Zdexby TheHolyOneZ
6,144 classes
Class

ARGWinch

: AActor : UObject
/Script/Ride.RGWinch 0x0300 (768 B) align 8 inherited 0x02A8 vtable /Script/Ride
0x00x0300

Members 6

OffsetSizeNameTypeFlagsDefault
0x02A80x08padding / unreflected
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
0x02D80x28unreflected bytes to end of ARGWinch
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 20

SignatureFlagsNativeParams
void SetWinchHook(AActor* newWinchHook)FinalNative+1 flags0x08
void SetActiveState(bool inWinchIsActive, bool inWinchIsPulling, bool inWinchIsReleasing)FinalNative+1 flags0x03
void ResetWinchRope()FinalNative+1 flags0x00
void ResetWinchByPlayer(ARGFirstPersonCharacter* InstigatingPlayer)FinalNative+1 flags0x08
void ReceiveResetWinchByPlayer(ARGFirstPersonCharacter* InstigatingPlayer)EventPublic0x08
void ReceiveOnWinchWinchStruggleUpdated(float PreviousWinchStruggle, float CurrentWinchStruggle)EventPublic0x08
void ReceiveOnWinchRopeLengthUpdatesStopped()EventProtected0x00
void ReceiveOnWinchRopeLengthUpdatesStarted()EventProtected0x00
void ReceiveOnWinchRopeLengthUpdated(float PreviousLength, float CurrentLength)EventProtected0x08
void ReceiveOnWinchHookUpdated(AActor* newWinchHook)EventProtected0x08
void ReceiveOnActiveStateUpdated(bool WinchIsActive, bool WinchIsPulling, bool WinchIsReleasing)EventProtected0x03
void OnRopeLengthUpdated(float PreviousLength, float CurrentLength)FinalNative+1 flags0x08
void OnRep_WinchState()FinalNative+1 flags0x00
void OnRep_WinchRope()FinalNative+1 flags0x00
void OnRep_WinchHook()FinalNative+1 flags0x00
bool IsUsingDynamicRope()FinalNative+1 flags0x01
FVector GetWinchTargetLocation()FinalNative+1 flags0x18
ADynamicRopeActor* GetWinchRope()FinalNative+1 flags0x08
AActor* GetWinchHook()FinalNative+1 flags0x08
void GetActiveState(const bool& outWinchIsActive, const bool& outWinchIsPulling, const bool& outWinchIsReleasing)FinalNative+1 flags0x03

Subclasses 1

Used by 2

types with a member, parameter or interface of this type