void GetObjectTypesToDropBlock (TArray<EObjectTypeQuery > & ObjectTypesToBlock ) Script3 statements · 35 bytes of bytecode 0x0000 ObjectTypesToBlock = {};0x0020 return;Public 0x1495c50 0x10 void GetVehicleLockComponent (const USceneComponent * & LockComponent ) Script3 statements · 14 bytes of bytecode 0x0000 LockComponent = nullptr;0x000B return;Public 0x1495c50 0x08 void DisablePushRouting (const bool & bDisable ) Script3 statements · 14 bytes of bytecode 0x0000 bDisable = false;0x000B return;Public 0x1495c50 0x01 void GetRideableSteeringInput (const bool & Success , const double & Steering ) Script4 statements · 41 bytes of bytecode 0x0000 Success = false;0x000B Steering = 0;0x0026 return;Public 0x1495c50 0x10 void AllowsHeldObjectInteraction (ABP_FirstPersonCharacter_C * Player , AActor * HeldItem , const FHitResult & HitResult , const bool & Result ) Script3 statements · 14 bytes of bytecode 0x0000 Result = false;0x000B return;Public 0x1495c50 0x111 void TeleportByRocket (AActor * Rocket , const FVector & NewLocation , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x21 void CanBeTeleportedByRocket (const bool & Result , const FVector & ActorLocation ) Script4 statements · 57 bytes of bytecode 0x0000 Result = false;0x000B ActorLocation = FVector(0, 0, 0);0x0036 return;Public 0x1495c50 0x20 void SetInsideRV (bool InsideRV , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x02 void CanBeNailed (const bool & CanBeNailed , const bool & CanBeNailAnchor ) Script4 statements · 25 bytes of bytecode 0x0000 CanBeNailed = false;0x000B CanBeNailAnchor = false;0x0016 return;Public 0x1495c50 0x02 void SetFastenedPhysicsState (const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x01 void RemoveNail (AActor * Nail , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x09 void AddNail (AActor * Nail , const FTransform & NailedActorTransform , AActor * OtherNailedActor , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x79 void EnableRideableInput (bool EnableInput , ABP_FirstPersonPlayerController_C * PlayerController , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x11 void GetRideableAttachmentPoint (ARGFirstPersonCharacter * Player , const USceneComponent * & AttachmentPoint , const FVector & AttachmentOffset , const bool & SetRotationToWorld ) Script5 statements · 68 bytes of bytecode 0x0000 AttachmentPoint = nullptr;0x000B AttachmentOffset = FVector(0, 0, 0);0x0036 SetRotationToWorld = false;0x0041 return;Public 0x1495c50 0x29 void IsRideable (const bool & IsRideable , const ECharSeatType & SeatType , const bool & MultiSeat ) Script5 statements · 45 bytes of bytecode 0x0000 IsRideable = false;0x000B SeatType = 0;0x001F MultiSeat = false;0x002A return;Public 0x1495c50 0x03 void GetAttachedToPlayerInteractionTexts (TMap<UInputAction *, FText> & PickedUpPlayerInteractions ) Script3 statements · 43 bytes of bytecode 0x0000 PickedUpPlayerInteractions = TMap{};0x0028 return;Public 0x1495c50 0x50 void GetPickedUpPlayerInteractionTexts (TMap<UInputAction *, FText> & PickedUpPlayerInteractions , const UInputMappingContext * & IMC ) Script4 statements · 54 bytes of bytecode 0x0000 PickedUpPlayerInteractions = TMap{};0x0028 IMC = nullptr;0x0033 return;Public 0x1495c50 0x58 void GetLookAtPlayerInteractionTexts (ARGFirstPersonCharacter * InstigatingPlayer , AActor * InstigatingPlayerHeldActor , const FHitResult & Hit , TMap<UInputAction *, FText> & LookAtPlayerInteractionTexts ) Script3 statements · 43 bytes of bytecode 0x0000 LookAtPlayerInteractionTexts = TMap{};0x0028 return;Public 0x1495c50 0x160 void GetCustomCrosshair (const bool & UseCustomBrush , FSlateBrush & Brush ) Script4 statements · 381 bytes of bytecode 0x0000 UseCustomBrush = false;0x000B Brush = 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)};0x017A return;Public 0x1495c50 0xC0 void IsAttachPointBlocking (UObject * PickUpObject , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x09 void PlaceActor (const FTransform & PlacementTransform , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x61 void AddImpulseAtLocation (const FVector & ImpulseStrength , const FVector & Location , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x31 void IsPickupable (const bool & IsPickupable ) Script3 statements · 14 bytes of bytecode 0x0000 IsPickupable = false;0x000B return;Public 0x1495c50 0x01 void ShouldUseHoldTransform (const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x01 void GetDisplayName (ARGFirstPersonCharacter * Player , const bool & Success , FText & DisplayName ) Script4 statements · 34 bytes of bytecode 0x0000 Success = false;0x000B DisplayName = FText();0x001F return;Public 0x1495c50 0x20 void SecondaryInteract (ABP_FirstPersonCharacter_C * InstigatingPlayer , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x09 void BlockInteraction (ABP_FirstPersonCharacter_C * Player , const bool & BlockInteraction ) Script3 statements · 14 bytes of bytecode 0x0000 BlockInteraction = false;0x000B return;Public 0x1495c50 0x09 void Interact (ABP_FirstPersonCharacter_C * PlayerCharacter , const FHitResult & HitResult , double HoldTime , bool NewParam , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x112 void GetPhysicsMesh (const bool & Success , const UPrimitiveComponent * & PrimitiveComponent ) Script4 statements · 25 bytes of bytecode 0x0000 Success = false;0x000B PrimitiveComponent = nullptr;0x0016 return;Public 0x1495c50 0x10 void SetPickedUpPhysicsState (const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x01 void SetDroppedPhysicsState (const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x01 void GetCustomHoldTransform (const bool & Success , FTransform & Transform ) Script4 statements · 113 bytes of bytecode 0x0000 Success = false;0x000B Transform = FTransform(...);0x006E return;Public 0x1495c50 0x70 void SetAttachedPhysicsState (const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x01 void AttachByPlayer (AActor * Parent , const FTransform & RelativeTransform , ABP_FirstPersonCharacter_C * PlayerAttaching , const FName & SocketName , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x81 void ForceAttach (AActor * Parent , const FTransform & RelativeTransform , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x71 void ForceDetach (bool Destroy , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x02 void Hit (AActor * ActorHitting , const FHitResult & Hit , const FVector & ImpulseVector , const FST_Damage_Results & DamageResults , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x131 void CanPickUpObjectBeAttachedToLookAtObject (UObject * PickUpObject , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x09 void GetObjectAttachType (const bool & Success , FGameplayTagContainer & AttachType ) Script4 statements · 60 bytes of bytecode 0x0000 Success = false;0x000B AttachType = GameplayTagContainer{{}};0x0039 return;Public 0x1495c50 0x28 void SetAttachPointState (const FGameplayTag & AttachPointState , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x09 void GetAttachPointState (const bool & Success , FGameplayTag & AttachPointState ) Script4 statements · 59 bytes of bytecode 0x0000 Success = false;0x000B AttachPointState = GameplayTag{FName(None)};0x0038 return;Public 0x1495c50 0x0C void GetCustomAttachComponent (const bool & Success , const USceneComponent * & CustomAttachComponent ) Script4 statements · 25 bytes of bytecode 0x0000 Success = false;0x000B CustomAttachComponent = nullptr;0x0016 return;Public 0x1495c50 0x10 void GetCustomAttachTransform (AActor * AttachParent , const bool & Success , FTransform & CustomAttachTransform ) Script4 statements · 113 bytes of bytecode 0x0000 Success = false;0x000B CustomAttachTransform = FTransform(...);0x006E return;Public 0x1495c50 0x70 void SetNewAttachTransform (const FTransform & NewTransform , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x61 void GetCharacterPose (const bool & Success , const E_CharacterPose & CharacterPose , const UAnimSequenceBase * & CharacterPoseAnim ) Script5 statements · 45 bytes of bytecode 0x0000 Success = false;0x000B CharacterPose = 0;0x001F CharacterPoseAnim = nullptr;0x002A return;Public 0x1495c50 0x10 void Explode (const bool & Success ) Script12 statements · 498 bytes of bytecode 0x0000 CallFunc_K2_GetActorLocation_ReturnValue_1 = K2_GetActorLocation();0x001C CallFunc_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);0x007A CallFunc_SpawnSystemAtLocation_ReturnValue.SetFloatParameter(FName(SpawnRadius), 50f);0x00B0 CallFunc_SpawnSystemAtLocation_ReturnValue.SetFloatParameter(FName(SpriteSizes), 1f);0x00E6 CallFunc_K2_GetActorLocation_ReturnValue_1 = K2_GetActorLocation();0x0102 PlaySoundAtLocation(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);0x014B CallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/Ride/Environment/Helicopter/BP_Helicopter.BP_Helicopter_C);0x0169 CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_GetActorOfClass_ReturnValue.K2_GetActorLocation();0x019B PlaySoundAtLocation(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);0x01E4 Success = true;0x01EF return;Public 0x1495c50 0x01 void GetThirdPersonDummyClass (const TSubclassOf<ABP_ThirdPersonDummy_C > & ThirdPersonDummyClass ) Script3 statements · 14 bytes of bytecode 0x0000 ThirdPersonDummyClass = nullptr;0x000B return;Public 0x1495c50 0x08 void GetVisuals (const UStaticMesh * & Mesh , const UMaterialInstanceDynamic * & DynamicMaterial ) Script4 statements · 25 bytes of bytecode 0x0000 Mesh = nullptr;0x000B DynamicMaterial = nullptr;0x0016 return;Public 0x1495c50 0x10 void GetAttachOffset (FTransform & FPPOffset , FTransform & TPPOffset , const bool & Success ) Script5 statements · 212 bytes of bytecode 0x0000 FPPOffset = FTransform(...);0x0063 TPPOffset = FTransform(...);0x00C6 Success = false;0x00D1 return;Public 0x1495c50 0xC1 void GetAcceptedDamageTypes (const bool & Success , FGameplayTagContainer & AcceptedDamageTypes ) Script4 statements · 60 bytes of bytecode 0x0000 Success = false;0x000B AcceptedDamageTypes = GameplayTagContainer{{}};0x0039 return;Public 0x1495c50 0x28 void Repair (AActor * RepairTarget , ABP_Interactable_Actor_C * RepairTool , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x11 void StopInteract (ABP_FirstPersonCharacter_C * PlayerCharacter , const FHitResult & HitResult , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x109 void AddImpulse (const FVector & ImpulseStrength , UObject * Instigator , const bool & Success ) Script3 statements · 14 bytes of bytecode 0x0000 Success = false;0x000B return;Public 0x1495c50 0x21 void CallBackPrimaryFire (ABP_FirstPersonCharacter_C * Player , bool Stop ) Script5 statements · 54 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_Player_1 = Player;0x0012 PersistentFrame.K2Node_Event_Stop_1 = Stop;0x0024 ExecuteUbergraph_BP_MachineGunShot_Direct(237);0x0033 return;Public 0x1495c50 0x09 void CallBackSecondaryFire (ABP_FirstPersonCharacter_C * Player , bool Stop ) Script5 statements · 54 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_Player = Player;0x0012 PersistentFrame.K2Node_Event_Stop = Stop;0x0024 ExecuteUbergraph_BP_MachineGunShot_Direct(242);0x0033 return;Public 0x1495c50 0x09 void AssignGamePlayTags (const FGameplayTagContainer & TagsToAdd , const FGameplayTagContainer & TagsToRemove ) Script5 statements · 54 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_TagsToAdd = TagsToAdd;0x0012 PersistentFrame.K2Node_Event_TagsToRemove = TagsToRemove;0x0024 ExecuteUbergraph_BP_MachineGunShot_Direct(247);0x0033 return;Public 0x1495c50 0x40 void StartCooking (int32 Heat ) Script4 statements · 36 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_Heat_1 = Heat;0x0012 ExecuteUbergraph_BP_MachineGunShot_Direct(252);0x0021 return;Public 0x1495c50 0x04 void StopCooking () Script3 statements · 18 bytes of bytecode 0x0000 ExecuteUbergraph_BP_MachineGunShot_Direct(257);0x000F return;Public 0x1495c50 0x00 void StartWelding (int32 Heat ) Script4 statements · 36 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_Heat = Heat;0x0012 ExecuteUbergraph_BP_MachineGunShot_Direct(262);0x0021 return;Public 0x1495c50 0x04 void StopWelding () Script3 statements · 18 bytes of bytecode 0x0000 ExecuteUbergraph_BP_MachineGunShot_Direct(267);0x000F return;Public 0x1495c50 0x00 void OnPlayerSit (ARGFirstPersonCharacter * PlayerCharacter , bool IsSittingDown ) Script5 statements · 54 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_PlayerCharacter = PlayerCharacter;0x0012 PersistentFrame.K2Node_Event_IsSittingDown = IsSittingDown;0x0024 ExecuteUbergraph_BP_MachineGunShot_Direct(272);0x0033 return;Public 0x1495c50 0x09 void CallbackLocalToServerAddImpulse (AActor * Instigator , AActor * Target , const FVector & ImpulseStartLocation , const FVector & ImpulseEndLocation , const FVector & Force , const FGameplayTag & LookUpClass , bool IsLocal ) Script10 statements · 144 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_Instigator = Instigator;0x0012 PersistentFrame.K2Node_Event_Target = Target;0x0024 PersistentFrame.K2Node_Event_ImpulseStartLocation = ImpulseStartLocation;0x0036 PersistentFrame.K2Node_Event_ImpulseEndLocation = ImpulseEndLocation;0x0048 PersistentFrame.K2Node_Event_Force = Force;0x005A PersistentFrame.K2Node_Event_LookUpClass = LookUpClass;0x006C PersistentFrame.K2Node_Event_IsLocal = IsLocal;0x007E ExecuteUbergraph_BP_MachineGunShot_Direct(277);0x008D return;Public 0x1495c50 0x61 void MultiCast_ExplodeTarget (AActor * ExplodeTarget ) Script4 statements · 36 bytes of bytecode 0x0000 PersistentFrame.K2Node_CustomEvent_ExplodeTarget = ExplodeTarget;0x0012 ExecuteUbergraph_BP_MachineGunShot_Direct(282);0x0021 return;0x1495c50 0x08 void ReceiveBeginPlay () Script3 statements · 18 bytes of bytecode 0x0000 ExecuteUbergraph_BP_MachineGunShot_Direct(10);0x000F return;Event Protected 0x1495c50 0x00 void ExecuteUbergraph_BP_MachineGunShot_Direct (int32 EntryPoint ) Script30 statements · 426 bytes of bytecode 0x0000 goto [EntryPoint];0x000A CallFunc_IsServer_ReturnValue = IsServer(this);0x001F if (!(CallFunc_IsServer_ReturnValue)) goto Label_01A7;0x002D CallFunc_GetPlayerControllerFromID_ReturnValue = GetPlayerControllerFromID(this, 0);0x0047 K2Node_DynamicCast_AsBP_First_Person_Player_Controller = Cast<BP_FirstPersonPlayerController_C>(CallFunc_GetPlayerControllerFromID_ReturnValue);0x006B K2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Player_Controller);0x0088 if (!(K2Node_DynamicCast_bSuccess)) goto Label_01A7;0x0096 Exploded = true;0x00A1 K2Node_DynamicCast_AsBP_First_Person_Player_Controller.Server_ExplodeTarget(this, Damage Settings, Explosion Radius, false);0x00D9 MultiCast_ExplodeTarget(this);0x00E8 goto Label_01A7;0x00ED goto Label_01A7;0x00F2 goto Label_01A7;0x00F7 goto Label_01A7;0x00FC goto Label_01A7;0x0101 goto Label_01A7;0x0106 goto Label_01A7;0x010B goto Label_01A7;0x0110 goto Label_01A7;0x0115 goto Label_01A7;0x011A K2Node_DynamicCast_AsBPI_Interact = Cast<BPI_Interact_C>(K2Node_CustomEvent_ExplodeTarget);0x013E K2Node_DynamicCast_bSuccess_1 = Cast<2>(K2Node_DynamicCast_AsBPI_Interact);0x015B if (!(K2Node_DynamicCast_bSuccess_1)) goto Label_019C;0x0169 K2Node_DynamicCast_AsBPI_Interact.Explode(CallFunc_Explode_Success);0x0197 goto Label_01A7;0x019C Label_019C:0x019C CallFunc_Explode_Success = false;0x01A7 Label_01A7:0x01A7 return;Final 0x1495c50 0x04