Zdexby TheHolyOneZ
5,360 classes
Class

AUltra_Dynamic_Weather_C

: ADynamicWeatherBase : AActor : UObject
/Game/UltraDynamicSky/Blueprints/Ultra_Dynamic_Weather.Ultra_Dynamic_Weather_C 0x2018 (8,216 B) align 8 inherited 0x03E0 vtable /Game/UltraDynamicSky/Blueprints/Ultra_Dynamic_Weather

Members 603

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08Wind_ArrowUStaticMeshComponent*6 flagsnullptr
0x08StatusDiskUStaticMeshComponent*6 flagsnullptr
0x08WeatherParticles_ParentUSceneComponent*6 flagsnullptr
0x08Sound_MixerUAudioComponent*6 flagsnullptr
0x08UDW LabelUStaticMeshComponent*6 flagsnullptr
0x08Sound_DirectionalUAudioComponent*6 flagsnullptr
0x08Lightning LightUDirectionalLightComponent*6 flagsnullptr
0x08Player OcclusionUUDS_PlayerOcclusion_C*6 flagsnullptr
0x08Sound_GlobalUAudioComponent*6 flagsnullptr
0x08PostProcessUPostProcessComponent*6 flagsnullptr
0x08WeatherRootUSceneComponent*6 flagsnullptr
0x08Temperature ManagerUUDW_Temperature_Manager_C*6 flagsnullptr
0x08Material State ManagerUUDW_Material_State_Manager_C*6 flagsnullptr
0x08Lightning Spawn ManagerUUDW_Lightning_Spawn_Manager_C*6 flagsnullptr
0x08Random Weather ManagerURandom_Weather_Variation_C*6 flagsnullptr
0x08UltraDynamicSkyAUltra_Dynamic_Sky_C*Transient+6 flagsnullptr
0x01Refresh Settingsbool6 flagsfalse
0x04690x07padding / unreflected
0x08WeatherUUDS_Weather_Settings_C*Net+6 flagsnullptr
0x08Cloud CoveragedoubleNet+7 flags7.5
0x01Cloud Coverage - Manual OverrideboolNet+6 flagsfalse
0x04810x07padding / unreflected
0x08RaindoubleNet+7 flags6
0x01Rain - Manual OverrideboolNet+6 flagsfalse
0x04910x07padding / unreflected
0x08SnowdoubleNet+7 flags0
0x01Snow - Manual OverrideboolNet+6 flagsfalse
0x04A10x07padding / unreflected
0x08Thunder/LightningdoubleNet+7 flags4
0x01Thunder/Lightning - Manual OverrideboolNet+6 flagsfalse
0x04B10x07padding / unreflected
0x08Wind IntensitydoubleNet+7 flags3
0x01Wind Intensity - Manual OverrideboolNet+6 flagstrue
0x04C10x07padding / unreflected
0x08FogdoubleNet+7 flags3
0x01Fog - Manual OverrideboolNet+6 flagsfalse
0x04D10x07padding / unreflected
0x08DustdoubleNet+7 flags0
0x01Dust - Manual OverrideboolNet+6 flagsfalse
0x04E10x07padding / unreflected
0x08Material WetnessdoubleNet+7 flags1
0x01Material Wetness - Manual OverrideboolNet+6 flagsfalse
0x04F10x07padding / unreflected
0x08Material Snow CoveragedoubleNet+7 flags0
0x01Material Snow Coverage - Manual OverrideboolNet+6 flagsfalse
0x05010x07padding / unreflected
0x08Material Dust CoveragedoubleNet+7 flags0
0x01Material Dust Coverage - Manual OverrideboolNet+6 flagsfalse
0x05110x07padding / unreflected
0x08Wind DirectiondoubleNet+7 flags0
0x08Transition DurationdoubleNet+7 flags-1
0x08Transition TimerdoubleNet+7 flags0
0x01Particle Collision ModeUDS_Particle_Collision_Mode6 flagsNewEnumerator0
0x05310x07padding / unreflected
0x08Ceiling Check Heightdouble6 flags8000
0x08Spawn Direction Forward Biasdouble6 flags0.9
0x08Spawn Box Heightdouble6 flags600
0x08Max Spawn Distancedouble6 flags2000
0x08Spawn Distance Distributiondouble6 flags1
0x08Minimum Particle Distancedouble6 flags45
0x18World Spawn OffsetFVector6 flags{X=0, Y=0, Z=0}
0x08Camera Forward Spawn Offsetdouble6 flags50
0x01Use UDS Water Levelbool7 flagsfalse
0x01Weather Particle Collision ChannelECollisionChannel6 flagsECC_Visibility
0x01Enable Rain Particlesbool6 flagstrue
0x058B0x05padding / unreflected
0x08Rain Particle Spawn Countdouble6 flags20000
0x08Rain Drops Scaledouble6 flags1
0x08Rain Wind Velocitydouble6 flags1800
0x08Rain Velocity Randomizationdouble6 flags1
0x10Rain Particle Color MultiplierFLinearColor6 flags{R=1, G=1, B=1, A=1}
0x08Rain Drops Alphadouble6 flags1
0x08Rain Refraction Intensitydouble6 flags1
0x08Rain Extra Ambient Lightdouble6 flags0
0x08Rain Light Sparkledouble6 flags3
0x04Rain Particles Time Dilationfloat6 flags1
0x01Splash Particles Rendering ModeUDS_Rain_Splash_RenderMode6 flagsNewEnumerator0
0x05E50x03padding / unreflected
0x08Splash Frequencydouble6 flags1
0x08Splash Particles Scaledouble6 flags1
0x08Splash Droplets Scaledouble6 flags1
0x08Splash Particles Alphadouble6 flags1
0x08Splash Minimum Facing Normaldouble6 flags0.02
0x08Max Duplicate Splash Rangedouble6 flags22
0x01Rain Ripple Normal Decalsbool6 flagstrue
0x01Render Raindrop Decalsbool6 flagstrue
0x061A0x06padding / unreflected
0x08Raindrop Decal Scaledouble6 flags1
0x01Enable Snow Particlesbool6 flagstrue
0x06290x07padding / unreflected
0x08Snow Particle Spawn Countdouble6 flags2000
0x08Snow Flakes Scaledouble6 flags3
0x08Snow Wind Velocitydouble6 flags0
0x08Snow Velocity Randomizationdouble6 flags0
0x08Snow Flakes Alphadouble6 flags0.3
0x08Snow Extra Ambient Lightdouble6 flags2
0x08Snow Flakes Surface Stick Durationdouble6 flags1
0x08Snow Particles Time Dilationdouble6 flags1
0x10Snow Particle Color MultiplierFLinearColor6 flags{R=1, G=1, B=1, A=1}
0x01Spawn Lightning Flashesbool6 flagstrue
0x06810x07padding / unreflected
0x08Lightning Flash Frequencydouble6 flags25
0x08Lightning Flash Timing Randomizationdouble8 flags1.2
0x10Lightning Effect Tint ColorFLinearColor6 flags{R=0.311279, G=0.43923, B=0.703125, A=1}
0x08Daytime Lightning Flash Intensitydouble7 flags1.6
0x08Nighttime Lightning Flash Intensitydouble7 flags1
0x01Lightning Flash Light Sourcebool7 flagstrue
0x06B90x03padding / unreflected
0x10Lightning Flash Light Source ColorFLinearColor6 flags{R=0.495, G=0.612833, B=1, A=1}
0x06CC0x04padding / unreflected
0x08Maximum Lightning Flash Light Intensitydouble7 flags1
0x01Lightning Flashes Cast Shadowsbool6 flagstrue
0x01Lightning Flashes Cast Light Shaft Bloombool6 flagstrue
0x01Stationary Lightning Lightbool6 flagsfalse
0x06DB0x05padding / unreflected
0x08Stationary Lightning Light Yawdouble6 flags0
0x08Stationary Lightning Light Heightdouble6 flags20
0x08Lightning Flash Light Shaft Intensitydouble7 flags0.1
0x10Lightning Flash Distance RangeFFloatRange6 flags{LowerBound={Type=Exclusive, Value=500}, UpperBound={Type=E…
0x10Lightning Flash DurationFFloatRange6 flags{LowerBound={Type=Exclusive, Value=1.75}, UpperBound={Type=…
0x08Lightning Height Offsetdouble7 flags0
0x08Lightning Bolt Lengthdouble7 flags75000
0x08Lightning Bolt Thickness Scaledouble6 flags1
0x01Replicate Lightning Directionbool7 flagsfalse
0x01Enable Obscured Lightningbool6 flagstrue
0x07320x06padding / unreflected
0x08Obscured Lightning Spawn Ratedouble7 flags2.5
0x01Enable Wind Directional Sourcebool6 flagstrue
0x07410x07padding / unreflected
0x08Max Material Wetnessdouble7 flags1
0x08Max Material Snow Coveragedouble7 flags1
0x08Max Dust Coveragedouble7 flags0.5
0x10Material Snow ColorFLinearColor6 flags{R=0.9, G=0.9, B=0.9, A=8}
0x10Material Dust ColorFLinearColor6 flags{R=0.260417, G=0.235053, B=0.191244, A=3.6}
0x08Snow/Dust Wind Direction Shiftdouble6 flags0.3
0x08Material Water Roughnessdouble6 flags0.04
0x08Tiling Water Ripples Scaledouble7 flags250
0x08Tiling Water Ripples Frameratedouble6 flags30
0x01Simulate Changing Material State Over Timebool7 flagstrue
0x07A10x07padding / unreflected
0x08Wetness Coverage Durationdouble7 flags20
0x08Wetness Dry Durationdouble7 flags90
0x08Wetness Dry Speed in Sunlightdouble7 flags1
0x08Wetness Dry Speed without Sunlightdouble7 flags0.3
0x08Snow Coverage Durationdouble7 flags60
0x08Snow Melt Durationdouble7 flags90
0x08Snow Melt Speed Above Freezingdouble6 flags1
0x08Snow Melt Speed Below Freezingdouble6 flags1
0x08Dust Coverage Durationdouble7 flags30
0x08Dust Clear Durationdouble7 flags90
0x08Dust Clear Speed when Windydouble7 flags1.5
0x08Dust Clear Speed when Calmdouble7 flags0.5
0x08Melted Snow Coverage Contributes to Wetnessdouble7 flags0.75
0x08Snow Coverage Lights Up Height Fogdouble8 flags1
0x08Wind Force Scaledouble8 flags2000
0x01Random Weather VariationUDS_RandomWeatherTimingNet+6 flagsNewEnumerator3
0x08210x03padding / unreflected
0x10Random Weather Change IntervalFFloatRange6 flags{LowerBound={Type=Exclusive, Value=200}, UpperBound={Type=E…
0x04Random Weather Change Hourint326 flags8
0x08Transition Lengthdouble7 flags0.3499999940395355
0x01Begin Play Weather is Randombool6 flagsfalse
0x08410x07padding / unreflected
0x08Apply Climate PresetUUDS_Climate_Preset_C*5 flagsnullptr
0x50Weather Type Probabilities (Spring)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x50Weather Type Probabilities (Summer)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x50Weather Type Probabilities (Autumn)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x50Weather Type Probabilities (Winter)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x04Random Weather Forecast Stepsint326 flags0
0x01Blend Season Probabilitiesbool7 flagstrue
0x01Avoid Extreme Cloud Coverage Shiftsbool7 flagstrue
0x01Avoid Repeating Weather Typesbool7 flagsfalse
0x01Avoid Changing Directly from Snow to Rain (Or Vice Versa)bool7 flagstrue
0x50Weather Specific Interval MultipliersTMap<UUDS_Weather_Settings_C*, double>3 flags<TMap>
0x08Extreme Cloud Coverage Shift Thesholddouble8 flags6
0x01Enable Weather Sound Effectsbool6 flagsfalse
0x09F10x07padding / unreflected
0x08Weather Sounds Master Volumedouble6 flags1
0x08Rain Volumedouble7 flags1
0x08Distant Thunder Volumedouble7 flags1
0x08Close Thunder Volumedouble7 flags1
0x08Close Thunder Delay Per KMdouble7 flags0.15
0x08Wind Volumedouble7 flags1
0x08Wind Whistling Volumedouble7 flags1
0x08Wind Directional Source Speed Scaledouble7 flags9
0x08Obscured Lightning Scaledouble6 flags1
0x08Lightning Flash Max Angle from Forwarddouble8 flags100
0x01Show Lightning Flashes in Level Editorbool7 flagstrue
0x01Lightning Flash Activebool7 flagsfalse
0x0A4A0x06padding / unreflected
0x08Lightning Flash Time Elapseddouble7 flags0
0x08Lightning Flash Lengthdouble7 flags1.5
0x01Temperature ScaleUDS_TemperatureType6 flagsNewEnumerator0
0x0A610x07padding / unreflected
0x10Summer Temperature Min and MaxFVector2D6 flags{X=55, Y=80}
0x10Autumn Temperature Min and MaxFVector2D6 flags{X=40, Y=70}
0x10Winter Temperature Min and MaxFVector2D6 flags{X=20, Y=55}
0x10Spring Temperature Min and MaxFVector2D6 flags{X=30, Y=65}
0x08Daytime Temperature Biasdouble6 flags0.6
0x08Nighttime Temperature Biasdouble6 flags-0.6
0x08Morning/Evening Temperature Biasdouble6 flags0.3
0x08Overcast Temperature Biasdouble6 flags-0.3
0x08Raining Temperature Biasdouble6 flags-0.3
0x08Snowing Temperature Biasdouble6 flags-1.5
0x08Foggy Temperature Biasdouble6 flags-0.2
0x08Dusty Temperature Biasdouble6 flags-0.3
0x08Randomize Temperaturedouble7 flags5
0x08Interior Temperaturedouble7 flags72
0x08Interior Insulationdouble7 flags0.85
0x01Control Point Location SourceUDS_ControlPointMode6 flagsNewEnumerator0
0x0B010x07padding / unreflected
0x18Custom Control Point LocationFVector8 flags{X=0, Y=0, Z=0}
0x08Weather SpeeddoubleNet+8 flags1
0x04Random Seedint327 flags-1
0x0B2C0x04padding / unreflected
0x08Snow Depthdouble7 flags14
0x08Dust Depthdouble7 flags7
0x08Snow/Dust Z Normal Cutoffdouble7 flags0.66
0x08Snow/Dust Z Normal Falloffdouble7 flags1.5
0x08Snow/Dust Texture Scaledouble7 flags500
0x08Snow/Dust Interaction Render Target Areadouble6 flags10000
0x08Snow/Dust Interaction Fade Speed Idledouble7 flags1
0x08Snow/Dust Interaction Fade Speed Activedouble7 flags5
0x18Player Camera LocationFVector7 flags{X=0, Y=0, Z=0}
0x18Control Point LocationFVector7 flags{X=0, Y=0, Z=0}
0x08Puddle Coveragedouble6 flags0.26
0x08Puddles Z Normal Cutoffdouble7 flags0.949999988079071
0x08Puddles Z Normal Falloffdouble7 flags1
0x08Base Wetness when Rainingdouble7 flags0.75
0x08Base Wetness when Cleardouble7 flags0.5
0x08Puddle Sharpnessdouble7 flags40
0x08Variation Clouds Scaledouble6 flags20000
0x08Snow/Dust Interaction Edge Pilingdouble7 flags1
0x08Snow/Dust Interaction Depthdouble7 flags0.75
0x08Snow/Dust Interaction Parallax Sample Scaledouble8 flags1
0x08Snow/Dust Interaction Scaledouble8 flags1.3
0x08Snow/Dust Interaction Scatterdouble8 flags5
0x08Snow/Dust Interaction Size Scatterdouble8 flags0.45
0x08Snow/Dust Interactions Update Perioddouble7 flags0.1
0x10Physical Materials which disable Snow/Dust Sounds and ParticlesTArray<UPhysicalMaterial*>3 flags[]
0x10Physical Materials which disable Puddle Sounds and ParticlesTArray<UPhysicalMaterial*>3 flags[]
0x01Enable WOV Material Effect Targetbool6 flagstrue
0x0C310x07padding / unreflected
0x08WOV Target Sizedouble6 flags5e+06
0x08WOV Target Update Threshold (Inside Volume)double7 flags0.005
0x08WOV Target Update Threshold (Outside Volume)double7 flags0.02
0x10Weather Override VolumesTArray<AWeather_Override_Volume_C*>Transient+4 flags[]
0x01Use Custom Lightning Locationbool7 flagsfalse
0x0C610x07padding / unreflected
0x18Custom Lightning LocationFVector7 flags{X=0, Y=0, Z=0}
0x18Custom Lightning TargetFVector7 flags{X=0, Y=0, Z=0}
0x08Current Lightning Intensitydouble7 flags0
0x08Current Lightning Intensity Scaledouble7 flags0
0x10Current Lightning LocationsTArray<FVector>3 flags[]
0x08Current Lightning Angledouble7 flags0
0x08Current Weather Override VolumeAWeather_Override_Volume_C*Transient+7 flagsnullptr
0x50Current WOVs AppliedTMap<AWeather_Override_Volume_C*, FVector2D>Transient+4 flags<TMap>
0x01Currently in a Weather Override Volumebool7 flagsfalse
0x0D190x07padding / unreflected
0x08DLWE Mask TargetUTextureRenderTarget2D*6 flags/Game/UltraDynamicSky/Textures/Weather/DLWE_MaskTarget.DLWE…
0x18DLWE Recenter OffsetFVector7 flags{X=0, Y=0, Z=0}
0x10Cloud Reference ArrayTArray<FVector2D>3 flags[1024 items]
0x08Current Snow/Dust Depthdouble7 flags0
0x10DLWE Interactions BufferTArray<FVector4>3 flags[]
0x01Use Occlusion to Attenuate Sounds in Interiorsbool7 flagstrue
0x0D690x07padding / unreflected
0x08Max Attenuationdouble7 flags0.20000000298023224
0x08Min LPF Frequencydouble7 flags800
0x08Occlusion SettingsUUDS_OcclusionSettings_C*5 flags/Game/UltraDynamicSky/Blueprints/Occlusion/Occlusion_Settin…
0x01Enable Post Process Wind Fogbool6 flagstrue
0x0D890x07padding / unreflected
0x08PPWF Intensity from Fogdouble7 flags1.4
0x08PPWF Intensity from Raindouble7 flags1.4
0x08PPWF Intensity from Snowdouble7 flags1.4
0x08PPWF Intensity from Dustdouble7 flags1.7
0x08PPWF Intensity Scaledouble6 flags1
0x08PPWF Fade Distancedouble6 flags1000
0x08PPWF Max Sample Distancedouble7 flags800
0x08PPWF Sample Step Distancedouble7 flags180
0x08PPWF 3D Noise Scaledouble7 flags1400
0x08Post Process Wind Fog MIDUMaterialInstanceDynamic*6 flagsnullptr
0x08Temperature Update Perioddouble7 flags2
0x08Time Random OffsetdoubleNet+7 flags-1
0x01Enable Wind Direction Variationbool7 flagsfalse
0x0DF10x07padding / unreflected
0x08Maximum Wind Direction Variationdouble7 flags60
0x08Variation Speeddouble6 flags1
0x08Current Wind Directiondouble7 flags0
0x50propertiesTMap<FName, UDS_PropertyType>3 flags<TMap>
0x18Occlusion LocationFVector7 flags{X=0, Y=0, Z=0}
0x10Started RainingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Started SnowingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Finished RainingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Finished SnowingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Getting CloudyFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Clouds ClearingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x01ED_Rainingbool7 flagsfalse
0x01ED_Snowybool7 flagsfalse
0x01ED_Cloudybool7 flagsfalse
0x01Enable Screen Dropletsbool6 flagsfalse
0x0EDC0x04padding / unreflected
0x08Screen Center Strengthdouble6 flags0
0x08Screen Edge Strengthdouble6 flags2
0x08Camera Facing Rain Biasdouble7 flags4
0x08Droplet Tilingdouble6 flags1
0x08Blur Radiusdouble6 flags0.0020000000949949026
0x01Wet Screen When Emerging from Waterbool6 flagstrue
0x0F090x07padding / unreflected
0x08Screen Droplets Clear Speeddouble6 flags1
0x01Show Screen Droplets In Editorbool6 flagstrue
0x0F190x07padding / unreflected
0x08Screen Droplets MIDUMaterialInstanceDynamic*6 flagsnullptr
0x08Drips Intensitydouble7 flags0
0x08Drops Intensitydouble7 flags0
0x08Drops Timedouble7 flags0
0x28Screen Droplets Parent MaterialTSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x01Obscured Lightning System Spawningbool7 flagsfalse
0x01Enable Dust Particlesbool6 flagstrue
0x0F6A0x06padding / unreflected
0x08Dust Particle Spawn Countdouble6 flags1000
0x08Dust Particle Scaledouble6 flags1
0x08Dust Wind Velocitydouble6 flags900
0x08Dust Velocity Randomizationdouble6 flags1
0x10Dust Particle ColorFLinearColor6 flags{R=1, G=1, B=1, A=1}
0x08Dust Particle Alphadouble6 flags0.6
0x01Enable Wind Debrisbool6 flagsfalse
0x0FA90x07padding / unreflected
0x08Wind Debris Particle Spawn Countdouble6 flags5000
0x08Debris Scaledouble6 flags1
0x08Debris Particle Alphadouble6 flags0.5
0x08Wind Debris Wind Velocitydouble6 flags2200
0x28Wind Debris AtlasTSoftObjectPtr<UTexture2D>3 flags<SoftObjectProperty>
0x08Weather Mask TargetUTextureRenderTarget2D*6 flags/Game/UltraDynamicSky/Textures/Weather/Weather_Mask_Brush_T…
0x04Weather Mask Target Sizeint326 flags50000
0x01Triggered Starting Dispatchersbool7 flagsfalse
0x10050x03padding / unreflected
0x08Old Weather StateUUDS_Weather_Settings_C*5 flagsnullptr
0x08Global Weather StateUUDS_Weather_Settings_C*5 flagsnullptr
0x08Local Weather StateUUDS_Weather_Settings_C*5 flagsnullptr
0x08Update BufferUUDS_Weather_Settings_C*5 flagsnullptr
0x04Dust Particles Time Dilationfloat6 flags1
0x01Season ModeUDS_SeasonMode7 flagsNewEnumerator0
0x102D0x03padding / unreflected
0x08SeasondoubleNet+7 flags0
0x10Individual SeasonsTArray<double>2 flags[4 items]
0x08Manual Weather StateUUDS_Weather_Settings_C*5 flagsnullptr
0x10DLWE Depth Fraction BufferTArray<double>3 flags[]
0x28Clouds Diverse TextureTSoftObjectPtr<UTexture2D>4 flags<SoftObjectProperty>
0x28Obscured Lightning Niagara SystemTSoftObjectPtr<UNiagaraSystem>4 flags<SoftObjectProperty>
0x28Post Process Wind Fog Parent MaterialTSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x10Dust/Sand ClearingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Dust/Sand FormingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x01ED_Dustybool7 flagsfalse
0x01Enable Rainbowbool6 flagsfalse
0x10FA0x06padding / unreflected
0x08Max Rainbow Strengthdouble7 flags0.2
0x08Strength From Raindouble7 flags0.5
0x08Strength From Fogdouble7 flags0.5
0x08Strength In Any Weatherdouble7 flags0
0x08Time To Last After Rain/Fogdouble7 flags100
0x08Mask Rainbow Above Cloudsdouble6 flags1
0x08Mask Rainbow Below Waterdouble6 flags1
0x01ED_CurrentWeatherUDS_Weather_Display_Names7 flagsNewEnumerator0
0x11390x07padding / unreflected
0x10Getting FoggyFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Fog ClearingFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Weather Display Name ChangedFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x08DLWE Interaction TimerFTimerHandle5 flags{Handle=0}
0x18Last Sparse Movement Update LocationFVector7 flags{X=0, Y=0, Z=0}
0x28Weather Volume TargetTSoftObjectPtr<UTextureRenderTarget2D>4 flags<SoftObjectProperty>
0x08WOV Target Brush MIDUMaterialInstanceDynamic*6 flagsnullptr
0x01WOV Material Effect Target ActiveboolTransient+7 flagsfalse
0x01Shutting Downbool7 flagsfalse
0x11C20x06padding / unreflected
0x10UDS VersionFString4 flags""
0x08UDS Version InfoUUDS_VersionInfo_C*6 flags/Game/UltraDynamicSky/Blueprints/System/Editor_UI/UDS_Curre…
0x04Anti Aliasing Methodint327 flags0
0x11E40x04padding / unreflected
0x10Season DebugFString4 flags""
0x01Meteorological Seasonsbool6 flagstrue
0x11F90x03padding / unreflected
0x04Season Day Offsetint327 flags0
0x10WOV Wind DirectionFVector2D7 flags{X=0, Y=0}
0x18Current Lightning Target OffsetFVector7 flags{X=0, Y=0, Z=0}
0x28Splash Material DecalTSoftObjectPtr<UMaterial>4 flags<SoftObjectProperty>
0x28Splash Material TranslucentTSoftObjectPtr<UMaterial>4 flags<SoftObjectProperty>
0x08Rainbow MIDUMaterialInstanceDynamic*6 flagsnullptr
0x08Current Rainbow Strengthdouble7 flags-1
0x08Target Rainbow Strengthdouble7 flags0
0x28Rainbow MaterialTSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x08Weather Particle Motion Stretchdouble6 flags1
0x08Particle Sprite Motion Blur With Camera Movementdouble6 flags0.5
0x01Previous Temperature Scaleuint86 flags2
0x01Apply Changes Above Volumetric Cloud Layerbool6 flagstrue
0x12CA0x06padding / unreflected
0x08Rain Multiplier Above Cloudsdouble6 flags0
0x08Snow Multiplier Above Cloudsdouble6 flags0
0x08Dust Multiplier Above Cloudsdouble6 flags0
0x08Fog Multiplier Above Cloudsdouble6 flags0
0x08Thunder/Lightning Multiplier Above Cloudsdouble6 flags0
0x08Wind Multiplier Above Cloudsdouble6 flags0.5
0x10Season ChangedFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x04ED_Seasonint32Transient+6 flags-1
0x01Transition ActiveboolNet+7 flagsfalse
0x13150x03padding / unreflected
0x08Transition Alphadouble7 flags0
0x01Rain Update Neededbool7 flagstrue
0x01Snow Update Neededbool7 flagstrue
0x01Thunder/Lightning Update Neededbool7 flagstrue
0x01Wind Intensity Update Neededbool7 flagstrue
0x01Cloud Coverage Update Neededbool7 flagstrue
0x01Fog Update Neededbool7 flagstrue
0x01Dust Update Neededbool7 flagstrue
0x01Material Wetness Update Neededbool7 flagstrue
0x01Material Snow Update Neededbool7 flagstrue
0x01Material Dust Update Neededbool7 flagstrue
0x01Wind Direction Update Neededbool7 flagstrue
0x132B0x05padding / unreflected
0x08Wind Direction Update Bufferdouble6 flags0
0x08Wind Direction Last Frame BufferdoubleTransient+6 flags0
0x10Nearby Weather Override VolumesTArray<AWeather_Override_Volume_C*>Transient+4 flags[]
0x08Current PPWF Intensitydouble7 flags0
0x08Target PPWF Intensitydouble7 flags0
0x01Screen Droplets Activebool7 flagsfalse
0x13610x07padding / unreflected
0x08Screen Droplets Target Drips Intensitydouble7 flags0
0x10Screen Droplets WBFWeightedBlendable4 flags{Weight=-1, Object=nullptr}
0x08Screen Droplets Camera Exposuredouble7 flags0
0x18Applied Rain VelocityFVector7 flags{X=0, Y=0, Z=0}
0x08Water Level Material Falloffdouble6 flags100
0x01Player Camera Underwaterbool7 flagsfalse
0x13A90x07padding / unreflected
0x08Shared Material Parameter Snowydouble7 flags0
0x08Shared Material Parameter Dustydouble7 flags0
0x28Splash Droplet Material DecalTSoftObjectPtr<UMaterial>4 flags<SoftObjectProperty>
0x28Splash Droplet Material TranslucentTSoftObjectPtr<UMaterial>4 flags<SoftObjectProperty>
0x08Weather Mask Update Perioddouble6 flags0.05
0x10Last Update Projection Box ComponentsTArray<UWeather_Mask_Projection_Box_Component_C*>4 flags[]
0x08Periodic Updates Timerdouble7 flags0
0x04Periodic Update Stepint327 flags-1
0x14340x04padding / unreflected
0x10Last Update Mask ComponentsTArray<UPrimitiveComponent*>4 flags[]
0x08Random StreamFRandomStream5 flags{InitialSeed=0, Seed=0}
0x08Weather Particle DOF Scaledouble6 flags1
0x08CPU Particle Buffer Lengthdouble6 flags1
0x08Scale Distant Particle Alphadouble6 flags3
0x08Distant Particle Rangedouble6 flags3000
0x01Weather Particles Raytracing Visibilitybool7 flagsfalse
0x01Warm Up Weather Particles On Begin Playbool6 flagsfalse
0x01Apply Custom Weather Particle Camera Transformbool7 flagsfalse
0x14730x05padding / unreflected
0x18Custom Weather Particle Camera LocationFVector8 flags{X=0, Y=0, Z=0}
0x18Custom Weather Particle Camera Forward VectorFVector8 flags{X=0, Y=0, Z=1}
0x01Global Weather Updatedbool7 flagstrue
0x01Local Weather Updatedbool7 flagstrue
0x14AA0x06padding / unreflected
0x50Old State Source MapTMap<UUDS_Weather_Settings_C*, double>3 flags<TMap>
0x10Last Update SourcesTArray<UUDS_Weather_Settings_C*>2 flags[]
0x01Enable Heat Distortionbool6 flagsfalse
0x15110x07padding / unreflected
0x08Heat Distortion Max Intensitydouble6 flags0.08
0x08Heat Distortion From Temperaturedouble7 flags1
0x10Heat Distortion Temperature RangeFFloatRange6 flags{LowerBound={Type=Exclusive, Value=85}, UpperBound={Type=Ex…
0x01Heat Distortion Uses Player Localized Temperaturebool6 flagsfalse
0x15390x07padding / unreflected
0x08Manual Heat Distortiondouble7 flags0
0x08Heat DIstortion Start Distancedouble6 flags7000
0x08Heat DIstortion Falloffdouble6 flags20000
0x08Heat Distortion Tilingdouble6 flags1.7
0x08Heat Distortion Speeddouble6 flags0.18
0x08Heat Distortion Chromatic Separationdouble7 flags0.2
0x08Heat Distortion Zenith Maskdouble7 flags0
0x08Heat Distortion Horizon Maskdouble7 flags1
0x08Heat Distortion Horizon Exponentdouble7 flags2.5
0x08Heat Distortion Temporal Ditherdouble7 flags1
0x01Show Heat Distortion In Editorbool6 flagstrue
0x15910x07padding / unreflected
0x08Target Heat Distortion Valuedouble7 flags0
0x08Current Heat Distortion Valuedouble7 flags0
0x28Heat Distortion Parent MaterialTSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x08Heat Distortion MIDUMaterialInstanceDynamic*6 flagsnullptr
0x10State Change - RainFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - SnowFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - Wind IntensityFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - DustFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - FogFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - Thunder/LightningFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - Wind DirectionFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - Cloud CoverageFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - Material WetnessFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - Material SnowFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10State Change - Material DustFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x01Tick Behavior Activebool6 flagsfalse
0x16890x07padding / unreflected
0x18Editor Camera PositionFVector6 flags{X=0, Y=0, Z=0}
0x01Run ContextUDS_RunContextTransient+7 flagsNewEnumerator0
0x01Sharing Occlusion With UDSbool6 flagsfalse
0x16AA0x06padding / unreflected
0x08Max Attenuation For UDS Outdoor Sounddouble7 flags0.1
0x08Weather Occlusion StateUUDS_OcclusionState_C*6 flags/Game/UltraDynamicSky/Blueprints/Occlusion/OcclusionState/W…
0x08Time Of Last Sound Effects Cachedouble6 flags0
0x08Last Editor Tick Periodic UpdatedoubleTransient+6 flags0
0x08Last Editor Tick Sound Occlusion UpdatedoubleTransient+6 flags0
0x08Last Editor Tick TimedoubleTransient+6 flags0
0x08Active Occlusion ComponentUUDS_PlayerOcclusion_C*Transient+7 flagsnullptr
0x08Sky Occlusion StateUUDS_OcclusionState_C*6 flags/Game/UltraDynamicSky/Blueprints/Occlusion/OcclusionState/S…
0x04Tick Delta Secondsfloat7 flags0.1
0x16F40x04padding / unreflected
0x18Player Camera RotationFRotator6 flags{Pitch=0, Yaw=0, Roll=0}
0x28Editor Utility Opener ClassTSoftClassPtr<UObject>4 flags<SoftClassProperty>
0x08Raining Dispatcher Thresholddouble6 flags1
0x08Snowing Dispatcher Thresholddouble6 flags1
0x08Dust/Sand Dispatcher Thresholddouble6 flags3
0x08Cloudy Dispatcher Thresholddouble6 flags4.5
0x08WOV Render Target StateUUDS_RenderTarget_State_C*Transient+6 flagsnullptr
0x08Weather Mask Render Target StateUUDS_RenderTarget_State_C*Transient+6 flagsnullptr
0x08DLWE Render Target StateUUDS_RenderTarget_State_C*Transient+6 flagsnullptr
0x08Level Editor Lightning Timerdouble7 flags0
0x08Level Editor Lightning Perioddouble7 flags2
0x18Editor Camera RotationFRotator5 flags{Pitch=0, Yaw=0, Roll=0}
0x08Level Editor Lightning Interrupt Timerdouble7 flags2
0x08Environment SoundUUDS_Environment_Sound_C*5 flagsnullptr
0x08Environment Sound Weather Transitiondouble6 flags2
0x08Environment Sound Time Transitiondouble6 flags10
0x08Weather Sound Update Perioddouble7 flags0.5
0x08Environment Sound Update Perioddouble6 flags1
0x50Environment Sound ComponentsTMap<UUDS_Environment_Sound_C*, UAudioComponent*>4 flags<TMap>
0x08Environment Sound Update TimerFTimerHandle5 flags{Handle=0}
0x28Directional Sound AssetTSoftObjectPtr<USoundBase>4 flags<SoftObjectProperty>
0x28Global Sound AssetTSoftObjectPtr<USoundBase>4 flags<SoftObjectProperty>
0x04Custom Lightning Seedint327 flags-1
0x18740x04padding / unreflected
0x10Temperature Range UpdateFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x08Last Season Valuedouble7 flags-1
0x08Season Change Weather Refresh Thresholddouble7 flags0.5
0x10Random Weather Season RefreshFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0xA0Old Weather State StructFUDW_WeatherState_StructureNet+5 flags{StormId_45_6B7BA41A4DF65D65288816B4C917EEF4={WeatherType=O…
0x01DLWE Snow Trails Activatedbool7 flagsfalse
0x01Dynamic Puddles Activebool7 flagsfalse
0x194A0x02padding / unreflected
0x04Dynamic Snow/Dustint327 flags0
0x08Transition Weather State BUUDS_Weather_Settings_C*Transient+6 flagsnullptr
0x18Local Weather LocationFVector7 flags{X=0, Y=0, Z=0}
0x10Last Applied WOVsTArray<AWeather_Override_Volume_C*>Transient+4 flags[]
0x01Weather Mask Target Activebool7 flagsfalse
0x01Mobilebool7 flagsfalse
0x01Last Update Manual Weather Overriddenbool7 flagsfalse
0x01Lightning System Togglebool7 flagsfalse
0x01Clear Weather Mask Prepbool7 flagsfalse
0x19850x03padding / unreflected
0x10Lightning Flash StartedFMulticastScriptDelegateTransientBlueprintCallable+5 flags<delegate>
0x10Radial Storm ActorsTArray<AActor*>Transient+4 flags[]
0x01Applied Radial Storms Last Updatebool7 flagsfalse
0x01Apply Version Specific Correctionbool8 flagstrue
0x01WOV Material Effect Target Allowedbool7 flagsfalse
0x19AB0x05padding / unreflected
0x08Radial Storm Target Draw MIDUMaterialInstanceDynamic*6 flagsnullptr
0x08Rainbow MeshUStaticMeshComponent*7 flagsnullptr
0x08Wind Debris ParticlesUNiagaraComponent*7 flagsnullptr
0x10Post Process Wind Fog WBFWeightedBlendable4 flags{Weight=-1, Object=nullptr}
0x10Heat Distortion WBFWeightedBlendable4 flags{Weight=-1, Object=nullptr}
0x10Post Process Mats Toggle StateTArray<bool>3 flags[4 items]
0x28Rain Particle Mat (AMB)TSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x28Rain Particle Mat (ADOF)TSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x28Snow Particle Mat (AMB)TSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x28Snow Particle Mat (ADOF)TSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x01Motion Blurbool7 flagsfalse
0x1A990x07padding / unreflected
0x08Wind Direction Targetdouble7 flags0
0x08Wind Direction Change Speeddouble7 flags0
0x08UDS Cloud Coveragedouble7 flags0
0x08UDS Fogdouble7 flags0
0x08UDS Dust Amountdouble7 flags0
0x08UDS Cloud Speeddouble7 flags0
0x08UDS Fog Vertical Velocitydouble7 flags0
0x10Nearby Radial Storm ActorsTArray<AActor*>Transient+4 flags[]
0x01Enable Screen Frostbool6 flagsfalse
0x1AE90x07padding / unreflected
0x08Screen Frost From Snowdouble7 flags1
0x08Screen Frost From Material Snowdouble7 flags0
0x08Manual Screen Frostdouble7 flags0
0x08Screen Frost Multiplier In Interiordouble6 flags0
0x08Screen Frost Form Durationdouble6 flags8
0x08Screen Frost Clear Durationdouble6 flags12
0x10Screen Frost ColorFLinearColor6 flags{R=0.52536, G=0.568881, B=0.59375, A=0.175}
0x08Screen Frost Falloff Shapedouble6 flags0.5
0x08Screen Frost Falloff Exponentdouble6 flags1.35
0x08Screen Frost Center Maskdouble6 flags0
0x08Screen Frost Edge Maskdouble6 flags1
0x08Screen Frost Distortion Strengthdouble6 flags0.2
0x08Screen Frost Distortion Alphadouble6 flags0.85
0x08Screen Frost Texture Scaledouble6 flags3
0x08Screen Frost Scatterdouble6 flags2
0x08Screen Frost Sharpnessdouble6 flags12
0x01Randomize Screen Frost Texture At Runtimebool6 flagstrue
0x1B790x07padding / unreflected
0x28Screen Frost Scatter TextureTSoftObjectPtr<UTexture2D>4 flags<SoftObjectProperty>
0x28Screen Frost Normal TextureTSoftObjectPtr<UTexture2D>4 flags<SoftObjectProperty>
0x01Show Screen Frost In Editorbool6 flagstrue
0x01Screen Frost Activebool7 flagsfalse
0x1BD20x06padding / unreflected
0x08Screen Frost Strength Targetdouble7 flags0
0x08Current Screen Frost Strengthdouble7 flags0
0x08Screen Frost MIDUMaterialInstanceDynamic*6 flagsnullptr
0x10Screen Frost WBFWeightedBlendable4 flags{Weight=-1, Object=nullptr}
0x28Screen Frost Parent MaterialTSoftObjectPtr<UMaterialInterface>4 flags<SoftObjectProperty>
0x01Manual Overrides Appliedbool7 flagsfalse
0x1C290x07padding / unreflected
0x10Loaded ObjectsTArray<UObject*>Transient+3 flags[]
0x08Rain ParticlesUNiagaraComponent*7 flagsnullptr
0x08Snow ParticlesUNiagaraComponent*7 flagsnullptr
0x08Dust ParticlesUNiagaraComponent*7 flagsnullptr
0x08Obscured Lightning ParticlesUNiagaraComponent*7 flagsnullptr
0x10Lightning FlashesTArray<UNiagaraComponent*>4 flags[]
0x08Projection Box Scene Capture ComponentUSceneCaptureComponent2D*7 flagsnullptr
0x08Transient Weather StateUUDS_Weather_Settings_C*Transient+6 flagsnullptr
0x08Temperature Weather StateUUDS_Weather_Settings_C*6 flagsnullptr
0x08DLWE Trail Brush MIDUMaterialInstanceDynamic*6 flagsnullptr
0x10Last Update State Source ValuesTArray<double>Transient+3 flags[]
0x10Last Update State Source KeysTArray<UUDS_Weather_Settings_C*>Transient+3 flags[]
0x28Lightning Strike Niagara SystemTSoftObjectPtr<UNiagaraSystem>4 flags<SoftObjectProperty>
0x01Needs Editor Weather Mask UpdateboolTransient+7 flagsfalse
0x1CD90x07padding / unreflected
0x08Wind Gust Intensitydouble6 flags0.45
0x08Wind Gust Speeddouble6 flags0.35
0x10Active Weather Particle SystemsTArray<UNiagaraComponent*>4 flags[]
0x08Current Wind Gust Multiplierdouble7 flags0
0x08Wind Directional Source ComponentUWindDirectionalSourceComponent*7 flagsnullptr
0x01Disable Directional Source Speed In Interiorbool6 flagsfalse
0x1D110x07padding / unreflected
0x08Wind Directional Source Update Perioddouble7 flags0.6
0x01Enable Wind Camera Shakebool6 flagsfalse
0x1D210x07padding / unreflected
0x08Wind Camera Shake Scaledouble6 flags0.5
0x10Wind Camera Shake Intensity RangeFFloatRange6 flags{LowerBound={Type=Exclusive, Value=8}, UpperBound={Type=Exc…
0x01Enable Radial Storm Spawningbool6 flagsfalse
0x1D410x07padding / unreflected
0x08Radial Storm Spawning Direction Variationdouble6 flags60
0x50Radial Storm Probabilities (Spring)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x50Radial Storm Probabilities (Summer)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x50Radial Storm Probabilities (Autumn)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x50Radial Storm Probabilities (Winter)TMap<UUDS_Weather_Settings_C*, double>2 flags<TMap>
0x08Radial Storm Start Distancedouble6 flags25
0x08Radial Storm End Distancedouble6 flags25
0x08Radial Storm Spawn Random Offsetdouble6 flags0
0x08Radial Storm Outer Radiusdouble6 flags13
0x08Radial Storm Inner Radius Fractiondouble6 flags0.3
0x10Radial Storm Lifetime RangeFFloatRange6 flags{LowerBound={Type=Exclusive, Value=500}, UpperBound={Type=E…
0x08Radial Storm Fade Duration Fractiondouble6 flags0.2
0x10Radial Storm Wait Interval RangeFFloatRange6 flags{LowerBound={Type=Exclusive, Value=1000}, UpperBound={Type=…
0x08Radial Storm First Wait Multiplierdouble6 flags0.5
0x28Radial Storm ClassTSoftClassPtr<AActor>4 flags<SoftClassProperty>
0x08Radial Storm Class HardTSubclassOf<AActor>6 flagsnullptr
0x28Wind Camera Shake ClassTSoftClassPtr<UCameraShakeBase>4 flags<SoftClassProperty>
0x01ED_Foggybool7 flagsfalse
0x1F410x07padding / unreflected
0x08Foggy Dispatcher Thresholddouble6 flags6
0x08Outdoor Sound Mix ModifierUSoundMix*6 flagsnullptr
0x01DBuffer Supportedbool7 flagsfalse
0x01Weather Particles Hiddenbool7 flagsfalse
0x1F5A0x02padding / unreflected
0x04MaxLightningPerWaveCountint327 flags5
0x10CurrentWeatherTypeFText3 flags<FText>
0x08MinTreeOscillationdouble7 flags0.25
0x08MaxTreeOscillationdouble7 flags0.5
0x08CurrentTreeOscillationdouble7 flags0
0x08CurrentTreePhasedouble7 flags0
0x08TreePhaseAdjustdouble7 flags0
0x08StartGameWindIntensitydouble6 flags0.5
0x08EndGameWindIntensitydouble6 flags8
0x10In TextFText3 flags<FText>
0x01bUseGameWindbool6 flagstrue
0x01bOverrideLightningColorsbool7 flagsfalse
0x1FBA0x06padding / unreflected
0x08GlassEmissivedouble7 flags0
0x01bForceExposureUpdatebool7 flagsfalse
0x1FC90x07padding / unreflected
0x10LocalFogVolumesTArray<ALocalFogVolume*>4 flags[]
0x10LocalFogAlbedoFLinearColor6 flags{R=0.392743, G=0.482315, B=0.661458, A=1}
0x10LocalFogEmissiveFLinearColor6 flags{R=0.003035, G=0.003035, B=0.005182, A=1}
0x08WeatherSettingCollectionUPDA_WeatherCollection_C*6 flags/Game/StormEscape/Data/Weather/Storm/DA_WeatherCollection.D…
0x10PostProcessVolumesTArray<APostProcessVolume*>4 flags[]
Inherited from ADynamicWeatherBase 27
OffsetSizeNameTypeFlagsDefault
0x01bIsWeatherDamageEnabledboolProtected+7 flagstrue
0x02A90x07padding / unreflected
0x08WeatherSubsystemUWeatherSubsystem*4 flagsnullptr
0x02B80x38padding / unreflected
0x08GenerationSettingsUStormGenerationSettings*8 flagsnullptr
0x02F80x20padding / unreflected
0x01bAllowStormGenerationboolProtected+8 flagstrue
0x03190x03padding / unreflected
0x04StormTransitionTimefloatProtected+8 flags5
0x01bOverride_TimeOfDayboolProtected+6 flagsfalse
0x01CustomTimeOfDayETimeOfDayProtected+8 flagsDay
0x01bOverride_StormEffectboolProtected+6 flagsfalse
0x01StormEffectEStormEffectProtected+8 flagsNone
0x01bOverride_StormIntensityboolProtected+6 flagsfalse
0x01StormIntensityEStormIntensityProtected+8 flagsNone
0x01bOverride_GenChanceboolProtected+6 flagsfalse
0x03270x01padding / unreflected
0x04StormGenChancefloatProtected+8 flags100
0x01bOverride_GracePeriodboolProtected+6 flagsfalse
0x032D0x03padding / unreflected
0x04StormGracePeriodfloatProtected+8 flags10
0x01bOverride_AttemptRateboolProtected+6 flagsfalse
0x03350x03padding / unreflected
0x04StormAttemptRatefloatProtected+8 flags10
0x01bOverride_CooldownboolProtected+6 flagsfalse
0x033D0x03padding / unreflected
0x04StormCooldownfloatProtected+8 flags10
0x01bOverride_StormDurationboolProtected+6 flagsfalse
0x03450x03padding / unreflected
0x04StormDurationfloatProtected+8 flags30
0x01bOverride_ForecastboolProtected+6 flagsfalse
0x034D0x03padding / unreflected
0x04StormForecastfloatProtected+8 flags10
0x03540x1Cpadding / unreflected
0x08FinalTornadoAFinalTornado*4 flagsnullptr
0x03780x19padding / unreflected
0x01TimeOfDay_InternalETimeOfDayNetRepNotify+5 flagsDay
0x03920x36padding / unreflected
0x08DamageComponentUStormDamageComponent*Protected+12 flags/Script/StormEscape.Default__DynamicWeatherBase.StormDamage…
0x08LightningComponentULightningStrikeComponent*Protected+12 flags/Script/StormEscape.Default__DynamicWeatherBase.LightningEf…
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 367

SignatureFlagsNativeParams
void Get Random Weather Probability Maps(TMap<UUDS_Weather_Settings_C*, double>& Spring, TMap<UUDS_Weather_Settings_C*, double>& Summer, TMap<UUDS_Weather_Settings_C*, double>& Autumn, TMap<UUDS_Weather_Settings_C*, double>& Winter)Public0x140
void Get Random Weather Mode(const UDS_RandomWeatherTiming& Mode)Public0x01
void Get Season Temperature Ranges(const FVector2D& Spring, const FVector2D& Summer, const FVector2D& Autumn, const FVector2D& Winter)Public0x40
void Editor Return from PIE(const bool& success)Public0x01
void Get Local Weather Source Objects(TMap<UUDS_Weather_Settings_C*, double>& Map)Public0x50
void Get Current Season(const double& Season)Public0x08
void Get Weather Speed(const double& Out)Public0x08
void Interpolate Weather State(UUDS_Weather_Settings_C* A, UUDS_Weather_Settings_C* B, double Alpha, UUDS_Weather_Settings_C* Target State, bool Set Material Effects, bool Bias Material Effects, bool Lerp Sources, const bool& success)Public0x24
void Get Individual Season Floats(TArray<double>& Out)Public0x10
void Get UDW Current UDS Reference(const AUltra_Dynamic_Sky_C*& UDS)Public0x08
void Get Temperature Bias Settings(const double& Nighttime Bias, const double& Daytime Bias, const double& Overcast Bias, const double& Rain Bias, const double& Snow Bias, const double& Fog Bias, const double& Dust Bias, const double& Morning/Evening Bias)Public0x40
void Get Global Temp Above Freezing(const bool& Above Freezing)Public0x01
void Get Dust Material Change Timing(const double& Coverage Duration, const double& Clear Duration, const double& Clear Speed (Windy), const double& Clear Speed (No Wind))Public0x20
void Get Wetness Material Change Timing(const double& Coverage Duration, const double& Dry Duration, const double& Dry Speed (Sunny), const double& Dry Speed (Cloudy), const double& Snow Melt Contributes to Wetness)Public0x28
void Get Snow Material Change Timing(const double& Coverage Duration, const double& Melt Duration, const double& Melt Speed (Above Freezing), const double& Melt Speed (Below Freezing))Public0x20
void Get UDW Scaled Tick Delta Seconds(const double& Out)Public0x08
void Get Lightning Flash Period(const double& Out)Public0x08
void UDS Reconstruct(const bool& success)Public0x01
void Report Removed Radial Storm(AActor* Storm, const bool& success)Public0x09
void Get UDS Weather Override Bool(const bool& Cloud Coverage, const bool& Fog, const bool& Dust)Public0x03
void UDS Weather Variable Overrides(bool Override Clouds, double Cloud Coverage, bool Override Fog, double Fog, bool Override Dust, double Dust, const bool& success)Public0x31
void UDW State Apply(const FUDS_and_UDW_State& State, const bool& Completed)Public0x311
void Get UDS Values Controlled by UDW(const double& Cloud Coverage, const double& Fog, const double& Dust Amount, const double& Cloud Direction, const double& Wind Speed Multiplier, const double& Fog Vertical Velocity)Public0x30
void Editor Tick(const FVector& Editor Camera Location, const FRotator& Editor Camera Rotation, double Delta Time, const bool& Completed)Public0x39
void Get Local Weather State Values(const double& Cloud Coverage, const double& Wind Intensity, const double& Rain, const double& Snow, const double& Dust, const double& Fog, const double& Thunder/Lightning)Public0x38
void Get Control Point Location(const FVector& Location)Public0x18
void Get UDW State for Saving(FUDS_and_UDW_State& UDW State)Public0x310
void UpdatePostProcessParameters()Public0x00
void StartupPostProcess()Public0x00
void UpdateLocalFogParameters()Public0x00
void StartupLocalFog()Public0x00
void ForceWeatherTransition(const UUDS_Weather_Settings_C*& OriginalWeather, const double& Delay)Public0x10
FWeatherTransitionStatusData K2_GetTransitionStatus()EventProtected0x0C
double Get Tree Phase(double OscillationSpeed)Public0x10
void Update Tree Oscillation(double NormalizedIntensity)Public0x08
void Configure Editor Actor Appearance()Protected0x00
void Ground UDW Actor()Protected0x00
void Hide Weather(bool Hide Entire Actor, bool Hide Weather Particles, bool Hide Post Process Effects)Public0x03
void Set Enable Screen Frost(bool Enabled)Public0x01
void Set Enable Rainbow(bool Enabled)Public0x01
void Set Enable Heat Distortion(bool Enabled)Public0x01
void Set Enable Screen Droplets(bool Enabled)Public0x01
void Set Enable Wind Camera Shake(bool Enabled)Public0x01
void Set Enable Weather Sound Effects(bool Enabled)Public0x01
void Set Enable Radial Storm Spawning(bool Enabled)Public0x01
void Set Enable Post Process Wind Fog(bool Enabled)Public0x01
void Set Enable Obscured Lightning(bool Enabled)Public0x01
void Set Enable Wind Debris(bool Enabled)Public0x01
void Set Enable Dust Particles(bool Enabled)Public0x01
void Set Enable Snow Particles(bool Enabled)Public0x01
void Set Enabled Niagara System(bool Enabled, const bool& Enabled Variable, UNiagaraComponent* System, const bool& Turned On)Protected0x11
void Set Enable Rain Particles(bool Enabled)Public0x01
void Start Environment Sound Update Timer()Protected0x00
void Apply Environment Sound Interp Time()Protected0x00
void Instant Environment Sound Update()Protected0x00
void Update Environment Sound Parameters()Protected0x00
void Start Up Environment Sound()Protected0x00
void Change Environment Sound(UUDS_Environment_Sound_C* New Sound, double Fade Duration, bool Async Load Source)Public0x11
void Spawn Radial Storm()Protected0x00
void Start Up Radial Storm Spawning()Protected0x00
void <unnamed#1962648>()Private0x00
void Get Wind Speed in Real Units(double Knots at Wind Intensity 10, bool Factor Wind Gusts, const double& Knots, const double& MPH, const double& KPH)Public0x28
void Apply Wind Camera Shake()Protected0x00
void Start Up Wind Camera Shake()Protected0x00
void <unnamed#1962396>()Private0x00
void Clean Up Active Niagara Systems Array()Protected0x00
void Add Wind Directional Source Component()Protected0x00
void Update Wind Gust Multiplier()Protected0x00
void <unnamed#1964839>()Private0x00
void Apply Rendering Cvars()Protected0x00
void Impact Snow/ Puddle/ Dust at Location(const FVector& Location, double Radius, double Speed, bool Affect Snow/Dust, bool Affect Puddles, const bool& Hit Puddle, const bool& Hit Snow/Dust)Public0x2C
void Update Custom Weather Particle Camera()Protected0x00
void Generate Weather State At Location(const FVector& Location, UUDS_Weather_Settings_C* Settings Object, TMap<AWeather_Override_Volume_C*, FVector2D>& WOVs Applied at Location)Public0x70
void Wind Debris Niagara System Asset(TSoftObjectPtr<UNiagaraSystem>& Out)Protected0x28
void Dust Niagara System Asset(TSoftObjectPtr<UNiagaraSystem>& Out)Protected0x28
void Snow Niagara System Asset(TSoftObjectPtr<UNiagaraSystem>& Out)Protected0x28
void Rain Niagara System Asset(TSoftObjectPtr<UNiagaraSystem>& Out)Protected0x28
void Make Lightning Flash Systems()Protected0x00
void Obscured Lightning System Finished(UNiagaraComponent* PSystem)Protected0x08
double Obscured Lightning Current Spawn Rate()Protected0x08
void Make Obscured Lightning Component()Protected0x00
void Wind Debris System Finished(UNiagaraComponent* PSystem)Protected0x08
void Snow System Finished(UNiagaraComponent* PSystem)Protected0x08
void Make Snow Component()Protected0x00
void Rain System Finished(UNiagaraComponent* PSystem)Public0x08
void Screen Frost Startup()Protected0x00
void Update Target Screen Frost()Protected0x00
double Target Screen Frost Strength()Protected0x08
void Update Screen Frost()Protected0x00
void Randomize Screen Frost Offset()Protected0x00
void <unnamed#1966002>()Private0x00
void Filter Radial Storm Array()Public0x00
void Static Mode Tick()Protected0x00
void Static Properties - Screen Frost()Public0x00
void Startup Static Mode()Protected0x00
void Increment Wind Direction Transition()Protected0x00
void Change Wind Direction(double New Wind Direction, double Change Duration)Public0x10
void Game User Settings Update()Protected0x00
void Bind to Game User Settings()Protected0x00
void Copy Manual State Object to Variables()Protected0x00
void Static Properties - Post Processing()Public0x00
void Manual Override to State Value(UUDS_Weather_Settings_C* Target, int32 Index)Protected0x0C
void Toggle Post Process Material(int32 Index, bool Enabled)Protected0x05
void Apply Sound Update Periods()Protected0x00
void Update Outdoor Sound Mix()Protected0x00
void Make Outdoor Sound Mix()Protected0x00
void Material Effect Draw Color from State(UUDS_Weather_Settings_C* State, double Alpha, const FLinearColor& Color)Public0x20
void Version Specific Correction()Protected0x00
void Apply Radial Storm Actors to Local Weather(bool For Local Weather)Protected0x01
void Get Starting Radial Storms()Public0x00
double Lightning Intensity Day/Night Scale()Protected0x08
void Set Startup Variables()Protected0x00
void Get Weather Presets Used By Local Weather(TMap<UUDS_Weather_Settings_C*, double>& Sources)Public0x50
void Apply Weather Override Volume State(AWeather_Override_Volume_C* WOV, double Alpha, double Material Alpha, bool For Local Weather)Protected0x19
void Lerp State Source Maps(UUDS_Weather_Settings_C* A, UUDS_Weather_Settings_C* B, double Alpha, UUDS_Weather_Settings_C* Target Object)Public0x20
void Set DLWE Snow/Dust Parameters()Protected0x00
bool Any Manual Overrides Applied()Protected0x01
void Copy Weather State Structure to Object(UUDS_Weather_Settings_C* State, const FUDW_WeatherState_Structure& Struct)Public0xA8
void Weather State Object to Structure(UUDS_Weather_Settings_C* State, FUDW_WeatherState_Structure& Structure)Public0xA8
void Apply Manual State Override Values(bool For Local Weather)Protected0x01
void Get Random Weather Forecast(TArray<UUDS_Weather_Settings_C*>& Upcoming Weather Objects)Public0x10
void Get Season(const double& Season, const UDS_Season& Season Enum)Public0x09
void Daily Season Update()Protected0x00
void Hourly Season Update(int32 Hour)Protected0x04
void Bind to UDS Dispatchers()Protected0x00
void Set Season(double Season)Public0x08
void Level Editor Lightning Flash Spawning()Protected0x00
void Clear All Render Targets()Protected0x00
bool Allow Render Target Drawing()Protected0x01
void Start Up Render Targets()Protected0x00
void Check for Render Target Recentering()Protected0x00
void <unnamed#1968005>()Private0x00
void Construct Weather State Object if Invalid(const UUDS_Weather_Settings_C*& State)Protected0x08
void Static Properties - Post Process Wind Fog()Public0x00
void Static Properties - Screen Droplets()Public0x00
void Static Properties - Heat Distortion()Public0x00
void Static Properties - Rainbow()Public0x00
void Static Properties - Sound Effects()Public0x00
void Static Properties - DLWE()Public0x00
void Static Properties - Occlusion()Public0x00
void Static Properties - Lightning()Public0x00
void Static Properties - Dust()Public0x00
void Static Properties - Wind Debris()Public0x00
void Static Properties - Snow()Public0x00
void Static Properties - Rain()Public0x00
void Static Properties - Shared Particles()Public0x00
void Static Properties - Material Effects()Public0x00
void Active Occlusion State(const UUDS_OcclusionState_C*& State)Protected0x08
bool Runtime Or Initializing()Public0x01
void Set All Update Checks(bool On)Protected0x01
void Call Editor Dispatchers()Protected0x00
void Currently Foggy(const bool& Yes)Protected0x01
void <unnamed#1954072>()Private0x00
void <unnamed#1963391>()Private0x00
void <unnamed#1958182>()Private0x00
void <unnamed#1957329>()Private0x00
void <unnamed#1955280>()Private0x00
void Get Projection Box Scene Capture 2D(const USceneCaptureComponent2D*& Out)Public0x08
void <unnamed#1949229>()Private0x00
void <unnamed#1966233>()Private0x00
void <unnamed#1965490>()Private0x00
void <unnamed#1968570>()Private0x00
void <unnamed#1966976>()Private0x00
void <unnamed#1960774>()Private0x00
void <unnamed#1969268>()Private0x00
void <unnamed#1963891>()Private0x00
void <unnamed#1969147>()Private0x00
void <unnamed#1965470>()Private0x00
void <unnamed#1964758>()Private0x00
void <unnamed#1970196>()Private0x00
void <unnamed#1960054>()Private0x00
void <unnamed#1968026>()Private0x00
void <unnamed#1964381>()Private0x00
void <unnamed#1965005>()Private0x00
void <unnamed#1965984>()Private0x00
void <unnamed#1970314>()Private0x00
void <unnamed#1970640>()Private0x00
void Open Editor Readme Entry Set(TArray<FName>& Entries)Protected0x10
void Open Editor Readme Entry(const FString& Entry Row)Public0x10
void Get Target Heat Distortion()Protected0x00
void Update Heat Distortion()Protected0x00
void Call Custom Weather Behavior()Protected0x00
void Make Random Stream()Protected0x00
void Clear All Material Parameters to Zero Coverage()Protected0x00
void Instant Sound Update()Protected0x00
void Get Sound Upward Occlusion(const double& Out)Protected0x08
void Get Sound Directional Occlusion(TArray<double>& Out)Protected0x10
void Get Sound Global Occlusion(const double& Out)Protected0x08
void Update Underwater State()Protected0x00
void Screen Droplets Periodic Updates()Protected0x00
void Populate Weather State(UUDS_Weather_Settings_C* State, const FStormId& StormId, double Cloud Coverage, double Rain, double Snow, double Thunder/Lightning, double Wind Intensity, double Fog, double Dust, double Material Wetness, double Material Snow, double Material Dust, const FLinearColor& LightningTint, const FLinearColor& LightningSource, const FLinearColor& FogAlbedo, const FLinearColor& FogEmissive, double LumenSkylightLeaking)Protected0xA8
double Rainbow Strength()Protected0x08
void Fog Vertical Velocity(const double& Out)Protected0x08
void Update Wind Directional Source()Protected0x00
void Update Obscured Lightning Parameters()Protected0x00
double Snow / Dust Velocity Randomization(double Low Wind, double High Wind)Protected0x18
double Dust Sprite Alpha()Protected0x08
double Dust Spawn Rate()Protected0x08
double Snow Spawn Rate()Protected0x08
double Rain Spawn Rate()Protected0x08
void Make Rain Component()Protected0x00
double Wind Debris Spawn Rate()Protected0x08
FVector Wind Force Vector()Protected0x18
void Apply Weather Changes Above Cloud Layer(bool For Local Weather)Protected0x01
void Sparse Movement Updates()Protected0x00
double Sky Cloud Speed()Protected0x08
void Fill Starting Update Buffer()Protected0x00
void Check for Weather Value Update Threshold(double New Value, const double& Buffer Value, double Threshold, double Range Max, const bool& Update Needed Bool, const UDS_Weather_State_Variable& State Variable)Protected0x22
void Monitor Local Weather Changes()Protected0x00
void Warm Up Niagara Systems()Protected0x00
void Increment Transition Between States()Protected0x00
void Start Active Timers()Protected0x00
void Initialize Random Weather Variation()Protected0x00
void Set Random Time Offset()Protected0x00
void Set UDS Reference()Public0x00
void Set Weather Values Prepped for UDS()Protected0x00
void Apply Climate Preset Object(UUDS_Climate_Preset_C* Climate)Public0x08
void Apply Interior Temperature with Occlusion(double Temp, double Occlusion, const double& Out)Public0x18
void Check to Change Temperature Scale()Protected0x00
void Convert Temperature Scale(double Input, const UDS_TemperatureType& In Scale, const UDS_TemperatureType& Out Scale, bool Relative Degrees, bool Snap, const double& Output)Public0x18
void Apply Local Temperature Effects(double Temp, double Occlusion, const FVector& Location, const double& Temp Out)Public0x30
void Trace Bounds for Exposure Values(const FVector& Bounds Origin, const FVector& Bounds Extent, TArray<AActor*>& Actors to Ignore, bool Test Weather, const double& Exposure Value)Protected0x50
void Test Component for Wind Exposure(UPrimitiveComponent* Component, const double& Wind Exposure)Public0x10
void Get Normalized Wind Direction(const FVector& Wind Vector)Public0x18
void Update Lightning Flash Light()Protected0x00
void Lerp Yaw Angles(double Angle A, double Angle B, double Alpha, const double& Out)Protected0x20
double Combined Wind Direction()Protected0x08
void Lightning Bolt Target Offset(const FVector& CurrentLightningLocation, const FVector& Out)Protected0x30
void Report Removal Of Mask Component(UWeatherMask_C* Component)Public0x08
void Query Project Settings()Protected0x00
void Apply Max to Material Effects(UUDS_Weather_Settings_C* Weather, const double& Snow Coverage, const double& Wetness, const double& Dust)Protected0x20
void Update WOV Render Target()Public0x00
void Level Editor WOV Update()Public0x00
void Apply Weather Override Volumes(bool For Local Weather, TMap<AWeather_Override_Volume_C*, FVector2D>& WOVs Applied)Protected0x58
void Set WOV Render Target Mapping()Protected0x00
void PPWF Intensity(const double& Out)Protected0x08
void Lightning Flash Location(const bool& Found Valid Location, TArray<FVector>& Loc)Protected0x18
void Lightning World Height(const double& Height)Protected0x08
void Update Rainbow()Protected0x00
void Initialize Occlusion()Protected0x00
void <unnamed#1958819>()Private0x00
void Get Current Sound Occlusion Values(const double& Non-Directional Occlusion, const double& X+ Occlusion, const double& Y+ Occlusion, const double& X- Occlusion, const double& Y- Occlusion, const double& Upward Occlusion)Public0x30
void Get Display Name for Current Weather(const FString& As String, const UDS_Weather_Display_Names& As Enumerator)Public0x11
void Make Manual State()Protected0x00
void Update Season()Protected0x00
void Update Active Dust Parameters()Protected0x00
void Update Active Wind Debris Parameters()Protected0x00
void Update Active Snow Parameters()Protected0x00
void Update Active Rain Parameters()Protected0x00
void Update Old State With Replicated Variables()Protected0x00
void Set Replicated Old Weather State()Protected0x00
void Copy Weather State(UUDS_Weather_Settings_C* Source, UUDS_Weather_Settings_C* Target, bool Set Material Effects, bool Copy Sources)Public0x12
void Construct All Weather State Objects()Protected0x00
void Lerp Between Weather States(UUDS_Weather_Settings_C* A, UUDS_Weather_Settings_C* B, double Alpha, double Material Alpha, UUDS_Weather_Settings_C* Target State, bool Set Material Effects, bool Use Bias for Material Effects, bool Lerp Sources, bool Set Lightning Colors)Public0x2C
void Currently Dusty(const bool& Yes)Protected0x01
void Close Thunder Sound Delay(const FVector& CurrentLightningLocation, const double& Delay)Protected0x20
void Apply Sound Effects Volume Levels()Protected0x00
void Update Sound Occlusion Parameters()Protected0x00
void Update Weather Mask Target()Public0x00
void Construct Weather Mask Target State()Public0x00
void Currently Cloudy(const bool& Yes)Protected0x01
void Currently Snowing(const bool& Yes)Protected0x01
void Currently Raining(const bool& Yes)Protected0x01
void Wind Rotation(const FRotator& Rot)Protected0x18
void Update DLWE Interaction Mode()Protected0x00
void Lightning Distance Range(const FVector& CurrentLightningLocation, const double& Range)Protected0x20
void Current Dust Velocity(const FVector& Velocity)Protected0x18
void Dust System Finished(UNiagaraComponent* PSystem)Protected0x08
void Make Dust Component()Protected0x00
void Current Wind Debris Velocity(const FVector& Velocity)Protected0x18
void Make Wind Debris Component()Protected0x00
void Current Snow Velocity(const FVector& Velocity)Protected0x18
void Current Rain Velocity(const FVector& Velocity)Protected0x18
void Set Shared Weather Particle Parameters(UNiagaraComponent* System)Protected0x08
void Construct WOV Render Target State()Protected0x00
void Filter Weather Override Volumes Array()Protected0x00
void Add Weather Override Volume to Array(AWeather_Override_Volume_C* Weather Override Volume)Public0x08
void Sort Weather Override Volumes()Public0x00
void Get Starting Weather Override Volumes()Protected0x00
void Get WOVs Applied to Location(const FVector& Location, TArray<AWeather_Override_Volume_C*>& WOV Array, TMap<AWeather_Override_Volume_C*, FVector2D>& Applied WOV Map)Protected0x78
void Update Screen Droplets()Protected0x00
void Check for Events to Dispatch()Protected0x00
void Test Actor for Weather Exposure(AActor* Actor, bool Test Colliding Components Only, USceneComponent* Custom Component for Bounds, const double& Rain Exposure, const double& Snow Exposure, const double& Wind Exposure, const double& Dust Exposure)Public0x38
void Update Post Process Wind Fog()Protected0x00
void Lightning Flash Period(const double& Period)Public0x08
void Start Lightning Flash()Protected0x00
void Update Material Effect Parameters()Protected0x00
void Second Frame Startup Functions()Protected0x00
void Create Current Local Weather State(const FVector& Test Location)Protected0x18
void Set Current Global Weather State()Protected0x00
void Update Current Global And Local Weather State()Protected0x00
void Get New Target Global Weather State(const UUDS_Weather_Settings_C*& Out, const bool& Changing, const bool& Manual State)Protected0x0A
void Check Point for Puddles Snow Or Dust(const FVector& Location, const FVector& Ground Normal, UPhysicalMaterial* Physical Material, const double& Puddle Depth, const double& Snow Depth, const double& Dust Depth)Public0x50
void Create Cloud Reference Array()Protected0x00
void Fade DLWE Target Over Time()Protected0x00
void Update DLWE Snow Compressions()Protected0x00
void DLWE Active Update()Protected0x00
void Compress DLWE Snow/Dust(const FVector& Location, double Size, double Depth Fraction)Public0x28
void Recenter DLWE Render Target()Protected0x00
void Start Up DLWE Interaction System()Public0x00
void Get Current Temperature(const UDS_Temperature_Sample_Location& Sample Location, const FVector& Custom Sample Location, const UDS_TemperatureType& Scale, const double& Output)Public0x30
void Filter Probability Map(const TMap<UUDS_Weather_Settings_C*, double>& Probability Map, UUDS_Weather_Settings_C* Current Random Type, TMap<UUDS_Weather_Settings_C*, double>& Filtered Probability Map)Public0xA8
void Weather Startup Functions()Protected0x00
void Construction Script Function()Public0x00
void Load Soft Object Array(TArray<TSoftObjectPtr<UObject>>& In)Protected0x10
void Load Required Assets()Protected0x00
void Check UDS Version()Protected0x00
void Update Sounds With Weather State()Protected0x00
void Increment Global Material Effects()Protected0x00
void Update Static Variables()Public0x00
void Update Active Variables()Public0x00
void Set Current Control Point Location()Protected0x00
void Get Current Player Camera/ Pawn Locations()Protected0x00
void Tick Function()Protected0x00
void UserConstructionScript()EventPublic0x00
void OnLoaded_2D50DEB34DFEF9857017DD8A195DDCCB(TSubclassOf<UObject> Loaded)0x08
void OnLoaded_23D2A40C4569B3201294E29FE9FBE063(UObject* Loaded)0x08
void Force WOV Tick()Public0x00
void K2_OnWindUpdated(float WindProgress)EventProtected0x04
void Latent Weather Mask Update()0x00
void Latent WOV Target Update()0x00
void Load Radial Storm Class()0x00
void Async Load Environment Sound(UUDS_Environment_Sound_C* Sound, double Fade Duration)0x10
void Check for Material Refresh()Public0x00
void ReceiveEndPlay(const EEndPlayReason& EndPlayReason)EventProtected0x01
void Change Weather(UUDS_Weather_Settings_C* New Weather Type, double Time To Transition To New Weather (Seconds), const FStormId& WeatherId)0x14
void Clients Transition Start(const FStormId& WeatherId, double Duration)0x10
void Change to Random Weather Variation(double Time to Transition to Random Weather (Seconds), const UDS_RandomWeatherTiming& Random Weather Mode)0x09
void Restart Random Weather Variation()0x00
void Client Resume Saved Weather Change(double Transition Duration, double Transition Timer, const FUDW_WeatherState_Structure& Old State)0xB0
void K2_UpdateWeather(FStormId& WeatherId, float Transition)EventProtected0x08
void Flash Lightning(double Angle, bool Use Custom Lightning Location, const FVector& Custom Lightning Location, const FVector& Custom Target Location, int32 Lightning Bolt Seed)0x44
void Global Lightning Internal(double Angle, double Thunder/Lightning Threshold)0x10
void Editor Lightning Internal()0x00
void Global Lightning Managed Spawn(double Angle, double Thunder/Lightning Threshold)Public0x10
void K2_SpawnLightning(const FVector& StrikeLocation)EventPublic0x18
void Initialize Weather(AUltra_Dynamic_Sky_C* UDS)Public0x08
void ReceiveBeginPlay()EventProtected0x00
void Force Tick()0x00
void UDW Runtime Tick(double Delta Time)Public0x08
void ExecuteUbergraph_Ultra_Dynamic_Weather(int32 EntryPoint)Final0x04
void Fog Clearing__DelegateSignature()Public0x00
void Getting Foggy__DelegateSignature()Public0x00
void Lightning Flash Started__DelegateSignature()Public0x00
void Random Weather Season Refresh__DelegateSignature()Public0x00
void Temperature Range Update__DelegateSignature()Public0x00
void State Change - Material Dust__DelegateSignature()Public0x00
void State Change - Material Snow__DelegateSignature()Public0x00
void State Change - Material Wetness__DelegateSignature()Public0x00
void State Change - Cloud Coverage__DelegateSignature()Public0x00
void State Change - Wind Direction__DelegateSignature()Public0x00
void State Change - Thunder/Lightning__DelegateSignature()Public0x00
void State Change - Fog__DelegateSignature()Public0x00
void State Change - Dust__DelegateSignature()Public0x00
void State Change - Wind Intensity__DelegateSignature()Public0x00
void State Change - Snow__DelegateSignature()Public0x00
void State Change - Rain__DelegateSignature()Public0x00
void Season Changed__DelegateSignature(const UDS_Season& Season)Public0x01
void Weather Display Name Changed__DelegateSignature(const UDS_Weather_Display_Names& Weather Name)Public0x01
void Dust/Sand Clearing__DelegateSignature()Public0x00
void Dust/Sand Forming__DelegateSignature()Public0x00
void Clouds Clearing__DelegateSignature()Public0x00
void Getting Cloudy__DelegateSignature()Public0x00
void Finished Snowing__DelegateSignature()Public0x00
void Finished Raining__DelegateSignature()Public0x00
void Started Snowing__DelegateSignature()Public0x00
void Started Raining__DelegateSignature()Public0x00

Used by 6

types with a member, parameter or interface of this type