JumpKeyHoldTimefloatTransient+10 flags0
0x04JumpForceTimeRemainingfloatTransient+10 flags0
0x04ProxyJumpForceStartedTimefloatTransient+10 flags0
0x04JumpMaxHoldTimefloatNet+7 flags0
0x04JumpMaxCountint32Net+7 flags1
0x04JumpCurrentCountint3210 flags0
0x04JumpCurrentCountPreJumpint3210 flags0
0x03500x08padding / unreflected
0x10OnReachedJumpApexFMulticastScriptDelegate4 flags<delegate>
0x03680x10padding / unreflected
0x10MovementModeChangedDelegateFMulticastScriptDelegate4 flags<delegate>
0x10OnCharacterMovementUpdatedFMulticastScriptDelegate4 flags<delegate>
0x38SavedRootMotionFRootMotionSourceGroupTransient+1 flags{bHasAdditiveSources=false, bHasOverrideSources=false, bHas…
0x40ClientRootMotionParamsFRootMotionMovementParamsTransient+2 flags{bHasRootMotion=false, BlendWeight=0, RootMotionTransform={…
0x10RootMotionRepMovesTArray<FSimulatedRootMotionReplicatedMove>Transient+3 flags[]
0x98RepRootMotionFRepRootMotionMontageNetRepNotify+2 flags{bIsActive=false, AnimMontage=nullptr, Position=0, Location…
Inherited from APawn 14
OffsetSizeNameTypeFlagsDefault
0x01bUseControllerRotationPitch : 1bit 0bool5 flagsfalse
0x01bUseControllerRotationYaw : 1bit 1bool5 flagsfalse
0x01bUseControllerRotationRoll : 1bit 2bool5 flagsfalse
0x01bCanAffectNavigationGeneration : 1bit 3bool6 flagsfalse
0x02290x03padding / unreflected
0x04BaseEyeHeightfloat7 flags64
0x01AutoPossessPlayeruint86 flags0
0x01AutoPossessAIEAutoPossessAI6 flagsPlacedInWorld
0x01RemoteViewPitchuint8Net+5 flags0
0x02330x05padding / unreflected
0x08AIControllerClassTSubclassOf<AController>8 flags/Script/AIModule.AIController
0x08PlayerStateAPlayerState*NetRepNotify+7 flagsnullptr
0x02480x08padding / unreflected
0x08LastHitByAController*Transient+7 flagsnullptr
0x08ControllerAController*NetRepNotify+5 flagsnullptr
0x02600x04padding / unreflected
0x0CControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
0x0CLastControlInputVectorFVectorTransientProtected+5 flags{X=0, Y=0, Z=0}
Inherited from AActor 76
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bNetStartup : 1bit 1bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bHidden : 1bit 5boolNet+7 flagsfalse
0x01bTearOff : 1bit 6boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 7bool3 flagsfalse
0x01bExchangedRoles : 1bit 0boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 1bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 2bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 3bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 4bool5 flagstrue
0x01bReplayRewindable : 1bit 5bool5 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 6bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 7bool4 flagsfalse
0x01bCanBeDamaged : 1bit 0boolNet+6 flagstrue
0x01bBlockInput : 1bit 1bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 2bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 3bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 4bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 5bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 6bool6 flagsfalse
0x01bIsEditorOnlyActor : 1bit 7bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 0bool3 flagsfalse
0x01bReplicates : 1bit 1boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 2boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 3boolProtected+3 flagstrue
0x01bActorEnableCollision : 1bit 3bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 4boolTransient+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleuint8NetTransient+5 flags0
0x34ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x009C0x04padding / unreflected
0x40AttachmentReplicationFRepAttachmentNetTransient+4 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01Roleuint8Net+5 flags3
0x01NetDormancyuint89 flags1
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputuint86 flags0
0x04InputPriorityint326 flags0
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01140x04padding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+2 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x10ControllingMatineeActorsTArray<AMatineeActor*>TransientProtected+2 flags[]
0x01480x08padding / unreflected
0x10LayersTArray<FName>2 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flags<0xffffffff>
0x01680x08padding / unreflected
0x10TagsTArray<FName>5 flags[]
0x01OnTakeAnyDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakePointDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakeRadialDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnActorBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnActorEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnClickedFMulticastScriptDelegate4 flags<delegate>
0x01OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x01OnActorHitFMulticastScriptDelegate4 flags<delegate>
0x01OnDestroyedFMulticastScriptDelegate4 flags<delegate>
0x01OnEndPlayFMulticastScriptDelegate4 flags<delegate>
0x01900x60padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>4 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>6 flags[]

Functions 191

SignatureFlagsNativeParams
void UseZipLine(AZipLineProjectile* ZipLine, const FVector& Start, const FVector& End)FinalNative+1 flags0x20
void Unparalyze()FinalNative+1 flags0x00
void ToggleScanTool(bool Visible)FinalNative+1 flags0x01
void ToggleHUDReleased()FinalNative+1 flags0x00
void ToggleHUDPressed()FinalNative+1 flags0x00
void ToggleHeadLight()FinalNative+1 flags0x00
void ThrowFlareReleased()FinalNative+1 flags0x00
void ThrowFlarePressed()FinalNative+1 flags0x00
void ThrowFlare()FinalNative+1 flags0x00
void StopUsingItem()FinalNative+1 flags0x00
void StartTutorials(bool ResetTutorials)FinalNative+1 flags0x01
void StartPerkActivation(UPerkHUDActivationWidget* PerkActivationWidget, float HoldTime)FinalNative+1 flags0x0C
UAudioComponent* SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, const FName& AttachPointName, const FVector& Location, const FRotator& Rotation, uint8 LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration)FinalNative+1 flags0x68
UAudioComponent* SpawnSoundAtLocation(USoundBase* Sound, const FVector& Location, const FRotator& Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration)FinalNative+1 flags0x50
UAudioComponent* SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration)FinalNative+1 flags0x30
void ShowSimpleHoldProgress(APlayerController* PlayerController, FText& InDescription, float InProgress)FinalNative+2 flags0x24
void SetStandingDown(bool standingDown)FinalNative+1 flags0x01
void SetRadarMaterialInstance(UMaterialInstanceDynamic* matInstance)FinalNative+1 flags0x08
void SetOutsideShieldGenerator(AShieldGeneratorActor* Shield)FinalNative+1 flags0x08
void SetIsCharacterSelectionModel()FinalNative+1 flags0x00
void SetInstantUsables(bool Value)NativeEvent+1 flags0x01
void SetInsideShieldGenerator(AShieldGeneratorActor* Shield)FinalNative+1 flags0x08
void SetInCharacterSelectionWorld()FinalNative+1 flags0x00
void SetHeadLight(bool On)FinalNative+1 flags0x01
void SetFallbackPhysicalMaterial(UFSDPhysicalMaterial* PhysMat)FinalNative+1 flags0x08
void SetCameraMode(const ECharacterCameraMode& NewCameraMode)FinalNative+1 flags0x01
void SetAttached(USceneComponent* AttachTo, bool DelayUntilLanded)FinalNative+1 flags0x09
void Server_TriggerDash()NativeEvent+1 flags0x00
void Server_TeleportToPlayer(APlayerCharacter* InPlayerToTeleport, int32 InTarget)NativeEvent+1 flags0x0C
void Server_TeleportPlayerTo(int32 InPlayerIndexToTeleport, APlayerCharacter* InTarget)NativeEvent+1 flags0x10
void Server_StartSalute(UAnimMontage* startSalute)NativeEvent+1 flags0x08
void Server_SpawnEnemies(UEnemyDescriptor* descriptor, int32 Count)NativeEvent+1 flags0x0C
void Server_SpawnCritters(UBaseCritterDescriptor* descriptor, int32 Count)NativeEvent+1 flags0x0C
void Server_Shouted()NativeEvent+1 flags0x00
void Server_SetUsing(bool characterIsUsing)NativeEvent+1 flags0x01
void Server_SetStandingDown(bool standingDown)NativeEvent+1 flags0x01
void Server_SetRunning(bool characterIsRunning)NativeEvent+1 flags0x01
void Server_SetRunBoostActive(bool IsActive)NativeEvent+1 flags0x01
void Server_SetIsThrowingCarriable(bool isThrowing)NativeEvent+1 flags0x01
void Server_SetIsPressingMovementInput(bool aIsPushingInput)NativeEvent+1 flags0x01
void Server_SetIsJumpPressed(bool InJumpPressed)NativeEvent+1 flags0x01
void Server_SetIsDancing(bool isDancing, int32 danceMove)NativeEvent+1 flags0x08
void Server_SetHeadLight(bool On)NativeEvent+1 flags0x01
void Server_SetDispenserReward(AEventRewardDispenser* Dispenser, USchematic* Reward)NativeEvent+1 flags0x10
void Server_SetClientReady()NativeEvent+1 flags0x00
void Server_InstantRevive(APlayerCharacter* ReviveTarget, const EInputKeys& Key)NativeEvent+1 flags0x09
void Server_EscapeFromGrabber()NativeEvent+1 flags0x00
void Server_ClearBiomeEffects()NativeEvent+1 flags0x00
void Server_CheatStartCountDown()NativeEvent+1 flags0x00
void Server_CheatSpawnDropPodOnSelf(float Delay)NativeEvent+1 flags0x04
void Server_CheatRevive()NativeEvent+1 flags0x00
void Server_CheatPreventMeteors()NativeEvent+1 flags0x00
void Server_CheatKillAllNeutral()NativeEvent+1 flags0x00
void Server_CheatKillAllFriendly()NativeEvent+1 flags0x00
void Server_CheatKillAll()NativeEvent+1 flags0x00
void Server_CheatJetBoots_MK2()NativeEvent+1 flags0x00
void Server_CheatJetBoots()NativeEvent+1 flags0x00
void Server_CheatGodMode()NativeEvent+1 flags0x00
void Server_CheatFlyMode(bool Active)NativeEvent+1 flags0x01
void Server_CheatFlareInfiniteDuration(bool Enabled)NativeEvent+1 flags0x01
void Server_CheatDestroyAllVanityCharacters()NativeEvent+1 flags0x00
void Server_CheatDebugFastMode(bool fast)NativeEvent+1 flags0x01
void Server_CheatDancingCharacterOnSelf(int32 InDanceIndex)NativeEvent+1 flags0x04
void Server_CheatClearAllDecalsAll()NativeEvent+1 flags0x00
void Server_CheatBreakAllEnemyArmor()NativeEvent+1 flags0x00
void Server_CheatAddAllResourcesToInventory(float amount)NativeEvent+1 flags0x04
void Server_CancelThrowingCarriable()NativeEvent+1 flags0x00
void Server_CallDonkey()NativeEvent+1 flags0x00
void Server_AddToTraceQueue(ADamageEnhancer* Target, const FEnhancedTrace& Item)NativeEvent+1 flags0x3C
void Server_AddImpulseToActor(AFSDPhysicsActor* Target, const FVector_NetQuantize& Impulse, const FVector_NetQuantize& Location, const FVector_NetQuantize& AngularImpulse)NativeEvent+1 flags0x2C
void Server_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force)NativeEvent+1 flags0x10
void Server_ActivateTemporaryBuff(UTemporaryBuff* buff)NativeEvent+1 flags0x08
void SendLevelUpStatistics(int32 currentRank)FinalNative+1 flags0x04
void ReviveProgress(float Progress)FinalNative+1 flags0x04
void RequestChangeInGravityScale(float newGravityScale)NativeEvent+1 flags0x04
void RejectInvite()FinalNative+1 flags0x00
void ReceiveOnHeadlightOn()EventProtected0x00
void ReceiveEscapedFromGrabber()EventProtected0x00
void Receive_ShowFieldMedicInstantReviveEffects()EventPublic0x00
void PrepareForEndScreen()EventPublic0x00
void PilotVehicle(AActor* Vehicle)FinalNative+1 flags0x08
void Paralyze(AActor* ParalyzedBy)FinalNative+1 flags0x08
void OpenChat()FinalNative+1 flags0x00
void OnResourceFull(UCappedResource* Resource)FinalNative+1 flags0x08
void OnRep_IsStandingDown()FinalNative+1 flags0x00
void OnRep_IsDancing()FinalNative+1 flags0x00
void OnRep_HeadLightOn()FinalNative+1 flags0x00
void OnRep_DanceMove()FinalNative+1 flags0x00
void OnRep_CharacterState(UCharacterStateComponent* oldState)FinalNative+1 flags0x08
void OnPerkActivationFinished()EventPublic0x00
void OnItemEquipped(AItem* Item)FinalNative+1 flags0x08
void OnCharacterUsed(APlayerCharacter* User, const EInputKeys& Key)FinalNative+1 flags0x09
void OnCharacterBeginUse(APlayerCharacter* User, const EInputKeys& Key)FinalNative+1 flags0x09
void MouseWheelUp()FinalNative+1 flags0x00
void MouseWheelDown()FinalNative+1 flags0x00
bool LockIfState(const ECharacterState& LockIf, const ECharacterState& LockTo, bool canMoveAndAim)FinalNative+1 flags0x04
void KilledGrabber__DelegateSignature(AActor* Grabber)Public0x08
void JumpRelease()FinalNative+1 flags0x00
void JumpPress()FinalNative+1 flags0x00
void ItemUseDelegate__DelegateSignature(AItem* Item)Public0x08
bool IsWithinDistance(AActor* Source, float Distance)FinalNative+1 flags0x0D
bool IsWalking()FinalNative+1 flags0x01
bool IsUsingPressed()FinalNative+1 flags0x01
bool IsUsingItemPressed()FinalNative+1 flags0x01
bool IsStateActive(const ECharacterState& State)FinalNative+1 flags0x02
bool IsSaluting()FinalNative+1 flags0x01
bool IsParalyzed()FinalNative+1 flags0x01
bool IsMovementInputPressed()FinalNative+1 flags0x01
bool IsMining()FinalNative+1 flags0x01
bool IsLyingDown()FinalNative+1 flags0x01
bool IsJumpPressed()FinalNative+1 flags0x01
bool IsInState(const ECharacterState& aState)FinalNative+1 flags0x02
bool IsFrozen()FinalNative+1 flags0x01
bool IsFirstPerson()FinalNative+1 flags0x01
bool IsEquipepdActor(AActor* Actor)FinalNative+1 flags0x09
bool IsDown()FinalNative+1 flags0x01
bool IsAlive()FinalNative+1 flags0x01
void InstantRevive(APlayerCharacter* ReviveTarget, const EInputKeys& Key)FinalNative+1 flags0x09
void IgnoreInvite()FinalNative+1 flags0x00
bool HasBeenRevived()FinalNative+1 flags0x01
UCharacterUseComponent* GetUseComponent()FinalNative+1 flags0x08
UPlayerTPAnimInstance* GetTPAnimInstance()FinalNative+1 flags0x08
float GetTimeSinceLastRevival()FinalNative+1 flags0x04
bool GetSuperRapidFireActive()FinalNative+1 flags0x01
ECharacterState GetPreviousState()FinalNative+1 flags0x01
AFSDPlayerState* GetPlayerState()FinalNative+1 flags0x08
FString GetPlayerName()FinalNative+1 flags0x10
AFSDPlayerController* GetPlayerController()FinalNative+1 flags0x08
UInventoryList* GetInventoryList()FinalNative+1 flags0x08
FText GetHeroSwitchToMessage()FinalNative+1 flags0x18
FText GetHeroName()FinalNative+1 flags0x18
FHeroInfo GetHeroInfo()FinalNative+1 flags0x88
UTexture2D* GetHeroIcon()FinalNative+1 flags0x08
FLinearColor GetHeroColor()FinalNative+1 flags0x10
UPlayerFPAnimInstance* GetFPAnimInstance()FinalNative+1 flags0x08
AItem* GetEquippedItem()FinalNative+1 flags0x08
float GetDownTime()FinalNative+1 flags0x04
APlayerCharacter* GetDownCameraTarget()FinalNative+1 flags0x08
USceneComponent* GetDownCameraRotationPoint()EventPublic0x08
USceneComponent* GetDownCameraAttachPoint()EventPublic0x08
ULightComponent* GetDebugPointLightComponent()EventPublic0x08
ECharacterState GetCurrentState()FinalNative+1 flags0x01
UCommunicationComponent* GetCommunicationComponent()FinalNative+1 flags0x08
float GetClassXP()FinalNative+1 flags0x04
UCharacterVanityComponent* GetCharacterVanity()FinalNative+1 flags0x08
UCharacterStateComponent* GetCharacterStateComponent(const ECharacterState& State)FinalNative+1 flags0x10
float GetBeginRevivedProgress()FinalNative+1 flags0x04
UUsableComponent* GetBeastMasterUsableComponent()EventPublic0x08
FString GetAnalyticsClass()FinalNative+1 flags0x10
FRotator GetAimRotation()FinalNative+1 flags0x0C
FVector GetActorGroundLocation()FinalNative+1 flags0x0C
TArray<AShieldGeneratorActor*> GetActiveShieldGenerators()FinalNative+1 flags0x10
UPlayerAnimInstance* GetActiveAnimInstance()FinalNative+1 flags0x08
void GenericAnimNotifyDelegate__DelegateSignature(APlayerCharacter* Player)Public0x08
void ForceIsPressingMovementInputKey()FinalNative+1 flags0x00
void FirePressedDelegate__DelegateSignature()Public0x00
void ExitVehicle()FinalNative+1 flags0x00
void CycleItemUp()FinalNative+1 flags0x00
void CycleItemReleased()FinalNative+1 flags0x00
void CycleItemPressed()FinalNative+1 flags0x00
void CycleItemDown()FinalNative+1 flags0x00
void ConsumeCycleItemButton()FinalNative+1 flags0x00
void Client_UseDashCharge()NativeEvent+1 flags0x00
void Client_TargetDamaged(UObject* Health, float Damage, float DamageModifier, bool IsWeakPoint, bool IsRadial)NativeEvent+1 flags0x12
void Client_OpenMinersManual()NativeEvent+1 flags0x00
void Client_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force)NativeEvent+1 flags0x10
void Client_ActivateTemporaryBuff(UTemporaryBuff* buff)NativeEvent+1 flags0x08
void CheckWithoutAPaddleAchievement()NativeEvent+1 flags0x00
void Cheat_CreateCountdownHUD()EventPublic0x00
void ChangeState(const ECharacterState& NewState)FinalNative+1 flags0x01
void ChangeIfDifferentState(const ECharacterState& NewState)FinalNative+1 flags0x01
void CanEscapeGrabberDelegate__DelegateSignature(bool bCanEscape)Public0x01
bool CanEscapeFromGrabber()FinalNative+1 flags0x01
void CallDonkeyReleased()FinalNative+1 flags0x00
void CallDonkeyPressed()FinalNative+1 flags0x00
void BP_OnUpdateMeshes()EventProtected0x00
void BP_OnControllerReady()EventProtected0x00
void AnnounceSchematicCollected(USchematic* InSchematic)FinalNative+1 flags0x08
void All_StartSalute(UAnimMontage* saluteMontage)NativeEvent+1 flags0x08
void All_ShowImpactEffects(UParticleSystem* Particles, const FVector_NetQuantize& Location, const FVector_NetQuantizeNormal& Orientation)NativeEvent+1 flags0x20
void All_ShowFieldMedicInstantReviveEffects()NativeEvent+1 flags0x00
void All_CheatStartCountDown()NativeEvent+1 flags0x00
void All_CheatSetDanceForVanityCharacter(int32 InDanceIndex)NativeEvent+1 flags0x04
void All_CheatFlareInfiniteDuration(bool Enabled)NativeEvent+1 flags0x01
void All_CheatDestroyAllVanityCharacters()NativeEvent+1 flags0x00
void All_CheatClearAllDecalsAll()NativeEvent+1 flags0x00
void AddImpulseToActor(AFSDPhysicsActor* Target, const FVector_NetQuantize& Impulse, const FVector_NetQuantize& Location, const FVector_NetQuantize& AngularImpulse)FinalNative+1 flags0x2C
void AddImpulseFromVector(const FVector& Vector)FinalNative+1 flags0x0C
void AddImpulseFromDirectionAndForce(const FVector& Direction, float force)FinalNative+1 flags0x10
void AcknowledgeCharacterState(const ECharacterState& eState)NativeEvent+1 flags0x01
void AcceptInvite()FinalNative+1 flags0x00

Subclasses 1

Used by 210

types with a member, parameter or interface of this type
AActivationObjectUActorFunctionLibraryAAdicPuddleUAIFunctionLibraryUAmmoCountWidgetABar_Glass_Physics_CABasicThrowableItemUBatchObjectiveABatchSubObjectiveUBeastMasterComponentABoscoControllerUBP_AudioControl_LowHealth_CUBP_AutoReloadPerkActivation_CABP_BarGlass_CABP_BaseSpaceRigConsole_CUBP_BerzerkComp_CUBP_BloodSugar_CUBP_DashActivation_CABP_DiscordConsole_CUBP_DiscordInstantUsable_CUBP_DownedBomb_CABP_FSDCameraManager_CABP_HUD_SpaceRig_CUBP_ImpactCompensators_CUBP_IronWillActivation_CUBP_JumpBoots_CUBP_MarathonGuy_SprintBoost_CUBP_MarathonGuy_SprintBoostTime_CUBP_OxygenRich_CABP_PlayerCharacter_CABP_PlayerController_SpaceRig_CABP_PlayerControllerBase_CABP_SpaceRig_Bartender_CABP_WormholeLocation_Base_CUBPInstantUsableFBumpPlayerHitACableUCableUsableUCarriableComponentACarriableItemUCharacterCameraControllerUCharacterIntoxicationComponentFCharacterSaveACharacterSelectionSwitcherACharacterSelectionSwitcher_CUCharacterSettingsUCharacterShowroomControllerUCharacterSightComponentUCharacterStateComponentFCharacterViewInfoUCommunicationComponentAConvertedRobotUCrossbowProjectileRecallableACrossbowProjectileStuckUDE_ArkenStout_CUDE_BlacklockLager_CUDE_BlackoutStout_CUDE_BurningLove_CUDE_DiscoLight_CUDE_FlintLockesDelight_CUDE_GenericBuffEffect_CUDE_GutWrecker_CUDE_LeafLoverDisableAllEffects_CUDE_MacteraBrew_CUDE_MaltRockBearer_CUDE_RandoWeisser_CUDE_SeasonedMoonrider_CUDE_SmartStout_CUDE_UnderhillDeluxe_CUDE_WormholeSpecial_CUDeepScanObjectiveBaseADefensePointActorADetPackFDownCameraSettingsADrinkableActorUDrinkableDataAssetUDrinkEffectComponentADroneControllerBaseUDroneUseComponentUDSTelemetryWrapper+130 more