Zdexby TheHolyOneZ
1,876 classes
Class

UFUNCTIONS_C

: UBlueprintFunctionLibrary : UObject
/Game/BP/GAME/FUNCTIONS.FUNCTIONS_C 0x0028 (40 B) align 1 inherited 0x0028 vtable /Game/BP/GAME/FUNCTIONS
0x00x0028

Members 0

OffsetSizeNameTypeFlags
No reflected members.

Functions 18

SignatureFlagsNativeParams
void GetOpositeColor(const FLinearColor& In Color, UObject* __WorldContext, const FLinearColor& Oposite Color)StaticPublic0x28
void Quality(const Quality& QualityLevel, UObject* __WorldContext)StaticPublic0x10
void GetAllActorsInRadius(AActor* Origin, float Radius, TSubclassOf<AActor> Class, UObject* __WorldContext, const TArray<AActor*>& ActorsInRange)StaticPublic0x30
void GetClosestActorWithTag(AActor* SelfActor, const FName& Tag, UObject* __WorldContext, const AActor*& Target, const FVector& Location, const float& Distance, const bool& IsValid, const bool& NoneFound)StaticPublic0x32
void DestroyAllActorsOfClass(TSubclassOf<AActor> NewParam, UObject* __WorldContext)StaticPublic0x10
void HAPTICS(const EControllerHand& SIDE, UHapticFeedbackEffect_Curve* Efekt, float Scale, UObject* __WorldContext)StaticPublic0x20
void TakeScreenshot(UObject* __WorldContext)StaticPublic0x08
void Open Map(const FName& Map, UObject* __WorldContext)StaticPublic0x10
void GetCurrentTimeString(UObject* __WorldContext, FText& NowTimeString)StaticPublic0x20
void GetRandomActorOfClass(TSubclassOf<AActor> Class, UObject* __WorldContext, const AActor*& RandomActor)StaticPublic0x18
void LOAD(const FString& VariableName, UObject* __WorldContext, const FString& Value)StaticPublic0x28
void SAVE(const FString& VariableName, const FText& Value, UObject* __WorldContext)StaticPublic0x30
void CountAllActorsOfClass(TSubclassOf<AActor> Class, UObject* __WorldContext, const int32& Count)StaticPublic0x14
void GetClosestActorOfClass(AActor* SelfActor, TSubclassOf<AActor> Class, const FName& IgnoreTag, UObject* __WorldContext, const AActor*& Target, const FVector& Location, const float& Distance, const bool& IsValid, const bool& NoneFound)StaticPublic0x3A
void AngleBetweenVectors(const FVector& A, const FVector& B, UObject* __WorldContext, const float& Angle)StaticPublic0x24
void ValidatePath(AActor* SelfActor, AActor* TargetActor, float Acceptance, UObject* __WorldContext, const bool& IsValidPath)StaticPublic0x21
void TryGetAllActors(TSubclassOf<AActor> NewParam, UObject* __WorldContext, const TArray<AActor*>& Actors)StaticPublic0x20
void GetTeleportDestination(USceneComponent* ForwardArrow, UObject* __WorldContext, const FVector& Location, const FRotator& Rotation)StaticPublic0x28