Zdexby TheHolyOneZ
5,372 classes
Class

USpawningBlueprintLibrary

: UBlueprintFunctionLibrary : UObject
/Script/FSD.SpawningBlueprintLibrary 0x0028 (40 B) align 8 inherited 0x0028 vtable /Script/FSD
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 13

SignatureFlagsNativeParams
void SpawnEnemyGroupDescriptorWithCallbackSpreadOut(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const TArray<FVector>& Locations, bool Alert, const DeepPathFinderSize& pfSize, const FScriptDelegate& Callback)FinalNative+2 flags0x3C
void SpawnEnemyGroupDescriptorSpreadOut(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const TArray<FVector>& Locations, bool Alert, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x2A
void SpawnEnemyGroupDescriptor(UObject* WorldContextObject, UEnemyGroupDescriptor* descriptor, float Difficulty, const FVector& Location, bool Alert, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x22
void SpawnEnemiesFromPool(UObject* WorldContextObject, float Difficulty, const TArray<FVector>& Locations, const TArray<UEnemyDescriptor*>& BannedEnemies, bool Alert, bool isConstantPreassure)FinalNative+2 flags0x32
void SpawnEnemiesAtLocationWithCallback(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, const FVector& Location, const FScriptDelegate& Callback, bool Alert, bool scaleToDifficulty, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x33
void SpawnEnemiesAtLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, int32 Count, const FVector& Location, bool Alert, bool scaleToDifficulty, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x23
void SpawnEnemiesAtEachLocation(UObject* WorldContextObject, UEnemyDescriptor* EnemyDescriptor, const TArray<FVector>& Locations, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x21
TArray<FVector> GetSpawnPointsInRange(UObject* WorldContextObject, float distanceToPlayers, int32 spawnPointCount, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x28
TArray<FVector> GetSpawnPointsInCircle(UObject* WorldContextObject, const FVector& Location, float Radius, int32 Count, bool scaleToDificulty, float maxSpawnAngle, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x38
TArray<FVector> GetSpawnPointsFromLocation(UObject* WorldContextObject, const FVector& Location, float Distance, int32 spawnPointCount, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x30
TArray<FVector> GetSpawnPointsAroundLocation(UObject* WorldContextObject, const FVector& Location, float Distance, int32 spawnPointCount, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x30
FVector GetSpawnPointInRange(UObject* WorldContextObject, float distanceToPlayers, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x1C
FVector GetSpawnPointFromLocation(UObject* WorldContextObject, const FVector& Location, float Distance, const DeepPathFinderSize& pfSize)FinalNative+2 flags0x28