Zdexby TheHolyOneZ
6,144 classes
Class

IBPI_Interact_C

: IInterface : UObject
/Game/Ride/Interactables/BPI_Interact.BPI_Interact_C 0x0028 (40 B) align 8 inherited 0x0028 62 scripted vtable /Game/Ride/Interactables/BPI_Interact
0x00x0028

Members 0

OffsetSizeNameTypeFlagsDefault
No reflected members.

Functions 62

SignatureFlagsNativeParams
void CallbackLocalToServerAddImpulse(AActor* Instigator, AActor* Target, const FVector& ImpulseStartLocation, const FVector& ImpulseEndLocation, const FVector& Force, const FGameplayTag& LookUpClass, bool IsLocal)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x61
void GetObjectTypesToDropBlock(TArray<EObjectTypeQuery>& ObjectTypesToBlock)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x10
void GetVehicleLockComponent(const USceneComponent*& LockComponent)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x08
void DisablePushRouting(const bool& bDisable)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void GetRideableSteeringInput(const bool& Success, const double& Steering)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x10
void AllowsHeldObjectInteraction(ABP_FirstPersonCharacter_C* Player, AActor* HeldItem, const FHitResult& HitResult, const bool& Result)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x111
void TeleportByRocket(AActor* Rocket, const FVector& NewLocation, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x21
void CanBeTeleportedByRocket(const bool& Result, const FVector& ActorLocation)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x20
void SetInsideRV(bool InsideRV, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x02
void CanBeNailed(const bool& CanBeNailed, const bool& CanBeNailAnchor)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x02
void SetFastenedPhysicsState(const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void RemoveNail(AActor* Nail, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void AddNail(AActor* Nail, const FTransform& NailedActorTransform, AActor* OtherNailedActor, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x79
void OnPlayerSit(ARGFirstPersonCharacter* PlayerCharacter, bool IsSittingDown)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void EnableRideableInput(bool EnableInput, ABP_FirstPersonPlayerController_C* PlayerController, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x11
void GetRideableAttachmentPoint(ARGFirstPersonCharacter* Player, const USceneComponent*& AttachmentPoint, const FVector& AttachmentOffset, const bool& SetRotationToWorld)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x29
void IsRideable(const bool& IsRideable, const ECharSeatType& SeatType, const bool& MultiSeat)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x03
void StopWelding()
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x00
void StartWelding(int32 Heat)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x04
void GetAttachedToPlayerInteractionTexts(TMap<UInputAction*, FText>& PickedUpPlayerInteractions)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x50
void GetPickedUpPlayerInteractionTexts(TMap<UInputAction*, FText>& PickedUpPlayerInteractions, const UInputMappingContext*& IMC)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x58
void GetLookAtPlayerInteractionTexts(ARGFirstPersonCharacter* InstigatingPlayer, AActor* InstigatingPlayerHeldActor, const FHitResult& Hit, TMap<UInputAction*, FText>& LookAtPlayerInteractionTexts)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x160
void GetCustomCrosshair(const bool& UseCustomBrush, FSlateBrush& Brush)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0xC0
void IsAttachPointBlocking(UObject* PickUpObject, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void StopCooking()
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x00
void StartCooking(int32 Heat)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x04
void PlaceActor(const FTransform& PlacementTransform, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x61
void AddImpulseAtLocation(const FVector& ImpulseStrength, const FVector& Location, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x31
void IsPickupable(const bool& IsPickupable)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void ShouldUseHoldTransform(const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void GetDisplayName(ARGFirstPersonCharacter* Player, const bool& Success, FText& DisplayName)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x20
void SecondaryInteract(ABP_FirstPersonCharacter_C* InstigatingPlayer, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void AssignGamePlayTags(const FGameplayTagContainer& TagsToAdd, const FGameplayTagContainer& TagsToRemove)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x40
void AddImpulse(const FVector& ImpulseStrength, UObject* Instigator, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x21
void StopInteract(ABP_FirstPersonCharacter_C* PlayerCharacter, const FHitResult& HitResult, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x109
void CallBackSecondaryFire(ABP_FirstPersonCharacter_C* Player, bool Stop)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void Repair(AActor* RepairTarget, ABP_Interactable_Actor_C* RepairTool, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x11
void GetAcceptedDamageTypes(const bool& Success, FGameplayTagContainer& AcceptedDamageTypes)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x28
void GetAttachOffset(FTransform& FPPOffset, FTransform& TPPOffset, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0xC1
void GetVisuals(const UStaticMesh*& Mesh, const UMaterialInstanceDynamic*& DynamicMaterial)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x10
void GetThirdPersonDummyClass(const TSubclassOf<ABP_ThirdPersonDummy_C>& ThirdPersonDummyClass)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x08
void CallBackPrimaryFire(ABP_FirstPersonCharacter_C* Player, bool Stop)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void Explode(const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void GetCharacterPose(const bool& Success, const E_CharacterPose& CharacterPose, const UAnimSequenceBase*& CharacterPoseAnim)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x10
void SetNewAttachTransform(const FTransform& NewTransform, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x61
void GetCustomAttachTransform(AActor* AttachParent, const bool& Success, FTransform& CustomAttachTransform)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x70
void GetCustomAttachComponent(const bool& Success, const USceneComponent*& CustomAttachComponent)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x10
void GetAttachPointState(const bool& Success, FGameplayTag& AttachPointState)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x0C
void SetAttachPointState(const FGameplayTag& AttachPointState, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void GetObjectAttachType(const bool& Success, FGameplayTagContainer& AttachType)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x28
void CanPickUpObjectBeAttachedToLookAtObject(UObject* PickUpObject, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void Hit(AActor* ActorHitting, const FHitResult& Hit, const FVector& ImpulseVector, const FST_Damage_Results& DamageResults, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x131
void ForceDetach(bool Destroy, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x02
void ForceAttach(AActor* Parent, const FTransform& RelativeTransform, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x71
void AttachByPlayer(AActor* Parent, const FTransform& RelativeTransform, ABP_FirstPersonCharacter_C* PlayerAttaching, const FName& SocketName, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x81
void SetAttachedPhysicsState(const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void GetCustomHoldTransform(const bool& Success, FTransform& Transform)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x70
void SetDroppedPhysicsState(const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void SetPickedUpPhysicsState(const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x01
void GetPhysicsMesh(const bool& Success, const UPrimitiveComponent*& PrimitiveComponent)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x10
void BlockInteraction(ABP_FirstPersonCharacter_C* Player, const bool& BlockInteraction)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x09
void Interact(ABP_FirstPersonCharacter_C* PlayerCharacter, const FHitResult& HitResult, double HoldTime, bool NewParam, const bool& Success)
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x112

Used by 26

types with a member, parameter or interface of this type