Zdexby TheHolyOneZ
5,372 classes
Class

ARedeployableSentryGun

: ASentryGun : AActor : UObject
/Script/FSD.RedeployableSentryGun 0x04E8 (1,256 B) align 8 inherited 0x0438 vtable /Script/FSD
0x00x04E8

Members 16

OffsetSizeNameTypeFlagsDefault
0x10OnStateChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnDeployFinishedFMulticastScriptDelegate4 flags<delegate>
0x10OnDismantleFinishedFMulticastScriptDelegate4 flags<delegate>
0x10OnDeployProgressEventFMulticastScriptDelegateBlueprintCallable+4 flags<delegate>
0x08ActorTrackingIconUActorTrackingComponent*Protected+11 flags/Script/FSD.Default__RedeployableSentryGun.ActorTrackingIcon
0x08outlineUOutlineComponent*Protected+11 flags/Script/FSD.Default__RedeployableSentryGun.outline
0x08SentryGunOwnerTWeakObjectPtr<APlayerCharacter>NetTransient+10 flags<0xffffffff>
0x01bOutlineAndIconVisibleboolProtected+7 flagsfalse
0x01StateERedeployableSentryGunStateNetTransient+9 flagsDeploying
0x04920x16padding / unreflected
0x04PlasmaLineMaxRangefloatProtected+6 flags1000
0x04AC0x04padding / unreflected
0x10PlasmaLinesTArray<ASentryElectroBeam*>TransientProtected+2 flags[]
0x08PlasmaBeamClassTSubclassOf<ASentryElectroBeam>Protected+7 flagsnullptr
0x08ElectrocutionActorClassTSubclassOf<AActor>Protected+7 flagsnullptr
0x08ElectrocutionActorAActor*TransientProtected+5 flagsnullptr
0x08EMPDischargeActorClassTSubclassOf<AActor>Protected+7 flagsnullptr
0x04EMPDiscargeCooldownfloatProtected+6 flags3
0x04E40x04unreflected bytes to end of ARedeployableSentryGun
Inherited from ASentryGun 38
OffsetSizeNameTypeFlagsDefault
0x10OnEnabledChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnAmmoCountChangedFMulticastScriptDelegate4 flags<delegate>
0x10OnMaxAmmoCountChangedFMulticastScriptDelegate4 flags<delegate>
0x08SentryGunMeshUSkeletalMeshComponent*Protected+11 flags/Script/FSD.Default__SentryGun.SentryGunMesh
0x10SentryGunMuzzelsTArray<FSentryGunMuzzleSetup>Protected+5 flags[]
0x02780x10padding / unreflected
0x08ProjectileClassTSubclassOf<AProjectile>Protected+9 flagsnullptr
0x08ShootingSoundUSoundCue*Protected+6 flagsnullptr
0x08MuzzleFlashUParticleSystem*Protected+6 flagsnullptr
0x30TracerDataFTracerDataProtected+3 flags{MainParticle=nullptr, TrailParticle=nullptr, Speed=10000, …
0x01UsePriorityTargetTracerDataboolProtected+6 flagsfalse
0x02D10x07padding / unreflected
0x30PriorityTargetTracerDataFTracerDataProtected+3 flags{MainParticle=nullptr, TrailParticle=nullptr, Speed=10000, …
0x08TracerUParticleSystem*Protected+7 flagsnullptr
0x04MinTracerDistancefloatProtected+6 flags100
0x04AngleRestrictionfloatProtected+8 flags0
0x01EnabledboolNetProtected+7 flagstrue
0x03190x07padding / unreflected
0x10OverlapCacheTArray<FOverlapResult>Protected+3 flags[]
0x0CMinRotationFRotatorProtected+6 flags{Pitch=0, Yaw=0, Roll=0}
0x0CMaxRotationFRotatorProtected+6 flags{Pitch=0, Yaw=0, Roll=0}
0x04AquisitionRangefloatProtected+8 flags5000
0x04RotationSpeedfloatProtected+8 flags3
0x04ShotCoolDownfloatProtected+7 flags0.2
0x04TargetLeadingfloatProtected+8 flags0
0x04BurstCountint32Protected+7 flags0
0x04BurstShotCoolDownfloatProtected+8 flags1
0x04IdleScanAnglefloatProtected+8 flags120
0x04IdleScanSpeedfloatProtected+8 flags1
0x04FinalShotFadeOutfloatProtected+8 flags0.5
0x036C0x04padding / unreflected
0x08AudioOnTurnUSoundBase*Protected+8 flagsnullptr
0x20DissallowedTargetTagsFGameplayTagContainerProtected+2 flags{GameplayTags=[], ParentTags=[]}
0x03980x18padding / unreflected
0x04AmmoCountint32NetTransient+9 flags100
0x04MaxAmmoCountint32NetRepNotify+9 flags100
0x04DamagefloatProtected+5 flags10
0x04TargetYawfloatNetTransient+6 flags0
0x04TargetPitchfloatNetTransient+6 flags0
0x08LastTargetTWeakObjectPtr<UHealthComponentBase>NetTransient+10 flags<0xffffffff>
0x08PrioritizedTargetTWeakObjectPtr<UHealthComponentBase>NetTransient+9 flags<0xffffffff>
0x03D40x1Cpadding / unreflected
0x08WeaponFireUWeaponFireComponent*TransientProtected+7 flagsnullptr
0x03F80x30padding / unreflected
0x08ShootingAudioComponentUAudioComponent*Transient+7 flagsnullptr
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 24

SignatureFlagsNativeParams
void ToggleOutlineAndIcon(bool Visible)FinalNative+1 flags0x01
void SetSentryGunOwner(APlayerCharacter* Character)FinalNative+1 flags0x08
void SetArcIndicatorActive(bool Active)EventPublic0x01
void ReceiveOnStateChanged()EventProtected0x00
void ReceiveOnSentryGunOwnerChanged()EventProtected0x00
void ReceiveOnDismantled()EventProtected0x00
void ReceiveOnDismantle()EventProtected0x00
void ReceiveOnDeployed()EventProtected0x00
void ReceiveOnDeploy()EventProtected0x00
void OnStateChanged__DelegateSignature(ARedeployableSentryGun* Sender, const ERedeployableSentryGunState& NewState)Public0x09
void OnRep_State(const ERedeployableSentryGunState& oldState)FinalNative+1 flags0x01
void OnRep_SentryGunOwner()FinalNative+1 flags0x00
void OnElectrocutionActorDestroyed(AActor* Actor)FinalNative+1 flags0x08
void OnDismantleFinished__DelegateSignature()Public0x00
void OnDeployProgress__DelegateSignature(float Progress)Public0x04
void OnDeployFinished__DelegateSignature()Public0x00
bool GetIsDismantled()FinalNative+1 flags0x01
bool GetIsDeployed()FinalNative+1 flags0x01
float GetAnimDuration(USkeletalMeshComponent* Mesh)FinalNative+1 flags0x0C
void DismantleFinished()FinalNative+1 flags0x00
void Dismantle()FinalNative+1 flags0x00
void DeployFinished()FinalNative+1 flags0x00
void Deploy()FinalNative+1 flags0x00
void ActivateSpecialAttack()EventPublic0x00

Used by 4

types with a member, parameter or interface of this type