Zdexby TheHolyOneZ
6,144 classes
Class

ABP_Winch_C

: ARGWinch : AActor : UObject
/Game/Ride/Vehicle/Blueprints/Winch/BP_Winch.BP_Winch_C 0x0360 (864 B) align 8 inherited 0x0300 86 scripted vtable /Game/Ride/Vehicle/Blueprints/Winch/BP_Winch
0x00x0360

Members 12

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08ColliderUBoxComponent*6 flagsnullptr
0x08CylinderUStaticMeshComponent*6 flagsnullptr
0x08WinchHookDummyUStaticMeshComponent*6 flagsnullptr
0x08CableUCableComponent*6 flagsnullptr
0x08WinchBaseUStaticMeshComponent*6 flagsnullptr
0x08DefaultSceneRootUSceneComponent*6 flagsnullptr
0x01IsFrontWinchbool7 flagsfalse
0x03390x07padding / unreflected
0x08FrontWinchSFXUAudioComponent*7 flagsnullptr
0x08BackWinchSFXUAudioComponent*7 flagsnullptr
0x08As BP Interactable Winch HookABP_Interactable_WinchHook_C*7 flagsnullptr
0x08WinchRopeSFXUAudioComponent*7 flagsnullptr
Inherited from ARGWinch 6
OffsetSizeNameTypeFlagsDefault
0x04TargetSpeedfloatProtected+6 flags10
0x01FrontWinchboolProtected+7 flagsfalse
0x02B50x03padding / unreflected
0x08WinchRopeADynamicRopeActor*NetTransient+5 flagsnullptr
0x08WinchHookAActor*NetTransient+5 flagsnullptr
0x03WinchStateFWinchStateNetTransient+3 flags{WinchIsActive=false, WinchIsPulling=false, WinchIsReleasin…
0x02CB0x05padding / unreflected
0x08OtherWinchARGWinch*Transient+4 flagsnullptr
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 86

SignatureFlagsNativeParams
bool AllowWinchAttach()
Script3 statements · 22 bytes of bytecode
0x0000ReturnValue = true;0x000Breturn ReturnValue;0x0015// end of script
EventPublic0x01
bool GetCustomAttachLocation(const FVector& outCustomAttachLocation)
Script4 statements · 65 bytes of bytecode
0x0000outCustomAttachLocation = FVector(0, 0, 0);0x002BReturnValue = false;0x0036return ReturnValue;0x0040// end of script
EventPublic0x19
void GetObjectTypesToDropBlock(TArray<EObjectTypeQuery>& ObjectTypesToBlock)
Script3 statements · 35 bytes of bytecode
0x0000ObjectTypesToBlock = {};0x0020return;0x0022// end of script
Public0x10
void GetVehicleLockComponent(const USceneComponent*& LockComponent)
Script3 statements · 14 bytes of bytecode
0x0000LockComponent = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void DisablePushRouting(const bool& bDisable)
Script3 statements · 14 bytes of bytecode
0x0000bDisable = false;0x000Breturn;0x000D// end of script
Public0x01
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, const bool& MultiSeat)
Script5 statements · 45 bytes of bytecode
0x0000IsRideable = false;0x000BSeatType = 0;0x001FMultiSeat = false;0x002Areturn;0x002C// end of script
Public0x03
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)
Script49 statements · 1,131 bytes of bytecode
0x0000CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x0014K2Node_DynamicCast_AsBP_Interactable_Winch_Hook = Cast<BP_Interactable_WinchHook_C>(CallFunc_GetWinchHook_ReturnValue);0x0038K2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsBP_Interactable_Winch_Hook);0x0055if (!(K2Node_DynamicCast_bSuccess)) goto Label_01A3;0x0063As BP Interactable Winch Hook = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook;0x0076CallFunc_GetAttachParentActor_ReturnValue = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook.GetAttachParentActor();0x00A0CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetAttachParentActor_ReturnValue);0x00BDif (!(CallFunc_IsValid_ReturnValue)) goto Label_01D5;0x00CBCallFunc_GetAttachParentActor_ReturnValue = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook.GetAttachParentActor();0x00F5CallFunc_EqualEqual_ObjectObject_ReturnValue = EqualEqual_ObjectObject(CallFunc_GetAttachParentActor_ReturnValue, this);0x0113if (!(CallFunc_EqualEqual_ObjectObject_ReturnValue)) goto Label_021F;0x0121localPickupText = NSLOCTEXT("F295DEAC4ADFFF186F55B9B495866BE8", "", "Pick Up");0x0162Label_0162:0x0162K2Node_MakeMap_Map = TMap{/Game/Ride/Input/Actions/Player/IA_Interact.IA_Interact: localPickupText};0x0183LookAtPlayerInteractionTexts = K2Node_MakeMap_Map;0x019Egoto Label_0468;0x01A3Label_01A3:0x01A3localPickupText = FText::AsCultureInvariant("No Winch Hook{Disabled}");0x01D0goto Label_0162;0x01D5Label_01D5:0x01D5localPickupText = NSLOCTEXT("6761868A4559C9C51B9A82A375FEA3FC", "", "Reset Winch");0x021Agoto Label_0162;0x021FLabel_021F:0x021FCallFunc_GetAttachParentActor_ReturnValue = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook.GetAttachParentActor();0x0249K2Node_DynamicCast_AsBP_First_Person_Character = Cast<BP_FirstPersonCharacter_C>(CallFunc_GetAttachParentActor_ReturnValue);0x026DK2Node_DynamicCast_bSuccess_1 = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Character);0x028Aif (!(K2Node_DynamicCast_bSuccess_1)) goto Label_0428;0x0298CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x02ACK2Node_DynamicCast_AsBP_First_Person_Character.GetPickUpActor(CallFunc_GetPickUpActor_PickedUpActor);0x02D9CallFunc_EqualEqual_ObjectObject_ReturnValue_1 = EqualEqual_ObjectObject(CallFunc_GetPickUpActor_PickedUpActor, CallFunc_GetWinchHook_ReturnValue);0x02FFif (!(CallFunc_EqualEqual_ObjectObject_ReturnValue_1)) goto Label_03E7;0x030DCallFunc_IsLocallyControlled_ReturnValue = K2Node_DynamicCast_AsBP_First_Person_Character.IsLocallyControlled();0x033Bif (!(CallFunc_IsLocallyControlled_ReturnValue)) goto Label_0393;0x0349localPickupText = NSLOCTEXT("10DABB504E5A337A7BFAF0A0A9645188", "", "Reset Winch");0x038Egoto Label_0162;0x0393Label_0393:0x0393localPickupText = NSLOCTEXT("6F745D6A49CBB53613A25588BAB59F6E", "", "Reset Winch{Disabled}");0x03E2goto Label_0162;0x03E7Label_03E7:0x03E7CallFunc_IsLocallyControlled_ReturnValue = K2Node_DynamicCast_AsBP_First_Person_Character.IsLocallyControlled();0x0415if (!(CallFunc_IsLocallyControlled_ReturnValue)) goto Label_01D5;0x0423goto Label_01D5;0x0428Label_0428:0x0428As BP Interactable Winch Hook.IsAttachedToVehicle(CallFunc_IsAttachedToVehicle_IsAttachedToVehicle);0x0455if (!(CallFunc_IsAttachedToVehicle_IsAttachedToVehicle)) goto Label_01D5;0x0463goto Label_01D5;0x0468Label_0468:0x0468return;0x046A// 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 BlockInteraction(ABP_FirstPersonCharacter_C* Player, const bool& BlockInteraction)
Script3 statements · 14 bytes of bytecode
0x0000BlockInteraction = false;0x000Breturn;0x000D// end of script
Public0x09
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(ARGFirstPersonCharacter* Player, const bool& Success, FText& DisplayName)
Script4 statements · 77 bytes of bytecode
0x0000Success = true;0x000BDisplayName = NSLOCTEXT("531BBC58467D0D10DDFBB98A7450B0DD", "", "Winch");0x004Areturn;0x004C// end of script
Public0x20
void SecondaryInteract(ABP_FirstPersonCharacter_C* InstigatingPlayer, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x09
void AddImpulse(const FVector& ImpulseStrength, UObject* Instigator, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x21
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 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 GetAcceptedDamageTypes(const bool& Success, FGameplayTagContainer& AcceptedDamageTypes)
Script4 statements · 60 bytes of bytecode
0x0000Success = false;0x000BAcceptedDamageTypes = GameplayTagContainer{{}};0x0039return;0x003B// end of script
Public0x28
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 GetVisuals(const UStaticMesh*& Mesh, const UMaterialInstanceDynamic*& DynamicMaterial)
Script4 statements · 25 bytes of bytecode
0x0000Mesh = nullptr;0x000BDynamicMaterial = nullptr;0x0016return;0x0018// end of script
Public0x10
void GetThirdPersonDummyClass(const TSubclassOf<ABP_ThirdPersonDummy_C>& ThirdPersonDummyClass)
Script3 statements · 14 bytes of bytecode
0x0000ThirdPersonDummyClass = nullptr;0x000Breturn;0x000D// end of script
Public0x08
void Explode(const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x01
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 SetNewAttachTransform(const FTransform& NewTransform, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x61
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 GetCustomAttachComponent(const bool& Success, const USceneComponent*& CustomAttachComponent)
Script4 statements · 25 bytes of bytecode
0x0000Success = false;0x000BCustomAttachComponent = nullptr;0x0016return;0x0018// end of script
Public0x10
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 SetAttachPointState(const FGameplayTag& AttachPointState, 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 CanPickUpObjectBeAttachedToLookAtObject(UObject* PickUpObject, const bool& Success)
Script5 statements · 80 bytes of bytecode
0x0000CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x0014CallFunc_EqualEqual_ObjectObject_ReturnValue = EqualEqual_ObjectObject(PickUpObject, CallFunc_GetWinchHook_ReturnValue);0x003ASuccess = CallFunc_EqualEqual_ObjectObject_ReturnValue;0x004Dreturn;0x004F// end of script
Public0x09
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 ForceDetach(bool Destroy, const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x02
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 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 SetAttachedPhysicsState(const bool& Success)
Script3 statements · 14 bytes of bytecode
0x0000Success = false;0x000Breturn;0x000D// end of script
Public0x01
void Interact(ABP_FirstPersonCharacter_C* PlayerCharacter, const FHitResult& HitResult, double HoldTime, bool NewParam, const bool& Success)
Script28 statements · 782 bytes of bytecode
0x0000CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x0014CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetWinchHook_ReturnValue);0x0031if (!(CallFunc_IsValid_ReturnValue)) goto Label_02C8;0x003FCallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x0053CallFunc_GetAttachParentActor_ReturnValue = CallFunc_GetWinchHook_ReturnValue.GetAttachParentActor();0x007DCallFunc_EqualEqual_ObjectObject_ReturnValue = EqualEqual_ObjectObject(CallFunc_GetAttachParentActor_ReturnValue, this);0x009Bif (!(CallFunc_EqualEqual_ObjectObject_ReturnValue)) goto Label_02D8;0x00A9CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x00BDK2Node_DynamicCast_AsBPI_Interact = Cast<BPI_Interact_C>(CallFunc_GetWinchHook_ReturnValue);0x00E1K2Node_DynamicCast_bSuccess = Cast<2>(K2Node_DynamicCast_AsBPI_Interact);0x00FEif (!(K2Node_DynamicCast_bSuccess)) goto Label_02FB;0x010CK2Node_DynamicCast_AsBPI_Interact.Interact(PlayerCharacter, HitResult{0, 1f, 0f, Vector_NetQuantize{0, 0, 0}, Vector_NetQuantize{0, 0, 0}, Vector_NetQuantizeNormal{0, 0, 0}, Vector_NetQuantizeNormal{0, 0, 0}, Vector_NetQuantize{0, 0, 0}, Vector_NetQuantize{0, 0, 0}, 0f, -1, 0, 0, false, false, nullptr, ActorInstanceHandle{nullptr}, nullptr, FName(None), FName(None)}, 0, false, CallFunc_Interact_Success);0x02B0Label_02B0:0x02B0Success = CallFunc_Interact_Success;0x02C3goto Label_030B;0x02C8Label_02C8:0x02C8Success = false;0x02D3goto Label_030B;0x02D8Label_02D8:0x02D8ResetWinchByPlayer(PlayerCharacter);0x02EBSuccess = true;0x02F6goto Label_030B;0x02FBLabel_02FB:0x02FBCallFunc_Interact_Success = false;0x0306goto Label_02B0;0x030BLabel_030B:0x030Breturn;0x030D// 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 UpdateWinchRopeSFX(float InFloat)
Script6 statements · 105 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(WinchRopeSFX);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_0066;0x002BWinchRopeSFX.SetFloatParameter(FName(Length), InFloat);0x0066Label_0066:0x0066return;0x0068// end of script
Public0x04
void StopWinchRopeSFX()
Script6 statements · 82 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(WinchRopeSFX);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_004F;0x002BWinchRopeSFX.Stop();0x004FLabel_004F:0x004Freturn;0x0051// end of script
Public0x00
void PlayWinchRopeSFX()
Script9 statements · 192 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(WinchRopeSFX);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_0030;0x002Bgoto Label_00BD;0x0030Label_0030:0x0030CallFunc_SpawnSoundAttached_ReturnValue = SpawnSoundAttached(/Game/Ride/Audio/Metasounds/Equipment/Vinsch/MSS_Equipment_Vinsch_DragRopeLoop.MSS_Equipment_Vinsch_DragRopeLoop, WinchBase, FName(None), FVector(0, 0, 0), FRotator(0, 0, 0), 0, false, 1f, 1f, 0f, nullptr, nullptr, true);0x00AAWinchRopeSFX = CallFunc_SpawnSoundAttached_ReturnValue;0x00BDLabel_00BD:0x00BDreturn;0x00BF// end of script
Public0x00
void ReceiveResetWinchByPlayer(ARGFirstPersonCharacter* InstigatingPlayer)
Script55 statements · 1,173 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(InstigatingPlayer);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_0492;0x002BCallFunc_IsLocallyControlled_ReturnValue = InstigatingPlayer.IsLocallyControlled();0x0059if (!(CallFunc_IsLocallyControlled_ReturnValue)) goto Label_0492;0x0067CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x007BK2Node_DynamicCast_AsBP_Interactable_Winch_Hook = Cast<BP_Interactable_WinchHook_C>(CallFunc_GetWinchHook_ReturnValue);0x009FK2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsBP_Interactable_Winch_Hook);0x00BCif (!(K2Node_DynamicCast_bSuccess)) goto Label_0492;0x00CAAs BP Interactable Winch Hook = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook;0x00DDCallFunc_GetAttachParentActor_ReturnValue = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook.GetAttachParentActor();0x0107CallFunc_IsValid_ReturnValue_1 = IsValid(CallFunc_GetAttachParentActor_ReturnValue);0x0124if (!(CallFunc_IsValid_ReturnValue_1)) goto Label_018D;0x0132CallFunc_GetAttachParentActor_ReturnValue = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook.GetAttachParentActor();0x015CCallFunc_EqualEqual_ObjectObject_ReturnValue = EqualEqual_ObjectObject(CallFunc_GetAttachParentActor_ReturnValue, this);0x017Aif (!(CallFunc_EqualEqual_ObjectObject_ReturnValue)) goto Label_02E2;0x0188goto Label_0492;0x018DLabel_018D:0x018DK2Node_DynamicCast_AsBP_First_Person_Character = Cast<BP_FirstPersonCharacter_C>(InstigatingPlayer);0x01B1K2Node_DynamicCast_bSuccess_1 = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Character);0x01CEif (!(K2Node_DynamicCast_bSuccess_1)) goto Label_0492;0x01DCCallFunc_GetWinchHook_ReturnValue_1 = GetWinchHook();0x01F0K2Node_DynamicCast_AsBPI_Interact = Cast<BPI_Interact_C>(CallFunc_GetWinchHook_ReturnValue_1);0x0214K2Node_DynamicCast_bSuccess_3 = Cast<2>(K2Node_DynamicCast_AsBPI_Interact);0x0231if (!(K2Node_DynamicCast_bSuccess_3)) goto Label_02D2;0x023FCallFunc_GetRelativeTransform_ReturnValue = WinchHookDummy.GetRelativeTransform();0x0271K2Node_DynamicCast_AsBPI_Interact.AttachByPlayer(this, CallFunc_GetRelativeTransform_ReturnValue, K2Node_DynamicCast_AsBP_First_Person_Character, FName(None), CallFunc_AttachByPlayer_Success);0x02BFLabel_02BF:0x02BFTriggerResetRope();0x02CDgoto Label_0492;0x02D2Label_02D2:0x02D2CallFunc_AttachByPlayer_Success = false;0x02DDgoto Label_02BF;0x02E2Label_02E2:0x02E2CallFunc_GetAttachParentActor_ReturnValue = K2Node_DynamicCast_AsBP_Interactable_Winch_Hook.GetAttachParentActor();0x030CK2Node_DynamicCast_AsBP_First_Person_Character_1 = Cast<BP_FirstPersonCharacter_C>(CallFunc_GetAttachParentActor_ReturnValue);0x0330K2Node_DynamicCast_bSuccess_2 = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Character_1);0x034Dif (!(K2Node_DynamicCast_bSuccess_2)) goto Label_0452;0x035BCallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x036FK2Node_DynamicCast_AsBP_First_Person_Character_1.GetPickUpActor(CallFunc_GetPickUpActor_PickedUpActor);0x039CCallFunc_EqualEqual_ObjectObject_ReturnValue_1 = EqualEqual_ObjectObject(CallFunc_GetPickUpActor_PickedUpActor, CallFunc_GetWinchHook_ReturnValue);0x03C2if (!(CallFunc_EqualEqual_ObjectObject_ReturnValue_1)) goto Label_0411;0x03D0CallFunc_IsLocallyControlled_ReturnValue_1 = K2Node_DynamicCast_AsBP_First_Person_Character_1.IsLocallyControlled();0x03FEif (!(CallFunc_IsLocallyControlled_ReturnValue_1)) goto Label_0492;0x040Cgoto Label_018D;0x0411Label_0411:0x0411CallFunc_IsLocallyControlled_ReturnValue_1 = K2Node_DynamicCast_AsBP_First_Person_Character_1.IsLocallyControlled();0x043Fif (!(CallFunc_IsLocallyControlled_ReturnValue_1)) goto Label_018D;0x044Dgoto Label_018D;0x0452Label_0452:0x0452As BP Interactable Winch Hook.IsAttachedToVehicle(CallFunc_IsAttachedToVehicle_IsAttachedToVehicle);0x047Fif (!(CallFunc_IsAttachedToVehicle_IsAttachedToVehicle)) goto Label_018D;0x048Dgoto Label_018D;0x0492Label_0492:0x0492return;0x0494// end of script
EventPublic0x08
void AddWinchDebugRopePoints(TArray<ABP_WinchDebugRopePoint_C*>& DebugWinchRopePoints)
Script47 statements · 1,229 bytes of bytecode
0x0000PushFlow(Label_04CA);0x0005CallFunc_Array_IsEmpty_ReturnValue = /Script/Engine.Default__KismetArrayLibrary.Array_IsEmpty(DebugWinchRopePoints);0x0038if (!(CallFunc_Array_IsEmpty_ReturnValue)) goto Label_0047;0x0046PopFlow();0x0047Label_0047:0x0047PushFlow(Label_0367);0x004C/Script/Engine.Default__KismetArrayLibrary.Array_Get(DebugWinchRopePoints, 0, CallFunc_Array_Get_Item);0x0083CallFunc_IsValid_ReturnValue = IsValid(CallFunc_Array_Get_Item);0x00A0if (!(CallFunc_IsValid_ReturnValue)) PopFlow();0x00AA/Script/Engine.Default__KismetArrayLibrary.Array_Get(DebugWinchRopePoints, 0, CallFunc_Array_Get_Item);0x00E1CallFunc_Array_Get_Item.GetAttachTo(CallFunc_GetAttachTo_AttachToComponent, CallFunc_GetAttachTo_AttachToActor, CallFunc_GetAttachTo_LocalLocation, CallFunc_GetAttachTo_LocalRotation);0x0129CallFunc_IsValid_ReturnValue_1 = IsValid(CallFunc_GetAttachTo_AttachToActor);0x0146if (!(CallFunc_IsValid_ReturnValue_1)) PopFlow();0x0150CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x0164K2Node_DynamicCast_AsBP_Interactable_Winch_Hook = Cast<BP_Interactable_WinchHook_C>(CallFunc_GetWinchHook_ReturnValue);0x0188K2Node_DynamicCast_bSuccess_1 = Cast<1>(K2Node_DynamicCast_AsBP_Interactable_Winch_Hook);0x01A5if (!(K2Node_DynamicCast_bSuccess_1)) PopFlow();0x01AFCallFunc_GetPlayerControllerFromID_ReturnValue = GetPlayerControllerFromID(this, 0);0x01C9CallFunc_K2_GetPawn_ReturnValue = CallFunc_GetPlayerControllerFromID_ReturnValue.K2_GetPawn();0x01F3K2Node_DynamicCast_AsBP_First_Person_Character = Cast<BP_FirstPersonCharacter_C>(CallFunc_K2_GetPawn_ReturnValue);0x0217K2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Character);0x0234if (!(K2Node_DynamicCast_bSuccess)) PopFlow();0x023E/Script/Engine.Default__KismetArrayLibrary.Array_Get(DebugWinchRopePoints, 0, CallFunc_Array_Get_Item);0x0275CallFunc_Array_Get_Item.GetAttachTo(CallFunc_GetAttachTo_AttachToComponent, CallFunc_GetAttachTo_AttachToActor, CallFunc_GetAttachTo_LocalLocation, CallFunc_GetAttachTo_LocalRotation);0x02BDCallFunc_MakeTransform_ReturnValue = MakeTransform(CallFunc_GetAttachTo_LocalLocation, CallFunc_GetAttachTo_LocalRotation, FVector(1, 1, 1));0x0304CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x0318K2Node_DynamicCast_AsBP_First_Person_Character.AttachActor(CallFunc_GetWinchHook_ReturnValue, CallFunc_GetAttachTo_AttachToActor, CallFunc_MakeTransform_ReturnValue, FName(None), 1);0x0366PopFlow();0x0367Label_0367:0x0367Temp_int_Loop_Counter_Variable = 0;0x037ETemp_int_Array_Index_Variable = 0;0x0395Label_0395:0x0395CallFunc_Array_Length_ReturnValue = /Script/Engine.Default__KismetArrayLibrary.Array_Length(DebugWinchRopePoints);0x03D0CallFunc_Less_IntInt_ReturnValue = Less_IntInt(Temp_int_Loop_Counter_Variable, CallFunc_Array_Length_ReturnValue);0x03F6if (!(CallFunc_Less_IntInt_ReturnValue)) PopFlow();0x0400Temp_int_Array_Index_Variable = Temp_int_Loop_Counter_Variable;0x041BPushFlow(Label_0480);0x0420/Script/Engine.Default__KismetArrayLibrary.Array_Get(DebugWinchRopePoints, Temp_int_Array_Index_Variable, CallFunc_Array_Get_Item_1);0x045BCallFunc_Array_Get_Item_1.K2_DestroyActor();0x047FPopFlow();0x0480Label_0480:0x0480CallFunc_Add_IntInt_ReturnValue = Add_IntInt(Temp_int_Loop_Counter_Variable, 1);0x04AATemp_int_Loop_Counter_Variable = CallFunc_Add_IntInt_ReturnValue;0x04C5goto Label_0395;0x04CALabel_04CA:0x04CAreturn;0x04CC// end of script
Public0x10
void TriggerResetRope()
Script13 statements · 195 bytes of bytecode
0x0000CallFunc_GetPlayerControllerFromID_ReturnValue = GetPlayerControllerFromID(this, 0);0x001AK2Node_DynamicCast_AsBP_First_Person_Player_Controller = Cast<BP_FirstPersonPlayerController_C>(CallFunc_GetPlayerControllerFromID_ReturnValue);0x003EK2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Player_Controller);0x005Bif (!(K2Node_DynamicCast_bSuccess)) goto Label_00C0;0x0069K2Node_DynamicCast_AsBP_First_Person_Player_Controller.Server_ResetWinchRope(this);0x008ECallFunc_IsServer_ReturnValue = IsServer(this);0x00A3if (!(CallFunc_IsServer_ReturnValue)) goto Label_00B6;0x00B1goto Label_00C0;0x00B6Label_00B6:0x00B6ResetWinchRope();0x00C0Label_00C0:0x00C0return;0x00C2// end of script
Public0x00
void AttachCableToWinchHook(AActor* WinchHook)
Script10 statements · 172 bytes of bytecode
0x0000CallFunc_IsUsingDynamicRope_ReturnValue = IsUsingDynamicRope();0x0014if (!(CallFunc_IsUsingDynamicRope_ReturnValue)) goto Label_0049;0x0022Cable.SetVisibility(false, false);0x0044goto Label_00A9;0x0049Label_0049:0x0049CallFunc_K2_GetRootComponent_ReturnValue = WinchHook.K2_GetRootComponent();0x0073Cable.SetAttachEndToComponent(CallFunc_K2_GetRootComponent_ReturnValue, FName(None));0x00A9Label_00A9:0x00A9return;0x00AB// end of script
Public0x08
void StopFrontWinchSFX()
Script13 statements · 369 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(FrontWinchSFX);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_016E;0x002BCallFunc_GetPlayState_ReturnValue = FrontWinchSFX.GetPlayState();0x005DK2Node_SwitchEnum_CmpSuccess = NotEqual_ByteByte(CallFunc_GetPlayState_ReturnValue, 0);0x007Cif (!(K2Node_SwitchEnum_CmpSuccess)) goto Label_008F;0x008Agoto Label_016E;0x008FLabel_008F:0x008FFrontWinchSFX.FadeOut(0.1f, 0f, 0);0x00BFCallFunc_SpawnSoundAttached_ReturnValue = SpawnSoundAttached(/Game/Ride/Audio/Metasounds/Equipment/Vinsch/MSS_Equipment_Front_End.MSS_Equipment_Front_End, WinchBase, FName(None), FVector(0, 0, 0), FRotator(0, 0, 0), 0, false, 1f, 1f, 0f, nullptr, nullptr, true);0x0139CallFunc_SpawnSoundAttached_ReturnValue.FadeIn(0.1f, 1f, 0f, 0);0x016ELabel_016E:0x016Ereturn;0x0170// end of script
Public0x00
void StopBackWinchSFX()
Script13 statements · 369 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(BackWinchSFX);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_016E;0x002BCallFunc_GetPlayState_ReturnValue = BackWinchSFX.GetPlayState();0x005DK2Node_SwitchEnum_CmpSuccess = NotEqual_ByteByte(CallFunc_GetPlayState_ReturnValue, 0);0x007Cif (!(K2Node_SwitchEnum_CmpSuccess)) goto Label_008F;0x008Agoto Label_016E;0x008FLabel_008F:0x008FBackWinchSFX.FadeOut(0.1f, 0f, 0);0x00BFCallFunc_SpawnSoundAttached_ReturnValue = SpawnSoundAttached(/Game/Ride/Audio/Metasounds/Equipment/Vinsch/MSS_Equipment_Back_End.MSS_Equipment_Back_End, WinchBase, FName(None), FVector(0, 0, 0), FRotator(0, 0, 0), 0, false, 1f, 1f, 0f, nullptr, nullptr, true);0x0139CallFunc_SpawnSoundAttached_ReturnValue.FadeIn(0.1f, 1f, 0f, 0);0x016ELabel_016E:0x016Ereturn;0x0170// end of script
Public0x00
void PlayBackWinchSFX()
Script9 statements · 192 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(BackWinchSFX);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_0030;0x002Bgoto Label_00BD;0x0030Label_0030:0x0030CallFunc_SpawnSoundAttached_ReturnValue = SpawnSoundAttached(/Game/Ride/Audio/Metasounds/Equipment/Vinsch/MSS_Equipment_Vinsch_Back.MSS_Equipment_Vinsch_Back, WinchBase, FName(None), FVector(0, 0, 0), FRotator(0, 0, 0), 0, false, 1f, 1f, 0f, nullptr, nullptr, true);0x00AABackWinchSFX = CallFunc_SpawnSoundAttached_ReturnValue;0x00BDLabel_00BD:0x00BDreturn;0x00BF// end of script
Public0x00
void PlayFrontWinchSFX()
Script9 statements · 192 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(FrontWinchSFX);0x001Dif (!(CallFunc_IsValid_ReturnValue)) goto Label_0030;0x002Bgoto Label_00BD;0x0030Label_0030:0x0030CallFunc_SpawnSoundAttached_ReturnValue = SpawnSoundAttached(/Game/Ride/Audio/Metasounds/Equipment/Vinsch/MSS_Equipment_Vinsch_Front.MSS_Equipment_Vinsch_Front, WinchBase, FName(None), FVector(0, 0, 0), FRotator(0, 0, 0), 0, false, 1f, 1f, 0f, nullptr, nullptr, true);0x00AAFrontWinchSFX = CallFunc_SpawnSoundAttached_ReturnValue;0x00BDLabel_00BD:0x00BDreturn;0x00BF// end of script
Public0x00
void SpawnWinchHook()
Script24 statements · 724 bytes of bytecode
0x0000CallFunc_IsServer_ReturnValue = IsServer(this);0x0015if (!(CallFunc_IsServer_ReturnValue)) goto Label_02D1;0x0023CallFunc_GetWinchHook_ReturnValue = GetWinchHook();0x0037CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetWinchHook_ReturnValue);0x0054if (!(CallFunc_IsValid_ReturnValue)) goto Label_0067;0x0062goto Label_02D1;0x0067Label_0067:0x0067CallFunc_K2_GetComponentLocation_ReturnValue = WinchHookDummy.K2_GetComponentLocation();0x0099CallFunc_MakeTransform_ReturnValue = MakeTransform(CallFunc_K2_GetComponentLocation_ReturnValue, FRotator(0, 0, 0), FVector(1, 1, 1));0x00F0CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue = BeginDeferredActorSpawnFromClass(this, /Game/Ride/Interactables/Winch/BP_Interactable_WinchHook.BP_Interactable_WinchHook_C, CallFunc_MakeTransform_ReturnValue, 0, this, 1);0x011CCallFunc_GetWinchRope_ReturnValue = GetWinchRope();0x0130SetObjectPropertyByName(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, FName(WinchRope), CallFunc_GetWinchRope_ReturnValue);0x0159SetObjectPropertyByName(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, FName(AttachedToActor), this);0x017ACallFunc_GetRelativeTransform_ReturnValue = WinchHookDummy.GetRelativeTransform();0x01ACSetTransformPropertyByName(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, FName(RelativeAttachTransform), CallFunc_GetRelativeTransform_ReturnValue);0x01D5SetBoolPropertyByName(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, FName(ShouldBeAttachedOnSpawn), true);0x01F6CallFunc_K2_GetComponentLocation_ReturnValue = WinchHookDummy.K2_GetComponentLocation();0x0228CallFunc_MakeTransform_ReturnValue = MakeTransform(CallFunc_K2_GetComponentLocation_ReturnValue, FRotator(0, 0, 0), FVector(1, 1, 1));0x027FCallFunc_FinishSpawningActor_ReturnValue = FinishSpawningActor(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, CallFunc_MakeTransform_ReturnValue, 1);0x02A7SetWinchHook(CallFunc_FinishSpawningActor_ReturnValue);0x02BAAttachCableToWinchHook(CallFunc_FinishSpawningActor_ReturnValue);0x02D1Label_02D1:0x02D1return;0x02D3// end of script
Public0x00
void ToggleWinching(bool WinchIsActive, bool WinchIsPulling, bool WinchIsReleasing)
Script8 statements · 172 bytes of bytecode
0x0000CallFunc_GetPlayerControllerFromID_ReturnValue = GetPlayerControllerFromID(this, 0);0x001AK2Node_DynamicCast_AsBP_First_Person_Player_Controller = Cast<BP_FirstPersonPlayerController_C>(CallFunc_GetPlayerControllerFromID_ReturnValue);0x003EK2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsBP_First_Person_Player_Controller);0x005Bif (!(K2Node_DynamicCast_bSuccess)) goto Label_00A9;0x0069K2Node_DynamicCast_AsBP_First_Person_Player_Controller.Server_ToogleWinching(this, WinchIsActive, WinchIsPulling, WinchIsReleasing);0x00A9Label_00A9:0x00A9return;0x00AB// end of script
Public0x03
void RPC_ToogleWinching(bool WinchIsActive, bool WinchIsPulling, bool WinchIsReleasing)
Script6 statements · 75 bytes of bytecode
0x0000CallFunc_IsServer_ReturnValue = IsServer(this);0x0015if (!(CallFunc_IsServer_ReturnValue)) goto Label_0048;0x0023SetActiveState(WinchIsActive, WinchIsPulling, WinchIsReleasing);0x0048Label_0048:0x0048return;0x004A// end of script
Public0x03
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_Winch(353);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_Winch(354);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_Winch(355);0x0033return;0x0035// end of script
Public0x40
void StartCooking(int32 Heat)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Heat_1 = Heat;0x0012ExecuteUbergraph_BP_Winch(356);0x0021return;0x0023// end of script
Public0x04
void StopCooking()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_Winch(357);0x000Freturn;0x0011// end of script
Public0x00
void StartWelding(int32 Heat)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_Heat = Heat;0x0012ExecuteUbergraph_BP_Winch(358);0x0021return;0x0023// end of script
Public0x04
void StopWelding()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_Winch(359);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_Winch(360);0x0033return;0x0035// end of script
Public0x09
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
0x0000PersistentFrame.K2Node_Event_Instigator = Instigator;0x0012PersistentFrame.K2Node_Event_Target = Target;0x0024PersistentFrame.K2Node_Event_ImpulseStartLocation = ImpulseStartLocation;0x0036PersistentFrame.K2Node_Event_ImpulseEndLocation = ImpulseEndLocation;0x0048PersistentFrame.K2Node_Event_Force = Force;0x005APersistentFrame.K2Node_Event_LookUpClass = LookUpClass;0x006CPersistentFrame.K2Node_Event_IsLocal = IsLocal;0x007EExecuteUbergraph_BP_Winch(361);0x008Dreturn;0x008F// end of script
Public0x61
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_Winch(362);0x000Freturn;0x0011// end of script
EventProtected0x00
void ReceiveOnWinchHookUpdated(AActor* newWinchHook)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_newWinchHook = newWinchHook;0x0012ExecuteUbergraph_BP_Winch(387);0x0021return;0x0023// end of script
EventProtected0x08
void ReceiveOnActiveStateUpdated(bool WinchIsActive, bool WinchIsPulling, bool WinchIsReleasing)
Script6 statements · 72 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_WinchIsActive = WinchIsActive;0x0012PersistentFrame.K2Node_Event_WinchIsPulling = WinchIsPulling;0x0024PersistentFrame.K2Node_Event_WinchIsReleasing = WinchIsReleasing;0x0036ExecuteUbergraph_BP_Winch(411);0x0045return;0x0047// end of script
EventProtected0x03
void ReceiveOnWinchRopeLengthUpdatesStarted()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_Winch(577);0x000Freturn;0x0011// end of script
EventProtected0x00
void ReceiveOnWinchRopeLengthUpdatesStopped()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_Winch(592);0x000Freturn;0x0011// end of script
EventProtected0x00
void ReceiveOnWinchRopeLengthUpdated(float PreviousLength, float CurrentLength)
Script5 statements · 54 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_PreviousLength = PreviousLength;0x0012PersistentFrame.K2Node_Event_CurrentLength = CurrentLength;0x0024ExecuteUbergraph_BP_Winch(607);0x0033return;0x0035// end of script
EventProtected0x08
void ReceiveOnWinchWinchStruggleUpdated(float PreviousWinchStruggle, float CurrentWinchStruggle)
Script5 statements · 54 bytes of bytecode
0x0000PersistentFrame.K2Node_Event_PreviousWinchStruggle = PreviousWinchStruggle;0x0012PersistentFrame.K2Node_Event_CurrentWinchStruggle = CurrentWinchStruggle;0x0024ExecuteUbergraph_BP_Winch(15);0x0033return;0x0035// end of script
EventPublic0x08
void ExecuteUbergraph_BP_Winch(int32 EntryPoint)
Script63 statements · 634 bytes of bytecode
0x0000PushFlow(Label_0277);0x0005goto [EntryPoint];0x000FPopFlow();0x0010Label_0010:0x0010PushFlow(Label_0075);0x0015/Script/Engine.Default__KismetArrayLibrary.Array_Get(CallFunc_GetAllActorsOfClass_OutActors, Temp_int_Array_Index_Variable, CallFunc_Array_Get_Item);0x0050CallFunc_Array_Get_Item.UpdateControllerState();0x0074PopFlow();0x0075Label_0075:0x0075CallFunc_Add_IntInt_ReturnValue = Add_IntInt(Temp_int_Loop_Counter_Variable, 1);0x009FTemp_int_Loop_Counter_Variable = CallFunc_Add_IntInt_ReturnValue;0x00BALabel_00BA:0x00BACallFunc_Array_Length_ReturnValue = /Script/Engine.Default__KismetArrayLibrary.Array_Length(CallFunc_GetAllActorsOfClass_OutActors);0x00F5CallFunc_Less_IntInt_ReturnValue = Less_IntInt(Temp_int_Loop_Counter_Variable, CallFunc_Array_Length_ReturnValue);0x011Bif (!(CallFunc_Less_IntInt_ReturnValue)) PopFlow();0x0125Temp_int_Array_Index_Variable = Temp_int_Loop_Counter_Variable;0x0140goto Label_0010;0x0145Label_0145:0x0145Temp_int_Array_Index_Variable = 0;0x015Cgoto Label_00BA;0x0161PopFlow();0x0162PopFlow();0x0163PopFlow();0x0164PopFlow();0x0165PopFlow();0x0166PopFlow();0x0167PopFlow();0x0168PopFlow();0x0169PopFlow();0x016AReceiveBeginPlay();0x0174SpawnWinchHook();0x0182PopFlow();0x0183AttachCableToWinchHook(K2Node_Event_newWinchHook);0x019APopFlow();0x019BPushFlow(Label_01EE);0x01A0PushFlow(Label_01C2);0x01A5if (!(K2Node_Event_WinchIsPulling)) goto Label_0232;0x01B3PlayFrontWinchSFX();0x01C1PopFlow();0x01C2Label_01C2:0x01C2if (!(K2Node_Event_WinchIsReleasing)) goto Label_01DF;0x01D0PlayBackWinchSFX();0x01DEPopFlow();0x01DFLabel_01DF:0x01DFStopBackWinchSFX();0x01EDPopFlow();0x01EELabel_01EE:0x01EECallFunc_GetAllActorsOfClass_OutActors = {};0x01F9GetAllActorsOfClass(this, /Game/Ride/Interactables/Winch/BP_Interactable_WinchController.BP_Interactable_WinchController_C, CallFunc_GetAllActorsOfClass_OutActors);0x0216Temp_int_Loop_Counter_Variable = 0;0x022Dgoto Label_0145;0x0232Label_0232:0x0232StopFrontWinchSFX();0x0240PopFlow();0x0241PlayWinchRopeSFX();0x024FPopFlow();0x0250StopWinchRopeSFX();0x025EPopFlow();0x025FUpdateWinchRopeSFX(K2Node_Event_CurrentLength);0x0276PopFlow();0x0277Label_0277:0x0277return;0x0279// end of script
Final0x04

Used by 2

types with a member, parameter or interface of this type