0x00x0028
Members 0
| Offset | Size | Name | Type | Flags | Default |
|---|---|---|---|---|---|
| No reflected members. | |||||
Functions 58
| Signature | Flags | Native | Params |
|---|---|---|---|
void GetRideableSteeringInput(const bool& Success, const double& Steering)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x10 | |
void AllowsHeldObjectInteraction(ABP_FirstPersonCharacter_C* Player, AActor* HeldItem, const FHitResult& HitResult, const bool& Result)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x111 | |
void TeleportByRocket(AActor* Rocket, const FVector& NewLocation, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x21 | |
void CanBeTeleportedByRocket(const bool& Result, const FVector& ActorLocation)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x20 | |
void SetInsideRV(bool InsideRV, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x02 | |
void CanBeNailed(const bool& CanBeNailed, const bool& CanBeNailAnchor)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x02 | |
void SetFastenedPhysicsState(const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x01 | |
void RemoveNail(AActor* Nail, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void AddNail(AActor* Nail, const FTransform& NailedActorTransform, AActor* OtherNailedActor, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x79 | |
void OnPlayerSit(ARGFirstPersonCharacter* PlayerCharacter, bool IsSittingDown)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void EnableRideableInput(bool EnableInput, ABP_FirstPersonPlayerController_C* PlayerController, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x11 | |
void GetRideableAttachmentPoint(ARGFirstPersonCharacter* Player, const USceneComponent*& AttachmentPoint, const FVector& AttachmentOffset, const bool& SetRotationToWorld)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x29 | |
void IsRideable(const bool& IsRideable, const ECharSeatType& SeatType)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x02 | |
void StopWelding()Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x00 | |
void StartWelding(int32 Heat)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x04 | |
void GetAttachedToPlayerInteractionTexts(TMap<UInputAction*, FText>& PickedUpPlayerInteractions)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x50 | |
void GetPickedUpPlayerInteractionTexts(TMap<UInputAction*, FText>& PickedUpPlayerInteractions, const UInputMappingContext*& IMC)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x58 | |
void GetLookAtPlayerInteractionTexts(ARGFirstPersonCharacter* InstigatingPlayer, AActor* InstigatingPlayerHeldActor, const FHitResult& Hit, TMap<UInputAction*, FText>& LookAtPlayerInteractionTexts)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x160 | |
void GetCustomCrosshair(const bool& UseCustomBrush, FSlateBrush& Brush)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0xC0 | |
void IsAttachPointBlocking(UObject* PickUpObject, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void StopCooking()Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x00 | |
void StartCooking(int32 Heat)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x04 | |
void PlaceActor(const FTransform& PlacementTransform, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x61 | |
void AddImpulseAtLocation(const FVector& ImpulseStrength, const FVector& Location, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x31 | |
void IsPickupable(const bool& IsPickupable)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x01 | |
void ShouldUseHoldTransform(const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x01 | |
void GetDisplayName(const bool& Success, FText& DisplayName)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x18 | |
void SecondaryInteract(ABP_FirstPersonCharacter_C* InstigatingPlayer, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void AssignGamePlayTags(const FGameplayTagContainer& TagsToAdd, const FGameplayTagContainer& TagsToRemove)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x40 | |
void AddImpulse(const FVector& ImpulseStrength, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x19 | |
void StopInteract(ABP_FirstPersonCharacter_C* PlayerCharacter, const FHitResult& HitResult, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x109 | |
void CallBackSecondaryFire(ABP_FirstPersonCharacter_C* Player, bool Stop)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void Repair(AActor* RepairTarget, ABP_Interactable_Actor_C* RepairTool, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x11 | |
void GetAcceptedDamageTypes(const bool& Success, FGameplayTagContainer& AcceptedDamageTypes)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x28 | |
void GetAttachOffset(FTransform& FPPOffset, FTransform& TPPOffset, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0xC1 | |
void GetVisuals(const UStaticMesh*& Mesh, const UMaterialInstanceDynamic*& DynamicMaterial)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x10 | |
void GetThirdPersonDummyClass(const TSubclassOf<ABP_ThirdPersonDummy_C>& ThirdPersonDummyClass)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x08 | |
void CallBackPrimaryFire(ABP_FirstPersonCharacter_C* Player, bool Stop)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void Explode(const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x01 | |
void GetCharacterPose(const bool& Success, const E_CharacterPose& CharacterPose, const UAnimSequenceBase*& CharacterPoseAnim)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x10 | |
void SetNewAttachTransform(const FTransform& NewTransform, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x61 | |
void GetCustomAttachTransform(AActor* AttachParent, const bool& Success, FTransform& CustomAttachTransform)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x70 | |
void GetCustomAttachComponent(const bool& Success, const USceneComponent*& CustomAttachComponent)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x10 | |
void GetAttachPointState(const bool& Success, FGameplayTag& AttachPointState)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x0C | |
void SetAttachPointState(const FGameplayTag& AttachPointState, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void GetObjectAttachType(const bool& Success, FGameplayTagContainer& AttachType)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x28 | |
void CanPickUpObjectBeAttachedToLookAtObject(UObject* PickUpObject, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void Hit(AActor* ActorHitting, const FHitResult& Hit, const FVector& ImpulseVector, const FST_Damage_Results& DamageResults, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x131 | |
void ForceDetach(bool Destroy, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x02 | |
void ForceAttach(AActor* Parent, const FTransform& RelativeTransform, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x71 | |
void AttachByPlayer(AActor* Parent, const FTransform& RelativeTransform, ABP_FirstPersonCharacter_C* PlayerAttaching, const FName& SocketName, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x81 | |
void SetAttachedPhysicsState(const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x01 | |
void GetCustomHoldTransform(const bool& Success, FTransform& Transform)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x70 | |
void SetDroppedPhysicsState(const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x01 | |
void SetPickedUpPhysicsState(const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x01 | |
void GetPhysicsMesh(const bool& Success, const UPrimitiveComponent*& PrimitiveComponent)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x10 | |
void BlockInteraction(ABP_FirstPersonCharacter_C* Player, const bool& BlockInteraction)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x09 | |
void Interact(ABP_FirstPersonCharacter_C* PlayerCharacter, const FHitResult& HitResult, double HoldTime, bool NewParam, const bool& Success)Script2 statements · 3 bytes of bytecode0x0000return;0x0002// end of script | Public | 0x112 |
Used by 18
types with a member, parameter or interface of this typeABP_Balloon_CABP_Bear_CABP_CigButt_CABP_DriverSeatInteraction_CABP_FirstPersonCharacter_CABP_Goat_CABP_GuestBook_CABP_Interactable_Actor_CABP_InteractableProxy_SnowLandscape_CABP_Lian_CABP_MachineGunShot_Direct_CABP_MissileExplosion_Direct_CABP_ScrewHole_CABP_Snowleopard_CABP_TapePlayer_CABP_VehicleBase_CABP_Winch_CUVehicle_Wheel_C