Zdexby TheHolyOneZ
5,360 classes
/Game/StormEscape/UI/Widgets/Crosshair/STE_CrosshairState.STE_CrosshairState_C 0x0140 (320 B) align 8 inherited 0x0060 vtable /Game/StormEscape/UI/Widgets/Crosshair/STE_CrosshairState
0x00x0140

Members 17

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08ActorAActor*7 flagsnullptr
0x10CanInteractRefFStateTreeBlueprintPropertyRef4 flags{RefType=Bool, bIsRefToArray=false, bIsOptional=false, Type…
0x10CanFocusHoldRefFStateTreeBlueprintPropertyRef4 flags{RefType=Bool, bIsRefToArray=false, bIsOptional=false, Type…
0x10FocusHoldLeftRefFStateTreeBlueprintPropertyRef4 flags{RefType=Bool, bIsRefToArray=false, bIsOptional=false, Type…
0x10FocusHoldRightRefFStateTreeBlueprintPropertyRef4 flags{RefType=Bool, bIsRefToArray=false, bIsOptional=false, Type…
0x10IsHoldingProgressItemRefFStateTreeBlueprintPropertyRef4 flags{RefType=Bool, bIsRefToArray=false, bIsOptional=false, Type…
0x10IsProgressingRefFStateTreeBlueprintPropertyRef4 flags{RefType=Bool, bIsRefToArray=false, bIsOptional=false, Type…
0x10ProgressLeftHandRefFStateTreeBlueprintPropertyRef4 flags{RefType=Bool, bIsRefToArray=false, bIsOptional=false, Type…
0x10ProgressPercentRefFStateTreeBlueprintPropertyRef4 flags{RefType=Double, bIsRefToArray=false, bIsOptional=false, Ty…
0x10CrosshairRefFStateTreeBlueprintPropertyRef4 flags{RefType=Object, bIsRefToArray=false, bIsOptional=false, Ty…
0x08FocusItemAActor*7 flagsnullptr
0x10FocusItemRefFStateTreeBlueprintPropertyRef4 flags{RefType=Object, bIsRefToArray=false, bIsOptional=false, Ty…
0x08HeldItemAActor*7 flagsnullptr
0x10HeldItemRefFStateTreeBlueprintPropertyRef4 flags{RefType=Object, bIsRefToArray=false, bIsOptional=false, Ty…
0x08PlayerCharacterABaseFirstPersonCharacter*7 flagsnullptr
0x08PreviousProgressdouble7 flags0

Functions 7

SignatureFlagsNativeParams
void OnProgressChanged(AActor* Item, float progress)Public0x0C
void OnHandChanged(bool bWithLeftHand)Public0x01
void OnHeldItemChanged(AActor* ItemActor)Public0x08
void OnActionInterrupted(AActor* Item)Public0x08
void OnItemFocusChanged(AActor* ItemActor)Public0x08
void ReceiveTreeStart()EventPublic0x00
void ExecuteUbergraph_STE_CrosshairState(int32 EntryPoint)Final0x04