Zdexby TheHolyOneZ
5,159 classes
Class

ABP_MachineGunShot_Direct_C

: ABP_Event_C : AActor : UObject
/Game/Ride/Events/Helicopter/BP_MachineGunShot_Direct.BP_MachineGunShot_Direct_C 0x030C (780 B) align 8 inherited 0x02E1 61 scripted vtable /Game/Ride/Events/Helicopter/BP_MachineGunShot_Direct
implements IBPI_Interact_C
0x00x030C

Members 4

OffsetSizeNameTypeFlagsDefault
0x02E10x07padding / unreflected
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x01Explodedbool7 flagsfalse
0x02F10x07padding / unreflected
0x10Damage SettingsFST_Damage_Settings4 flags{DamageSettings_3_30564F9F4F750E3BDF4FD881BA5956BA=[3 items…
0x04Explosion Radiusfloat6 flags50
Inherited from ABP_Event_C 9
OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08DefaultSceneRootUSceneComponent*6 flagsnullptr
0x01ReoccuringTriggerbool6 flagsfalse
0x02B90x07padding / unreflected
0x08MinRetriggerTimedouble6 flags1
0x08MaxRetriggerTimedouble6 flags1
0x08InitialDelayToTriggerdouble6 flags0
0x04MaxAmountTriggersint326 flags10
0x04CurrentAmountTriggersint327 flags0
0x01IsStoppedbool6 flagsfalse
Inherited from AActor 79
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bCallPreReplication : 1bit 5bool6 flagstrue
0x01bCallPreReplicationForReplay : 1bit 6bool6 flagstrue
0x01bHidden : 1bit 7boolNet+7 flagsfalse
0x01bTearOff : 1bit 0boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 1bool3 flagsfalse
0x01bExchangedRoles : 1bit 2boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 3bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 4bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 5bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 6bool5 flagstrue
0x01bReplayRewindable : 1bit 7bool6 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 0bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 1bool4 flagsfalse
0x01bCanBeDamaged : 1bit 2boolNet+6 flagstrue
0x01bBlockInput : 1bit 3bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 4bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 5bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 6bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 7bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 0bool5 flagstrue
0x01bIsEditorOnlyActor : 1bit 1bool5 flagsfalse
0x01bReplicates : 1bit 3boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 4boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 5boolProtected+3 flagstrue
0x01bReplicateUsingRegisteredSubObjectList : 1bit 7boolProtected+9 flagsfalse
0x005C0x01padding / unreflected
0x01bActorEnableCollision : 1bit 0bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 1boolTransient+4 flagsfalse
0x01bAsyncPhysicsTickEnabled : 1bit 6boolProtected+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x01RemoteRoleENetRoleNetTransient+8 flagsROLE_None
0x00610x03padding / unreflected
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x04RayTracingGroupIdint325 flags-1
0x60AttachmentReplicationFRepAttachmentNetTransient+5 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x88ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x08OwnerAActor*NetRepNotify+6 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+8 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x01700x08padding / unreflected
0x08InputComponentUInputComponent*9 flagsnullptr
0x04NetTagint32Transient+5 flags0
0x04NetCullDistanceSquaredfloat8 flags2.25e+08
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x01950x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+8 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+4 flags[]
0x08RootComponentUSceneComponent*Protected+10 flagsnullptr
0x01C00x08padding / unreflected
0x10LayersTArray<FName>4 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flagsnullptr
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>
0x02000x80padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>6 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>8 flags[]

Functions 61

SignatureFlagsNativeParams
void GetRideableSteeringInput(const bool& Success, const double& Steering)
Script4 statements · 41 bytes of bytecode
0x0000Success = false;0x000BSteering = 0;0x0026return;0x0028// end of script
Public0x10
void AllowsHeldObjectInteraction(ABP_FirstPersonCharacter_C* Player, AActor* HeldItem, const FHitResult& HitResult, const bool& Result)
Script3 statements · 14 bytes of bytecode
0x0000Result = false;0x000Breturn;0x000D// end of script
Public0x111
void TeleportByRocket(AActor* Rocket, const FVector& NewLocation, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x21
void CanBeTeleportedByRocket(const bool& Result, const FVector& ActorLocation)
Script4 statements · 57 bytes of bytecode
0x0000Result = false;0x000BActorLocation = FVector(0, 0, 0);0x0036return;0x0038// end of script
Public0x20
void SetInsideRV(bool InsideRV, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x02
void CanBeNailed(const bool& CanBeNailed, const bool& CanBeNailAnchor)
Script4 statements · 25 bytes of bytecode
0x0000CanBeNailed = false;0x000BCanBeNailAnchor = false;0x0016return;0x0018// end of script
Public0x02
void SetFastenedPhysicsState(const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x01
void RemoveNail(AActor* Nail, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x09
void AddNail(AActor* Nail, const FTransform& NailedActorTransform, AActor* OtherNailedActor, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x79
void EnableRideableInput(bool EnableInput, ABP_FirstPersonPlayerController_C* PlayerController, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x11
void GetRideableAttachmentPoint(ARGFirstPersonCharacter* Player, const USceneComponent*& AttachmentPoint, const FVector& AttachmentOffset, const bool& SetRotationToWorld)
Script5 statements · 68 bytes of bytecode
0x0000AttachmentPoint = nullptr;0x000BAttachmentOffset = FVector(0, 0, 0);0x0036SetRotationToWorld = false;0x0041return;0x0043// end of script
Public0x29
void IsRideable(const bool& IsRideable, const ECharSeatType& SeatType)
Script4 statements · 34 bytes of bytecode
0x0000IsRideable = false;0x000BSeatType = 0;0x001Freturn;0x0021// end of script
Public0x02
void GetAttachedToPlayerInteractionTexts(TMap<UInputAction*, FText>& PickedUpPlayerInteractions)
Script3 statements · 43 bytes of bytecode
0x0000PickedUpPlayerInteractions = TMap{};0x0028return;0x002A// end of script
Public0x50
void GetPickedUpPlayerInteractionTexts(TMap<UInputAction*, FText>& PickedUpPlayerInteractions, const UInputMappingContext*& IMC)
Script4 statements · 54 bytes of bytecode
0x0000PickedUpPlayerInteractions = TMap{};0x0028IMC = nullptr;0x0033return;0x0035// end of script
Public0x58
void GetLookAtPlayerInteractionTexts(ARGFirstPersonCharacter* InstigatingPlayer, AActor* InstigatingPlayerHeldActor, const FHitResult& Hit, TMap<UInputAction*, FText>& LookAtPlayerInteractionTexts)
Script3 statements · 43 bytes of bytecode
0x0000LookAtPlayerInteractionTexts = TMap{};0x0028return;0x002A// end of script
Public0x160
void GetCustomCrosshair(const bool& UseCustomBrush, FSlateBrush& Brush)
Script4 statements · 381 bytes of bytecode
0x0000UseCustomBrush = false;0x000BBrush = SlateBrush{SlateColor{LinearColor{1f, 1f, 1f, 1f}, 0}, 3, 0, 0, 0, DeprecateSlateVector2D{32f, 32f}, Margin{0f, 0f, 0f, 0f}, nullptr, SlateBrushOutlineSettings{Vector4{0, 0, 0, 0}, SlateColor{LinearColor{0f, 0f, 0f, 0f}, 0}, 0f, 1, false}, Box2f{Vector2f{0f, 0f}, Vector2f{0f, 0f}, false}, false, false, FName(None)};0x017Areturn;0x017C// end of script
Public0xC0
void IsAttachPointBlocking(UObject* PickUpObject, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x09
void PlaceActor(const FTransform& PlacementTransform, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x61
void AddImpulseAtLocation(const FVector& ImpulseStrength, const FVector& Location, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x31
void IsPickupable(const bool& IsPickupable)
Script3 statements · 14 bytes of bytecode
0x0000IsPickupable = false;0x000Breturn;0x000D// end of script
Public0x01
void ShouldUseHoldTransform(const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x01
void GetDisplayName(const bool& Success, FText& DisplayName)
Script4 statements · 34 bytes of bytecode
0x0000Success = false;0x000BDisplayName = FText();0x001Freturn;0x0021// end of script
Public0x18
void SecondaryInteract(ABP_FirstPersonCharacter_C* InstigatingPlayer, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x09
void BlockInteraction(ABP_FirstPersonCharacter_C* Player, const bool& BlockInteraction)
Script3 statements · 14 bytes of bytecode
0x0000BlockInteraction = false;0x000Breturn;0x000D// end of script
Public0x09
void Interact(ABP_FirstPersonCharacter_C* PlayerCharacter, const FHitResult& HitResult, double HoldTime, bool NewParam, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x112
void GetPhysicsMesh(const bool& Success, const UPrimitiveComponent*& PrimitiveComponent)
Script4 statements · 25 bytes of bytecode
0x0000Success = false;0x000BPrimitiveComponent = nullptr;0x0016return;0x0018// end of script
Public0x10
void SetPickedUpPhysicsState(const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x01
void SetDroppedPhysicsState(const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x01
void GetCustomHoldTransform(const bool& Success, FTransform& Transform)
Script4 statements · 113 bytes of bytecode
0x0000Success = false;0x000BTransform = FTransform(...);0x006Ereturn;0x0070// end of script
Public0x70
void SetAttachedPhysicsState(const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x01
void AttachByPlayer(AActor* Parent, const FTransform& RelativeTransform, ABP_FirstPersonCharacter_C* PlayerAttaching, const FName& SocketName, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x81
void ForceAttach(AActor* Parent, const FTransform& RelativeTransform, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x71
void ForceDetach(bool Destroy, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x02
void Hit(AActor* ActorHitting, const FHitResult& Hit, const FVector& ImpulseVector, const FST_Damage_Results& DamageResults, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x131
void CanPickUpObjectBeAttachedToLookAtObject(UObject* PickUpObject, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x09
void GetObjectAttachType(const bool& Success, FGameplayTagContainer& AttachType)
Script4 statements · 60 bytes of bytecode
0x0000Success = false;0x000BAttachType = GameplayTagContainer{{}};0x0039return;0x003B// end of script
Public0x28
void SetAttachPointState(const FGameplayTag& AttachPointState, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x09
void GetAttachPointState(const bool& Success, FGameplayTag& AttachPointState)
Script4 statements · 59 bytes of bytecode
0x0000Success = false;0x000BAttachPointState = GameplayTag{FName(None)};0x0038return;0x003A// end of script
Public0x0C
void GetCustomAttachComponent(const bool& Success, const USceneComponent*& CustomAttachComponent)
Script4 statements · 25 bytes of bytecode
0x0000Success = false;0x000BCustomAttachComponent = nullptr;0x0016return;0x0018// end of script
Public0x10
void GetCustomAttachTransform(AActor* AttachParent, const bool& Success, FTransform& CustomAttachTransform)
Script4 statements · 113 bytes of bytecode
0x0000Success = false;0x000BCustomAttachTransform = FTransform(...);0x006Ereturn;0x0070// end of script
Public0x70
void SetNewAttachTransform(const FTransform& NewTransform, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x61
void GetCharacterPose(const bool& Success, const E_CharacterPose& CharacterPose, const UAnimSequenceBase*& CharacterPoseAnim)
Script5 statements · 45 bytes of bytecode
0x0000Success = false;0x000BCharacterPose = 0;0x001FCharacterPoseAnim = nullptr;0x002Areturn;0x002C// end of script
Public0x10
void Explode(const bool& Success)
Script12 statements · 498 bytes of bytecode
0x0000CallFunc_K2_GetActorLocation_ReturnValue_1 = K2_GetActorLocation();0x001CCallFunc_SpawnSystemAtLocation_ReturnValue = SpawnSystemAtLocation(this, /Game/Ride/VFX/Weapons/NS_Missile_Explosion_01.NS_Missile_Explosion_01, CallFunc_K2_GetActorLocation_ReturnValue_1, FRotator(0, 0, 0), FVector(1, 1, 1), true, true, 1, true);0x007ACallFunc_SpawnSystemAtLocation_ReturnValue.SetFloatParameter(FName(SpawnRadius), 50f);0x00B0CallFunc_SpawnSystemAtLocation_ReturnValue.SetFloatParameter(FName(SpriteSizes), 1f);0x00E6CallFunc_K2_GetActorLocation_ReturnValue_1 = K2_GetActorLocation();0x0102PlaySoundAtLocation(this, /Game/Ride/Audio/Metasounds/Helicopter/MachineGun/Impact/MSS_Helicopter_MachineGun_Impact_General.MSS_Helicopter_MachineGun_Impact_General, CallFunc_K2_GetActorLocation_ReturnValue_1, FRotator(0, 0, 0), 1f, 1f, 0f, nullptr, nullptr, this, nullptr);0x014BCallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/Ride/Environment/Helicopter/BP_Helicopter.BP_Helicopter_C);0x0169CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_GetActorOfClass_ReturnValue.K2_GetActorLocation();0x019BPlaySoundAtLocation(this, /Game/Ride/Audio/Metasounds/Helicopter/MachineGun/GunShot/MSS_Helicopter_MachineGun_Fire.MSS_Helicopter_MachineGun_Fire, CallFunc_K2_GetActorLocation_ReturnValue, FRotator(0, 0, 0), 1f, 1f, 0f, nullptr, nullptr, this, nullptr);0x01E4Success = true;0x01EFreturn;0x01F1// end of script
Public0x01
void GetThirdPersonDummyClass(const TSubclassOf<ABP_ThirdPersonDummy_C>& ThirdPersonDummyClass)
Script3 statements · 14 bytes of bytecode
0x0000ThirdPersonDummyClass = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void GetVisuals(const UStaticMesh*& Mesh, const UMaterialInstanceDynamic*& DynamicMaterial)
Script4 statements · 25 bytes of bytecode
0x0000Mesh = nullptr;0x000BDynamicMaterial = nullptr;0x0016return;0x0018// end of script
Public0x10
void GetAttachOffset(FTransform& FPPOffset, FTransform& TPPOffset, const bool& Success)
Script5 statements · 212 bytes of bytecode
0x0000FPPOffset = FTransform(...);0x0063TPPOffset = FTransform(...);0x00C6Success = false;0x00D1return;0x00D3// end of script
Public0xC1
void GetAcceptedDamageTypes(const bool& Success, FGameplayTagContainer& AcceptedDamageTypes)
Script4 statements · 60 bytes of bytecode
0x0000Success = false;0x000BAcceptedDamageTypes = GameplayTagContainer{{}};0x0039return;0x003B// end of script
Public0x28
void Repair(AActor* RepairTarget, ABP_Interactable_Actor_C* RepairTool, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x11
void StopInteract(ABP_FirstPersonCharacter_C* PlayerCharacter, const FHitResult& HitResult, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x109
void AddImpulse(const FVector& ImpulseStrength, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x19
void CallBackPrimaryFire(ABP_FirstPersonCharacter_C* Player, bool Stop)
Script5 statements · 54 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Player_1 = Player;0x0012PersistentFrame.K2Node_Event_Stop_1 = Stop;0x0024ExecuteUbergraph_BP_MachineGunShot_Direct(237);0x0033return;0x0035// end of script
Public0x09
void CallBackSecondaryFire(ABP_FirstPersonCharacter_C* Player, bool Stop)
Script5 statements · 54 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Player = Player;0x0012PersistentFrame.K2Node_Event_Stop = Stop;0x0024ExecuteUbergraph_BP_MachineGunShot_Direct(242);0x0033return;0x0035// end of script
Public0x09
void AssignGamePlayTags(const FGameplayTagContainer& TagsToAdd, const FGameplayTagContainer& TagsToRemove)
Script5 statements · 54 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_TagsToAdd = TagsToAdd;0x0012PersistentFrame.K2Node_Event_TagsToRemove = TagsToRemove;0x0024ExecuteUbergraph_BP_MachineGunShot_Direct(247);0x0033return;0x0035// end of script
Public0x40
void StartCooking(int32 Heat)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Heat_1 = Heat;0x0012ExecuteUbergraph_BP_MachineGunShot_Direct(252);0x0021return;0x0023// end of script
Public0x04
void StopCooking()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_MachineGunShot_Direct(257);0x000Freturn;0x0011// end of script
Public0x00
void StartWelding(int32 Heat)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Heat = Heat;0x0012ExecuteUbergraph_BP_MachineGunShot_Direct(262);0x0021return;0x0023// end of script
Public0x04
void StopWelding()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_MachineGunShot_Direct(267);0x000Freturn;0x0011// end of script
Public0x00
void OnPlayerSit(ARGFirstPersonCharacter* PlayerCharacter, bool IsSittingDown)
Script5 statements · 54 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_PlayerCharacter = PlayerCharacter;0x0012PersistentFrame.K2Node_Event_IsSittingDown = IsSittingDown;0x0024ExecuteUbergraph_BP_MachineGunShot_Direct(272);0x0033return;0x0035// end of script
Public0x09
void MultiCast_ExplodeTarget(AActor* ExplodeTarget)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_CustomEvent_ExplodeTarget = ExplodeTarget;0x0012ExecuteUbergraph_BP_MachineGunShot_Direct(277);0x0021return;0x0023// end of script
0x08
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_MachineGunShot_Direct(10);0x000Freturn;0x0011// end of script
EventProtected0x00
void ExecuteUbergraph_BP_MachineGunShot_Direct(int32 EntryPoint)
Script29 statements · 421 bytes of bytecode
0x0000goto [EntryPoint];0x000ACallFunc_IsServer_ReturnValue = IsServer(this);0x001Fif (!(CallFunc_IsServer_ReturnValue)) goto Label_01A2;0x002DCallFunc_GetPlayerControllerFromID_ReturnValue = GetPlayerControllerFromID(this, 0);0x0047K2Node_DynamicCast_AsBP_First_Person_Player_Controller = Cast<BP_FirstPersonPlayerController_C>(CallFunc_GetPlayerControllerFromID_ReturnValue);0x006BK2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Player_Controller);0x0088if (!(K2Node_DynamicCast_bSuccess)) goto Label_01A2;0x0096Exploded = true;0x00A1K2Node_DynamicCast_AsBP_First_Person_Player_Controller.Server_ExplodeTarget(this, Damage Settings, Explosion Radius, false);0x00D9MultiCast_ExplodeTarget(this);0x00E8goto Label_01A2;0x00EDgoto Label_01A2;0x00F2goto Label_01A2;0x00F7goto Label_01A2;0x00FCgoto Label_01A2;0x0101goto Label_01A2;0x0106goto Label_01A2;0x010Bgoto Label_01A2;0x0110goto Label_01A2;0x0115K2Node_DynamicCast_AsBPI_Interact = Cast<BPI_Interact_C>(K2Node_CustomEvent_ExplodeTarget);0x0139K2Node_DynamicCast_bSuccess_1 = Cast<2>(K2Node_DynamicCast_AsBPI_Interact);0x0156if (!(K2Node_DynamicCast_bSuccess_1)) goto Label_0197;0x0164K2Node_DynamicCast_AsBPI_Interact.Explode(CallFunc_Explode_Success);0x0192goto Label_01A2;0x0197Label_0197:0x0197CallFunc_Explode_Success = false;0x01A2Label_01A2:0x01A2return;0x01A4// end of script
Final0x04