Class: World.Object Level* PersistentLevel;//[Offset: 0x20, Size: 4] NetDriver* NetDriver;//[Offset: 0x24, Size: 4] LineBatchComponent* LineBatcher;//[Offset: 0x28, Size: 4] LineBatchComponent* PersistentLineBatcher;//[Offset: 0x2c, Size: 4] LineBatchComponent* ForegroundLineBatcher;//[Offset: 0x30, Size: 4] GameNetworkManager* NetworkManager;//[Offset: 0x34, Size: 4] PhysicsCollisionHandler* PhysicsCollisionHandler;//[Offset: 0x38, Size: 4] Object*[] ExtraReferencedObjects;//[Offset: 0x3c, Size: 12] Object*[] PerModuleDataObjects;//[Offset: 0x48, Size: 12] LevelStreaming*[] StreamingLevels;//[Offset: 0x54, Size: 12] FString StreamingLevelsPrefix;//[Offset: 0x60, Size: 12] Level* CurrentLevelPendingVisibility;//[Offset: 0x6c, Size: 4] Level* CurrentLevelPendingInvisibility;//[Offset: 0x70, Size: 4] DemoNetDriver* DemoNetDriver;//[Offset: 0x74, Size: 4] ParticleEventManager* MyParticleEventManager;//[Offset: 0x78, Size: 4] ObjectPoolManager ObjectPoolManager;//[Offset: 0x7c, Size: 128] PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0x100, Size: 4] NavigationSystem* NavigationSystem;//[Offset: 0x120, Size: 4] GameModeBase* AuthorityGameMode;//[Offset: 0x124, Size: 4] GameStateBase* GameState;//[Offset: 0x128, Size: 4] AISystemBase* AISystem;//[Offset: 0x12c, Size: 4] AvoidanceManager* AvoidanceManager;//[Offset: 0x130, Size: 4] Level*[] Levels;//[Offset: 0x134, Size: 12] LevelCollection[] LevelCollections;//[Offset: 0x140, Size: 12] Level* CurrentLevel;//[Offset: 0x150, Size: 4] GameInstance* OwningGameInstance;//[Offset: 0x154, Size: 4] MaterialParameterCollectionInstance*[] ParameterCollectionInstances;//[Offset: 0x158, Size: 12] Canvas* CanvasForRenderingToTarget;//[Offset: 0x164, Size: 4] Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x168, Size: 4] WorldComposition* WorldComposition;//[Offset: 0x6cc, Size: 4] bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x712, Size: 1] -------------------------------- Class: Object void ExecuteUbergraph(int EntryPoint);// 0x2c90a38 -------------------------------- Class: Level.Object World* OwningWorld;//[Offset: 0x88, Size: 4] Model* Model;//[Offset: 0x8c, Size: 4] ModelComponent*[] ModelComponents;//[Offset: 0x90, Size: 12] LevelActorContainer* ActorCluster;//[Offset: 0x9c, Size: 4] int NumTextureStreamingUnbuiltComponents;//[Offset: 0xa0, Size: 4] int NumTextureStreamingDirtyResources;//[Offset: 0xa4, Size: 4] LevelScriptActor* LevelScriptActor;//[Offset: 0xa8, Size: 4] NavigationObjectBase* NavListStart;//[Offset: 0xac, Size: 4] NavigationObjectBase* NavListEnd;//[Offset: 0xb0, Size: 4] NavigationDataChunk*[] NavDataChunks;//[Offset: 0xb4, Size: 12] float LightmapTotalSize;//[Offset: 0xc0, Size: 4] float ShadowmapTotalSize;//[Offset: 0xc4, Size: 4] Vector[] StaticNavigableGeometry;//[Offset: 0xc8, Size: 12] Guid[] StreamingTextureGuids;//[Offset: 0xd4, Size: 12] bool bIsLightingScenario;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240, Size: 1] Guid LevelBuildDataId;//[Offset: 0x244, Size: 16] MapBuildDataRegistry* MapBuildData;//[Offset: 0x254, Size: 4] IntVector LightBuildLevelOffset;//[Offset: 0x258, Size: 12] bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x264, Size: 1] bool bIsVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x264, Size: 1] bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x264, Size: 1] int HighDeviceMemoryTotalSize;//[Offset: 0x278, Size: 4] int LowDeviceMemoryTotalSize;//[Offset: 0x27c, Size: 4] WorldSettings* WorldSettings;//[Offset: 0x2b8, Size: 4] AssetUserData*[] AssetUserData;//[Offset: 0x2c0, Size: 12] -------------------------------- Class: Model.Object -------------------------------- Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object BodySetup* ModelBodySetup;//[Offset: 0x5c8, Size: 4] -------------------------------- Class: PrimitiveComponent.SceneComponent.ActorComponent.Object float CullingScreenSize;//[Offset: 0x264, Size: 4] float MinDrawDistance;//[Offset: 0x268, Size: 4] float LDMaxDrawDistance;//[Offset: 0x26c, Size: 4] float MaxDrawDistanceOffset;//[Offset: 0x270, Size: 4] float CachedMaxDrawDistance;//[Offset: 0x274, Size: 4] bool UseScopeDistanceCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x278, Size: 1] byte DepthPriorityGroup;//[Offset: 0x279, Size: 1] byte ViewOwnerDepthPriorityGroup;//[Offset: 0x27a, Size: 1] enum LightmapType;//[Offset: 0x27b, Size: 1] bool bBulletCanBreakThrough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c, Size: 1] bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c, Size: 1] bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27c, Size: 1] bool bAsyncGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27c, Size: 1] bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27d, Size: 1] bool bCheckAsyncSceneOnMove;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27d, Size: 1] bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27d, Size: 1] bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27d, Size: 1] bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27d, Size: 1] bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27d, Size: 1] bool bAllowCullDistanceVolumeMovable;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27d, Size: 1] bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27d, Size: 1] bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27e, Size: 1] bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27e, Size: 1] bool bRenderInMono;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27e, Size: 1] bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27e, Size: 1] bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27e, Size: 1] bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27e, Size: 1] bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27e, Size: 1] bool bDrawIdeaOutline;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27e, Size: 1] bool bIdeaOutlineUseNormalInVertexColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27f, Size: 1] bool bIdeaOutlineNew;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27f, Size: 1] bool bIdeaOutlineOcclusionHighlight;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27f, Size: 1] bool bOverrideIdeaOutlineColor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27f, Size: 1] LinearColor IdeaOutlineColor;//[Offset: 0x280, Size: 16] bool bOverrideIdeaOutlineThickness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x290, Size: 1] float IdeaOutlineThickness;//[Offset: 0x294, Size: 4] bool bDrawDyeing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x298, Size: 1] enum DrawDyeingMode;//[Offset: 0x299, Size: 1] LinearColor VisibleDyeingColor;//[Offset: 0x29c, Size: 16] LinearColor OccludedDyeingColor;//[Offset: 0x2ac, Size: 16] bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bc, Size: 1] bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bc, Size: 1] bool bUseAsOccluder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bc, Size: 1] bool bOnlyAsOccluder;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bc, Size: 1] bool bSelectable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bc, Size: 1] bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bc, Size: 1] bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bc, Size: 1] bool CastShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bc, Size: 1] bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bd, Size: 1] bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bd, Size: 1] bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bd, Size: 1] bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bd, Size: 1] bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bd, Size: 1] bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bd, Size: 1] bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bd, Size: 1] bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bd, Size: 1] bool bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2be, Size: 1] bool bNearCascade;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2be, Size: 1] bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2be, Size: 1] bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2be, Size: 1] bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2be, Size: 1] bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2be, Size: 1] bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2be, Size: 1] bool bReceiveCombinedCSMAndStaticShadowsFromStationaryLights;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2be, Size: 1] bool bReceiveLandscapeShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bf, Size: 1] bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bf, Size: 1] bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bf, Size: 1] bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bf, Size: 1] bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bf, Size: 1] bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bf, Size: 1] bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bf, Size: 1] bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bf, Size: 1] bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c0, Size: 1] byte bHasCustomNavigableGeometry;//[Offset: 0x2c1, Size: 1] byte CanCharacterStepUpOn;//[Offset: 0x2c3, Size: 1] LightingChannels LightingChannels;//[Offset: 0x2c4, Size: 1] enum CustomDepthStencilWriteMask;//[Offset: 0x2c5, Size: 1] int CustomDepthStencilValue;//[Offset: 0x2c8, Size: 4] int TranslucencySortPriority;//[Offset: 0x2cc, Size: 4] int TranslucencySortGroupPriority;//[Offset: 0x2d0, Size: 4] int VisibilityId;//[Offset: 0x2d4, Size: 4] bool bUseAsyncCompilePSO;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2dc, Size: 1] byte PrimitiveShadingStrategy;//[Offset: 0x2dd, Size: 1] byte ShadingRate;//[Offset: 0x2de, Size: 1] float FOVAdaptiveShadingFactor;//[Offset: 0x2e0, Size: 4] bool bUnderWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e4, Size: 1] float OverrideCylinderMaxDrawHeight;//[Offset: 0x2ec, Size: 4] float BoundsScale;//[Offset: 0x2f4, Size: 4] float OCBoundsScale;//[Offset: 0x2f8, Size: 4] int OCBoundsExtent;//[Offset: 0x2fc, Size: 4] float LastSubmitTime;//[Offset: 0x300, Size: 4] float LastRenderTime;//[Offset: 0x304, Size: 4] float LastRenderTimeOnScreen;//[Offset: 0x308, Size: 4] float ShadowLastRenderTime;//[Offset: 0x30c, Size: 4] bool bFreezeMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1] Actor*[] MoveIgnoreActors;//[Offset: 0x314, Size: 12] PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x320, Size: 12] MaterialInterface*[] LODDefault;//[Offset: 0x334, Size: 12] BodyInstance BodyInstance;//[Offset: 0x388, Size: 320] delegate OnComponentHit;//[Offset: 0x4c8, Size: 12] delegate OnComponentBeginOverlap;//[Offset: 0x4d4, Size: 12] delegate OnComponentEndOverlap;//[Offset: 0x4e0, Size: 12] delegate OnComponentWake;//[Offset: 0x4ec, Size: 12] delegate OnComponentSleep;//[Offset: 0x4f8, Size: 12] delegate OnBeginCursorOver;//[Offset: 0x510, Size: 12] delegate OnEndCursorOver;//[Offset: 0x51c, Size: 12] delegate OnClicked;//[Offset: 0x528, Size: 12] delegate OnReleased;//[Offset: 0x534, Size: 12] delegate OnInputTouchBegin;//[Offset: 0x540, Size: 12] delegate OnInputTouchEnd;//[Offset: 0x54c, Size: 12] delegate OnInputTouchEnter;//[Offset: 0x558, Size: 12] delegate OnInputTouchLeave;//[Offset: 0x564, Size: 12] PrimitiveComponent* LODParentPrimitive;//[Offset: 0x57c, Size: 4] PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick;//[Offset: 0x580, Size: 60] void WakeRigidBody(FName BoneName);// 0x46ead58 void WakeAllRigidBodies();// 0x20b1c64 void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);// 0x46eacc0 void SetVisibleDyeingColor(out const LinearColor InColor);// 0x46eac3c void SetUnderWater(bool bNewUnderWater);// 0x46eabbc void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x46eab44 void SetTranslucentSortGroupPriority(int NewTranslucentSortGroupPriority);// 0x46eaacc void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights);// 0x46eaa4c void SetSimulatePhysics(bool bSimulate);// 0x46ea9c4 void SetRenderInMono(bool bValue);// 0x46ea944 void SetRenderInMainPass(bool bValue);// 0x46ea8c4 void SetRenderCustomDepth(bool bValue);// 0x46ea844 void SetReceivesDecals(bool bNewReceivesDecals);// 0x46ea7c4 void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x46ea744 void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x46ea630 void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x46ea50c void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x46ea50c void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName BoneName);// 0x46ea3f8 void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x46ea2e4 void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x46ea1ac void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x46ea1ac void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x46ea12c void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x46ea0ac void SetOccludedDyeingColor(out const LinearColor InColor);// 0x46ea028 void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);// 0x46e9fa0 void SetMaterialByNameAsyncCallBack(FName MaterialSlotName, MaterialInterface* AssetPtr);// 0x46e9dd0 void SetMaterialByNameAsync(FName MaterialSlotName, FString MaterialPath);// 0x46e9c24 void SetMaterialByName(FName MaterialSlotName, MaterialInterface* Material);// 0x46e9b60 void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x46e9a9c void SetMassScale(FName BoneName, float InMassScale);// 0x46e99d0 void SetMassOverrideInKg(FName BoneName, float MassInKg, bool bOverrideMass);// 0x46e98b4 void SetMaskFilter(int InMaskFilter);// 0x46e983c void SetLODDefault(int LODIndex, MaterialInterface* LODMat);// 0x46e9780 void SetLockedAxis(byte LockedAxis);// 0x46e9700 void SetLinearDamping(float InDamping);// 0x46e9680 void SetIdeaOutlineUseNormalInVertexColor(bool bNewUseNormalInVertexColor);// 0x1fed9c8 void SetIdeaOutlineOcclusionHighlight(bool bOcclusionHighlight);// 0x1fed9c8 void SetIdeaOutlineNew(bool bNew);// 0x1fed9c8 void SetEnableGravity(bool bGravityEnabled);// 0x46e95f8 void SetDrawIdeaOutline(bool bNewDrawOutline);// 0x46e9578 void SetDrawDyeingMode(enum InDrawDyeingMode);// 0x46e9500 void SetDrawDyeing(bool bNewDrawOutline);// 0x46e9480 void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x46e9408 void SetCustomDepthStencilValue(int Value);// 0x46e9390 void SetCullDistance(float NewCullDistance);// 0x46e9318 void SetConstraintMode(byte ConstraintMode);// 0x46e9298 void SetCollisionResponseToChannel(byte Channel, byte NewResponse);// 0x46e91d4 void SetCollisionResponseToAllChannels(byte NewResponse);// 0x46e9154 void SetCollisionProfileName(FName InCollisionProfileName);// 0x462b154 void SetCollisionObjectType(byte Channel);// 0x46e90d4 void SetCollisionEnabled(byte NewType);// 0x46e9054 void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x46e8f94 void SetCastShadow(bool NewCastShadow);// 0x46a7340 void SetCastPhotonShadow(bool bNewCastPhotonShadow);// 0x46e8f14 void SetBoundsScale(float NewBoundsScale);// 0x46e8e9c void SetAngularDamping(float InDamping);// 0x46e8e1c void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);// 0x46e8d50 void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool bAddToCurrent);// 0x46e8c74 void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool bAddToCurrent);// 0x46e8b6c void SetAllPhysicsAngularVelocity(out const Vector NewAngVel, bool bAddToCurrent);// 0x46e8a90 void SetAllMassScale(float InMassScale);// 0x22d6124 Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);// 0x46e89a4 void PutRigidBodyToSleep(FName BoneName);// 0x46e892c void OverrideIdeaOutlineThickness(bool bOverride, const float InThickness);// 0x46e8864 void OverrideIdeaOutlineColor(bool bOverride, out const LinearColor InOutlineColor);// 0x46e8790 void K2_SetMoveIgnoreMask(int InIgnoreMask);// 0x46e871c bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool bTraceComplex, bool bShowTrace, out Vector HitLocation, out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x46e842c bool K2_IsQueryCollisionEnabled();// 0x46e83ec bool K2_IsPhysicsCollisionEnabled();// 0x46e83ac bool K2_IsCollisionEnabled();// 0x46e8374 int K2_GetMoveIgnoreMask();// 0x46e8358 bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x46e82d8 bool IsOverlappingActor(const Actor* Other);// 0x46e8258 bool IsGravityEnabled();// 0x22578d0 bool IsAnyRigidBodyAwake();// 0x46e8228 void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool bShouldIgnore);// 0x46e8164 void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x46e80a0 WalkableSlopeOverride GetWalkableSlopeOverride();// 0x46e8064 Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);// 0x46e7f80 Vector GetPhysicsLinearVelocity(FName BoneName);// 0x46e7eec Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x46e7e58 Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x46e7dac Vector GetPhysicsAngularVelocity(FName BoneName);// 0x46e7dac void GetOverlappingComponents(out PrimitiveComponent*[] InOverlappingComponents);// 0x46e7ce0 void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x46e7bcc int GetNumMaterials();// 0x22e3438 MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int SectionIndex);// 0x46e7af0 MaterialInterface* GetMaterialAsync(int ElementIndex, delegate MaterialCallback);// 0x46e79f8 MaterialInterface* GetMaterial(int ElementIndex);// 0x46e7970 float GetMassScale(FName BoneName);// 0x46e78e8 float GetMass();// 0x46e78b8 int GetMaskFilter();// 0x46e789c float GetLinearDamping();// 0x46e786c Vector GetInertiaTensor(FName BoneName);// 0x46e77d0 byte GetCollisionResponseToChannel(byte Channel);// 0x46e7748 FName GetCollisionProfileName();// 0x46e7708 byte GetCollisionObjectType();// 0x46e76d8 byte GetCollisionEnabled();// 0x2134ef0 float GetClosestPointOnCollision(out const Vector Point, out Vector OutPointOnBody, FName BoneName);// 0x46e75a8 Vector GetCenterOfMass(FName BoneName);// 0x46e7514 float GetAngularDamping();// 0x46e74e4 MaterialInstanceDynamic* CreateDynamicMaterialInstanceAsync(int ElementIndex, delegate MaterialInstCallback, MaterialInterface* SourceMaterial);// 0x46e73a8 MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex, MaterialInterface* SourceMaterial);// 0x46e72dc MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterialAsync(int ElementIndex, MaterialInterface* Parent, delegate MaterialInstCallback);// 0x46e71a0 MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, MaterialInterface* Parent);// 0x46e70d4 MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicAsync(int ElementIndex, delegate MaterialInstCallback);// 0x46e6fdc MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int ElementIndex);// 0x46e6f54 PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x46e6e94 Actor*[] CopyArrayOfMoveIgnoreActors();// 0x46e6dd4 void ClearMoveIgnoreComponents();// 0x46e6da4 void ClearMoveIgnoreActors();// 0x46e6d90 bool CanCharacterStepUp(Pawn* Pawn);// 0x46e6d08 void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);// 0x46e6ac4 void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);// 0x46e6bd4 void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x46e6ac4 void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte Falloff, bool bVelChange);// 0x46e6920 void AddRadialForce(Vector Origin, float Radius, float Strength, byte Falloff, bool bAccelChange);// 0x46e677c void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);// 0x46e6664 void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x46e654c void AddForceAtLocationLocal(Vector force, Vector Location, FName BoneName);// 0x46e6434 void AddForceAtLocation(Vector force, Vector Location, FName BoneName);// 0x46e631c void AddForce(Vector force, FName BoneName, bool bAccelChange);// 0x46e6204 void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool bVelChange);// 0x46e60ec void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool bVelChange);// 0x46e5fb0 void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x46e5e98 -------------------------------- Class: SceneComponent.ActorComponent.Object PhysicsVolume* PhysicsVolume;//[Offset: 0xc0, Size: 8] SceneComponent* AttachParent;//[Offset: 0xc8, Size: 4] FName AttachSocketName;//[Offset: 0xd0, Size: 8] SceneComponent*[] AttachChildren;//[Offset: 0xd8, Size: 12] SceneComponent*[] ClientAttachedChildren;//[Offset: 0xe4, Size: 12] Vector RelativeLocation;//[Offset: 0x118, Size: 12] Rotator RelativeRotation;//[Offset: 0x124, Size: 12] Vector RelativeScale3D;//[Offset: 0x130, Size: 12] Vector ComponentVelocity;//[Offset: 0x1a0, Size: 12] bool bComponentToWorldUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1ac, Size: 1] bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1ac, Size: 1] int AntiCheatRandValue0;//[Offset: 0x1b0, Size: 4] bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1b4, Size: 1] bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1b4, Size: 1] int AntiCheatRandValue1;//[Offset: 0x1b8, Size: 4] bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1bc, Size: 1] bool bHiddenInGame;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1bc, Size: 1] int AntiCheatRandValue2;//[Offset: 0x1c0, Size: 4] bool bShouldUpdatePhysicsVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c4, Size: 1] bool bBoundsChangeTriggersStreamingDataRebuild;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c4, Size: 1] bool bUseAttachParentBound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c4, Size: 1] int AntiCheatRandValue3;//[Offset: 0x1c8, Size: 4] bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1cc, Size: 1] int AntiCheatRandValue4;//[Offset: 0x1d0, Size: 4] int AntiCheatRandValue5;//[Offset: 0x1d8, Size: 4] bool bAbsoluteTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1dc, Size: 1] byte Mobility;//[Offset: 0x1dd, Size: 1] int AntiCheatRandValue6;//[Offset: 0x1e0, Size: 4] byte DetailMode;//[Offset: 0x1e4, Size: 1] delegate PhysicsVolumeChangedDelegate;//[Offset: 0x230, Size: 12] void ToggleVisibility(bool bPropagateToChildren);// 0x46fc004 bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x46fbf40 void SetWorldScale3D(Vector NewScale);// 0x46fbed0 void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);// 0x46fbdf8 void SetSkipUpdateChildTransforms(bool EnableSkipUpdateChildTransforms);// 0x46fbd7c void SetRelativeScale3D(Vector NewScale3D);// 0x46fbd04 void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x46fbc30 void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale);// 0x46fbb10 void ResetRelativeTransform();// 0x46fbafc void OnRep_Visibility(bool OldValue);// 0x46fba7c void OnRep_Transform();// 0x46fba68 void OnRep_AttachSocketName();// 0x46fba54 void OnRep_AttachParent();// 0x46fba54 void OnRep_AttachChildren();// 0x46fba40 void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fb860 void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fb6d8 void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fb51c void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fb3a0 void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fb1c0 void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fb044 void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fae88 void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fad0c Transform K2_GetComponentToWorld();// 0x46facac Vector K2_GetComponentScale();// 0x46fac64 Rotator K2_GetComponentRotation();// 0x46fac1c Vector K2_GetComponentLocation();// 0x46fabd4 void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum ScaleRule, bool bCallModify);// 0x46faa84 bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x46fa89c bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte AttachType, bool bWeldSimulatedBodies);// 0x46fa740 void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fa560 void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fa3e4 void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fa268 void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46fa0ec void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46f9f70 void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46f9d90 void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46f9c0c void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x46f9a90 bool IsVisible();// 0x46f9a60 bool IsSimulatingPhysics(FName BoneName);// 0x46f99d8 bool IsAnySimulatingPhysics();// 0x46f99a8 Vector GetUpVector();// 0x46f9960 Transform GetSocketTransform(FName InSocketName, byte TransformSpace);// 0x46f9864 Rotator GetSocketRotation(FName InSocketName);// 0x46f97c8 Quat GetSocketQuaternion(FName InSocketName);// 0x46f972c Vector GetSocketLocation(FName InSocketName);// 0x46f9690 Vector GetRightVector();// 0x46f9648 Transform GetRelativeTransform();// 0x46f95e8 PhysicsVolume* GetPhysicsVolume();// 0x46f95c0 void GetParentComponents(out SceneComponent*[] Parents);// 0x46f94f4 int GetNumChildrenComponents();// 0x46f94cc Vector GetForwardVector();// 0x46d0930 Vector GetComponentVelocity();// 0x46f947c Transform GetComponentTransformViewTranslatedBP();// 0x46f9440 Transform GetComponentLocal(out const Transform LocalTransform);// 0x46f9340 void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[] Children);// 0x46f9220 SceneComponent* GetChildComponent(int ChildIndex);// 0x46f91a0 FName GetAttachSocketName();// 0x46f9184 SceneComponent* GetAttachParent();// 0x46f9168 FName[] GetAllSocketNames();// 0x46f90a8 bool DoesSocketExist(FName InSocketName);// 0x46f9020 void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);// 0x46f8f48 -------------------------------- Class: ActorComponent.Object ActorComponentTickFunction PrimaryComponentTick;//[Offset: 0x20, Size: 60] bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] FName[] ComponentTags;//[Offset: 0x60, Size: 12] bool bDestroyIfOnClientNoLocalControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1] float NetUpdateFrequency;//[Offset: 0x70, Size: 4] AssetUserData*[] AssetUserData;//[Offset: 0x78, Size: 12] bool bReplicates;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x84, Size: 1] bool bNetAddressable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x84, Size: 1] bool bAutoActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86, Size: 1] bool bIsActive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x86, Size: 1] bool bEditableWhenInherited;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x86, Size: 1] bool bCanEverAffectNavigation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x86, Size: 1] bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x86, Size: 1] bool bIsClientOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x87, Size: 1] enum CreationMethod;//[Offset: 0x89, Size: 1] SimpleMemberReference[] UCSModifiedProperties;//[Offset: 0x8c, Size: 12] delegate OnComponentActivated;//[Offset: 0x9c, Size: 12] delegate OnComponentDeactivated;//[Offset: 0xa8, Size: 12] void ToggleActive();// 0x211d7ac void SetTickGroup(byte NewTickGroup);// 0x45b6fc0 void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x45b6f40 void SetIsReplicated(bool ShouldReplicate);// 0x45b6ec0 void SetComponentTickInterval(float TickInterval);// 0x45b6e48 void SetComponentTickEnabled(bool bEnabled);// 0x21e0664 void SetAutoActivate(bool bNewAutoActivate);// 0x1f842e4 void SetActive(bool bNewActive, bool bReset);// 0x45b6d70 void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x45b6cf0 void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x45b6c70 void ReceiveTick(float DeltaSeconds);// 0x2c90a38 void ReceiveEndPlay(byte EndPlayReason);// 0x2c90a38 void ReceiveBeginPlay();// 0x2c90a38 void OnRep_Replicates();// 0x45b6c5c void OnRep_IsActive();// 0x45b6c48 void K2_DestroyComponent(Object* Object);// 0x45b6bd0 bool IsComponentTickEnabled();// 0x45b6ba8 bool IsBeingDestroyed();// 0x45b6b88 bool IsActive();// 0x2469f80 Actor* GetOwner();// 0x45b6b6c float GetComponentTickInterval();// 0x45b6b44 void ForceNetUpdate();// 0x2123c8c void Deactivate();// 0x211d774 bool ComponentHasTag(FName Tag);// 0x45b6ac4 void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x45b6a44 void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x45b69c4 void Activate(bool bReset);// 0x1f8425c -------------------------------- Class: PhysicsVolume.Volume.Brush.Actor.Object float TerminalVelocity;//[Offset: 0x324, Size: 4] int Priority;//[Offset: 0x328, Size: 4] float FluidFriction;//[Offset: 0x32c, Size: 4] bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x330, Size: 1] bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x330, Size: 1] -------------------------------- Class: Volume.Brush.Actor.Object -------------------------------- Class: Brush.Actor.Object byte BrushType;//[Offset: 0x2fc, Size: 1] Color BrushColor;//[Offset: 0x300, Size: 4] int PolyFlags;//[Offset: 0x304, Size: 4] bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x308, Size: 1] bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x308, Size: 1] bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x308, Size: 1] bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x308, Size: 1] Model* Brush;//[Offset: 0x30c, Size: 4] BrushComponent* BrushComponent;//[Offset: 0x310, Size: 4] bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x314, Size: 1] GeomSelection[] SavedSelections;//[Offset: 0x318, Size: 12] -------------------------------- Class: Actor.Object ActorTickFunction PrimaryActorTick;//[Offset: 0x1c, Size: 60] bool bSupportSuspendTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] float CustomTimeDilation;//[Offset: 0x5c, Size: 4] bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1] bool bNetTemporary;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60, Size: 1] bool bNetStartup;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x60, Size: 1] bool bOnlyRelevantToOwner;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x60, Size: 1] bool bOnlyRelevantToConnection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x60, Size: 1] bool bRegionBasedNetConsideration;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x60, Size: 1] bool bFastDistBasedRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x60, Size: 1] bool bFastCustomOwnersRelevancy;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x60, Size: 1] bool bAlwaysRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61, Size: 1] bool bReplicateMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x61, Size: 1] bool bTearOff;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x61, Size: 1] bool bExchangedRoles;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x61, Size: 1] bool bNetLoadOnClient;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x61, Size: 1] bool bNetUseOwnerRelevancy;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x61, Size: 1] bool bBlockInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x62, Size: 1] bool bAllowTickBeforeBeginPlay;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x62, Size: 1] bool bActorEnableCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x62, Size: 1] bool bReplicates;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x63, Size: 1] byte RemoteRole;//[Offset: 0x64, Size: 1] Actor* Owner;//[Offset: 0x68, Size: 4] byte WorldParallelismID;//[Offset: 0x6c, Size: 1] FName NetDriverName;//[Offset: 0x78, Size: 8] RepMovement ReplicatedMovement;//[Offset: 0x80, Size: 72] float InitialLifeSpan;//[Offset: 0xc8, Size: 4] RepAttachment AttachmentReplication;//[Offset: 0xd0, Size: 56] byte Role;//[Offset: 0x108, Size: 1] byte NetDormancy;//[Offset: 0x109, Size: 1] byte AutoReceiveInput;//[Offset: 0x10a, Size: 1] int InputPriority;//[Offset: 0x10c, Size: 4] InputComponent* InputComponent;//[Offset: 0x110, Size: 4] float NetCullDistanceSquared;//[Offset: 0x114, Size: 4] int NetTag;//[Offset: 0x118, Size: 4] float NetConsiderFrequency;//[Offset: 0x120, Size: 4] float NetUpdateFrequency;//[Offset: 0x124, Size: 4] float MinNetUpdateFrequency;//[Offset: 0x128, Size: 4] bool bActorReplicateFreqLODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x12c, Size: 1] bool bActorReplicateFreqLODDistEnhancedOnBack;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x12c, Size: 1] ActorReplicateFreqLODConfig[] ActorReplicateFreqLODConfigs;//[Offset: 0x130, Size: 12] int NetUpdateGroupID;//[Offset: 0x140, Size: 4] float NetPriority;//[Offset: 0x144, Size: 4] bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14c, Size: 1] bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14c, Size: 1] bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14c, Size: 1] bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x14c, Size: 1] bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x14c, Size: 1] bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x14c, Size: 1] bool bLowUpdateRateForReplay;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x14c, Size: 1] bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x14c, Size: 1] bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14d, Size: 1] bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14d, Size: 1] bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x14d, Size: 1] bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x14d, Size: 1] bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x14d, Size: 1] enum SpawnCollisionHandlingMethod;//[Offset: 0x14e, Size: 1] Pawn* Instigator;//[Offset: 0x15c, Size: 4] Actor*[] Children;//[Offset: 0x160, Size: 12] SceneComponent* RootComponent;//[Offset: 0x16c, Size: 4] MatineeActor*[] ControllingMatineeActors;//[Offset: 0x170, Size: 12] FName[] Layers;//[Offset: 0x188, Size: 12] ChildActorComponent* ParentComponent;//[Offset: 0x194, Size: 8] FName[] Tags;//[Offset: 0x19c, Size: 12] uint64 HiddenEditorViews;//[Offset: 0x1a8, Size: 8] delegate OnTakeAnyDamage;//[Offset: 0x1b0, Size: 12] delegate OnTakePointDamage;//[Offset: 0x1bc, Size: 12] delegate OnActorBeginOverlap;//[Offset: 0x1c8, Size: 12] delegate OnActorEndOverlap;//[Offset: 0x1d4, Size: 12] delegate OnBeginCursorOver;//[Offset: 0x1e0, Size: 12] delegate OnEndCursorOver;//[Offset: 0x1ec, Size: 12] delegate OnClicked;//[Offset: 0x1f8, Size: 12] delegate OnReleased;//[Offset: 0x204, Size: 12] delegate OnInputTouchBegin;//[Offset: 0x210, Size: 12] delegate OnInputTouchEnd;//[Offset: 0x21c, Size: 12] delegate OnInputTouchEnter;//[Offset: 0x228, Size: 12] delegate OnInputTouchLeave;//[Offset: 0x234, Size: 12] delegate OnActorHit;//[Offset: 0x240, Size: 12] delegate OnDestroyed;//[Offset: 0x24c, Size: 12] delegate OnEndPlay;//[Offset: 0x258, Size: 12] ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x2dc, Size: 12] ActorComponent*[] InstanceComponents;//[Offset: 0x2e8, Size: 12] bool WasRecentlyRendered(float Tolerance);// 0x45b3bd0 void UserConstructionScript();// 0x2c90a38 void TearOff();// 0x1fae92c void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);// 0x45b3b14 void SetTickGroup(byte NewTickGroup);// 0x45b3a9c void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x45b3a1c void SetReplicates(bool bInReplicates);// 0x45b399c void SetReplicateMovement(bool bInReplicateMovement);// 0x45b3914 void SetOwner(Actor* NewOwner);// 0x1f49448 void SetNetUpdateGroupID(int InGroupID);// 0x45b3894 void SetNetUpdateGroup(Actor* InConnectionActor);// 0x45b3814 void SetNetDormancy(byte NewDormancy);// 0x45b379c void SetLifeSpan(float InLifespan);// 0x45b371c void SetActorTickInterval(float TickInterval);// 0x45b36a4 void SetActorTickEnabled(bool bEnabled);// 0x45b3624 void SetActorScale3D(Vector NewScale3D);// 0x45b35b4 void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x45b3544 void SetActorHiddenInGame(bool bNewHidden);// 0x275028c void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x45b34c4 void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x1ffd028 void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x1ffd0a8 void ReceiveTick(float DeltaSeconds);// 0x2c90a38 void ReceiveReInitForReplay();// 0x2c90a38 void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser);// 0x2c90a38 void ReceivePointDamage(float Damage, const DamageType* DamageType, Vector HitLocation, Vector HitNormal, PrimitiveComponent* HitComponent, FName BoneName, Vector ShotFromDirection, Controller* InstigatedBy, Actor* DamageCauser, out const HitResult HitInfo);// 0x2c90a38 void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent* OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector NormalImpulse, out const HitResult Hit);// 0x2c90a38 void ReceiveEndPlay(byte EndPlayReason);// 0x2c90a38 void ReceiveDestroyed();// 0x2c90a38 void ReceiveBeginPlay();// 0x2c90a38 void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2c90a38 void ReceiveActorOnReleased(Key ButtonReleased);// 0x2c90a38 void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x2c90a38 void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x2c90a38 void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x2c90a38 void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x2c90a38 void ReceiveActorOnClicked(Key ButtonPressed);// 0x2c90a38 void ReceiveActorEndOverlap(Actor* OtherActor);// 0x2c90a38 void ReceiveActorEndCursorOver();// 0x2c90a38 void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x2c90a38 void ReceiveActorBeginCursorOver();// 0x2c90a38 void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups);// 0x45b33b0 void OnRep_ReplicateMovement();// 0x20db9f8 void OnRep_ReplicatedMovement();// 0x202d6b0 void OnRep_Owner();// 0x211d7ac void OnRep_Instigator();// 0x45b3394 void OnRep_AttachmentReplication();// 0x20885ac void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation, float MaxRange, FName Tag);// 0x45b31f8 MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);// 0x246d664 bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x45b3130 bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b2f40 bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);// 0x45b2e70 void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b2c90 void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b2b0c void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b2990 bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b27c0 bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b2640 void K2_OnReset();// 0x2c90a38 void K2_OnEndViewTarget(PlayerController* PC);// 0x2c90a38 void K2_OnBecomeViewTarget(PlayerController* PC);// 0x2c90a38 SceneComponent* K2_GetRootComponent();// 0x45b2624 Rotator K2_GetActorRotation();// 0x45b2530 Vector K2_GetActorLocation();// 0x45b24f0 void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum ScaleRule);// 0x45b23f0 void K2_DestroyComponent(ActorComponent* Component);// 0x45b2378 void K2_DestroyActor();// 0x1f809a0 void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x45b2198 void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x45b1fb8 void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x45b1e64 void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x45b1d10 void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b1b30 void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b19ac void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b1830 void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b1650 void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b14d4 void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x45b1358 bool IsOverlappingActor(const Actor* Other);// 0x45b12d8 bool IsChildActor();// 0x45b12b0 bool IsActorTickEnabled();// 0x45b1288 bool IsActorBeingDestroyed();// 0x45b1264 bool HasAuthority();// 0x45b123c float GetVerticalDistanceTo(const Actor* OtherActor);// 0x45b11bc Vector GetVelocity();// 0x22c1658 Transform GetTransform();// 0x45b1170 bool GetTickableWhenPaused();// 0x45b1148 float GetSquaredDistanceTo(const Actor* OtherActor);// 0x45b10c8 byte GetRole();// 0x45b10a0 byte GetRemoteRole();// 0x45b1084 ChildActorComponent* GetParentComponent();// 0x45b105c Actor* GetParentActor();// 0x45b1034 Actor* GetOwner();// 0x45b1018 void GetOverlappingComponents(out PrimitiveComponent*[] OverlappingComponents);// 0x45b0f4c void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x45b0e38 float GetLifeSpan();// 0x45b0e08 Controller* GetInstigatorController();// 0x45b0de0 Pawn* GetInstigator();// 0x45b0db8 Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x45b0ab4 float GetInputAxisValue(const FName InputAxisName);// 0x45b0a34 float GetInputAxisKeyValue(const Key InputAxisKey);// 0x45b073c float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x45b06bc float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x45b063c float GetGameTimeSinceCreation();// 0x45b0614 float GetDotProductTo(const Actor* OtherActor);// 0x45b0594 float GetDistanceTo(const Actor* OtherActor);// 0x45b0514 ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass, FName Tag);// 0x45b03c0 ActorComponent*[] GetComponentsByClass(class ActorComponent ComponentClass);// 0x45b02b8 ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);// 0x45b0238 FName GetAttachParentSocketName();// 0x45b01f8 Actor* GetAttachParentActor();// 0x45b01d0 void GetAttachedActors(out Actor*[] OutActors);// 0x45b0104 void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);// 0x45affe8 Vector GetActorUpVector();// 0x45aff74 float GetActorTimeDilation();// 0x45aff4c float GetActorTickInterval();// 0x45aff24 Vector GetActorScale3D();// 0x45afedc Vector GetActorRightVector();// 0x45afe68 Vector GetActorRelativeScale3D();// 0x45afe20 Vector GetActorForwardVector();// 0x45afdac void GetActorEyesViewPoint(out Vector OutLocation, out Rotator OutRotation);// 0x45afccc bool GetActorEnableCollision();// 0x45afcac void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out Vector BoxExtent);// 0x45afb84 void ForceNetUpdate();// 0x2123c8c void ForceNetConsider();// 0x1f43244 void FlushNetDormancy();// 0x45afb70 void EnableInput(PlayerController* PlayerController);// 0x45afaf0 void DisableInput(PlayerController* PlayerController);// 0x45afa70 void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x45af9f0 void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x2397744 void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x45af970 ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out const Transform RelativeTransform, const Object* ComponentTemplateContext);// 0x45af7b0 bool ActorHasTag(FName Tag);// 0x45af72c -------------------------------- Class: Color byte B;//[Offset: 0x0, Size: 1] byte G;//[Offset: 0x1, Size: 1] byte R;//[Offset: 0x2, Size: 1] byte A;//[Offset: 0x3, Size: 1] -------------------------------- Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Model* Brush;//[Offset: 0x5bc, Size: 4] BodySetup* BrushBodySetup;//[Offset: 0x5c0, Size: 4] Vector PrePivot;//[Offset: 0x5c4, Size: 12] -------------------------------- Class: BodySetup.Object KAggregateGeom AggGeom;//[Offset: 0x1c, Size: 52] FName BoneName;//[Offset: 0x50, Size: 8] byte PhysicsType;//[Offset: 0x58, Size: 1] bool bAlwaysFullAnimWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59, Size: 1] bool bConsiderForBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x59, Size: 1] bool bMeshCollideAll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x59, Size: 1] bool bDoubleSidedGeometry;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x59, Size: 1] bool bGenerateNonMirroredCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x59, Size: 1] bool bSharedCookedData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x59, Size: 1] bool bGenerateMirroredCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x59, Size: 1] PhysicalMaterial* PhysMaterial;//[Offset: 0x5c, Size: 4] bool bUsedPhysSimpleStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1] StaticMesh*[] PhysSimpleStaticMeshList;//[Offset: 0x64, Size: 12] byte CollisionReponse;//[Offset: 0x70, Size: 1] bool bCollisionPerShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x71, Size: 1] byte[] SphereCollisionEnabledList;//[Offset: 0x74, Size: 12] byte[] CapsuleCollisionEnabledList;//[Offset: 0x80, Size: 12] byte[] BoxCollisionEnabledList;//[Offset: 0x8c, Size: 12] byte[] ConvexCollisionEnabledList;//[Offset: 0x98, Size: 12] byte[] TriMeshesCollisionEnabledList;//[Offset: 0xa4, Size: 12] byte CollisionTraceFlag;//[Offset: 0xb0, Size: 1] BodyInstance DefaultInstance;//[Offset: 0xb8, Size: 320] WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x1f8, Size: 16] float BuildScale;//[Offset: 0x208, Size: 4] Vector BuildScale3D;//[Offset: 0x20c, Size: 12] -------------------------------- Class: KAggregateGeom KSphereElem[] SphereElems;//[Offset: 0x0, Size: 12] KBoxElem[] BoxElems;//[Offset: 0xc, Size: 12] KSphylElem[] SphylElems;//[Offset: 0x18, Size: 12] KConvexElem[] ConvexElems;//[Offset: 0x24, Size: 12] -------------------------------- Class: KSphereElem.KShapeElem Matrix TM;//[Offset: 0x10, Size: 64] Vector Center;//[Offset: 0x50, Size: 12] float Radius;//[Offset: 0x5c, Size: 4] -------------------------------- Class: KShapeElem -------------------------------- Class: Matrix Plane XPlane;//[Offset: 0x0, Size: 16] Plane YPlane;//[Offset: 0x10, Size: 16] Plane ZPlane;//[Offset: 0x20, Size: 16] Plane WPlane;//[Offset: 0x30, Size: 16] -------------------------------- Class: Plane.Vector float W;//[Offset: 0xc, Size: 4] -------------------------------- Class: Vector float X;//[Offset: 0x0, Size: 4] float Y;//[Offset: 0x4, Size: 4] float Z;//[Offset: 0x8, Size: 4] -------------------------------- Class: KBoxElem.KShapeElem Matrix TM;//[Offset: 0x10, Size: 64] Quat Orientation;//[Offset: 0x50, Size: 16] Vector Center;//[Offset: 0x60, Size: 12] Rotator Rotation;//[Offset: 0x6c, Size: 12] float X;//[Offset: 0x78, Size: 4] float Y;//[Offset: 0x7c, Size: 4] float Z;//[Offset: 0x80, Size: 4] -------------------------------- Class: Quat float X;//[Offset: 0x0, Size: 4] float Y;//[Offset: 0x4, Size: 4] float Z;//[Offset: 0x8, Size: 4] float W;//[Offset: 0xc, Size: 4] -------------------------------- Class: Rotator float Pitch;//[Offset: 0x0, Size: 4] float Yaw;//[Offset: 0x4, Size: 4] float Roll;//[Offset: 0x8, Size: 4] -------------------------------- Class: KSphylElem.KShapeElem Matrix TM;//[Offset: 0x10, Size: 64] Quat Orientation;//[Offset: 0x50, Size: 16] Vector Center;//[Offset: 0x60, Size: 12] Rotator Rotation;//[Offset: 0x6c, Size: 12] float Radius;//[Offset: 0x78, Size: 4] float Length;//[Offset: 0x7c, Size: 4] -------------------------------- Class: KConvexElem.KShapeElem Vector[] VertexData;//[Offset: 0x10, Size: 12] Box ElemBox;//[Offset: 0x1c, Size: 28] Transform Transform;//[Offset: 0x40, Size: 48] -------------------------------- Class: Box Vector Min;//[Offset: 0x0, Size: 12] Vector Max;//[Offset: 0xc, Size: 12] byte IsValid;//[Offset: 0x18, Size: 1] -------------------------------- Class: Transform Quat Rotation;//[Offset: 0x0, Size: 16] Vector Translation;//[Offset: 0x10, Size: 12] Vector Scale3D;//[Offset: 0x20, Size: 12] -------------------------------- Class: PhysicalMaterial.Object float Friction;//[Offset: 0x1c, Size: 4] byte FrictionCombineMode;//[Offset: 0x20, Size: 1] bool bOverrideFrictionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] float Restitution;//[Offset: 0x24, Size: 4] byte RestitutionCombineMode;//[Offset: 0x28, Size: 1] bool bOverrideRestitutionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] Color MaterialColor;//[Offset: 0x2c, Size: 4] float Density;//[Offset: 0x30, Size: 4] float RaiseMassToPower;//[Offset: 0x34, Size: 4] float DestructibleDamageThresholdScale;//[Offset: 0x38, Size: 4] PhysicalMaterialPropertyBase* PhysicalMaterialProperty;//[Offset: 0x3c, Size: 4] byte SurfaceType;//[Offset: 0x40, Size: 1] float TireFrictionScale;//[Offset: 0x44, Size: 4] TireFrictionScalePair[] TireFrictionScales;//[Offset: 0x48, Size: 12] -------------------------------- Class: PhysicalMaterialPropertyBase.Object -------------------------------- Class: TireFrictionScalePair TireType* TireType;//[Offset: 0x0, Size: 4] float FrictionScale;//[Offset: 0x4, Size: 4] -------------------------------- Class: TireType.DataAsset.Object float FrictionScale;//[Offset: 0x20, Size: 4] -------------------------------- Class: DataAsset.Object class DataAsset* NativeClass;//[Offset: 0x1c, Size: 4] -------------------------------- Class: StaticMesh.Object MaterialInterface* ReplaceMaterial;//[Offset: 0x28, Size: 4] int MinLOD;//[Offset: 0x2c, Size: 4] MaterialInterface*[] Materials;//[Offset: 0x30, Size: 12] StaticMaterial[] StaticMaterials;//[Offset: 0x3c, Size: 12] float LightmapUVDensity;//[Offset: 0x48, Size: 4] int LightMapResolution;//[Offset: 0x4c, Size: 4] int LightMapCoordinateIndex;//[Offset: 0x50, Size: 4] float DistanceFieldSelfShadowBias;//[Offset: 0x54, Size: 4] bool bGenerateMeshDistanceField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1] BodySetup* BodySetup;//[Offset: 0x5c, Size: 4] int LODForCollision;//[Offset: 0x60, Size: 4] float CullingScreenSize;//[Offset: 0x64, Size: 4] bool bUseScreenSizeModifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] bool bLazyLoadBulkData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x69, Size: 1] bool bIsGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a, Size: 1] bool bIsTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b, Size: 1] bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c, Size: 1] bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6c, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d, Size: 1] bool bSupportUniformlyDistributedSampling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa0, Size: 1] float LpvBiasMultiplier;//[Offset: 0xa4, Size: 4] bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa8, Size: 1] StaticMeshSocket*[] Sockets;//[Offset: 0xd4, Size: 12] Vector PositiveBoundsExtension;//[Offset: 0xe8, Size: 12] Vector NegativeBoundsExtension;//[Offset: 0xf4, Size: 12] BoxSphereBounds ExtendedBounds;//[Offset: 0x100, Size: 28] Vector4[] OcclusionCullingVertex;//[Offset: 0x11c, Size: 12] Vector IndirectLightingCachePositionOffset;//[Offset: 0x128, Size: 12] bool bUseQuantization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1] int ElementToIgnoreForTexFactor;//[Offset: 0x138, Size: 4] AssetUserData*[] AssetUserData;//[Offset: 0x13c, Size: 12] NavCollision* NavCollision;//[Offset: 0x148, Size: 4] int GetNumSections(int InLOD);// 0x471a59c int GetNumLODs();// 0x471a574 int GetMaterialIndex(FName MaterialSlotName);// 0x471a4f4 MaterialInterface* GetMaterial(int MaterialIndex);// 0x471a474 BoxSphereBounds GetBounds();// 0x471a420 Box GetBoundingBox();// 0x471a3cc -------------------------------- Class: MaterialInterface.Object SubsurfaceProfile* SubsurfaceProfile;//[Offset: 0x20, Size: 4] LightmassMaterialInterfaceSettings LightmassSettings;//[Offset: 0x2c, Size: 20] MaterialTextureInfo[] TextureStreamingData;//[Offset: 0x40, Size: 12] void SetStreamingTextureMipOffset(int NewMipOffset, bool SizeLimited);// 0x46a45ac void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups);// 0x46a4444 PhysicalMaterial* GetPhysicalMaterial();// 0x26e9fdc Material* GetBaseMaterial();// 0x46a441c -------------------------------- Class: SubsurfaceProfile.Object SubsurfaceProfileStruct Settings;//[Offset: 0x1c, Size: 36] -------------------------------- Class: SubsurfaceProfileStruct float ScatterRadius;//[Offset: 0x0, Size: 4] LinearColor SubsurfaceColor;//[Offset: 0x4, Size: 16] LinearColor FalloffColor;//[Offset: 0x14, Size: 16] -------------------------------- Class: LinearColor float R;//[Offset: 0x0, Size: 4] float G;//[Offset: 0x4, Size: 4] float B;//[Offset: 0x8, Size: 4] float A;//[Offset: 0xc, Size: 4] -------------------------------- Class: LightmassMaterialInterfaceSettings bool bCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] float EmissiveBoost;//[Offset: 0x4, Size: 4] float DiffuseBoost;//[Offset: 0x8, Size: 4] float ExportResolutionScale;//[Offset: 0xc, Size: 4] bool bOverrideCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] bool bOverrideEmissiveBoost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10, Size: 1] bool bOverrideDiffuseBoost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10, Size: 1] bool bOverrideExportResolutionScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10, Size: 1] -------------------------------- Class: MaterialTextureInfo float SamplingScale;//[Offset: 0x0, Size: 4] int UVChannelIndex;//[Offset: 0x4, Size: 4] FName TextureName;//[Offset: 0x8, Size: 8] -------------------------------- Class: Material.MaterialInterface.Object PhysicalMaterial* PhysMaterial;//[Offset: 0x50, Size: 4] ColorMaterialInput DiffuseColor;//[Offset: 0x58, Size: 56] ColorMaterialInput SpecularColor;//[Offset: 0x90, Size: 56] ColorMaterialInput BaseColor;//[Offset: 0xc8, Size: 56] ScalarMaterialInput Metallic;//[Offset: 0x100, Size: 56] ScalarMaterialInput Specular;//[Offset: 0x138, Size: 56] ScalarMaterialInput Roughness;//[Offset: 0x170, Size: 56] VectorMaterialInput Normal;//[Offset: 0x1a8, Size: 64] ColorMaterialInput EmissiveColor;//[Offset: 0x1e8, Size: 56] ScalarMaterialInput Opacity;//[Offset: 0x220, Size: 56] ScalarMaterialInput OpacityMask;//[Offset: 0x258, Size: 56] byte MaterialDomain;//[Offset: 0x290, Size: 1] byte BlendMode;//[Offset: 0x291, Size: 1] byte DecalBlendMode;//[Offset: 0x292, Size: 1] byte MaterialDecalResponse;//[Offset: 0x293, Size: 1] byte ShadingModel;//[Offset: 0x294, Size: 1] byte ShadingRate;//[Offset: 0x295, Size: 1] float OpacityMaskClipValue;//[Offset: 0x298, Size: 4] float VertexOffsetAlongNormal;//[Offset: 0x29c, Size: 4] bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a0, Size: 1] byte OITBlendMode;//[Offset: 0x2a1, Size: 1] VectorMaterialInput WorldPositionOffset;//[Offset: 0x2a8, Size: 64] VectorMaterialInput WorldDisplacement;//[Offset: 0x2e8, Size: 64] ScalarMaterialInput TessellationMultiplier;//[Offset: 0x328, Size: 56] ColorMaterialInput SubsurfaceColor;//[Offset: 0x360, Size: 56] ScalarMaterialInput ClearCoat;//[Offset: 0x398, Size: 56] ScalarMaterialInput ClearCoatRoughness;//[Offset: 0x3d0, Size: 56] ScalarMaterialInput AmbientOcclusion;//[Offset: 0x408, Size: 56] ScalarMaterialInput Refraction;//[Offset: 0x440, Size: 56] Vector2MaterialInput CustomizedUVs;//[Offset: 0x478, Size: 64] MaterialAttributesInput MaterialAttributes;//[Offset: 0x678, Size: 56] ScalarMaterialInput PixelDepthOffset;//[Offset: 0x6b0, Size: 56] Vector4MaterialInput CustomizedVertexColor;//[Offset: 0x6f0, Size: 80] Vector4MaterialInput PlanarReflectionOffsetScale;//[Offset: 0x740, Size: 80] bool bEnableSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x790, Size: 1] bool bEnableMobileSeparateTranslucency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x790, Size: 1] bool bEnableResponsiveAA;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x790, Size: 1] bool bScreenSpaceReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x790, Size: 1] bool TwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x790, Size: 1] bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x790, Size: 1] bool DitherOpacityMask;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x790, Size: 1] bool bAllowNegativeEmissiveColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x790, Size: 1] int NumCustomizedUVs;//[Offset: 0x794, Size: 4] byte TranslucencyLightingMode;//[Offset: 0x798, Size: 1] float TranslucencyDirectionalLightingIntensity;//[Offset: 0x79c, Size: 4] bool AllowTranslucentCustomDepthWrites;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a0, Size: 1] float TranslucentShadowDensityScale;//[Offset: 0x7a4, Size: 4] float TranslucentSelfShadowDensityScale;//[Offset: 0x7a8, Size: 4] float TranslucentSelfShadowSecondDensityScale;//[Offset: 0x7ac, Size: 4] float TranslucentSelfShadowSecondOpacity;//[Offset: 0x7b0, Size: 4] float TranslucentBackscatteringExponent;//[Offset: 0x7b4, Size: 4] LinearColor TranslucentMultipleScatteringExtinction;//[Offset: 0x7b8, Size: 16] float TranslucentShadowStartOffset;//[Offset: 0x7c8, Size: 4] bool bDisableDepthTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cc, Size: 1] bool bGenerateSphericalParticleNormals;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cc, Size: 1] bool bTangentSpaceNormal;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cc, Size: 1] bool bUseEmissiveForDynamicAreaLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cc, Size: 1] bool bBlockGI;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cc, Size: 1] bool bUsedAsSpecialEngineMaterial;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cc, Size: 1] bool bUsedWithSkeletalMesh;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cc, Size: 1] bool bUsedWithGFur;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cc, Size: 1] bool bUsedWithEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cd, Size: 1] bool bUsedWithParticleSprites;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cd, Size: 1] bool bUsedWithBeamTrails;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cd, Size: 1] bool bUsedWithMeshParticles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cd, Size: 1] bool bUsedWithNiagaraSprites;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cd, Size: 1] bool bUsedWithNiagaraRibbons;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cd, Size: 1] bool bUsedWithNiagaraMeshParticles;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cd, Size: 1] bool bUsedWithIBL;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cd, Size: 1] bool bUsedWithStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ce, Size: 1] bool bUsedWithMorphTargets;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ce, Size: 1] bool bUsedWithSplineMeshes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ce, Size: 1] bool bUsedWithQuantizedMeshes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ce, Size: 1] bool bUsedWithInstancedStaticMeshes;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ce, Size: 1] bool bUsedWithInstancedPDSurface;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ce, Size: 1] bool bUsesDistortion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7ce, Size: 1] bool bUsedWithClothing;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7ce, Size: 1] bool bUsedWithUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cf, Size: 1] bool bUsedWithPPRBackgroud;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cf, Size: 1] bool bUsedWithSurfelInjectColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cf, Size: 1] bool bAutomaticallySetUsageInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cf, Size: 1] bool bFullyRough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cf, Size: 1] bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cf, Size: 1] bool bForceMaterialFloat;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cf, Size: 1] bool bUseLightmapDirectionality;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cf, Size: 1] bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d0, Size: 1] bool bUseSimplestShader;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d0, Size: 1] bool bBypassSystemMaterialQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d0, Size: 1] bool bBypassMobilePointLight;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d0, Size: 1] bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d0, Size: 1] bool bForceOutputLinearSpace;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d0, Size: 1] bool bUseAsDrawToRenderTarget;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d0, Size: 1] bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d0, Size: 1] bool bShadowUseTentFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d1, Size: 1] bool bUseLightmap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d1, Size: 1] bool bUseIndirectLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d1, Size: 1] bool bShadowOnEmissiveColor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d1, Size: 1] bool bUsedGrassInstnaceColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d1, Size: 1] bool bUsedVertexPointLight;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d1, Size: 1] bool bUsedWithLandscapeShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d1, Size: 1] bool bUseLandscapeMultiLayer;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d1, Size: 1] bool bUsedWithPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d2, Size: 1] bool bUsedWithPhotonShadowPCSS;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d2, Size: 1] bool bUsedDynamicObjectVertexLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d2, Size: 1] byte ShadowOverride;//[Offset: 0x7d3, Size: 1] byte SimpleVertexNormalSituation;//[Offset: 0x7d4, Size: 1] bool bZForceFar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d5, Size: 1] bool bWettable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d5, Size: 1] bool bUseLegacySpecular;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d5, Size: 1] bool bCorrectBlendingColorInHDR;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d5, Size: 1] bool bUseAsTranslucentEarlyZ;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d5, Size: 1] bool bLiteRough;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d5, Size: 1] bool bUseSimpleSkyLight;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d5, Size: 1] bool bACESOff;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d5, Size: 1] bool bEmissionOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d6, Size: 1] bool bInstL2WOnlyTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d6, Size: 1] bool bUseLiteFog;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d6, Size: 1] bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d6, Size: 1] bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d6, Size: 1] bool bApplyVertexFog;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d6, Size: 1] bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d6, Size: 1] byte D3D11TessellationMode;//[Offset: 0x7d7, Size: 1] bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d8, Size: 1] bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d8, Size: 1] float MaxDisplacement;//[Offset: 0x7dc, Size: 4] bool Wireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7e0, Size: 1] bool bOutputVelocityOnBasePass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7e0, Size: 1] bool bUnlitOutputAllMTOnBasePass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7e0, Size: 1] int EditorX;//[Offset: 0x7e4, Size: 4] int EditorY;//[Offset: 0x7e8, Size: 4] int EditorPitch;//[Offset: 0x7ec, Size: 4] int EditorYaw;//[Offset: 0x7f0, Size: 4] MaterialExpression*[] Expressions;//[Offset: 0x7f4, Size: 12] MaterialFunctionInfo[] MaterialFunctionInfos;//[Offset: 0x800, Size: 12] MaterialParameterCollectionInfo[] MaterialParameterCollectionInfos;//[Offset: 0x80c, Size: 12] bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x818, Size: 1] bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x818, Size: 1] bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x818, Size: 1] bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x818, Size: 1] bool bIsSky;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x818, Size: 1] bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x818, Size: 1] bool bDisableDirectionalLighting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x818, Size: 1] bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x818, Size: 1] bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x819, Size: 1] bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x819, Size: 1] bool bUseLandscapeVertexHole;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x819, Size: 1] uint32 UsageFlagWarnings;//[Offset: 0x81c, Size: 4] byte BlendableLocation;//[Offset: 0x820, Size: 1] int BlendablePriority;//[Offset: 0x824, Size: 4] bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x828, Size: 1] byte RefractionMode;//[Offset: 0x829, Size: 1] float RefractionDepthBias;//[Offset: 0x82c, Size: 4] bool bOceanFoam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x830, Size: 1] bool bEnableMeshClip;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x830, Size: 1] bool bEnableMeshDiscard;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x830, Size: 1] bool bIsEnhancedUImage;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x830, Size: 1] Guid stateID;//[Offset: 0x834, Size: 16] Texture*[] ExpressionTextureReferences;//[Offset: 0x8dc, Size: 12] -------------------------------- Class: ColorMaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] Color Constant;//[Offset: 0x34, Size: 4] -------------------------------- Class: MaterialInput int OutputIndex;//[Offset: 0x0, Size: 4] FString InputName;//[Offset: 0x4, Size: 12] int Mask;//[Offset: 0x10, Size: 4] int MaskR;//[Offset: 0x14, Size: 4] int MaskG;//[Offset: 0x18, Size: 4] int MaskB;//[Offset: 0x1c, Size: 4] int MaskA;//[Offset: 0x20, Size: 4] FName ExpressionName;//[Offset: 0x28, Size: 8] -------------------------------- Class: ScalarMaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] float Constant;//[Offset: 0x34, Size: 4] -------------------------------- Class: VectorMaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] Vector Constant;//[Offset: 0x34, Size: 12] -------------------------------- Class: Vector2MaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] float ConstantX;//[Offset: 0x34, Size: 4] float ConstantY;//[Offset: 0x38, Size: 4] -------------------------------- Class: MaterialAttributesInput.ExpressionInput int PropertyConnectedBitmask;//[Offset: 0x30, Size: 4] -------------------------------- Class: ExpressionInput int OutputIndex;//[Offset: 0x0, Size: 4] FString InputName;//[Offset: 0x4, Size: 12] int Mask;//[Offset: 0x10, Size: 4] int MaskR;//[Offset: 0x14, Size: 4] int MaskG;//[Offset: 0x18, Size: 4] int MaskB;//[Offset: 0x1c, Size: 4] int MaskA;//[Offset: 0x20, Size: 4] FName ExpressionName;//[Offset: 0x28, Size: 8] -------------------------------- Class: Vector4MaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] Vector4 Constant;//[Offset: 0x40, Size: 16] -------------------------------- Class: Vector4 float X;//[Offset: 0x0, Size: 4] float Y;//[Offset: 0x4, Size: 4] float Z;//[Offset: 0x8, Size: 4] float W;//[Offset: 0xc, Size: 4] -------------------------------- Class: MaterialExpression.Object Material* Material;//[Offset: 0x1c, Size: 4] MaterialFunction* Function;//[Offset: 0x20, Size: 4] FString Desc;//[Offset: 0x24, Size: 12] Color BorderColor;//[Offset: 0x30, Size: 4] bool bRealtimePreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1] bool bNeedToUpdatePreview;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34, Size: 1] bool bIsParameterExpression;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34, Size: 1] bool bCommentBubbleVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x34, Size: 1] bool bShowOutputNameOnPin;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x34, Size: 1] bool bShowMaskColorsOnPin;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x34, Size: 1] bool bHidePreviewWindow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x34, Size: 1] bool bCollapsed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x34, Size: 1] bool bShaderInputData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x35, Size: 1] bool bShowInputs;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x35, Size: 1] bool bShowOutputs;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x35, Size: 1] ExpressionOutput[] Outputs;//[Offset: 0x38, Size: 12] -------------------------------- Class: MaterialFunction.Object Guid stateID;//[Offset: 0x1c, Size: 16] FString Description;//[Offset: 0x2c, Size: 12] bool bExposeToLibrary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1] bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1] MaterialExpression*[] FunctionExpressions;//[Offset: 0x3c, Size: 12] bool bReentrantFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] -------------------------------- Class: Guid int A;//[Offset: 0x0, Size: 4] int B;//[Offset: 0x4, Size: 4] int C;//[Offset: 0x8, Size: 4] int D;//[Offset: 0xc, Size: 4] -------------------------------- Class: ExpressionOutput FString OutputName;//[Offset: 0x0, Size: 12] int Mask;//[Offset: 0xc, Size: 4] int MaskR;//[Offset: 0x10, Size: 4] int MaskG;//[Offset: 0x14, Size: 4] int MaskB;//[Offset: 0x18, Size: 4] int MaskA;//[Offset: 0x1c, Size: 4] -------------------------------- Class: MaterialFunctionInfo Guid stateID;//[Offset: 0x0, Size: 16] MaterialFunction* Function;//[Offset: 0x10, Size: 4] -------------------------------- Class: MaterialParameterCollectionInfo Guid stateID;//[Offset: 0x0, Size: 16] MaterialParameterCollection* ParameterCollection;//[Offset: 0x10, Size: 4] -------------------------------- Class: MaterialParameterCollection.Object Guid stateID;//[Offset: 0x1c, Size: 16] CollectionScalarParameter[] ScalarParameters;//[Offset: 0x2c, Size: 12] CollectionVectorParameter[] VectorParameters;//[Offset: 0x38, Size: 12] -------------------------------- Class: CollectionScalarParameter.CollectionParameterBase float DefaultValue;//[Offset: 0x18, Size: 4] -------------------------------- Class: CollectionParameterBase FName ParameterName;//[Offset: 0x0, Size: 8] Guid ID;//[Offset: 0x8, Size: 16] -------------------------------- Class: CollectionVectorParameter.CollectionParameterBase LinearColor DefaultValue;//[Offset: 0x18, Size: 16] -------------------------------- Class: Texture.Object Guid LightingGuid;//[Offset: 0x20, Size: 16] int LODBias;//[Offset: 0x30, Size: 4] int NumCinematicMipLevels;//[Offset: 0x34, Size: 4] bool SRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1] bool bNotUsedInHighQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1] bool bNotUsedInMediumQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x38, Size: 1] bool bNotUsedInLowQuality;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x38, Size: 1] bool NeverStream;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x38, Size: 1] bool bNoTiling;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x38, Size: 1] bool bUseCinematicMipLevels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x38, Size: 1] AssetUserData*[] AssetUserData;//[Offset: 0x48, Size: 12] int CachedCombinedLODBias;//[Offset: 0x54, Size: 4] bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1] byte CompressionSettings;//[Offset: 0x59, Size: 1] byte Filter;//[Offset: 0x5a, Size: 1] byte LODGroup;//[Offset: 0x5b, Size: 1] byte CrunchSetting;//[Offset: 0x5c, Size: 1] bool bOverrideCrunchCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d, Size: 1] float CrunchCompressionAmount;//[Offset: 0x60, Size: 4] byte BasisSetting;//[Offset: 0x64, Size: 1] bool bOverrideBasisCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x65, Size: 1] float BasisCompressionAmount;//[Offset: 0x68, Size: 4] -------------------------------- Class: AssetUserData.Object -------------------------------- Class: StaticMaterial MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 4] FName MaterialSlotName;//[Offset: 0x8, Size: 8] MeshUVChannelInfo UVChannelData;//[Offset: 0x10, Size: 20] SoftObjectPath MaterialSoftRef;//[Offset: 0x28, Size: 24] -------------------------------- Class: MeshUVChannelInfo bool bInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bOverrideDensities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] float LocalUVDensities;//[Offset: 0x4, Size: 4] -------------------------------- Class: SoftObjectPath FName AssetPathName;//[Offset: 0x0, Size: 8] FString SubPathString;//[Offset: 0x8, Size: 12] -------------------------------- Class: StaticMeshSocket.Object FName SocketName;//[Offset: 0x20, Size: 8] Vector RelativeLocation;//[Offset: 0x28, Size: 12] Rotator RelativeRotation;//[Offset: 0x34, Size: 12] Vector RelativeScale;//[Offset: 0x40, Size: 12] FString Tag;//[Offset: 0x4c, Size: 12] -------------------------------- Class: BoxSphereBounds Vector Origin;//[Offset: 0x0, Size: 12] Vector BoxExtent;//[Offset: 0xc, Size: 12] float SphereRadius;//[Offset: 0x18, Size: 4] -------------------------------- Class: NavCollision.Object NavCollisionCylinder[] CylinderCollision;//[Offset: 0x58, Size: 12] NavCollisionBox[] BoxCollision;//[Offset: 0x64, Size: 12] class NavArea* AreaClass;//[Offset: 0x70, Size: 4] bool bIsDynamicObstacle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x74, Size: 1] bool bGatherConvexGeometry;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x74, Size: 1] -------------------------------- Class: NavCollisionCylinder Vector Offset;//[Offset: 0x0, Size: 12] float Radius;//[Offset: 0xc, Size: 4] float Height;//[Offset: 0x10, Size: 4] -------------------------------- Class: NavCollisionBox Vector Offset;//[Offset: 0x0, Size: 12] Vector Extent;//[Offset: 0xc, Size: 12] -------------------------------- Class: NavArea.Object float DefaultCost;//[Offset: 0x1c, Size: 4] float FixedAreaEnteringCost;//[Offset: 0x20, Size: 4] Color DrawColor;//[Offset: 0x24, Size: 4] NavAgentSelector SupportedAgents;//[Offset: 0x28, Size: 4] bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c, Size: 1] bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c, Size: 1] bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c, Size: 1] bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c, Size: 1] bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2c, Size: 1] bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2c, Size: 1] bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2c, Size: 1] bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d, Size: 1] bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d, Size: 1] bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d, Size: 1] bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d, Size: 1] bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d, Size: 1] bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d, Size: 1] bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d, Size: 1] bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2d, Size: 1] -------------------------------- Class: NavAgentSelector bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1] bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1] bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1] bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1] bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1] bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1] bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1] bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1] bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1] bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1] bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1] -------------------------------- Class: BodyInstance enum SleepFamily;//[Offset: 0x19, Size: 1] byte DOFMode;//[Offset: 0x1a, Size: 1] byte CollisionEnabled;//[Offset: 0x1b, Size: 1] FName CollisionProfileName;//[Offset: 0x20, Size: 8] CollisionResponse CollisionResponses;//[Offset: 0x28, Size: 44] bool bUseCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55, Size: 1] bool bNotifyRigidBodyCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55, Size: 1] bool bSimulatePhysics;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55, Size: 1] bool bOverrideMass;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55, Size: 1] bool bEnableGravity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x55, Size: 1] bool bAutoWeld;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x55, Size: 1] bool bStartAwake;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x55, Size: 1] bool bGenerateWakeEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x55, Size: 1] bool bUpdateMassWhenScaleChanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x56, Size: 1] bool bLockTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x56, Size: 1] bool bLockRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x56, Size: 1] bool bLockXTranslation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x56, Size: 1] bool bLockYTranslation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x56, Size: 1] bool bLockZTranslation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x56, Size: 1] bool bLockXRotation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x56, Size: 1] bool bLockYRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x56, Size: 1] bool bLockZRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57, Size: 1] bool bOverrideMaxAngularVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x57, Size: 1] bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x57, Size: 1] bool bOverrideMaxDepenetrationVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x57, Size: 1] bool bOverrideWalkableSlopeOnInstance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x57, Size: 1] float MaxDepenetrationVelocity;//[Offset: 0x58, Size: 4] float MassInKgOverride;//[Offset: 0x64, Size: 4] float LinearDamping;//[Offset: 0x68, Size: 4] float AngularDamping;//[Offset: 0x6c, Size: 4] Vector CustomDOFPlaneNormal;//[Offset: 0x70, Size: 12] Vector COMNudge;//[Offset: 0x7c, Size: 12] float MassScale;//[Offset: 0x88, Size: 4] Vector InertiaTensorScale;//[Offset: 0x8c, Size: 12] byte ObjectType;//[Offset: 0x98, Size: 1] WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0xa4, Size: 16] PhysicalMaterial* PhysMaterialOverride;//[Offset: 0xb4, Size: 4] float MaxAngularVelocity;//[Offset: 0xb8, Size: 4] float CustomSleepThresholdMultiplier;//[Offset: 0xbc, Size: 4] float StabilizationThresholdMultiplier;//[Offset: 0xc0, Size: 4] float PhysicsBlendWeight;//[Offset: 0xc4, Size: 4] int PositionSolverIterationCount;//[Offset: 0xc8, Size: 4] uint64 RigidActorSyncId;//[Offset: 0xe0, Size: 8] uint64 RigidActorAsyncId;//[Offset: 0xe8, Size: 8] int VelocitySolverIterationCount;//[Offset: 0xf0, Size: 4] -------------------------------- Class: CollisionResponse CollisionResponseContainer ResponseToChannels;//[Offset: 0x0, Size: 32] ResponseChannel[] ResponseArray;//[Offset: 0x20, Size: 12] -------------------------------- Class: CollisionResponseContainer byte WorldStatic;//[Offset: 0x0, Size: 1] byte WorldDynamic;//[Offset: 0x1, Size: 1] byte Pawn;//[Offset: 0x2, Size: 1] byte Visibility;//[Offset: 0x3, Size: 1] byte Camera;//[Offset: 0x4, Size: 1] byte PhysicsBody;//[Offset: 0x5, Size: 1] byte Vehicle;//[Offset: 0x6, Size: 1] byte Destructible;//[Offset: 0x7, Size: 1] byte EngineTraceChannel1;//[Offset: 0x8, Size: 1] byte EngineTraceChannel2;//[Offset: 0x9, Size: 1] byte EngineTraceChannel3;//[Offset: 0xa, Size: 1] byte EngineTraceChannel4;//[Offset: 0xb, Size: 1] byte EngineTraceChannel5;//[Offset: 0xc, Size: 1] byte EngineTraceChannel6;//[Offset: 0xd, Size: 1] byte GameTraceChannel1;//[Offset: 0xe, Size: 1] byte GameTraceChannel2;//[Offset: 0xf, Size: 1] byte GameTraceChannel3;//[Offset: 0x10, Size: 1] byte GameTraceChannel4;//[Offset: 0x11, Size: 1] byte GameTraceChannel5;//[Offset: 0x12, Size: 1] byte GameTraceChannel6;//[Offset: 0x13, Size: 1] byte GameTraceChannel7;//[Offset: 0x14, Size: 1] byte GameTraceChannel8;//[Offset: 0x15, Size: 1] byte GameTraceChannel9;//[Offset: 0x16, Size: 1] byte GameTraceChannel10;//[Offset: 0x17, Size: 1] byte GameTraceChannel11;//[Offset: 0x18, Size: 1] byte GameTraceChannel12;//[Offset: 0x19, Size: 1] byte GameTraceChannel13;//[Offset: 0x1a, Size: 1] byte GameTraceChannel14;//[Offset: 0x1b, Size: 1] byte GameTraceChannel15;//[Offset: 0x1c, Size: 1] byte GameTraceChannel16;//[Offset: 0x1d, Size: 1] byte GameTraceChannel17;//[Offset: 0x1e, Size: 1] byte GameTraceChannel18;//[Offset: 0x1f, Size: 1] -------------------------------- Class: ResponseChannel FName Channel;//[Offset: 0x0, Size: 8] byte Response;//[Offset: 0x8, Size: 1] -------------------------------- Class: WalkableSlopeOverride byte WalkableSlopeBehavior;//[Offset: 0x0, Size: 1] float WalkableSlopeAngle;//[Offset: 0x4, Size: 4] -------------------------------- Class: ActorTickFunction.TickFunction -------------------------------- Class: TickFunction byte TickGroup;//[Offset: 0x4, Size: 1] byte EndTickGroup;//[Offset: 0x5, Size: 1] bool bTickEvenWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1] bool bCanEverTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8, Size: 1] bool bStartWithTickEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8, Size: 1] bool bAllowTickOnDedicatedServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8, Size: 1] float TickInterval;//[Offset: 0x30, Size: 4] -------------------------------- Class: RepMovement Vector LinearVelocity;//[Offset: 0x0, Size: 12] Vector AngularVelocity;//[Offset: 0xc, Size: 12] Vector Location;//[Offset: 0x18, Size: 12] Rotator Rotation;//[Offset: 0x24, Size: 12] bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1] enum LocationQuantizationLevel;//[Offset: 0x31, Size: 1] enum VelocityQuantizationLevel;//[Offset: 0x32, Size: 1] enum RotationQuantizationLevel;//[Offset: 0x33, Size: 1] bool LocationQuantizationLODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1] FName LocationQuantizationLODGroup;//[Offset: 0x38, Size: 8] byte ForcedLocationQuantizationLOD;//[Offset: 0x40, Size: 1] -------------------------------- Class: RepAttachment Actor* AttachParent;//[Offset: 0x0, Size: 4] Vector_NetQuantize100 LocationOffset;//[Offset: 0x4, Size: 12] Vector_NetQuantize100 RelativeScale3D;//[Offset: 0x10, Size: 12] Rotator RotationOffset;//[Offset: 0x1c, Size: 12] FName AttachSocket;//[Offset: 0x28, Size: 8] SceneComponent* AttachComponent;//[Offset: 0x30, Size: 4] -------------------------------- Class: Vector_NetQuantize100.Vector -------------------------------- Class: InputComponent.ActorComponent.Object bool WasControllerKeyJustReleased(Key Key);// 0x462fab0 bool WasControllerKeyJustPressed(Key Key);// 0x462fab0 bool IsControllerKeyDown(Key Key);// 0x462fab0 void GetTouchState(int FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x462f930 Vector GetControllerVectorKeyState(Key Key);// 0x462f62c void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x462f54c float GetControllerKeyTimeDown(Key Key);// 0x462f130 void GetControllerAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x462f428 float GetControllerAnalogKeyState(Key Key);// 0x462f130 -------------------------------- Class: Key FName KeyName;//[Offset: 0x0, Size: 8] -------------------------------- Class: ActorReplicateFreqLODConfig float DistSquared;//[Offset: 0x0, Size: 4] float NetUpdateFreq;//[Offset: 0x4, Size: 4] -------------------------------- Class: Pawn.Actor.Object bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1] bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300, Size: 1] bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x300, Size: 1] bool bUseViewTranslatedTransform;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x300, Size: 1] float BaseEyeHeight;//[Offset: 0x304, Size: 4] byte AutoPossessPlayer;//[Offset: 0x308, Size: 1] enum AutoPossessAI;//[Offset: 0x309, Size: 1] class Controller* AIControllerClass;//[Offset: 0x30c, Size: 4] PlayerState* PlayerState;//[Offset: 0x310, Size: 4] byte RemoteViewPitch;//[Offset: 0x314, Size: 1] Controller* LastHitBy;//[Offset: 0x318, Size: 4] Controller* Controller;//[Offset: 0x31c, Size: 4] Vector ControlInputVector;//[Offset: 0x328, Size: 12] Vector LastControlInputVector;//[Offset: 0x334, Size: 12] void SpawnDefaultController();// 0x22acf20 void SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform);// 0x2395824 void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);// 0x46ca1c8 void ReceiveUnpossessed(Controller* OldController);// 0x2c90a38 void ReceivePossessed(Controller* NewController);// 0x2c90a38 void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x46ca074 void OnRep_PlayerState();// 0x214e1c8 void OnRep_Controller();// 0x200ee44 void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x46c9f60 Vector K2_GetMovementInputVector();// 0x46c9e90 bool IsPlayerControlled();// 0x46c9f30 bool IsMoveInputIgnored();// 0x22ab0ec bool IsLocallyControlled();// 0x46c9f00 bool IsControlled();// 0x46c9ed8 Vector GetPendingMovementInputVector();// 0x46c9e90 Vector GetNavAgentLocation();// 0x45f5314 PawnMovementComponent* GetMovementComponent();// 0x23b87d8 static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x46c9e18 Vector GetLastMovementInputVector();// 0x46c9dd0 Rotator GetControlRotation();// 0x46c9d80 Controller* GetController();// 0x46c9d64 Rotator GetBaseAimRotation();// 0x46c9d14 void DetachFromControllerPendingDestroy();// 0x22acc50 Vector ConsumeMovementInputVector();// 0x46c9cc4 void AddMovementInput(Vector WorldDirection, float ScaleValue, bool bForce);// 0x46c9bb0 void AddControllerYawInput(float Val);// 0x1ff4d24 void AddControllerRollInput(float Val);// 0x1f43f94 void AddControllerPitchInput(float Val);// 0x46c9b30 -------------------------------- Class: Controller.Actor.Object Pawn* Pawn;//[Offset: 0x300, Size: 4] Character* Character;//[Offset: 0x30c, Size: 4] PlayerState* PlayerState;//[Offset: 0x310, Size: 4] SceneComponent* TransformComponent;//[Offset: 0x314, Size: 4] Rotator ControlRotation;//[Offset: 0x318, Size: 12] bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x324, Size: 1] bool bIsPlayerController;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x324, Size: 1] FName StateName;//[Offset: 0x330, Size: 8] Actor* ObservedActor;//[Offset: 0x338, Size: 4] delegate OnInstigatedAnyDamage;//[Offset: 0x33c, Size: 12] void UnPossess();// 0x22983f8 void StopMovement();// 0x45f57a0 void SetInitialLocationAndRotation(out const Vector NewLocation, out const Rotator NewRotation);// 0x45f56c0 void SetIgnoreMoveInput(bool bNewMoveInput);// 0x22935d8 void SetIgnoreLookInput(bool bNewLookInput);// 0x45f5638 void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x2292b28 void ResetIgnoreMoveInput();// 0x22862d4 void ResetIgnoreLookInput();// 0x45f561c void ResetIgnoreInputFlags();// 0x22acd20 void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType, Actor* DamagedActor, Actor* DamageCauser);// 0x2c90a38 void Possess(Pawn* InPawn);// 0x45f559c void OnRep_PlayerState();// 0x214e1c8 void OnRep_Pawn();// 0x200ee44 bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool bAlternateChecks);// 0x45f5480 Pawn* K2_GetPawn();// 0x45f5458 bool IsPlayerController();// 0x45f5438 bool IsMoveInputIgnored();// 0x45f5408 bool IsLookInputIgnored();// 0x22ab0ec bool IsLocalPlayerController();// 0x45f53c4 bool IsLocalController();// 0x45f5394 Actor* GetViewTarget();// 0x45f5364 Rotator GetDesiredRotation();// 0x45f5314 Rotator GetControlRotation();// 0x45f52c4 void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x45f51f8 void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x45f5130 PlayerController* CastToPlayerController();// 0x45f5108 -------------------------------- Class: Character.Pawn.Actor.Object SkeletalMeshComponent* Mesh;//[Offset: 0x340, Size: 4] CharacterMovementComponent* CharacterMovement;//[Offset: 0x344, Size: 4] CapsuleComponent* CapsuleComponent;//[Offset: 0x348, Size: 4] BasedMovementInfo BasedMovement;//[Offset: 0x350, Size: 48] BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x380, Size: 48] float AnimRootMotionTranslationScale;//[Offset: 0x3b0, Size: 4] Vector BaseTranslationOffset;//[Offset: 0x3b4, Size: 12] Quat BaseRotationOffset;//[Offset: 0x3c0, Size: 16] float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x3d0, Size: 4] byte ReplicatedMovementMode;//[Offset: 0x3e0, Size: 1] bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e1, Size: 1] int MiddleDeviceAllowedParticleNum;//[Offset: 0x3e4, Size: 4] float MiddleDeviceAllowedParticleDistance;//[Offset: 0x3e8, Size: 4] int LowDeviceAllowedParticleNum;//[Offset: 0x3ec, Size: 4] float LowDeviceAllowedParticleDistance;//[Offset: 0x3f0, Size: 4] float CrouchedEyeHeight;//[Offset: 0x3f8, Size: 4] bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3fc, Size: 1] byte Ping;//[Offset: 0x3fd, Size: 1] bool bPressedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3fe, Size: 1] bool bClientUpdating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3fe, Size: 1] bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3fe, Size: 1] bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3fe, Size: 1] bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3fe, Size: 1] bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3fe, Size: 1] bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3fe, Size: 1] bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3fe, Size: 1] float JumpKeyHoldTime;//[Offset: 0x400, Size: 4] float JumpMaxHoldTime;//[Offset: 0x404, Size: 4] int JumpMaxCount;//[Offset: 0x408, Size: 4] int JumpCurrentCount;//[Offset: 0x40c, Size: 4] bool bWasJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x410, Size: 1] delegate OnReachedJumpApex;//[Offset: 0x414, Size: 12] delegate MovementModeChangedDelegate;//[Offset: 0x42c, Size: 12] delegate OnCharacterMovementUpdated;//[Offset: 0x438, Size: 12] RootMotionSourceGroup SavedRootMotion;//[Offset: 0x444, Size: 144] RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x4e0, Size: 64] SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x520, Size: 12] RepRootMotionMontage RepRootMotion;//[Offset: 0x530, Size: 224] void UnCrouch(bool bClientSimulation);// 0x45eb9ac void StopJumping();// 0x45eb990 void StopAnimMontage(AnimMontage* AnimMontage);// 0x45eb910 void SetReplicateMovement(bool bInReplicateMovement);// 0x45b3914 void RootMotionDebugClientPrintOnScreen(FString inString);// 0x45eb84c float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName);// 0x45eb734 void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float TimeDelta);// 0x45eb5b4 void OnRep_ServerLastTransformUpdateTimeStamp();// 0x45eb5a0 void OnRep_RootMotion();// 0x45eb58c void OnRep_ReplicatedBasedMovement();// 0x239f070 void OnRep_IsCrouched();// 0x21cb5b8 void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x2c90a38 void OnLanded(out const HitResult Hit);// 0x2c90a38 void OnJumped();// 0x45eb570 void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x45eb454 void K2_UpdateCustomMovement(float DeltaTime);// 0x2c90a38 void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2c90a38 void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode, byte PrevCustomMode, byte NewCustomMode);// 0x2c90a38 void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2c90a38 void Jump();// 0x45eb438 bool IsPlayingRootMotion();// 0x45eb410 bool IsPlayingNetworkedRootMotionMontage();// 0x45eb3e8 bool IsJumpProvidingForce();// 0x45eb3b8 AnimMontage* GetCurrentMontage();// 0x45eb390 Vector GetBaseTranslationOffset();// 0x45eb36c Rotator GetBaseRotationOffsetRotator();// 0x45eb308 float GetAnimRootMotionTranslationScale();// 0x45eb2e0 void Crouch(bool bClientSimulation);// 0x45eb258 void ClientCheatWalk();// 0x1fce898 void ClientCheatGhost();// 0x1fce8b4 void ClientCheatFly();// 0x1fce87c bool CanJumpInternal();// 0x45eb228 bool CanJump();// 0x45eb200 void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator MeshRelativeRotation);// 0x45eb138 -------------------------------- Class: SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object byte AnimationMode;//[Offset: 0x704, Size: 1] class Object* AnimBlueprintGeneratedClass;//[Offset: 0x708, Size: 4] class AnimInstance* AnimClass;//[Offset: 0x70c, Size: 4] AnimInstance* AnimScriptInstance;//[Offset: 0x710, Size: 4] AnimInstance*[] SubInstances;//[Offset: 0x714, Size: 12] AnimInstance* PostProcessAnimInstance;//[Offset: 0x720, Size: 4] SingleAnimationPlayData AnimationData;//[Offset: 0x724, Size: 16] Transform[] CachedBoneSpaceTransforms;//[Offset: 0x758, Size: 12] Transform[] CachedComponentSpaceTransforms;//[Offset: 0x764, Size: 12] float GlobalAnimRateScale;//[Offset: 0x784, Size: 4] enum UseAsyncScene;//[Offset: 0x788, Size: 1] bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x789, Size: 1] byte KinematicBonesUpdateType;//[Offset: 0x78a, Size: 1] byte PhysicsTransformUpdateMode;//[Offset: 0x78b, Size: 1] bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x78c, Size: 1] bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x78c, Size: 1] bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x78c, Size: 1] bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x78c, Size: 1] bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x78c, Size: 1] bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x78c, Size: 1] FName[] DisallowedAnimCurves;//[Offset: 0x790, Size: 12] bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x79c, Size: 1] bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x79c, Size: 1] bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x79c, Size: 1] bool bClothMorphTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x79c, Size: 1] bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x79c, Size: 1] float ClothBlendWeight;//[Offset: 0x7a0, Size: 4] Vector RootBoneTranslation;//[Offset: 0x7a8, Size: 12] bool bDeferMovementFromSceneQueries;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b4, Size: 1] bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7b4, Size: 1] bool bPauseAnims;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7b4, Size: 1] bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7b5, Size: 1] bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b6, Size: 1] BodySetup* BodySetup;//[Offset: 0x7b8, Size: 4] bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7bc, Size: 1] bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7bd, Size: 1] bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7bd, Size: 1] bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7bd, Size: 1] bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7bd, Size: 1] bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7bd, Size: 1] bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7bd, Size: 1] bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7bd, Size: 1] bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7bd, Size: 1] uint16 CachedAnimCurveUidVersion;//[Offset: 0x7be, Size: 2] Vector LineCheckBoundsScale;//[Offset: 0x7c0, Size: 12] delegate OnConstraintBroken;//[Offset: 0x7d0, Size: 12] class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0x898, Size: 4] float TeleportDistanceThreshold;//[Offset: 0x89c, Size: 4] float TeleportRotationThreshold;//[Offset: 0x8a0, Size: 4] delegate OnAnimInitialized;//[Offset: 0x990, Size: 12] AnimSequence* SequenceToPlay;//[Offset: 0xa24, Size: 4] AnimationAsset* AnimToPlay;//[Offset: 0xa28, Size: 4] bool bDefaultLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa2c, Size: 1] bool bDefaultPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa2c, Size: 1] float DefaultPosition;//[Offset: 0xa30, Size: 4] float DefaultPlayRate;//[Offset: 0xa34, Size: 4] uint32 LastPoseTickFrame;//[Offset: 0xa38, Size: 4] float LastPoseTickTime;//[Offset: 0xa3c, Size: 4] bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa68, Size: 1] bool bIsNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa6a, Size: 1] void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);// 0x4702fec void SuspendClothingSimulation();// 0x4702fd8 void Stop();// 0x4702fc4 void SnapshotPose(out PoseSnapshot Snapshot);// 0x4702eb4 void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x1fed9c8 void SetTeleportRotationThreshold(float Threshold);// 0x4702e3c void SetTeleportDistanceThreshold(float Threshold);// 0x4702dc4 void SetPosition(float InPos, bool bFireNotifies);// 0x4702d00 void SetPlayRate(float Rate);// 0x4702c88 void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x4702c10 void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, FName BoneName, bool bIncludeSelf);// 0x4702aec void SetMorphTarget(FName MorphTargetName, float Value, bool bRemoveZeroWeight);// 0x47029d8 void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x4702958 void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName, bool bIncludeSelf);// 0x470283c void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x4702774 void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x47026f4 void SetConstraintProfileForAll(FName ProfileName, bool bDefaultIfNotFound);// 0x4702628 void SetConstraintProfile(FName JointName, FName ProfileName, bool bDefaultIfNotFound);// 0x470250c void SetClothMaxDistanceScale(float Scale);// 0x4702494 void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName BoneName);// 0x47023c4 void SetAnimInstanceClass(class Object NewClass);// 0x470234c void SetAnimationMode(byte InAnimationMode);// 0x47022d4 void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x470225c void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle);// 0x4702108 void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);// 0x4701fec void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x4701f6c void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x4701e4c void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x4701d2c void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType);// 0x4701bdc void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x4701b5c void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x4701a98 void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool bNewSimulate, bool bIncludeSelf);// 0x470196c void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x47017f8 void ResumeClothingSimulation();// 0x47017e4 void ResetClothTeleportMode();// 0x47017d0 void ResetAllowedAnimCurveEvaluation();// 0x47017bc void ResetAllBodiesSimulatePhysics();// 0x47017a8 void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x47016e4 void Play(bool bLooping);// 0x4701664 void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate);// 0x47014bc bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float Distance);// 0x47012d0 bool IsPlaying();// 0x47012a8 bool IsClothingSimulationSuspended();// 0x4701280 bool IsBodyGravityEnabled(FName BoneName);// 0x4701200 float GetTeleportRotationThreshold();// 0x47011d8 float GetTeleportDistanceThreshold();// 0x47011d8 AnimInstance*[] GetSubAnimInstances();// 0x4701118 Vector GetSkeletalCenterOfMass();// 0x47010d0 AnimInstance* GetPostProcessInstance();// 0x20ebe5c float GetPosition();// 0x47010a8 float GetPlayRate();// 0x4701080 float GetMorphTarget(FName MorphTargetName);// 0x4701000 bool GetDisableAnimCurves();// 0x4700fdc void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float TwistAngle, out float Swing2Angle);// 0x4700e5c float GetClothMaxDistanceScale();// 0x4700e34 float GetBoneMass(FName BoneName, bool bScaleMass);// 0x4700d60 AnimInstance* GetAnimInstance();// 0x4700d38 byte GetAnimationMode();// 0x4700d10 bool GetAllowedAnimCurveEvaluate();// 0x4700cf0 void ForceClothNextUpdateTeleportAndReset();// 0x4700cdc void ForceClothNextUpdateTeleport();// 0x4700cc8 FName FindConstraintBoneName(int ConstraintIndex);// 0x4700c40 void ClearMorphTargets();// 0x4700c2c void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);// 0x4700b1c void BindClothToMasterPoseComponent();// 0x4700b08 void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x4700a3c void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool bVelChange, bool bIncludeSelf);// 0x47008d4 void AddForceToAllBodiesBelow(Vector force, FName BoneName, bool bAccelChange, bool bIncludeSelf);// 0x470076c void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x470064c -------------------------------- Class: SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SkeletalMesh* SkeletalMesh;//[Offset: 0x5dc, Size: 4] SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x5e0, Size: 8] bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62c, Size: 1] PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x648, Size: 4] int ForcedLodModel;//[Offset: 0x64c, Size: 4] int MinLodModel;//[Offset: 0x650, Size: 4] SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x660, Size: 12] float StreamingDistanceMultiplier;//[Offset: 0x66c, Size: 4] Color WireframeColor;//[Offset: 0x670, Size: 4] bool bForceWireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x674, Size: 1] bool bDisplayBones;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x674, Size: 1] bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x674, Size: 1] bool bHideSkin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x674, Size: 1] bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x684, Size: 1] bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x684, Size: 1] bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x684, Size: 1] byte MeshComponentUpdateFlag;//[Offset: 0x685, Size: 1] bool NeedUpdateEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x686, Size: 1] bool bDisableAnimOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x687, Size: 1] bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x687, Size: 1] bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x694, Size: 1] bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x694, Size: 1] byte CustomSortAlternateIndexMode;//[Offset: 0x695, Size: 1] bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x696, Size: 1] bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x696, Size: 1] float CapsuleIndirectShadowMinVisibility;//[Offset: 0x698, Size: 4] bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x69c, Size: 1] BoxSphereBounds CachedLocalBounds;//[Offset: 0x6b4, Size: 28] bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d0, Size: 1] bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d1, Size: 1] bool bEnableUpdateRateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d2, Size: 1] bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d3, Size: 1] void UnloadSkinWeightProfile(FName InProfileName);// 0x4706f40 void UnHideBoneByName(FName BoneName);// 0x4706ec8 void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4706d04 void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4706b40 void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[] VertexColors);// 0x4706a30 bool SetSkinWeightProfile(FName InProfileName);// 0x47069b0 void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[] SkinWeights);// 0x47068a0 void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose);// 0x47067d4 void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReinit);// 0x4706708 void SetMinLOD(int InNewMinLOD);// 0x4706690 void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent);// 0x4706618 void SetForcedLOD(int InNewForcedLOD);// 0x47065a0 void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x4706520 void SetCastCapsuleDirectShadow(bool bNewValue);// 0x47064a0 void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x4706428 void ResetAnimUROParams(float[] DistanceFactors, int MaxEvalRateForInterpolation);// 0x470628c bool IsUsingSkinWeightProfile();// 0x470626c bool IsBoneHiddenByName(FName BoneName);// 0x47061ec void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x4706128 FName GetSocketBoneName(FName InSocketName);// 0x470609c FName GetParentBone(FName BoneName);// 0x4706010 int GetNumLODs();// 0x4705fe8 int GetNumBones();// 0x4705fc0 FName GetCurrentSkinWeightProfileName();// 0x4705f9c FName GetBoneName(int BoneIndex);// 0x4705f14 int GetBoneIndex(FName BoneName);// 0x4705e94 FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset);// 0x4705d1c void EnableMeshClipPlane(out const Plane ClipPlane);// 0x4705c94 void DisableMeshClipPlane();// 0x4705c80 void ClearVertexColorOverride(int LODIndex);// 0x4705c08 void ClearSkinWeightProfile();// 0x1f6b840 void ClearSkinWeightOverride(int LODIndex);// 0x4705b90 bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x4705ac4 -------------------------------- Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object MaterialInterface*[] OverrideMaterials;//[Offset: 0x5bc, Size: 12] void SetVectorParameterValueOnMaterials(const FName ParameterName, const Vector ParameterValue);// 0x46a77d4 void SetScalarParameterValueOnMaterials(const FName ParameterName, const float ParameterValue);// 0x46a7710 void SetLayerVisibilityValue(byte Layer, bool Visible, bool bPropagateToChildren);// 0x46a75f4 void SetLayerVisibilityEnable(bool Enable, bool bPropagateToChildren);// 0x46a751c void SetLayerCastShadowValue(byte Layer, bool NewCastShadow);// 0x46a7450 void SetLayerCastShadowEnable(bool Enable);// 0x46a73c8 void SetCastShadow(bool NewCastShadow);// 0x46a7340 void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups);// 0x46a722c bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x46a71a4 FName[] GetMaterialSlotNames();// 0x46a70dc MaterialInterface*[] GetMaterials();// 0x46a7014 int GetMaterialIndex(FName MaterialSlotName);// 0x46a6f8c bool GetLayerVisibilityValue(byte Layer);// 0x46a6f04 bool GetLayerCastShadowValue(byte Layer);// 0x46a6e7c -------------------------------- Class: AnimInstance.Object float DeltaTime;//[Offset: 0x1c, Size: 4] Skeleton* CurrentSkeleton;//[Offset: 0x20, Size: 4] byte RootMotionMode;//[Offset: 0x24, Size: 1] bool bRunUpdatesInWorkerThreads;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool bCanUseParallelUpdateAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] bool bUseMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27, Size: 1] bool bWarnAboutBlueprintUsage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] delegate OnMontageBlendingOut;//[Offset: 0x2c, Size: 12] delegate OnMontageStarted;//[Offset: 0x38, Size: 12] delegate OnMontageEnded;//[Offset: 0x44, Size: 12] delegate OnAllMontageInstancesEnded;//[Offset: 0x50, Size: 12] bool bQueueMontageEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1] AnimNotifyEvent[] ActiveAnimNotifyState;//[Offset: 0x118, Size: 12] void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic);// 0x45bfb58 Pawn* TryGetPawnOwner();// 0x22cfdac void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x45bfa9c void SnapshotPose(out PoseSnapshot Snapshot);// 0x45bf984 bool SetSubAnimNodeAnimInstance(FName SubInstanceSlotName, AnimInstance* AnimInstance);// 0x45bf8c0 void SetRootMotionMode(byte Value);// 0x45bf840 void SetMorphTarget(FName MorphTargetName, float Value);// 0x45bf77c void SavePoseSnapshot(FName SnapshotName);// 0x45bf6fc bool ResetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x45bf67c AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x45bf404 float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x45bf21c void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);// 0x45bf160 void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);// 0x45bf0a4 void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);// 0x45befe8 void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, const AnimMontage* Montage);// 0x45beee0 void Montage_Resume(const AnimMontage* Montage);// 0x45bee68 float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum ReturnValueType, float InTimeToStartMontageAt);// 0x22d3004 void Montage_Pause(const AnimMontage* Montage);// 0x45bedf0 void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage* Montage);// 0x45bed34 void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);// 0x45bec78 bool Montage_IsPlaying(const AnimMontage* Montage);// 0x45bebf8 bool Montage_IsActive(const AnimMontage* Montage);// 0x45beb78 float Montage_GetPosition(const AnimMontage* Montage);// 0x45beaf8 float Montage_GetPlayRate(const AnimMontage* Montage);// 0x45bea78 FName Montage_GetNextSection(const AnimMontage* Montage, FName SectionName);// 0x45be9a0 bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x45be920 FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x45be898 float Montage_GetBlendTime(const AnimMontage* Montage);// 0x45be818 void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x45be748 bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder);// 0x45be5d8 bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName SlotNodeName);// 0x45be514 bool IsAnyMontagePlaying();// 0x45be4ec bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);// 0x45be420 bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float OutMarkerTime);// 0x45be2f0 MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);// 0x45be258 AnimInstance* GetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x45be1d8 float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex);// 0x45be114 float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);// 0x45be050 float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);// 0x45bdf8c float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x45bdec8 float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x45bde04 SkeletalMeshComponent* GetOwningComponent();// 0x45bdddc Actor* GetOwningActor();// 0x45bddb4 float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex);// 0x45bdcf0 float GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex);// 0x45bdc2c float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex);// 0x45bdb68 float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x45bdaa4 float GetInstanceMachineWeight(int MachineIndex);// 0x45bda24 float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x45bd9a4 float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);// 0x45bd924 float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x45bd8a4 float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x45bd824 float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x45bd7a4 float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x45bd724 float GetCurveValue(FName CurveName);// 0x45bd6a4 FName GetCurrentStateName(int MachineIndex);// 0x45bd61c AnimMontage* GetCurrentActiveMontage();// 0x45bd5f4 bool DestroySubAnimInstance(AnimInstance* AnimInstance);// 0x45bd574 void DestroyAllSubAnimInstances();// 0x45bd560 AnimInstance* CreateSubAnimInstance(class AnimInstance InstanceClass, FName InstanceName);// 0x45bd49c void ClearMorphTargets();// 0x45bd488 float CalculateDirection(out const Vector Velocity, out const Rotator BaseRotation);// 0x45bd3a8 void BlueprintUpdateAnimation(float DeltaTimeX);// 0x2c90a38 void BlueprintPostEvaluateAnimation();// 0x2c90a38 void BlueprintInitializeAnimation();// 0x2c90a38 void BlueprintBeginPlay();// 0x2c90a38 -------------------------------- Class: Skeleton.Object BoneNode[] BoneTree;//[Offset: 0x20, Size: 12] Transform[] RefLocalPoses;//[Offset: 0x2c, Size: 12] Guid VirtualBoneGuid;//[Offset: 0x108, Size: 16] VirtualBone[] VirtualBones;//[Offset: 0x118, Size: 12] SkeletalMeshSocket*[] Sockets;//[Offset: 0x124, Size: 12] SmartNameContainer SmartNames;//[Offset: 0x16c, Size: 60] BlendProfile*[] BlendProfiles;//[Offset: 0x1b8, Size: 12] AnimSlotGroup[] SlotGroups;//[Offset: 0x1c4, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x268, Size: 12] -------------------------------- Class: BoneNode FName Name;//[Offset: 0x0, Size: 8] int ParentIndex;//[Offset: 0x8, Size: 4] byte TranslationRetargetingMode;//[Offset: 0xc, Size: 1] -------------------------------- Class: VirtualBone FName SourceBoneName;//[Offset: 0x0, Size: 8] FName TargetBoneName;//[Offset: 0x8, Size: 8] FName VirtualBoneName;//[Offset: 0x10, Size: 8] -------------------------------- Class: SkeletalMeshSocket.Object FName SocketName;//[Offset: 0x20, Size: 8] FName BoneName;//[Offset: 0x28, Size: 8] Vector RelativeLocation;//[Offset: 0x30, Size: 12] Rotator RelativeRotation;//[Offset: 0x3c, Size: 12] Vector RelativeScale;//[Offset: 0x48, Size: 12] bool bForceAlwaysAnimated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] void InitializeSocketFromLocation(const SkeletalMeshComponent* SkelComp, Vector WorldLocation, Vector WorldNormal);// 0x4704aa8 Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x4704a18 -------------------------------- Class: SmartNameContainer -------------------------------- Class: BlendProfile.Object Skeleton* OwningSkeleton;//[Offset: 0x20, Size: 4] BlendProfileBoneEntry[] ProfileEntries;//[Offset: 0x24, Size: 12] -------------------------------- Class: BlendProfileBoneEntry BoneReference BoneReference;//[Offset: 0x0, Size: 24] float BlendScale;//[Offset: 0x18, Size: 4] -------------------------------- Class: BoneReference FName BoneName;//[Offset: 0x0, Size: 8] -------------------------------- Class: AnimSlotGroup FName GroupName;//[Offset: 0x0, Size: 8] FName[] SlotNames;//[Offset: 0x8, Size: 12] -------------------------------- Class: AnimNotifyEvent.AnimLinkableElement float DisplayTime;//[Offset: 0x24, Size: 4] float TriggerTimeOffset;//[Offset: 0x28, Size: 4] float EndTriggerTimeOffset;//[Offset: 0x2c, Size: 4] float TriggerWeightThreshold;//[Offset: 0x30, Size: 4] FName NotifyName;//[Offset: 0x38, Size: 8] AnimNotify* Notify;//[Offset: 0x40, Size: 4] AnimNotifyState* NotifyStateClass;//[Offset: 0x44, Size: 4] float Duration;//[Offset: 0x48, Size: 4] AnimLinkableElement EndLink;//[Offset: 0x4c, Size: 36] bool bConvertedFromBranchingPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1] byte MontageTickType;//[Offset: 0x71, Size: 1] float NotifyTriggerChance;//[Offset: 0x74, Size: 4] byte NotifyFilterType;//[Offset: 0x78, Size: 1] int NotifyFilterLOD;//[Offset: 0x7c, Size: 4] bool bTriggerOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1] int TrackIndex;//[Offset: 0x84, Size: 4] -------------------------------- Class: AnimLinkableElement AnimMontage* LinkedMontage;//[Offset: 0x4, Size: 4] int SlotIndex;//[Offset: 0x8, Size: 4] int SegmentIndex;//[Offset: 0xc, Size: 4] byte LinkMethod;//[Offset: 0x10, Size: 1] byte CachedLinkMethod;//[Offset: 0x11, Size: 1] float SegmentBeginTime;//[Offset: 0x14, Size: 4] float SegmentLength;//[Offset: 0x18, Size: 4] float LinkValue;//[Offset: 0x1c, Size: 4] AnimSequenceBase* LinkedSequence;//[Offset: 0x20, Size: 4] -------------------------------- Class: AnimNotify.Object bool Received_Notify(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2c90a38 FString GetNotifyName();// 0x45c5bac -------------------------------- Class: AnimSequenceBase.AnimationAsset.Object AnimNotifyEvent[] Notifies;//[Offset: 0x5c, Size: 12] float SequenceLength;//[Offset: 0x68, Size: 4] float RateScale;//[Offset: 0x6c, Size: 4] RawCurveTracks RawCurveData;//[Offset: 0x70, Size: 12] float GetPlayLength();// 0x45c7b70 -------------------------------- Class: AnimationAsset.Object Skeleton* Skeleton;//[Offset: 0x20, Size: 4] AnimMetaData*[] MetaData;//[Offset: 0x44, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x50, Size: 12] -------------------------------- Class: AnimMetaData.Object -------------------------------- Class: RawCurveTracks FloatCurve[] FloatCurves;//[Offset: 0x0, Size: 12] -------------------------------- Class: FloatCurve.AnimCurveBase RichCurve FloatCurve;//[Offset: 0x1c, Size: 84] -------------------------------- Class: AnimCurveBase FName LastObservedName;//[Offset: 0x0, Size: 8] SmartName Name;//[Offset: 0x8, Size: 16] int CurveTypeFlags;//[Offset: 0x18, Size: 4] -------------------------------- Class: RichCurve.IndexedCurve byte PreInfinityExtrap;//[Offset: 0x40, Size: 1] byte PostInfinityExtrap;//[Offset: 0x41, Size: 1] float DefaultValue;//[Offset: 0x44, Size: 4] RichCurveKey[] Keys;//[Offset: 0x48, Size: 12] -------------------------------- Class: IndexedCurve KeyHandleMap KeyHandlesToIndices;//[Offset: 0x4, Size: 60] -------------------------------- Class: KeyHandleMap -------------------------------- Class: RichCurveKey byte InterpMode;//[Offset: 0x0, Size: 1] byte TangentMode;//[Offset: 0x1, Size: 1] byte TangentWeightMode;//[Offset: 0x2, Size: 1] float Time;//[Offset: 0x4, Size: 4] float Value;//[Offset: 0x8, Size: 4] float ArriveTangent;//[Offset: 0xc, Size: 4] float ArriveTangentWeight;//[Offset: 0x10, Size: 4] float LeaveTangent;//[Offset: 0x14, Size: 4] float LeaveTangentWeight;//[Offset: 0x18, Size: 4] -------------------------------- Class: SmartName FName DisplayName;//[Offset: 0x0, Size: 8] -------------------------------- Class: AnimNotifyState.Object bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float FrameDeltaTime);// 0x2c90a38 bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2c90a38 bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float TotalDuration);// 0x2c90a38 FString GetNotifyName();// 0x45c5bac -------------------------------- Class: AnimMontage.AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object AlphaBlend BlendIn;//[Offset: 0x7c, Size: 44] float BlendInTime;//[Offset: 0xa8, Size: 4] AlphaBlend BlendOut;//[Offset: 0xac, Size: 44] float BlendOutTime;//[Offset: 0xd8, Size: 4] float BlendOutTriggerTime;//[Offset: 0xdc, Size: 4] FName SyncGroup;//[Offset: 0xe0, Size: 8] int SyncSlotIndex;//[Offset: 0xe8, Size: 4] MarkerSyncData MarkerData;//[Offset: 0xec, Size: 24] CompositeSection[] CompositeSections;//[Offset: 0x104, Size: 12] SlotAnimationTrack[] SlotAnimTracks;//[Offset: 0x110, Size: 12] BranchingPoint[] BranchingPoints;//[Offset: 0x11c, Size: 12] bool bEnableRootMotionTranslation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128, Size: 1] bool bEnableRootMotionRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x129, Size: 1] byte RootMotionRootLock;//[Offset: 0x12a, Size: 1] BranchingPointMarker[] BranchingPointMarkers;//[Offset: 0x12c, Size: 12] int[] BranchingPointStateNotifyIndices;//[Offset: 0x138, Size: 12] TimeStretchCurve TimeStretchCurve;//[Offset: 0x144, Size: 32] FName TimeStretchCurveName;//[Offset: 0x168, Size: 8] -------------------------------- Class: AnimCompositeBase.AnimSequenceBase.AnimationAsset.Object -------------------------------- Class: AlphaBlend enum BlendOption;//[Offset: 0x0, Size: 1] CurveFloat* CustomCurve;//[Offset: 0x4, Size: 4] float blendTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: CurveFloat.CurveBase.Object RichCurve FloatCurve;//[Offset: 0x20, Size: 84] bool bIsEventCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74, Size: 1] float GetFloatValue(float InTime);// 0x45f78c8 -------------------------------- Class: CurveBase.Object void GetValueRange(out float MinValue, out float MaxValue);// 0x45f7304 void GetTimeRange(out float MinTime, out float MaxTime);// 0x45f7224 -------------------------------- Class: MarkerSyncData AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x0, Size: 12] -------------------------------- Class: AnimSyncMarker FName MarkerName;//[Offset: 0x0, Size: 8] float Time;//[Offset: 0x8, Size: 4] -------------------------------- Class: CompositeSection.AnimLinkableElement FName SectionName;//[Offset: 0x28, Size: 8] float StartTime;//[Offset: 0x30, Size: 4] FName NextSectionName;//[Offset: 0x38, Size: 8] AnimMetaData*[] MetaData;//[Offset: 0x40, Size: 12] -------------------------------- Class: SlotAnimationTrack FName SlotName;//[Offset: 0x0, Size: 8] AnimTrack AnimTrack;//[Offset: 0x8, Size: 12] -------------------------------- Class: AnimTrack AnimSegment[] AnimSegments;//[Offset: 0x0, Size: 12] -------------------------------- Class: AnimSegment AnimSequenceBase* AnimReference;//[Offset: 0x0, Size: 4] float StartPos;//[Offset: 0x4, Size: 4] float AnimStartTime;//[Offset: 0x8, Size: 4] float AnimEndTime;//[Offset: 0xc, Size: 4] float AnimPlayRate;//[Offset: 0x10, Size: 4] int LoopingCount;//[Offset: 0x14, Size: 4] -------------------------------- Class: BranchingPoint.AnimLinkableElement FName EventName;//[Offset: 0x28, Size: 8] float DisplayTime;//[Offset: 0x30, Size: 4] float TriggerTimeOffset;//[Offset: 0x34, Size: 4] -------------------------------- Class: BranchingPointMarker int NotifyIndex;//[Offset: 0x0, Size: 4] float TriggerTime;//[Offset: 0x4, Size: 4] byte NotifyEventType;//[Offset: 0x8, Size: 1] -------------------------------- Class: TimeStretchCurve float SamplingRate;//[Offset: 0x0, Size: 4] float CurveValueMinPrecision;//[Offset: 0x4, Size: 4] TimeStretchCurveMarker[] Markers;//[Offset: 0x8, Size: 12] float Sum_dT_i_by_C_i;//[Offset: 0x14, Size: 4] -------------------------------- Class: TimeStretchCurveMarker float Time;//[Offset: 0x0, Size: 4] float Alpha;//[Offset: 0xc, Size: 4] -------------------------------- Class: PoseSnapshot Transform[] LocalTransforms;//[Offset: 0x0, Size: 12] FName[] BoneNames;//[Offset: 0xc, Size: 12] FName SkeletalMeshName;//[Offset: 0x18, Size: 8] FName SnapshotName;//[Offset: 0x20, Size: 8] bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] -------------------------------- Class: MarkerSyncAnimPosition FName PreviousMarkerName;//[Offset: 0x0, Size: 8] FName NextMarkerName;//[Offset: 0x8, Size: 8] float PositionBetweenMarkers;//[Offset: 0x10, Size: 4] -------------------------------- Class: SkeletalMesh.Object Skeleton* Skeleton;//[Offset: 0x2c, Size: 4] bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31, Size: 1] BoxSphereBounds ImportedBounds;//[Offset: 0x5c, Size: 28] BoxSphereBounds ExtendedBounds;//[Offset: 0x78, Size: 28] Vector PositiveBoundsExtension;//[Offset: 0x94, Size: 12] Vector NegativeBoundsExtension;//[Offset: 0xa0, Size: 12] Vector IndirectLightingCachePositionOffset;//[Offset: 0xac, Size: 12] SkeletalMaterial[] Materials;//[Offset: 0xb8, Size: 12] MaterialInterface* ReplaceMaterialInterface;//[Offset: 0xc4, Size: 4] BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xc8, Size: 12] byte SkelMirrorAxis;//[Offset: 0xd4, Size: 1] byte SkelMirrorFlipAxis;//[Offset: 0xd5, Size: 1] SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xd8, Size: 12] bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe4, Size: 1] bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe4, Size: 1] bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe4, Size: 1] bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xe4, Size: 1] bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xe4, Size: 1] bool bEnableSelfCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xe4, Size: 1] BodySetup* BodySetup;//[Offset: 0xe8, Size: 4] PhysicsAsset* PhysicsAsset;//[Offset: 0xec, Size: 4] PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0xf0, Size: 4] NodeMappingContainer*[] NodeMappingData;//[Offset: 0xf4, Size: 12] MorphTarget*[] MorphTargets;//[Offset: 0x100, Size: 12] ClothingAssetData_Legacy[] ClothingAssets;//[Offset: 0x21c, Size: 12] class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x228, Size: 4] ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x22c, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x238, Size: 12] SkeletalMeshSocket*[] Sockets;//[Offset: 0x248, Size: 12] SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x260, Size: 12] int NumSockets();// 0x46fee4c bool IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections);// 0x46fed80 SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x46fed00 NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);// 0x46fec80 BoxSphereBounds GetImportedBounds();// 0x46fec2c BoxSphereBounds GetBounds();// 0x46febd8 SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int OutIndex);// 0x46feafc SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x46fea7c -------------------------------- Class: SkeletalMaterial MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 4] bool bEnableShadowCasting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bRecomputeTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] FName MaterialSlotName;//[Offset: 0x8, Size: 8] MeshUVChannelInfo UVChannelData;//[Offset: 0x10, Size: 20] SoftObjectPath MaterialSoftRef;//[Offset: 0x28, Size: 24] -------------------------------- Class: BoneMirrorInfo int SourceIndex;//[Offset: 0x0, Size: 4] byte BoneFlipAxis;//[Offset: 0x4, Size: 1] -------------------------------- Class: SkeletalMeshLODInfo float ScreenSize;//[Offset: 0x0, Size: 4] float LODHysteresis;//[Offset: 0x4, Size: 4] int[] LODMaterialMap;//[Offset: 0x8, Size: 12] bool[] bEnableShadowCasting;//[Offset: 0x14, Size: 12] TriangleSortSettings[] TriangleSortSettings;//[Offset: 0x20, Size: 12] bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x30, Size: 328] SimplygonRemeshingSettings RemeshingSettings;//[Offset: 0x178, Size: 140] GroupedSkeletalOptimizationSettings OptimizationSettings;//[Offset: 0x204, Size: 532] FName[] RemovedBones;//[Offset: 0x418, Size: 12] BoneReference[] BonesToRemove;//[Offset: 0x424, Size: 12] AnimSequence* BakePose;//[Offset: 0x430, Size: 4] FString SourceImportFilename;//[Offset: 0x434, Size: 12] bool bHasPerLODVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x440, Size: 1] -------------------------------- Class: TriangleSortSettings byte TriangleSorting;//[Offset: 0x0, Size: 1] byte CustomLeftRightAxis;//[Offset: 0x1, Size: 1] FName CustomLeftRightBoneName;//[Offset: 0x8, Size: 8] -------------------------------- Class: SkeletalMeshOptimizationSettings byte ReductionMethod;//[Offset: 0x0, Size: 1] float NumOfTrianglesPercentage;//[Offset: 0x4, Size: 4] float MaxDeviationPercentage;//[Offset: 0x8, Size: 4] int ScreenSize;//[Offset: 0xc, Size: 4] float WeldingThreshold;//[Offset: 0x10, Size: 4] bool bRecalcNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float NormalsThreshold;//[Offset: 0x18, Size: 4] byte SilhouetteImportance;//[Offset: 0x1c, Size: 1] byte TextureImportance;//[Offset: 0x1d, Size: 1] byte ShadingImportance;//[Offset: 0x1e, Size: 1] byte SkinningImportance;//[Offset: 0x1f, Size: 1] float BoneReductionRatio;//[Offset: 0x20, Size: 4] int MaxBonesPerVertex;//[Offset: 0x24, Size: 4] bool bTransferMorphTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] BoneReference[] BonesToRemove;//[Offset: 0x2c, Size: 12] int BaseLOD;//[Offset: 0x38, Size: 4] int LODChainLastIndex;//[Offset: 0x3c, Size: 4] bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] bool bUseVertexWeightsForMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1] bool bSimplifyMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42, Size: 1] SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x44, Size: 104] MaterialProxySettings MaterialSettings;//[Offset: 0xac, Size: 148] bool bForceRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140, Size: 1] AnimSequence* BakePose;//[Offset: 0x144, Size: 4] -------------------------------- Class: SimplygonMaterialLODSettings bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] byte MaterialLODType;//[Offset: 0x1, Size: 1] bool bUseAutomaticSizes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] byte TextureWidth;//[Offset: 0x3, Size: 1] byte TextureHeight;//[Offset: 0x4, Size: 1] byte SamplingQuality;//[Offset: 0x5, Size: 1] int GutterSpace;//[Offset: 0x8, Size: 4] byte TextureStrech;//[Offset: 0xc, Size: 1] bool bReuseExistingCharts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] SimplygonChannelCastingSettings[] ChannelsToCast;//[Offset: 0x10, Size: 12] bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bBakeActorData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] bool bAllowMultiMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e, Size: 1] bool bPreferTwoSideMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f, Size: 1] bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] OutputMaterialInfo OutputMaterialInfo;//[Offset: 0x24, Size: 68] -------------------------------- Class: SimplygonChannelCastingSettings byte MaterialChannel;//[Offset: 0x0, Size: 1] byte Caster;//[Offset: 0x1, Size: 1] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] byte ColorChannels;//[Offset: 0x3, Size: 1] int BitsPerChannel;//[Offset: 0x4, Size: 4] bool bUseSRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bBakeVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] bool bFlipBackfacingNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa, Size: 1] bool bUseTangentSpaceNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb, Size: 1] bool bFlipGreenChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: OutputMaterialInfo -------------------------------- Class: MaterialProxySettings IntPoint TextureSize;//[Offset: 0x0, Size: 8] byte TextureSizingType;//[Offset: 0x8, Size: 1] float GutterSpace;//[Offset: 0xc, Size: 4] enum SamplingQuality;//[Offset: 0x10, Size: 1] enum UVStrech;//[Offset: 0x11, Size: 1] bool bSplitProxyMaterialBasedOnType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] bool bUseTangentSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13, Size: 1] bool bNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] bool bMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1] float MetallicConstant;//[Offset: 0x18, Size: 4] bool bRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] float RoughnessConstant;//[Offset: 0x20, Size: 4] bool bSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] float SpecularConstant;//[Offset: 0x28, Size: 4] bool bEmissiveMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1] bool bOpacityMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d, Size: 1] float OpacityConstant;//[Offset: 0x30, Size: 4] float AOConstant;//[Offset: 0x34, Size: 4] bool bOpacityMaskMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] float OpacityMaskConstant;//[Offset: 0x3c, Size: 4] bool bAmbientOcclusionMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] float AmbientOcclusionConstant;//[Offset: 0x44, Size: 4] IntPoint DiffuseTextureSize;//[Offset: 0x48, Size: 8] IntPoint NormalTextureSize;//[Offset: 0x50, Size: 8] IntPoint MetallicTextureSize;//[Offset: 0x58, Size: 8] IntPoint RoughnessTextureSize;//[Offset: 0x60, Size: 8] IntPoint SpecularTextureSize;//[Offset: 0x68, Size: 8] IntPoint EmissiveTextureSize;//[Offset: 0x70, Size: 8] IntPoint OpacityTextureSize;//[Offset: 0x78, Size: 8] IntPoint OpacityMaskTextureSize;//[Offset: 0x80, Size: 8] IntPoint AmbientOcclusionTextureSize;//[Offset: 0x88, Size: 8] byte MaterialMergeType;//[Offset: 0x90, Size: 1] byte BlendMode;//[Offset: 0x91, Size: 1] -------------------------------- Class: IntPoint int X;//[Offset: 0x0, Size: 4] int Y;//[Offset: 0x4, Size: 4] -------------------------------- Class: AnimSequence.AnimSequenceBase.AnimationAsset.Object int NumFrames;//[Offset: 0x7c, Size: 4] TrackToSkeletonMap[] TrackToSkeletonMapTable;//[Offset: 0x80, Size: 12] float StreamableFirstChunkSecond;//[Offset: 0x98, Size: 4] float StreamableFollowingChunkSecond;//[Offset: 0x9c, Size: 4] bool bUseStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] byte AdditiveAnimType;//[Offset: 0x108, Size: 1] byte RefPoseType;//[Offset: 0x109, Size: 1] AnimSequence* RefPoseSeq;//[Offset: 0x10c, Size: 4] int RefFrameIndex;//[Offset: 0x110, Size: 4] int EncodingPkgVersion;//[Offset: 0x114, Size: 4] FName RetargetSource;//[Offset: 0x118, Size: 8] enum Interpolation;//[Offset: 0x120, Size: 1] bool bEnableRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x121, Size: 1] byte RootMotionRootLock;//[Offset: 0x122, Size: 1] bool bForceRootLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x123, Size: 1] bool bRootMotionSettingsCopiedFromMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124, Size: 1] AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x128, Size: 12] -------------------------------- Class: TrackToSkeletonMap int BoneTreeIndex;//[Offset: 0x0, Size: 4] -------------------------------- Class: SimplygonRemeshingSettings bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int ScreenSize;//[Offset: 0x4, Size: 4] bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float HardAngleThreshold;//[Offset: 0xc, Size: 4] int MergeDistance;//[Offset: 0x10, Size: 4] bool bUseClippingPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float ClippingLevel;//[Offset: 0x18, Size: 4] int AxisIndex;//[Offset: 0x1c, Size: 4] bool bPlaneNegativeHalfspace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool bUseMassiveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] bool bUseAggregateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22, Size: 1] SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x24, Size: 104] -------------------------------- Class: GroupedSkeletalOptimizationSettings bool bAutoComputeLODDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] enum LevelOfDetailType;//[Offset: 0x1, Size: 1] SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x4, Size: 328] MeshProxySettings ProxySettings;//[Offset: 0x14c, Size: 196] bool bForceLODRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] -------------------------------- Class: MeshProxySettings int ScreenSize;//[Offset: 0x0, Size: 4] MaterialProxySettings MaterialSettings;//[Offset: 0x4, Size: 148] int TextureWidth;//[Offset: 0x98, Size: 4] int TextureHeight;//[Offset: 0x9c, Size: 4] bool bExportNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] bool bExportMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1, Size: 1] bool bExportRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2, Size: 1] bool bExportSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa3, Size: 1] bool bCalculateCorrectLODModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1] float MergeDistance;//[Offset: 0xa8, Size: 4] float HardAngleThreshold;//[Offset: 0xac, Size: 4] int LightMapResolution;//[Offset: 0xb0, Size: 4] bool bComputeLightMapResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1] bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb5, Size: 1] bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb6, Size: 1] bool bUseLandscapeCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb7, Size: 1] byte LandscapeCullingPrecision;//[Offset: 0xb8, Size: 1] bool bAssignLODGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9, Size: 1] int LODGroupIndex;//[Offset: 0xbc, Size: 4] bool bAggregateMeshes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] enum AggregatorMode;//[Offset: 0xc1, Size: 1] bool bUseCustomHemisphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2, Size: 1] -------------------------------- Class: PhysicsAsset.Object int[] BoundsBodies;//[Offset: 0x1c, Size: 12] SkeletalBodySetup*[] SkeletalBodySetups;//[Offset: 0x28, Size: 12] PhysicsConstraintTemplate*[] ConstraintSetup;//[Offset: 0x34, Size: 12] bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1] ThumbnailInfo* ThumbnailInfo;//[Offset: 0xbc, Size: 4] BodySetup*[] BodySetup;//[Offset: 0xc0, Size: 12] -------------------------------- Class: SkeletalBodySetup.BodySetup.Object PhysicalAnimationProfile[] PhysicalAnimationData;//[Offset: 0x2a8, Size: 12] -------------------------------- Class: PhysicalAnimationProfile FName ProfileName;//[Offset: 0x0, Size: 8] PhysicalAnimationData PhysicalAnimationData;//[Offset: 0x8, Size: 40] -------------------------------- Class: PhysicalAnimationData FName BodyName;//[Offset: 0x0, Size: 8] bool bIsLocalSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1] float OrientationStrength;//[Offset: 0xc, Size: 4] float AngularVelocityStrength;//[Offset: 0x10, Size: 4] float PositionStrength;//[Offset: 0x14, Size: 4] float VelocityStrength;//[Offset: 0x18, Size: 4] float MaxLinearForce;//[Offset: 0x1c, Size: 4] float MaxAngularForce;//[Offset: 0x20, Size: 4] -------------------------------- Class: PhysicsConstraintTemplate.Object ConstraintInstance DefaultInstance;//[Offset: 0x20, Size: 416] PhysicsConstraintProfileHandle[] ProfileHandles;//[Offset: 0x1c0, Size: 12] ConstraintProfileProperties DefaultProfile;//[Offset: 0x1cc, Size: 260] -------------------------------- Class: ConstraintInstance FName JointName;//[Offset: 0x10, Size: 8] FName ConstraintBone1;//[Offset: 0x18, Size: 8] FName ConstraintBone2;//[Offset: 0x20, Size: 8] Vector Pos1;//[Offset: 0x28, Size: 12] Vector PriAxis1;//[Offset: 0x34, Size: 12] Vector SecAxis1;//[Offset: 0x40, Size: 12] Vector Pos2;//[Offset: 0x4c, Size: 12] Vector PriAxis2;//[Offset: 0x58, Size: 12] Vector SecAxis2;//[Offset: 0x64, Size: 12] Rotator AngularRotationOffset;//[Offset: 0x70, Size: 12] bool bScaleLinearLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] ConstraintProfileProperties ProfileInstance;//[Offset: 0x84, Size: 260] -------------------------------- Class: ConstraintProfileProperties float ProjectionLinearTolerance;//[Offset: 0x0, Size: 4] float ProjectionAngularTolerance;//[Offset: 0x4, Size: 4] float LinearBreakThreshold;//[Offset: 0x8, Size: 4] float AngularBreakThreshold;//[Offset: 0xc, Size: 4] LinearConstraint LinearLimit;//[Offset: 0x10, Size: 28] ConeConstraint ConeLimit;//[Offset: 0x2c, Size: 32] TwistConstraint TwistLimit;//[Offset: 0x4c, Size: 28] LinearDriveConstraint LinearDrive;//[Offset: 0x68, Size: 76] AngularDriveConstraint AngularDrive;//[Offset: 0xb4, Size: 76] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x100, Size: 1] bool bParentDominates;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x100, Size: 1] bool bEnableProjection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x100, Size: 1] bool bAngularBreakable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x100, Size: 1] bool bLinearBreakable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x100, Size: 1] -------------------------------- Class: LinearConstraint.ConstraintBaseParams float Limit;//[Offset: 0x14, Size: 4] byte XMotion;//[Offset: 0x18, Size: 1] byte YMotion;//[Offset: 0x19, Size: 1] byte ZMotion;//[Offset: 0x1a, Size: 1] -------------------------------- Class: ConstraintBaseParams float Stiffness;//[Offset: 0x0, Size: 4] float Damping;//[Offset: 0x4, Size: 4] float Restitution;//[Offset: 0x8, Size: 4] float ContactDistance;//[Offset: 0xc, Size: 4] bool bSoftConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] -------------------------------- Class: ConeConstraint.ConstraintBaseParams float Swing1LimitDegrees;//[Offset: 0x14, Size: 4] float Swing2LimitDegrees;//[Offset: 0x18, Size: 4] byte Swing1Motion;//[Offset: 0x1c, Size: 1] byte Swing2Motion;//[Offset: 0x1d, Size: 1] -------------------------------- Class: TwistConstraint.ConstraintBaseParams float TwistLimitDegrees;//[Offset: 0x14, Size: 4] byte TwistMotion;//[Offset: 0x18, Size: 1] -------------------------------- Class: LinearDriveConstraint Vector PositionTarget;//[Offset: 0x0, Size: 12] Vector VelocityTarget;//[Offset: 0xc, Size: 12] ConstraintDrive XDrive;//[Offset: 0x18, Size: 16] ConstraintDrive YDrive;//[Offset: 0x28, Size: 16] ConstraintDrive ZDrive;//[Offset: 0x38, Size: 16] bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] -------------------------------- Class: ConstraintDrive float Stiffness;//[Offset: 0x0, Size: 4] float Damping;//[Offset: 0x4, Size: 4] float MaxForce;//[Offset: 0x8, Size: 4] bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] bool bEnableVelocityDrive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1] -------------------------------- Class: AngularDriveConstraint ConstraintDrive TwistDrive;//[Offset: 0x0, Size: 16] ConstraintDrive SwingDrive;//[Offset: 0x10, Size: 16] ConstraintDrive SlerpDrive;//[Offset: 0x20, Size: 16] Rotator OrientationTarget;//[Offset: 0x30, Size: 12] Vector AngularVelocityTarget;//[Offset: 0x3c, Size: 12] byte AngularDriveMode;//[Offset: 0x48, Size: 1] -------------------------------- Class: PhysicsConstraintProfileHandle ConstraintProfileProperties ProfileProperties;//[Offset: 0x0, Size: 260] FName ProfileName;//[Offset: 0x108, Size: 8] -------------------------------- Class: ThumbnailInfo.Object -------------------------------- Class: NodeMappingContainer.Object NodeMapping;//[Offset: 0x1c, Size: 60] Blueprint* SourceAsset;//[Offset: 0x58, Size: 40] -------------------------------- Class: NodeMap FName TargetNodeName;//[Offset: 0x0, Size: 8] Transform SourceToTargetTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: Blueprint.BlueprintCore.Object bool bRecompileOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1] class Object* ParentClass;//[Offset: 0x3c, Size: 4] Object* PRIVATE_InnermostPreviousCDO;//[Offset: 0x40, Size: 4] bool bHasBeenRegenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1] bool bIsRegeneratingOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44, Size: 1] SimpleConstructionScript* SimpleConstructionScript;//[Offset: 0x48, Size: 4] ActorComponent*[] ComponentTemplates;//[Offset: 0x4c, Size: 12] TimelineTemplate*[] Timelines;//[Offset: 0x58, Size: 12] InheritableComponentHandler* InheritableComponentHandler;//[Offset: 0x64, Size: 4] byte BlueprintType;//[Offset: 0x68, Size: 1] int BlueprintSystemVersion;//[Offset: 0x6c, Size: 4] bool bNativize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98, Size: 1] -------------------------------- Class: BlueprintCore.Object class Object* SkeletonGeneratedClass;//[Offset: 0x1c, Size: 4] class Object* GeneratedClass;//[Offset: 0x20, Size: 4] bool bLegacyNeedToPurgeSkelRefs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool bLegacyGeneratedClassIsAuthoritative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] Guid BlueprintGuid;//[Offset: 0x28, Size: 16] -------------------------------- Class: SimpleConstructionScript.Object SCS_Node*[] RootNodes;//[Offset: 0x1c, Size: 12] SCS_Node*[] AllNodes;//[Offset: 0x28, Size: 12] SCS_Node* DefaultSceneRootNode;//[Offset: 0x34, Size: 4] SCS_Node* RootNode;//[Offset: 0x38, Size: 4] SCS_Node*[] ActorComponentNodes;//[Offset: 0x3c, Size: 12] -------------------------------- Class: SCS_Node.Object class Object* ComponentClass;//[Offset: 0x1c, Size: 4] ActorComponent* ComponentTemplate;//[Offset: 0x20, Size: 4] BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28, Size: 56] FName VariableName;//[Offset: 0x60, Size: 8] FName AttachToName;//[Offset: 0x68, Size: 8] FName ParentComponentOrVariableName;//[Offset: 0x70, Size: 8] FName ParentComponentOwnerClassName;//[Offset: 0x78, Size: 8] bool bIsParentComponentNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1] SCS_Node*[] ChildNodes;//[Offset: 0x84, Size: 12] BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x90, Size: 12] Guid VariableGuid;//[Offset: 0x9c, Size: 16] bool bIsFalseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] bool bIsNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad, Size: 1] FName NativeComponentName;//[Offset: 0xb0, Size: 8] bool bVariableNameAutoGenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1] FName InternalVariableName;//[Offset: 0xc0, Size: 8] -------------------------------- Class: BlueprintCookedComponentInstancingData bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] BlueprintComponentChangedPropertyInfo[] ChangedPropertyList;//[Offset: 0x4, Size: 12] -------------------------------- Class: BlueprintComponentChangedPropertyInfo FName PropertyName;//[Offset: 0x0, Size: 8] int ArrayIndex;//[Offset: 0x8, Size: 4] Struct* PropertyScope;//[Offset: 0xc, Size: 4] -------------------------------- Class: Struct.Field.Object -------------------------------- Class: Field.Object -------------------------------- Class: BPVariableMetaDataEntry FName DataKey;//[Offset: 0x0, Size: 8] FString DataValue;//[Offset: 0x8, Size: 12] -------------------------------- Class: TimelineTemplate.Object float TimelineLength;//[Offset: 0x1c, Size: 4] byte LengthMode;//[Offset: 0x20, Size: 1] bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21, Size: 1] bool bLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21, Size: 1] bool bReplicated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x21, Size: 1] bool bValidatedAsWired;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x21, Size: 1] bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x21, Size: 1] TTEventTrack[] EventTracks;//[Offset: 0x24, Size: 12] TTFloatTrack[] FloatTracks;//[Offset: 0x30, Size: 12] TTVectorTrack[] VectorTracks;//[Offset: 0x3c, Size: 12] TTLinearColorTrack[] LinearColorTracks;//[Offset: 0x48, Size: 12] BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x54, Size: 12] Guid TimelineGuid;//[Offset: 0x60, Size: 16] -------------------------------- Class: TTEventTrack.TTTrackBase CurveFloat* CurveKeys;//[Offset: 0xc, Size: 4] -------------------------------- Class: TTTrackBase FName TrackName;//[Offset: 0x0, Size: 8] bool bIsExternalCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: TTFloatTrack.TTTrackBase CurveFloat* CurveFloat;//[Offset: 0xc, Size: 4] -------------------------------- Class: TTVectorTrack.TTTrackBase CurveVector* CurveVector;//[Offset: 0xc, Size: 4] -------------------------------- Class: CurveVector.CurveBase.Object RichCurve FloatCurves;//[Offset: 0x20, Size: 84] Vector GetVectorValue(float InTime);// 0x45f8b38 -------------------------------- Class: TTLinearColorTrack.TTTrackBase CurveLinearColor* CurveLinearColor;//[Offset: 0xc, Size: 4] -------------------------------- Class: CurveLinearColor.CurveBase.Object RichCurve FloatCurves;//[Offset: 0x20, Size: 84] LinearColor GetLinearColorValue(float InTime);// 0x45f7cb0 -------------------------------- Class: InheritableComponentHandler.Object ComponentOverrideRecord[] Records;//[Offset: 0x1c, Size: 12] ActorComponent*[] UnnecessaryComponents;//[Offset: 0x28, Size: 12] -------------------------------- Class: ComponentOverrideRecord class Object* ComponentClass;//[Offset: 0x0, Size: 4] ActorComponent* ComponentTemplate;//[Offset: 0x4, Size: 4] ComponentKey ComponentKey;//[Offset: 0x8, Size: 32] BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28, Size: 56] -------------------------------- Class: ComponentKey class Object* OwnerClass;//[Offset: 0x0, Size: 4] FName SCSVariableName;//[Offset: 0x8, Size: 8] Guid AssociatedGuid;//[Offset: 0x10, Size: 16] -------------------------------- Class: MorphTarget.Object SkeletalMesh* BaseSkelMesh;//[Offset: 0x1c, Size: 4] -------------------------------- Class: ClothingAssetData_Legacy FName AssetName;//[Offset: 0x0, Size: 8] FString ApexFileName;//[Offset: 0x8, Size: 12] bool bClothPropertiesChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] ClothPhysicsProperties_Legacy PhysicsProperties;//[Offset: 0x18, Size: 80] -------------------------------- Class: ClothPhysicsProperties_Legacy float VerticalResistance;//[Offset: 0x0, Size: 4] float HorizontalResistance;//[Offset: 0x4, Size: 4] float BendResistance;//[Offset: 0x8, Size: 4] float ShearResistance;//[Offset: 0xc, Size: 4] float Friction;//[Offset: 0x10, Size: 4] float Damping;//[Offset: 0x14, Size: 4] float TetherStiffness;//[Offset: 0x18, Size: 4] float TetherLimit;//[Offset: 0x1c, Size: 4] float Drag;//[Offset: 0x20, Size: 4] float StiffnessFrequency;//[Offset: 0x24, Size: 4] float GravityScale;//[Offset: 0x28, Size: 4] float MassScale;//[Offset: 0x2c, Size: 4] float InertiaBlend;//[Offset: 0x30, Size: 4] float SelfCollisionThickness;//[Offset: 0x34, Size: 4] float SelfCollisionSquashScale;//[Offset: 0x38, Size: 4] float SelfCollisionStiffness;//[Offset: 0x3c, Size: 4] float SolverFrequency;//[Offset: 0x40, Size: 4] float FiberCompression;//[Offset: 0x44, Size: 4] float FiberExpansion;//[Offset: 0x48, Size: 4] float FiberResistance;//[Offset: 0x4c, Size: 4] -------------------------------- Class: ClothingAssetBase.Object FString ImportedFilePath;//[Offset: 0x1c, Size: 12] Guid AssetGuid;//[Offset: 0x28, Size: 16] -------------------------------- Class: SkinWeightProfileInfo FName Name;//[Offset: 0x0, Size: 8] bool DefaultProfile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] int DefaultProfileFromLODIndex;//[Offset: 0xc, Size: 4] -------------------------------- Class: SingleAnimationPlayData AnimationAsset* AnimToPlay;//[Offset: 0x0, Size: 4] bool bSavedLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] bool bSavedPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4, Size: 1] float SavedPosition;//[Offset: 0x8, Size: 4] float SavedPlayRate;//[Offset: 0xc, Size: 4] -------------------------------- Class: ClothingSimulationFactory.Object -------------------------------- Class: SkelMeshComponentLODInfo bool[] HiddenMaterials;//[Offset: 0x0, Size: 12] -------------------------------- Class: SkelMeshSkinWeightInfo int Bones;//[Offset: 0x0, Size: 4] byte Weights;//[Offset: 0x20, Size: 1] -------------------------------- Class: CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object Character* CharacterOwner;//[Offset: 0x12c, Size: 4] bool bApplyGravityWhileJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x130, Size: 1] float GravityScale;//[Offset: 0x134, Size: 4] float MaxStepHeight;//[Offset: 0x138, Size: 4] float JumpZVelocity;//[Offset: 0x13c, Size: 4] float JumpOffJumpZFactor;//[Offset: 0x140, Size: 4] float WalkableFloorAngle;//[Offset: 0x144, Size: 4] float WalkableFloorZ;//[Offset: 0x148, Size: 4] byte MovementMode;//[Offset: 0x14c, Size: 1] byte CustomMovementMode;//[Offset: 0x14d, Size: 1] float GroundFriction;//[Offset: 0x170, Size: 4] float MaxWalkSpeed;//[Offset: 0x174, Size: 4] float MaxWalkSpeedCrouched;//[Offset: 0x178, Size: 4] float MaxSwimSpeed;//[Offset: 0x17c, Size: 4] float MaxFlySpeed;//[Offset: 0x180, Size: 4] float MaxCustomMovementSpeed;//[Offset: 0x184, Size: 4] float MaxAcceleration;//[Offset: 0x188, Size: 4] float MinAnalogWalkSpeed;//[Offset: 0x18c, Size: 4] float BrakingFrictionFactor;//[Offset: 0x190, Size: 4] float BrakingFriction;//[Offset: 0x194, Size: 4] bool bUseSeparateBrakingFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x198, Size: 1] float BrakingDecelerationWalking;//[Offset: 0x19c, Size: 4] float BrakingDecelerationFalling;//[Offset: 0x1a0, Size: 4] float BrakingDecelerationSwimming;//[Offset: 0x1a4, Size: 4] float BrakingDecelerationFlying;//[Offset: 0x1a8, Size: 4] float AirControl;//[Offset: 0x1ac, Size: 4] float AirControlBoostMultiplier;//[Offset: 0x1b0, Size: 4] float AirControlBoostVelocityThreshold;//[Offset: 0x1b4, Size: 4] float FallingLateralFriction;//[Offset: 0x1b8, Size: 4] float CrouchedHalfHeight;//[Offset: 0x1bc, Size: 4] float Buoyancy;//[Offset: 0x1c0, Size: 4] float PerchRadiusThreshold;//[Offset: 0x1c4, Size: 4] float PerchAdditionalHeight;//[Offset: 0x1c8, Size: 4] Rotator RotationRate;//[Offset: 0x1cc, Size: 12] bool bUseControllerDesiredRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d8, Size: 1] bool bOrientRotationToMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d8, Size: 1] bool bSweepWhileNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d8, Size: 1] bool bMovementInProgress;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1d8, Size: 1] bool bEnableScopedMovementUpdates;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d8, Size: 1] bool bForceMaxAccel;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d8, Size: 1] bool bRunPhysicsWithNoController;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1d8, Size: 1] bool bForceNextFloorCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d9, Size: 1] bool bShrinkProxyCapsule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d9, Size: 1] bool bCanWalkOffLedges;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d9, Size: 1] bool bCanWalkOffLedgesWhenCrouching;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d9, Size: 1] bool bNetworkSkipProxyPredictionOnNetUpdate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d9, Size: 1] bool bDeferUpdateMoveComponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d9, Size: 1] SceneComponent* DeferredUpdatedMoveComponent;//[Offset: 0x1dc, Size: 4] float MaxOutOfWaterStepHeight;//[Offset: 0x1e0, Size: 4] float OutofWaterZ;//[Offset: 0x1e4, Size: 4] float Mass;//[Offset: 0x1e8, Size: 4] bool bEnablePhysicsInteraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec, Size: 1] bool bTouchForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed, Size: 1] bool bPushForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ee, Size: 1] bool bPushForceUsingZOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef, Size: 1] bool bScalePushForceToVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0, Size: 1] float StandingDownwardForceScale;//[Offset: 0x1f4, Size: 4] float InitialPushForceFactor;//[Offset: 0x1f8, Size: 4] float PushForceFactor;//[Offset: 0x1fc, Size: 4] float PushForcePointZOffsetFactor;//[Offset: 0x200, Size: 4] float TouchForceFactor;//[Offset: 0x204, Size: 4] float MinTouchForce;//[Offset: 0x208, Size: 4] float MaxTouchForce;//[Offset: 0x20c, Size: 4] float RepulsionForce;//[Offset: 0x210, Size: 4] bool bForceBraking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x214, Size: 1] float CrouchedSpeedMultiplier;//[Offset: 0x218, Size: 4] float UpperImpactNormalScale;//[Offset: 0x21c, Size: 4] Vector Acceleration;//[Offset: 0x220, Size: 12] Vector LastUpdateLocation;//[Offset: 0x22c, Size: 12] Quat LastUpdateRotation;//[Offset: 0x240, Size: 16] Vector LastUpdateVelocity;//[Offset: 0x250, Size: 12] float ServerLastTransformUpdateTimeStamp;//[Offset: 0x25c, Size: 4] Vector PendingImpulseToApply;//[Offset: 0x260, Size: 12] Vector PendingForceToApply;//[Offset: 0x26c, Size: 12] float AnalogInputModifier;//[Offset: 0x278, Size: 4] float MaxSimulationTimeStep;//[Offset: 0x284, Size: 4] int MaxSimulationIterations;//[Offset: 0x288, Size: 4] float MaxDepenetrationWithGeometry;//[Offset: 0x28c, Size: 4] float MaxDepenetrationWithGeometryAsProxy;//[Offset: 0x290, Size: 4] float MaxDepenetrationWithPawn;//[Offset: 0x294, Size: 4] float MaxDepenetrationWithPawnAsProxy;//[Offset: 0x298, Size: 4] float NetworkSimulatedSmoothLocationTime;//[Offset: 0x29c, Size: 4] float NetworkSimulatedSmoothRotationTime;//[Offset: 0x2a0, Size: 4] float ListenServerNetworkSimulatedSmoothLocationTime;//[Offset: 0x2a4, Size: 4] float ListenServerNetworkSimulatedSmoothRotationTime;//[Offset: 0x2a8, Size: 4] float NetProxyShrinkRadius;//[Offset: 0x2ac, Size: 4] float NetProxyShrinkHalfHeight;//[Offset: 0x2b0, Size: 4] float NetworkMaxSmoothUpdateDistance;//[Offset: 0x2b4, Size: 4] float NetworkNoSmoothUpdateDistance;//[Offset: 0x2b8, Size: 4] bool bReplaySmoothUseInterp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc, Size: 1] enum NetworkSmoothingMode;//[Offset: 0x2bd, Size: 1] float LedgeCheckThreshold;//[Offset: 0x2c0, Size: 4] float JumpOutOfWaterPitch;//[Offset: 0x2c4, Size: 4] FindFloorResult CurrentFloor;//[Offset: 0x2c8, Size: 152] byte DefaultLandMovementMode;//[Offset: 0x360, Size: 1] byte DefaultWaterMovementMode;//[Offset: 0x361, Size: 1] byte GroundMovementMode;//[Offset: 0x362, Size: 1] bool bMaintainHorizontalGroundVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x363, Size: 1] bool bImpartBaseVelocityX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x363, Size: 1] bool bImpartBaseVelocityY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x363, Size: 1] bool bImpartBaseVelocityZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x363, Size: 1] bool bImpartBaseAngularVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x363, Size: 1] bool bJustTeleported;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x363, Size: 1] bool bNetworkUpdateReceived;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x363, Size: 1] bool bNetworkMovementModeChanged;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x363, Size: 1] bool bIgnoreClientMovementErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x364, Size: 1] bool bNotifyApex;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x364, Size: 1] bool bCheatFlying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x364, Size: 1] bool bWantsToCrouch;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x364, Size: 1] bool bCrouchMaintainsBaseLocation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x364, Size: 1] bool bIgnoreBaseRotation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x364, Size: 1] bool bFastAttachedMove;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x364, Size: 1] bool bAlwaysCheckFloor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x364, Size: 1] bool bUseFlatBaseForFloorChecks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x365, Size: 1] bool bPerformingJumpOff;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x365, Size: 1] bool bWantsToLeaveNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x365, Size: 1] bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x365, Size: 1] bool bRequestedMoveUseAcceleration;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x365, Size: 1] bool bHasRequestedVelocity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x365, Size: 1] bool bRequestedMoveWithMaxSpeed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x365, Size: 1] bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x366, Size: 1] bool bProjectNavMeshWalking;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x366, Size: 1] bool bProjectNavMeshOnBothWorldChannels;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x366, Size: 1] float AvoidanceConsiderationRadius;//[Offset: 0x378, Size: 4] Vector RequestedVelocity;//[Offset: 0x37c, Size: 12] int AvoidanceUID;//[Offset: 0x388, Size: 4] NavAvoidanceMask AvoidanceGroup;//[Offset: 0x38c, Size: 4] NavAvoidanceMask GroupsToAvoid;//[Offset: 0x390, Size: 4] NavAvoidanceMask GroupsToIgnore;//[Offset: 0x394, Size: 4] float AvoidanceWeight;//[Offset: 0x398, Size: 4] Vector PendingLaunchVelocity;//[Offset: 0x39c, Size: 12] float NavMeshProjectionInterval;//[Offset: 0x448, Size: 4] float NavMeshProjectionTimer;//[Offset: 0x44c, Size: 4] float NavMeshProjectionInterpSpeed;//[Offset: 0x450, Size: 4] float NavMeshProjectionHeightScaleUp;//[Offset: 0x454, Size: 4] float NavMeshProjectionHeightScaleDown;//[Offset: 0x458, Size: 4] float NavWalkingFloorDistTolerance;//[Offset: 0x45c, Size: 4] CharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction;//[Offset: 0x460, Size: 60] float MinTimeBetweenTimeStampResets;//[Offset: 0x4a4, Size: 4] RootMotionSourceGroup CurrentRootMotion;//[Offset: 0x4a8, Size: 144] RootMotionMovementParams RootMotionParams;//[Offset: 0x5d0, Size: 64] Vector AnimRootMotionVelocity;//[Offset: 0x610, Size: 12] bool bWasSimulatingRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61c, Size: 1] bool bAllowPhysicsRotationDuringAnimRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61d, Size: 1] void SetWalkableFloorZ(float InWalkableFloorZ);// 0x45ef81c void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x45ef7a4 void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x45ef6e0 void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x45ef65c void SetGroupsToIgnore(int GroupFlags);// 0x45ef5e4 void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x45ef560 void SetGroupsToAvoid(int GroupFlags);// 0x45ef4e8 void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x45ef464 void SetAvoidanceGroup(int GroupFlags);// 0x45ef3ec void SetAvoidanceEnabled(bool bEnable);// 0x45ef36c void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte OldMoveFlags);// 0x45ef218 void ServerMoveDualHybridRootMotion(float TimeStamp0, Vector_NetQuantize10 InAccel0, byte PendingFlags, uint32 View0, float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x45eece0 void ServerMoveDual(float TimeStamp0, Vector_NetQuantize10 InAccel0, byte PendingFlags, uint32 View0, float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte NewFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x45ee7a8 void ServerMove(float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x45ee41c float K2_GetWalkableFloorZ();// 0x45ee3f4 float K2_GetWalkableFloorAngle();// 0x45ee3cc float K2_GetModifiedMaxAcceleration();// 0x45ee39c void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);// 0x45ee2b4 void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x45ee0f4 bool IsWalking();// 0x45ee0c4 bool IsWalkable(out const HitResult Hit);// 0x21d20c4 float GetValidPerchRadius();// 0x45ee09c float GetPerchRadiusThreshold();// 0x45ee074 PrimitiveComponent* GetMovementBase();// 0x45ee04c float GetMinAnalogSpeed();// 0x2251878 float GetMaxJumpHeightWithJumpTime();// 0x45ee01c float GetMaxJumpHeight();// 0x45edfec float GetMaxBrakingDeceleration();// 0x22e3438 float GetMaxAcceleration();// 0x22e3408 Vector GetImpartedMovementBaseVelocity();// 0x45edf9c Vector GetCurrentAcceleration();// 0x21d1d78 Character* GetCharacterOwner();// 0x21d47ec float GetAnalogInputModifier();// 0x45edf74 void DisableMovement();// 0x45edf58 void ClientVeryShortAdjustPosition(float TimeStamp, Vector NewLoc, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x45edd18 void ClientAdjustRootMotionSourcePosition(float TimeStamp, RootMotionSourceGroup ServerRootMotion, bool bHasAnimRootMotion, float ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x45ed910 void ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x45ed5ec void ClientAdjustPosition(float TimeStamp, Vector NewLoc, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x45ed344 void ClientAckGoodMove(float TimeStamp);// 0x45ed2c4 void ClearAccumulatedForces();// 0x45ed2a8 void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x45ed0a4 void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);// 0x45ecf48 void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x45ece7c void AddForce(Vector force);// 0x45ece04 -------------------------------- Class: PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object Pawn* PawnOwner;//[Offset: 0x120, Size: 4] Vector K2_GetInputVector();// 0x46cae64 bool IsMoveInputIgnored();// 0x46caeac Vector GetPendingInputVector();// 0x46cae64 Pawn* GetPawnOwner();// 0x46cae3c Vector GetLastInputVector();// 0x46cadf4 Vector ConsumeInputVector();// 0x46cada4 void AddInputVector(Vector WorldVector, bool bForce);// 0x206edc4 -------------------------------- Class: NavMovementComponent.MovementComponent.ActorComponent.Object NavAgentProperties NavAgentProps;//[Offset: 0xf4, Size: 24] float FixedPathBrakingDistance;//[Offset: 0x10c, Size: 4] bool bUpdateNavAgentWithOwnersCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x110, Size: 1] bool bUseAccelerationForPaths;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x110, Size: 1] bool bUseFixedBrakingDistanceForPaths;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x110, Size: 1] MovementProperties MovementState;//[Offset: 0x114, Size: 4] void StopMovementKeepPathing();// 0x46b2f8c void StopActiveMovement();// 0x2018fd0 bool IsSwimming();// 0x46b2f5c bool IsMovingOnGround();// 0x45ee0c4 bool IsFlying();// 0x46b2f2c bool IsFalling();// 0x45d4688 bool IsCrouching();// 0x289a88c -------------------------------- Class: MovementComponent.ActorComponent.Object SceneComponent* UpdatedComponent;//[Offset: 0xbc, Size: 4] PrimitiveComponent* UpdatedPrimitive;//[Offset: 0xc0, Size: 4] Vector Velocity;//[Offset: 0xc8, Size: 12] bool bConstrainToPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd4, Size: 1] bool bSnapToPlaneAtStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd4, Size: 1] enum PlaneConstraintAxisSetting;//[Offset: 0xd5, Size: 1] Vector PlaneConstraintNormal;//[Offset: 0xd8, Size: 12] Vector PlaneConstraintOrigin;//[Offset: 0xe4, Size: 12] bool bUpdateOnlyIfRendered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf0, Size: 1] bool bAutoUpdateTickRegistration;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf0, Size: 1] bool bTickBeforeOwner;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf0, Size: 1] bool bAutoRegisterUpdatedComponent;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf0, Size: 1] void StopMovementImmediately();// 0x21ce8c8 void SnapUpdatedComponentToPlane();// 0x46a9cbc void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x20b8d94 void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x46a9c44 void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x46a9bcc void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x46a9b04 void SetPlaneConstraintEnabled(bool bEnabled);// 0x46a9a7c void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x46a99fc void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x1f7c160 bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x46a9838 float K2_GetModifiedMaxSpeed();// 0x20c78a4 float K2_GetMaxSpeedModifier();// 0x46a9808 bool IsExceedingMaxSpeed(float MaxSpeed);// 0x20b9318 Vector GetPlaneConstraintOrigin();// 0x46a97d4 Vector GetPlaneConstraintNormal();// 0x46a97a0 enum GetPlaneConstraintAxisSetting();// 0x46a9784 PhysicsVolume* GetPhysicsVolume();// 0x1f7bf3c float GetMaxSpeed();// 0x46a9754 float GetGravityZ();// 0x46a9724 Vector ConstrainNormalToPlane(Vector Normal);// 0x46a9688 Vector ConstrainLocationToPlane(Vector Location);// 0x46a95ec Vector ConstrainDirectionToPlane(Vector Direction);// 0x46a9550 -------------------------------- Class: HitResult bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bStartPenetrating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] float Time;//[Offset: 0x4, Size: 4] float Distance;//[Offset: 0x8, Size: 4] Vector_NetQuantize Location;//[Offset: 0xc, Size: 12] Vector_NetQuantize ImpactPoint;//[Offset: 0x18, Size: 12] Vector_NetQuantizeNormal Normal;//[Offset: 0x24, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x30, Size: 12] Vector_NetQuantize TraceStart;//[Offset: 0x3c, Size: 12] Vector_NetQuantize TraceEnd;//[Offset: 0x48, Size: 12] float PenetrationDepth;//[Offset: 0x54, Size: 4] int Item;//[Offset: 0x58, Size: 4] PhysicalMaterial* PhysMaterial;//[Offset: 0x5c, Size: 8] Actor* Actor;//[Offset: 0x64, Size: 8] PrimitiveComponent* Component;//[Offset: 0x6c, Size: 8] FName BoneName;//[Offset: 0x78, Size: 8] int FaceIndex;//[Offset: 0x80, Size: 4] -------------------------------- Class: Vector_NetQuantize.Vector -------------------------------- Class: Vector_NetQuantizeNormal.Vector -------------------------------- Class: NavAgentProperties.MovementProperties float AgentRadius;//[Offset: 0x4, Size: 4] float AgentHeight;//[Offset: 0x8, Size: 4] float AgentStepHeight;//[Offset: 0xc, Size: 4] float NavWalkingSearchHeightScale;//[Offset: 0x10, Size: 4] class NavigationData* PreferredNavData;//[Offset: 0x14, Size: 4] -------------------------------- Class: MovementProperties bool bCanCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bCanJump;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bCanWalk;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bCanSwim;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bCanFly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] -------------------------------- Class: NavigationData.Actor.Object PrimitiveComponent* RenderingComp;//[Offset: 0x2fc, Size: 4] NavDataConfig NavDataConfig;//[Offset: 0x300, Size: 80] bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x350, Size: 1] bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x350, Size: 1] bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x350, Size: 1] bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x350, Size: 1] bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x350, Size: 1] enum RuntimeGeneration;//[Offset: 0x351, Size: 1] float ObservedPathsTickInterval;//[Offset: 0x354, Size: 4] uint32 DataVersion;//[Offset: 0x358, Size: 4] SupportedAreaData[] SupportedAreas;//[Offset: 0x3e4, Size: 12] -------------------------------- Class: NavDataConfig.NavAgentProperties.MovementProperties FName Name;//[Offset: 0x18, Size: 8] Color Color;//[Offset: 0x20, Size: 4] Vector DefaultQueryExtent;//[Offset: 0x24, Size: 12] class NavigationData* NavigationDataClass;//[Offset: 0x30, Size: 4] SoftClassPath NavigationDataClassName;//[Offset: 0x38, Size: 24] -------------------------------- Class: SoftClassPath.SoftObjectPath -------------------------------- Class: SupportedAreaData FString AreaClassName;//[Offset: 0x0, Size: 12] int AreaID;//[Offset: 0xc, Size: 4] class Object* AreaClass;//[Offset: 0x10, Size: 4] -------------------------------- Class: FindFloorResult bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bWalkableFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bLineTrace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] float FloorDist;//[Offset: 0x4, Size: 4] float LineDist;//[Offset: 0x8, Size: 4] HitResult HitResult;//[Offset: 0x10, Size: 136] -------------------------------- Class: NavAvoidanceMask bool bGroup0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bGroup1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bGroup2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bGroup3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bGroup4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] bool bGroup5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1] bool bGroup6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1] bool bGroup7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1] bool bGroup8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1] bool bGroup9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1] bool bGroup10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1] bool bGroup11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1] bool bGroup12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1] bool bGroup13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1] bool bGroup14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1] bool bGroup15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1] bool bGroup16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2, Size: 1] bool bGroup17;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2, Size: 1] bool bGroup18;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2, Size: 1] bool bGroup19;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2, Size: 1] bool bGroup20;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2, Size: 1] bool bGroup21;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2, Size: 1] bool bGroup22;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2, Size: 1] bool bGroup23;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2, Size: 1] bool bGroup24;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3, Size: 1] bool bGroup25;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3, Size: 1] bool bGroup26;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3, Size: 1] bool bGroup27;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3, Size: 1] bool bGroup28;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3, Size: 1] bool bGroup29;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3, Size: 1] bool bGroup30;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3, Size: 1] bool bGroup31;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3, Size: 1] -------------------------------- Class: CharacterMovementComponentPostPhysicsTickFunction.TickFunction -------------------------------- Class: RootMotionSourceGroup bool bHasAdditiveSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c, Size: 1] bool bHasOverrideSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d, Size: 1] Vector_NetQuantize10 LastPreAdditiveVelocity;//[Offset: 0x80, Size: 12] bool bIsAdditiveVelocityApplied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1] RootMotionSourceSettings LastAccumulatedSettings;//[Offset: 0x8d, Size: 1] -------------------------------- Class: Vector_NetQuantize10.Vector -------------------------------- Class: RootMotionSourceSettings byte Flags;//[Offset: 0x0, Size: 1] -------------------------------- Class: RootMotionMovementParams bool bHasRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float BlendWeight;//[Offset: 0x4, Size: 4] Transform RootMotionTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float CapsuleHalfHeight;//[Offset: 0x5cc, Size: 4] float CapsuleRadius;//[Offset: 0x5d0, Size: 4] float CapsuleHeight;//[Offset: 0x5d4, Size: 4] void SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps);// 0x45ea0e8 void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x45ea020 void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);// 0x45e9f58 void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x45e9e6c void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x45e9d88 float GetUnscaledCapsuleRadius();// 0x45e9d6c float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x45e9d3c float GetUnscaledCapsuleHalfHeight();// 0x45e9d20 float GetShapeScale();// 0x45e9cb0 void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x45e9b58 void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x45e9a08 float GetScaledCapsuleRadius();// 0x45e9990 float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x45e9908 float GetScaledCapsuleHalfHeight();// 0x45e9888 -------------------------------- Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color ShapeColor;//[Offset: 0x5bc, Size: 4] BodySetup* ShapeBodySetup;//[Offset: 0x5c0, Size: 4] bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c4, Size: 1] bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5c4, Size: 1] bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5c4, Size: 1] class NavArea* AreaClass;//[Offset: 0x5c8, Size: 4] -------------------------------- Class: BasedMovementInfo PrimitiveComponent* MovementBase;//[Offset: 0x0, Size: 4] FName BoneName;//[Offset: 0x8, Size: 8] Vector_NetQuantize100 Location;//[Offset: 0x10, Size: 12] Rotator Rotation;//[Offset: 0x1c, Size: 12] bool bServerHasBaseComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] bool bServerHasVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a, Size: 1] -------------------------------- Class: SimulatedRootMotionReplicatedMove float Time;//[Offset: 0x0, Size: 4] RepRootMotionMontage RootMotion;//[Offset: 0x8, Size: 224] -------------------------------- Class: RepRootMotionMontage bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] AnimMontage* AnimMontage;//[Offset: 0x4, Size: 4] float Position;//[Offset: 0x8, Size: 4] Vector_NetQuantize100 Location;//[Offset: 0xc, Size: 12] Rotator Rotation;//[Offset: 0x18, Size: 12] PrimitiveComponent* MovementBase;//[Offset: 0x24, Size: 4] FName MovementBaseBoneName;//[Offset: 0x28, Size: 8] bool bRelativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] bool bRelativeRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31, Size: 1] RootMotionSourceGroup AuthoritativeRootMotion;//[Offset: 0x34, Size: 144] Vector_NetQuantize10 Acceleration;//[Offset: 0xc4, Size: 12] Vector_NetQuantize10 LinearVelocity;//[Offset: 0xd0, Size: 12] -------------------------------- Class: PlayerState.Info.Actor.Object float Score;//[Offset: 0x2fc, Size: 4] byte Ping;//[Offset: 0x300, Size: 1] FString PlayerName;//[Offset: 0x304, Size: 12] int PlayerID;//[Offset: 0x31c, Size: 4] bool bIsSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320, Size: 1] bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x320, Size: 1] bool bIsABot;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x320, Size: 1] bool bIsInactive;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x320, Size: 1] bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x320, Size: 1] int StartTime;//[Offset: 0x324, Size: 4] class LocalMessage* EngineMessageClass;//[Offset: 0x328, Size: 4] FString SavedNetworkAddress;//[Offset: 0x330, Size: 12] UniqueNetIdRepl UniqueId;//[Offset: 0x33c, Size: 12] void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x2c90a38 void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x2c90a38 void OnRep_UniqueId();// 0x2045918 void OnRep_Score();// 0x1f5d518 void OnRep_PlayerName();// 0x1fccb38 void OnRep_bIsInactive();// 0x1f698d4 -------------------------------- Class: Info.Actor.Object -------------------------------- Class: LocalMessage.Object -------------------------------- Class: UniqueNetIdRepl.UniqueNetIdWrapper -------------------------------- Class: UniqueNetIdWrapper -------------------------------- Class: DamageType.Object bool bCausedByWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] bool bScaleMomentumByMass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1] bool bRadialDamageVelChange;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1] float DamageImpulse;//[Offset: 0x20, Size: 4] float DestructibleImpulse;//[Offset: 0x24, Size: 4] float DestructibleDamageSpreadScale;//[Offset: 0x28, Size: 4] float DamageFalloff;//[Offset: 0x2c, Size: 4] -------------------------------- Class: PlayerController.Controller.Actor.Object Player* Player;//[Offset: 0x348, Size: 4] Pawn* AcknowledgedPawn;//[Offset: 0x350, Size: 4] InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x354, Size: 4] HUD* MyHUD;//[Offset: 0x35c, Size: 4] PlayerCameraManager* PlayerCameraManager;//[Offset: 0x360, Size: 4] class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x364, Size: 4] bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] Rotator TargetViewRotation;//[Offset: 0x36c, Size: 12] float SmoothTargetViewRotationSpeed;//[Offset: 0x384, Size: 4] Actor*[] HiddenActors;//[Offset: 0x388, Size: 12] PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x394, Size: 12] float LastSpectatorStateSynchTime;//[Offset: 0x3a4, Size: 4] Vector LastSpectatorSyncLocation;//[Offset: 0x3a8, Size: 12] Rotator LastSpectatorSyncRotation;//[Offset: 0x3b4, Size: 12] int ClientCap;//[Offset: 0x3c0, Size: 4] CheatManager* CheatManager;//[Offset: 0x3c4, Size: 4] class CheatManager* CheatClass;//[Offset: 0x3c8, Size: 4] PlayerInput* PlayerInput;//[Offset: 0x3cc, Size: 4] ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x3d0, Size: 12] bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x43e, Size: 1] byte NetPlayerIndex;//[Offset: 0x43f, Size: 1] NetConnection* PendingSwapConnection;//[Offset: 0x46c, Size: 4] NetConnection* NetConnection;//[Offset: 0x470, Size: 4] float InputYawScale;//[Offset: 0x480, Size: 4] float InputPitchScale;//[Offset: 0x484, Size: 4] float InputRollScale;//[Offset: 0x488, Size: 4] bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48c, Size: 1] bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x48c, Size: 1] bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x48c, Size: 1] bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x48c, Size: 1] bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x48c, Size: 1] bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x48c, Size: 1] float ForceFeedbackScale;//[Offset: 0x490, Size: 4] Key[] ClickEventKeys;//[Offset: 0x494, Size: 12] byte DefaultMouseCursor;//[Offset: 0x4a0, Size: 1] byte CurrentMouseCursor;//[Offset: 0x4a1, Size: 1] byte DefaultClickTraceChannel;//[Offset: 0x4a2, Size: 1] byte CurrentClickTraceChannel;//[Offset: 0x4a3, Size: 1] float HitResultTraceDistance;//[Offset: 0x4a4, Size: 4] bool bPauseUpdateStreamingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4b8, Size: 1] InputComponent* InactiveStateInputComponent;//[Offset: 0x528, Size: 4] bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x52c, Size: 1] TouchInterface* CurrentTouchInterface;//[Offset: 0x538, Size: 4] SpectatorPawn* SpectatorPawn;//[Offset: 0x57c, Size: 4] Vector SpawnLocation;//[Offset: 0x580, Size: 12] bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x590, Size: 1] uint16 SeamlessTravelCount;//[Offset: 0x592, Size: 2] uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x594, Size: 2] bool bOpenReconnectViewPointFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c, Size: 1] bool WasInputKeyJustReleased(Key Key);// 0x46ddda4 bool WasInputKeyJustPressed(Key Key);// 0x46ddab0 void ToggleSpeaking(bool bInSpeaking);// 0x46dda28 void SwitchLevel(FString URL);// 0x28a7688 void StopHapticEffect(enum Hand);// 0x46dd9b0 void StartFire(byte FireModeNum);// 0x46dd930 void SetVirtualJoystickVisibility(bool bVisible);// 0x46dd8a8 void SetViewTargetWithBlend(Actor* NewViewTarget, float blendTime, byte BlendFunc, float BlendExp, bool bLockOutgoing);// 0x46dd708 void SetName(FString S);// 0x46dd644 void SetMouseLocation(const int X, const int Y);// 0x46dd588 void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x46dd4cc void SetHapticsByValue(const float Frequency, const float Amplitude, enum Hand);// 0x46dd3cc void SetControllerLightColor(Color Color);// 0x46dd35c void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x46dd190 void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector Location, Rotator Rotation);// 0x46dd084 void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x46dcf74 void ServerViewPrevPlayer();// 0x46dcf18 void ServerViewNextPlayer();// 0x46dcebc void ServerVerifyViewTarget();// 0x46dce60 void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible);// 0x46dcd54 void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);// 0x46dcc50 void ServerUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x46dc734 void ServerToggleAILogging();// 0x46dc6d8 void ServerShortTimeout();// 0x46dc67c void ServerSetSpectatorWaiting(bool bWaiting);// 0x46dc5b4 void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x46dc49c void ServerRestartPlayer();// 0x46dc440 void ServerPause();// 0x46dc3e4 void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x46dc340 void ServerMutePlayer(UniqueNetIdRepl PlayerID);// 0x46dbe24 void ServerCheckClientPossessionReliable();// 0x46dbdc8 void ServerCheckClientPossession();// 0x46dbd6c void ServerChangeName(FString S);// 0x46dbc78 void ServerCamera(FName NewMode);// 0x46dbbc4 void ServerAcknowledgePossession(Pawn* P);// 0x46dbb10 void SendToConsole(FString Command);// 0x46dba4c void RestartLevel();// 0x46dba30 bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D ScreenLocation, bool bPlayerViewportRelative);// 0x46db910 void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand, float Scale, bool bLoop);// 0x46db7c0 void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x46db4e0 void Pause();// 0x22d8970 void OnServerStartedVisualLogger(bool bIsLogging);// 0x46db450 void LocalTravel(FString URL);// 0x46db38c bool IsInputKeyDown(Key Key);// 0x46db098 void GetViewportSize(out int SizeX, out int SizeY);// 0x46dafb8 SpectatorPawn* GetSpectatorPawn();// 0x46daf9c bool GetMousePosition(out float LocationX, out float LocationY);// 0x46daeb4 Vector GetInputVectorKeyState(Key Key);// 0x46dabb0 void GetInputTouchState(byte FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x46daa30 void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x46da950 void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector Gravity, out Vector Acceleration);// 0x46da7cc float GetInputKeyTimeDown(Key Key);// 0x46da4d4 void GetInputAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x46da3b0 float GetInputAnalogKeyState(Key Key);// 0x46da0b8 HUD* GetHUD();// 0x46da090 bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x46d9ebc bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x46d9d40 bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x46d9bc4 bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x46d9a34 bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x46d98fc bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x46d97c4 Vector GetFocalLocation();// 0x227ef94 void FOV(float NewFOV);// 0x28a5e88 void EnableCheats();// 0x46d97a8 bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector WorldLocation, out Vector WorldDirection);// 0x46d963c bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector WorldDirection);// 0x46d955c void ConsoleKey(Key Key);// 0x46d9268 void ClientWasKicked(const FText KickReason);// 0x46d90d4 void ClientVoiceHandshakeComplete();// 0x28a6c20 void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex);// 0x46d8f1c void ClientUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x46d8bb0 void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x46d8a00 void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x46d8860 void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type, float MsgLifeTime);// 0x46d86c4 void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName Tag);// 0x46d8600 void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);// 0x46d8534 void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x46d84b4 void ClientStartOnlineSession();// 0x225604c void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x21db5f4 void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams TransitionParams);// 0x46d83ac void ClientSetSpectatorWaiting(bool bWaiting);// 0x46d8324 void ClientSetHUD(class HUD NewHUDClass);// 0x46d82a4 void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float ForceDuration, int CinematicTextureGroups);// 0x46d819c void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD);// 0x46d8020 void ClientSetCameraMode(FName NewCamMode);// 0x46d7fa0 void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D FadeAlpha, float FadeTime, bool bFadeAudio);// 0x46d7dfc void ClientSetBlockOnAsyncLoading();// 0x20fc85c void ClientReturnToMainMenu(FString ReturnReason);// 0x46d7d38 void ClientRetryClientRestart(Pawn* NewPawn);// 0x20ae4f0 void ClientRestart(Pawn* NewPawn);// 0x1fd2224 void ClientReset();// 0x219fdc4 void ClientRepObjRef(Object* Object);// 0x22d96f4 void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch, PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object* OptionalObject);// 0x45d852c void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups);// 0x46d7bdc void ClientPrepareMapChange(FName LevelName, bool bFirst, bool bLast);// 0x46d7ab8 void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float VolumeMultiplier, float PitchMultiplier);// 0x46d7964 void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);// 0x1fd2664 void ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, FName Tag);// 0x46d77f8 void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x46d76a4 void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte Space, Rotator CustomPlaySpace);// 0x46d73d4 void ClientMutePlayer(UniqueNetIdRepl PlayerID);// 0x46d7068 void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x46d6f14 void ClientIgnoreMoveInput(bool bIgnore);// 0x46d6e8c void ClientIgnoreLookInput(bool bIgnore);// 0x46d6e04 void ClientGotoState(FName NewState);// 0x46d6d84 void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x46d6cb8 void ClientForceGarbageCollection();// 0x28a5e50 void ClientFlushLevelStreaming();// 0x46d6ca4 void ClientEndOnlineSession();// 0x22b720c void ClientEnableNetworkVoice(bool bEnable);// 0x46d6c1c void ClientCommitMapChange();// 0x28a5e6c void ClientClearCameraLensEffects();// 0x46d6c00 void ClientCapBandwidth(int Cap);// 0x46d6b80 void ClientCancelPendingMapChange();// 0x46d6b64 void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool bOverrideLocation);// 0x46d6a58 void ClearAudioListenerOverride();// 0x46d6a44 void Camera(FName NewMode);// 0x46d69c4 void AddYawInput(float Val);// 0x46d6944 void AddRollInput(float Val);// 0x46d68c4 void AddPitchInput(float Val);// 0x22d9f60 void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x2277794 -------------------------------- Class: Player.Object PlayerController* PlayerController;//[Offset: 0x20, Size: 4] int CurrentNetSpeed;//[Offset: 0x24, Size: 4] int ConfiguredInternetSpeed;//[Offset: 0x28, Size: 4] int ConfiguredLanSpeed;//[Offset: 0x2c, Size: 4] -------------------------------- Class: InterpTrackInstDirector.InterpTrackInst.Object Actor* OldViewTarget;//[Offset: 0x1c, Size: 4] -------------------------------- Class: InterpTrackInst.Object -------------------------------- Class: HUD.Actor.Object PlayerController* PlayerOwner;//[Offset: 0x2fc, Size: 4] bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1] bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300, Size: 1] bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x300, Size: 1] bool bShowOverlays;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x300, Size: 1] bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x300, Size: 1] bool bDebugInfoUseModifiedActor;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x300, Size: 1] Actor*[] PostRenderedActors;//[Offset: 0x304, Size: 12] FName[] DebugDisplay;//[Offset: 0x318, Size: 12] FName[] ToggledDebugCategories;//[Offset: 0x324, Size: 12] Canvas* Canvas;//[Offset: 0x330, Size: 4] Canvas* DebugCanvas;//[Offset: 0x334, Size: 4] DebugTextInfo[] DebugTextList;//[Offset: 0x338, Size: 12] class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x344, Size: 4] Actor* ShowDebugTargetActor;//[Offset: 0x348, Size: 4] Actor* UpdateShowDebugTargetActor();// 0x2c90a38 void ShowHUD();// 0x1f5d518 void ShowDebugToggleSubCategory(FName Category);// 0x462b260 void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x462b1e8 void ShowDebugForMoifiedTargetActor();// 0x462b1d4 void ShowDebug(FName DebugType);// 0x462b154 void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x462b090 void RemoveAllDebugStrings();// 0x462b07c void ReceiveHitBoxRelease(const FName BoxName);// 0x2c90a38 void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x2c90a38 void ReceiveHitBoxClick(const FName BoxName);// 0x2c90a38 void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x2c90a38 void ReceiveDrawHUD(int SizeX, int SizeY);// 0x2c90a38 Vector Project(Vector Location);// 0x462afe8 void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font* Font, float Scale);// 0x462adec PlayerController* GetOwningPlayerController();// 0x20385b0 Pawn* GetOwningPawn();// 0x462adc4 void GetActorsInSelectionRectangle(class Actor ClassFilter, out const Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x462ab6c void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition);// 0x462a9d4 void DrawTexture(Texture* Texture, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float TextureU, float TextureV, float TextureUWidth, float TextureVHeight, LinearColor TintColor, byte BlendMode, float Scale, bool bScalePosition, float Rotation, Vector2D RotPivot);// 0x462a55c void DrawText(FString Text, LinearColor TextColor, float ScreenX, float ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x462a2e4 void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH);// 0x462a148 void DrawMaterialTriangle(MaterialInterface* Material, Vector2D V0_Pos, Vector2D V1_Pos, Vector2D V2_Pos, Vector2D V0_UV, Vector2D V1_UV, Vector2D V2_UV, LinearColor V0_Color, LinearColor V1_Color, LinearColor V2_Color);// 0x4629dc4 void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);// 0x4629b9c void DrawMaterial(MaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float Scale, bool bScalePosition, float Rotation, Vector2D RotPivot);// 0x46297c4 void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, LinearColor LineColor, float LineThickness);// 0x46295e0 void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out Vector WorldDirection);// 0x462947c void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool bConsumesInput, int Priority);// 0x46292e0 void AddDebugText(FString DebugText, Actor* SrcActor, float Duration, Vector Offset, Vector DesiredOffset, Color TextColor, bool bSkipOverwriteCheck, bool bAbsoluteLocation, bool bKeepAttachedToActor, Font* InFont, float FontScale, bool bDrawShadow);// 0x4628ef0 -------------------------------- Class: Canvas.Object float OrgX;//[Offset: 0x1c, Size: 4] float OrgY;//[Offset: 0x20, Size: 4] float ClipX;//[Offset: 0x24, Size: 4] float ClipY;//[Offset: 0x28, Size: 4] Color DrawColor;//[Offset: 0x2c, Size: 4] bool bCenterX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] bool bCenterY;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1] bool bNoSmooth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x30, Size: 1] int SizeX;//[Offset: 0x34, Size: 4] int SizeY;//[Offset: 0x38, Size: 4] Plane ColorModulate;//[Offset: 0x40, Size: 16] Texture2D* DefaultTexture;//[Offset: 0x50, Size: 4] Texture2D* GradientTexture0;//[Offset: 0x54, Size: 4] ReporterGraph* ReporterGraph;//[Offset: 0x58, Size: 4] Vector2D K2_TextSize(Font* RenderFont, FString RenderText, Vector2D Scale);// 0x45e895c Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x45e884c Vector K2_Project(Vector WorldLocation);// 0x45e87b8 void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);// 0x45e8614 void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x45e8340 void K2_DrawText(Font* RenderFont, FString RenderText, Vector2D ScreenPosition, LinearColor RenderColor, float Kerning, LinearColor ShadowColor, Vector2D ShadowOffset, bool bCentreX, bool bCentreY, bool bOutlined, LinearColor OutlineColor);// 0x45e7f38 void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D Radius, int NumberOfSides, LinearColor RenderColor);// 0x45e7da4 void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[] Triangles);// 0x45e7c00 void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x45e79e8 void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float Thickness, LinearColor RenderColor);// 0x45e7890 void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float Thickness);// 0x45e7790 void K2_DrawBorder(Texture* BorderTexture, Texture* BackgroundTexture, Texture* LeftBorderTexture, Texture* RightBorderTexture, Texture* TopBorderTexture, Texture* BottomBorderTexture, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor, Vector2D BorderScale, Vector2D BackgroundScale, float Rotation, Vector2D PivotPoint, Vector2D CornerSize);// 0x45e7270 void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector WorldDirection);// 0x45e7154 -------------------------------- Class: Texture2D.Texture.Object int StreamingIndex;//[Offset: 0xa8, Size: 4] int LevelIndex;//[Offset: 0xac, Size: 4] int FirstResourceMemMip;//[Offset: 0xb0, Size: 4] IntPoint ImportedSize;//[Offset: 0xb4, Size: 8] double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0xc0, Size: 8] bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xca, Size: 1] bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xca, Size: 1] bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xca, Size: 1] bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xca, Size: 1] byte AddressX;//[Offset: 0xcb, Size: 1] byte AddressY;//[Offset: 0xcc, Size: 1] int Blueprint_GetSizeY();// 0x4720404 int Blueprint_GetSizeX();// 0x47203dc -------------------------------- Class: ReporterGraph.ReporterBase.Object -------------------------------- Class: ReporterBase.Object -------------------------------- Class: Font.Object enum FontCacheType;//[Offset: 0x20, Size: 1] FontCharacter[] Characters;//[Offset: 0x24, Size: 12] Texture2D*[] Textures;//[Offset: 0x30, Size: 12] int IsRemapped;//[Offset: 0x3c, Size: 4] float EmScale;//[Offset: 0x40, Size: 4] float Ascent;//[Offset: 0x44, Size: 4] float Descent;//[Offset: 0x48, Size: 4] float Leading;//[Offset: 0x4c, Size: 4] int Kerning;//[Offset: 0x50, Size: 4] FontImportOptionsData ImportOptions;//[Offset: 0x54, Size: 144] int NumCharacters;//[Offset: 0xe4, Size: 4] int[] MaxCharHeight;//[Offset: 0xe8, Size: 12] float ScalingFactor;//[Offset: 0xf4, Size: 4] int LegacyFontSize;//[Offset: 0xf8, Size: 4] FName LegacyFontName;//[Offset: 0x100, Size: 8] CompositeFont CompositeFont;//[Offset: 0x108, Size: 24] -------------------------------- Class: FontCharacter int StartU;//[Offset: 0x0, Size: 4] int StartV;//[Offset: 0x4, Size: 4] int USize;//[Offset: 0x8, Size: 4] int VSize;//[Offset: 0xc, Size: 4] byte TextureIndex;//[Offset: 0x10, Size: 1] int VerticalOffset;//[Offset: 0x14, Size: 4] -------------------------------- Class: FontImportOptionsData FString FontName;//[Offset: 0x0, Size: 12] float Height;//[Offset: 0xc, Size: 4] bool bEnableAntialiasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] bool bEnableBold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10, Size: 1] bool bEnableItalic;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10, Size: 1] bool bEnableUnderline;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10, Size: 1] bool bAlphaOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10, Size: 1] byte CharacterSet;//[Offset: 0x11, Size: 1] FString Chars;//[Offset: 0x14, Size: 12] FString UnicodeRange;//[Offset: 0x20, Size: 12] FString CharsFilePath;//[Offset: 0x2c, Size: 12] FString CharsFileWildcard;//[Offset: 0x38, Size: 12] bool bCreatePrintableOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1] bool bIncludeASCIIRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44, Size: 1] LinearColor ForegroundColor;//[Offset: 0x48, Size: 16] bool bEnableDropShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1] int TexturePageWidth;//[Offset: 0x5c, Size: 4] int TexturePageMaxHeight;//[Offset: 0x60, Size: 4] int XPadding;//[Offset: 0x64, Size: 4] int YPadding;//[Offset: 0x68, Size: 4] int ExtendBoxTop;//[Offset: 0x6c, Size: 4] int ExtendBoxBottom;//[Offset: 0x70, Size: 4] int ExtendBoxRight;//[Offset: 0x74, Size: 4] int ExtendBoxLeft;//[Offset: 0x78, Size: 4] bool bEnableLegacyMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] int Kerning;//[Offset: 0x80, Size: 4] bool bUseDistanceFieldAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x84, Size: 1] int DistanceFieldScaleFactor;//[Offset: 0x88, Size: 4] float DistanceFieldScanRadiusScale;//[Offset: 0x8c, Size: 4] -------------------------------- Class: CompositeFont Typeface DefaultTypeface;//[Offset: 0x0, Size: 12] CompositeSubFont[] SubTypefaces;//[Offset: 0xc, Size: 12] -------------------------------- Class: Typeface TypefaceEntry[] Fonts;//[Offset: 0x0, Size: 12] -------------------------------- Class: TypefaceEntry FName Name;//[Offset: 0x0, Size: 8] FontData Font;//[Offset: 0x8, Size: 20] -------------------------------- Class: FontData FString FontFilename;//[Offset: 0x0, Size: 12] enum Hinting;//[Offset: 0xc, Size: 1] enum LoadingPolicy;//[Offset: 0xd, Size: 1] Object* FontFaceAsset;//[Offset: 0x10, Size: 4] -------------------------------- Class: CompositeSubFont Typeface Typeface;//[Offset: 0x0, Size: 12] Int32Range[] CharacterRanges;//[Offset: 0xc, Size: 12] float ScalingFactor;//[Offset: 0x18, Size: 4] -------------------------------- Class: Int32Range Int32RangeBound LowerBound;//[Offset: 0x0, Size: 8] Int32RangeBound UpperBound;//[Offset: 0x8, Size: 8] -------------------------------- Class: Int32RangeBound byte Type;//[Offset: 0x0, Size: 1] int Value;//[Offset: 0x4, Size: 4] -------------------------------- Class: Vector2D float X;//[Offset: 0x0, Size: 4] float Y;//[Offset: 0x4, Size: 4] -------------------------------- Class: CanvasUVTri Vector2D V0_Pos;//[Offset: 0x0, Size: 8] Vector2D V0_UV;//[Offset: 0x8, Size: 8] LinearColor V0_Color;//[Offset: 0x10, Size: 16] Vector2D V1_Pos;//[Offset: 0x20, Size: 8] Vector2D V1_UV;//[Offset: 0x28, Size: 8] LinearColor V1_Color;//[Offset: 0x30, Size: 16] Vector2D V2_Pos;//[Offset: 0x40, Size: 8] Vector2D V2_UV;//[Offset: 0x48, Size: 8] LinearColor V2_Color;//[Offset: 0x50, Size: 16] -------------------------------- Class: DebugTextInfo Actor* SrcActor;//[Offset: 0x0, Size: 4] Vector SrcActorOffset;//[Offset: 0x4, Size: 12] Vector SrcActorDesiredOffset;//[Offset: 0x10, Size: 12] FString DebugText;//[Offset: 0x1c, Size: 12] float TimeRemaining;//[Offset: 0x28, Size: 4] float Duration;//[Offset: 0x2c, Size: 4] Color TextColor;//[Offset: 0x30, Size: 4] bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1] bool bKeepAttachedToActor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34, Size: 1] bool bDrawShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34, Size: 1] Vector OrigActorLocation;//[Offset: 0x38, Size: 12] Font* Font;//[Offset: 0x44, Size: 4] float FontScale;//[Offset: 0x48, Size: 4] -------------------------------- Class: PlayerCameraManager.Actor.Object PlayerController* PCOwner;//[Offset: 0x2fc, Size: 4] SceneComponent* TransformComponent;//[Offset: 0x300, Size: 4] float DefaultFOV;//[Offset: 0x310, Size: 4] float DefaultOrthoWidth;//[Offset: 0x318, Size: 4] float DefaultAspectRatio;//[Offset: 0x320, Size: 4] CameraCacheEntry CameraCache;//[Offset: 0x370, Size: 1424] CameraCacheEntry LastFrameCameraCache;//[Offset: 0x900, Size: 1424] TViewTarget ViewTarget;//[Offset: 0xe90, Size: 1440] TViewTarget PendingViewTarget;//[Offset: 0x1430, Size: 1440] CameraModifier*[] ModifierList;//[Offset: 0x19e4, Size: 12] class CameraModifier[] DefaultModifiers;//[Offset: 0x19f0, Size: 12] float FreeCamDistance;//[Offset: 0x19fc, Size: 4] Vector FreeCamOffset;//[Offset: 0x1a00, Size: 12] Vector ViewTargetOffset;//[Offset: 0x1a0c, Size: 12] EmitterCameraLensEffectBase*[] CameraLensEffects;//[Offset: 0x1a28, Size: 12] CameraModifier_CameraShake* CachedCameraShakeMod;//[Offset: 0x1a34, Size: 4] CameraAnimInst* AnimInstPool;//[Offset: 0x1a38, Size: 4] PostProcessSettings[] PostProcessBlendCache;//[Offset: 0x1a58, Size: 12] CameraAnimInst*[] ActiveAnims;//[Offset: 0x1a70, Size: 12] CameraAnimInst*[] FreeAnims;//[Offset: 0x1a7c, Size: 12] CameraActor* AnimCameraActor;//[Offset: 0x1a88, Size: 4] bool bIsOrthographic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a8c, Size: 1] bool bDefaultConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1a8c, Size: 1] bool bUseClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1a8c, Size: 1] bool bGameCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a8d, Size: 1] float ViewPitchMin;//[Offset: 0x1a90, Size: 4] float ViewPitchMax;//[Offset: 0x1a94, Size: 4] float ViewYawMin;//[Offset: 0x1a98, Size: 4] float ViewYawMax;//[Offset: 0x1a9c, Size: 4] float ViewRollMin;//[Offset: 0x1aa0, Size: 4] float ViewRollMax;//[Offset: 0x1aa4, Size: 4] void StopCameraShake(CameraShake* ShakeInstance, bool bImmediately);// 0x46d412c void StopCameraFade();// 0x46d4110 void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);// 0x46d4044 void StopAllInstancesOfCameraShake(class CameraShake Shake, bool bImmediately);// 0x46d3f78 void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);// 0x46d3eac void StopAllCameraShakes(bool bImmediately);// 0x46d3e24 void StopAllCameraAnims(bool bImmediate);// 0x46d3d9c void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x46d3bb0 void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool bInFadeAudio);// 0x46d3a9c bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x46146cc void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);// 0x46d3a1c CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x46d38c0 CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x46d359c void PhotographyCameraModify(const Vector NewCameraLocation, const Vector PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector ResultCameraLocation);// 0x46d3434 void OnPhotographySessionStart();// 0x2045918 void OnPhotographySessionEnd();// 0x1f698d4 void OnPhotographyMultiPartCaptureStart();// 0x1fccb38 void OnPhotographyMultiPartCaptureEnd();// 0x1f5d518 PlayerController* GetOwningPlayerController();// 0x46d3404 float GetFOVAngle();// 0x45ee01c Rotator GetCameraRotation();// 0x46d33bc Vector GetCameraLocation();// 0x46d3374 CameraModifier* FindCameraModifierByClass(class CameraModifier ModifierClass);// 0x46d32ec void ClearCameraLensEffects();// 0x46d32d0 bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation, out Rotator NewCameraRotation, out float NewCameraFOV);// 0x2c90a38 CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);// 0x46d3248 EmitterCameraLensEffectBase* AddCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x46d31c0 -------------------------------- Class: CameraCacheEntry float TimeStamp;//[Offset: 0x0, Size: 4] MinimalViewInfo POV;//[Offset: 0x10, Size: 1408] -------------------------------- Class: MinimalViewInfo Vector Location;//[Offset: 0x0, Size: 12] Vector LocationLocalSpace;//[Offset: 0xc, Size: 12] Rotator Rotation;//[Offset: 0x18, Size: 12] float FOV;//[Offset: 0x24, Size: 4] float OrthoWidth;//[Offset: 0x28, Size: 4] float OrthoNearClipPlane;//[Offset: 0x2c, Size: 4] float OrthoFarClipPlane;//[Offset: 0x30, Size: 4] float AspectRatio;//[Offset: 0x34, Size: 4] bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1] bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1] byte ProjectionMode;//[Offset: 0x39, Size: 1] float PostProcessBlendWeight;//[Offset: 0x3c, Size: 4] PostProcessSettings PostProcessSettings;//[Offset: 0x40, Size: 1328] Vector2D OffCenterProjectionOffset;//[Offset: 0x570, Size: 8] -------------------------------- Class: PostProcessSettings bool bOverride_WhiteTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bOverride_WhiteTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bOverride_ColorSaturation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bOverride_ColorContrast;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bOverride_ColorGamma;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] bool bOverride_ColorGain;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1] bool bOverride_ColorOffset;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1] bool bOverride_ColorSaturationShadows;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1] bool bOverride_ColorContrastShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1] bool bOverride_ColorGammaShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1] bool bOverride_ColorGainShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1] bool bOverride_ColorOffsetShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1] bool bOverride_ColorSaturationMidtones;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1] bool bOverride_ColorContrastMidtones;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1] bool bOverride_ColorGammaMidtones;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1] bool bOverride_ColorGainMidtones;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1] bool bOverride_ColorOffsetMidtones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2, Size: 1] bool bOverride_ColorSaturationHighlights;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2, Size: 1] bool bOverride_ColorContrastHighlights;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2, Size: 1] bool bOverride_ColorGammaHighlights;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2, Size: 1] bool bOverride_ColorGainHighlights;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2, Size: 1] bool bOverride_ColorOffsetHighlights;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2, Size: 1] bool bOverride_ColorCorrectionShadowsMax;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2, Size: 1] bool bOverride_ColorCorrectionHighlightsMin;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2, Size: 1] bool bOverride_FilmWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3, Size: 1] bool bOverride_FilmSaturation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3, Size: 1] bool bOverride_FilmChannelMixerRed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3, Size: 1] bool bOverride_FilmChannelMixerGreen;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3, Size: 1] bool bOverride_FilmChannelMixerBlue;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3, Size: 1] bool bOverride_FilmContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3, Size: 1] bool bOverride_FilmDynamicRange;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3, Size: 1] bool bOverride_FilmHealAmount;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3, Size: 1] bool bOverride_FilmToeAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] bool bOverride_FilmShadowTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4, Size: 1] bool bOverride_FilmShadowTintBlend;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4, Size: 1] bool bOverride_FilmShadowTintAmount;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4, Size: 1] bool bOverride_FilmSlope;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x4, Size: 1] bool bOverride_FilmToe;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x4, Size: 1] bool bOverride_FilmShoulder;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x4, Size: 1] bool bOverride_FilmBlackClip;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x4, Size: 1] bool bOverride_FilmWhiteClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5, Size: 1] bool bOverride_SceneColorTint;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5, Size: 1] bool bOverride_SceneFringeIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5, Size: 1] bool bOverride_AmbientCubemapTint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5, Size: 1] bool bOverride_AmbientCubemapIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5, Size: 1] bool bOverride_BloomMethod;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x5, Size: 1] bool bOverride_BloomIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x5, Size: 1] bool bOverride_BloomThreshold;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5, Size: 1] bool bOverride_Bloom1Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6, Size: 1] bool bOverride_Bloom1Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6, Size: 1] bool bOverride_Bloom2Size;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6, Size: 1] bool bOverride_Bloom2Tint;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6, Size: 1] bool bOverride_Bloom3Tint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x6, Size: 1] bool bOverride_Bloom3Size;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x6, Size: 1] bool bOverride_Bloom4Tint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x6, Size: 1] bool bOverride_Bloom4Size;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x6, Size: 1] bool bOverride_Bloom5Tint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7, Size: 1] bool bOverride_Bloom5Size;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7, Size: 1] bool bOverride_Bloom6Tint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7, Size: 1] bool bOverride_Bloom6Size;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7, Size: 1] bool bOverride_BloomSizeScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7, Size: 1] bool bOverride_BloomConvolutionTexture;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7, Size: 1] bool bOverride_BloomConvolutionSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7, Size: 1] bool bOverride_BloomConvolutionCenterUV;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7, Size: 1] bool bOverride_BloomConvolutionPreFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1] bool bOverride_BloomConvolutionPreFilterMin;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8, Size: 1] bool bOverride_BloomConvolutionPreFilterMax;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8, Size: 1] bool bOverride_BloomConvolutionPreFilterMult;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8, Size: 1] bool bOverride_BloomConvolutionBufferScale;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x8, Size: 1] bool bOverride_BloomDirtMaskIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x8, Size: 1] bool bOverride_BloomDirtMaskTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x8, Size: 1] bool bOverride_BloomDirtMask;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x8, Size: 1] bool bOverride_RadialBlurCenterPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9, Size: 1] bool bOverride_RadialBlurIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9, Size: 1] bool bOverride_RadialBlurDistance;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9, Size: 1] bool bOverride_AutoExposureMethod;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9, Size: 1] bool bOverride_AutoExposureLowPercent;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9, Size: 1] bool bOverride_AutoExposureHighPercent;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9, Size: 1] bool bOverride_AutoExposureMinBrightness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x9, Size: 1] bool bOverride_AutoExposureMaxBrightness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x9, Size: 1] bool bOverride_AutoExposureSpeedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa, Size: 1] bool bOverride_AutoExposureSpeedDown;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa, Size: 1] bool bOverride_AutoExposureBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa, Size: 1] bool bOverride_HistogramLogMin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa, Size: 1] bool bOverride_HistogramLogMax;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa, Size: 1] bool bOverride_LensFlareIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa, Size: 1] bool bOverride_LensFlareTint;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa, Size: 1] bool bOverride_LensFlareTints;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xa, Size: 1] bool bOverride_LensFlareBokehSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb, Size: 1] bool bOverride_LensFlareBokehShape;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xb, Size: 1] bool bOverride_LensFlareThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xb, Size: 1] bool bOverride_VignetteIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xb, Size: 1] bool bOverride_GrainIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xb, Size: 1] bool bOverride_GrainJitter;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xb, Size: 1] bool bOverride_AmbientOcclusionIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xb, Size: 1] bool bOverride_AmbientOcclusionStaticFraction;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xb, Size: 1] bool bOverride_AmbientOcclusionRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionFadeDistance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionFadeRadius;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionDistance;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionPower;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionQuality;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xc, Size: 1] bool bOverride_AmbientOcclusionMipBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd, Size: 1] bool bOverride_AmbientOcclusionMipScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd, Size: 1] bool bOverride_AmbientOcclusionMipThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xd, Size: 1] bool bOverride_LPVIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xd, Size: 1] bool bOverride_LPVDirectionalOcclusionIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xd, Size: 1] bool bOverride_LPVDirectionalOcclusionRadius;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xd, Size: 1] bool bOverride_LPVDiffuseOcclusionExponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xd, Size: 1] bool bOverride_LPVSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xd, Size: 1] bool bOverride_LPVDiffuseOcclusionIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe, Size: 1] bool bOverride_LPVSpecularOcclusionIntensity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe, Size: 1] bool bOverride_LPVSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe, Size: 1] bool bOverride_LPVSecondaryOcclusionIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xe, Size: 1] bool bOverride_LPVSecondaryBounceIntensity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xe, Size: 1] bool bOverride_LPVGeometryVolumeBias;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xe, Size: 1] bool bOverride_LPVVplInjectionBias;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xe, Size: 1] bool bOverride_LPVEmissiveInjectionIntensity;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xe, Size: 1] bool bOverride_LPVFadeRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf, Size: 1] bool bOverride_LPVDirectionalOcclusionFadeRange;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf, Size: 1] bool bOverride_SRTIndirectLightingColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf, Size: 1] bool bOverride_SRTIndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf, Size: 1] bool bOverride_SRTMaxOcclusionDistance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xf, Size: 1] bool bOverride_SRTOcclusionContrast;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xf, Size: 1] bool bOverride_SRTOcclusionExponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xf, Size: 1] bool bOverride_SRTMinOcclusion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xf, Size: 1] bool bOverride_SRTSpecularOcclusionExponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] bool bOverride_SRTSpecularMinOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10, Size: 1] bool bOverride_SRTOcclusionTint;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10, Size: 1] bool bOverride_SRTFilterSmoothness;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10, Size: 1] bool bOverride_IndirectLightingColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10, Size: 1] bool bOverride_IndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x10, Size: 1] bool bOverride_ColorGradingIntensity;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x10, Size: 1] bool bOverride_ColorGradingLUT;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x10, Size: 1] bool bOverride_DepthOfFieldFocalDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldFstop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldSensorWidth;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldDepthBlurRadius;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldDepthBlurAmount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldFocalRegion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldNearTransitionRegion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldFarTransitionRegion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldMaxBokehSize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldNearBlurSize;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldFarBlurSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldMethod;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x12, Size: 1] bool bOverride_MobileHQGaussian;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldBokehShape;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldOcclusion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldColorThreshold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13, Size: 1] bool bOverride_DepthOfFieldSizeThreshold;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13, Size: 1] bool bOverride_DepthOfFieldSkyFocusDistance;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x13, Size: 1] bool bOverride_DepthOfFieldVignetteSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x13, Size: 1] bool bOverride_MotionBlurAmount;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x13, Size: 1] bool bOverride_MotionBlurMax;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x13, Size: 1] bool bOverride_MotionBlurPerObjectSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x13, Size: 1] bool bOverride_ScreenPercentage;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x13, Size: 1] bool bOverride_ScreenSpaceReflectionIntensity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14, Size: 1] bool bOverride_ScreenSpaceReflectionQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14, Size: 1] bool bOverride_ScreenSpaceReflectionMaxRoughness;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14, Size: 1] bool bOverride_ScreenSpaceReflectionRoughnessScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x14, Size: 1] bool bOverride_FxaaConsoleEdgeSharpness;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x14, Size: 1] bool bOverride_FxaaConsoleEdgeThreshold;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x14, Size: 1] bool bOverride_FxaaConsoleEdgeThresholdMin;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x14, Size: 1] float WhiteTemp;//[Offset: 0x18, Size: 4] float WhiteTint;//[Offset: 0x1c, Size: 4] Vector4 ColorSaturation;//[Offset: 0x20, Size: 16] Vector4 ColorContrast;//[Offset: 0x30, Size: 16] Vector4 ColorGamma;//[Offset: 0x40, Size: 16] Vector4 ColorGain;//[Offset: 0x50, Size: 16] Vector4 ColorOffset;//[Offset: 0x60, Size: 16] Vector4 ColorSaturationShadows;//[Offset: 0x70, Size: 16] Vector4 ColorContrastShadows;//[Offset: 0x80, Size: 16] Vector4 ColorGammaShadows;//[Offset: 0x90, Size: 16] Vector4 ColorGainShadows;//[Offset: 0xa0, Size: 16] Vector4 ColorOffsetShadows;//[Offset: 0xb0, Size: 16] float ColorCorrectionShadowsMax;//[Offset: 0xc0, Size: 4] Vector4 ColorSaturationMidtones;//[Offset: 0xd0, Size: 16] Vector4 ColorContrastMidtones;//[Offset: 0xe0, Size: 16] Vector4 ColorGammaMidtones;//[Offset: 0xf0, Size: 16] Vector4 ColorGainMidtones;//[Offset: 0x100, Size: 16] Vector4 ColorOffsetMidtones;//[Offset: 0x110, Size: 16] Vector4 ColorSaturationHighlights;//[Offset: 0x120, Size: 16] Vector4 ColorContrastHighlights;//[Offset: 0x130, Size: 16] Vector4 ColorGammaHighlights;//[Offset: 0x140, Size: 16] Vector4 ColorGainHighlights;//[Offset: 0x150, Size: 16] Vector4 ColorOffsetHighlights;//[Offset: 0x160, Size: 16] float ColorCorrectionHighlightsMin;//[Offset: 0x170, Size: 4] float FilmSlope;//[Offset: 0x174, Size: 4] float FilmToe;//[Offset: 0x178, Size: 4] float FilmShoulder;//[Offset: 0x17c, Size: 4] float FilmBlackClip;//[Offset: 0x180, Size: 4] float FilmWhiteClip;//[Offset: 0x184, Size: 4] LinearColor FilmWhitePoint;//[Offset: 0x188, Size: 16] LinearColor FilmShadowTint;//[Offset: 0x198, Size: 16] float FilmShadowTintBlend;//[Offset: 0x1a8, Size: 4] float FilmShadowTintAmount;//[Offset: 0x1ac, Size: 4] float FilmSaturation;//[Offset: 0x1b0, Size: 4] LinearColor FilmChannelMixerRed;//[Offset: 0x1b4, Size: 16] LinearColor FilmChannelMixerGreen;//[Offset: 0x1c4, Size: 16] LinearColor FilmChannelMixerBlue;//[Offset: 0x1d4, Size: 16] float FilmContrast;//[Offset: 0x1e4, Size: 4] float FilmToeAmount;//[Offset: 0x1e8, Size: 4] float FilmHealAmount;//[Offset: 0x1ec, Size: 4] float FilmDynamicRange;//[Offset: 0x1f0, Size: 4] LinearColor SceneColorTint;//[Offset: 0x1f4, Size: 16] float SceneFringeIntensity;//[Offset: 0x204, Size: 4] byte BloomMethod;//[Offset: 0x208, Size: 1] float BloomIntensity;//[Offset: 0x20c, Size: 4] float BloomThreshold;//[Offset: 0x210, Size: 4] float BloomSizeScale;//[Offset: 0x214, Size: 4] float Bloom1Size;//[Offset: 0x218, Size: 4] float Bloom2Size;//[Offset: 0x21c, Size: 4] float Bloom3Size;//[Offset: 0x220, Size: 4] float Bloom4Size;//[Offset: 0x224, Size: 4] float Bloom5Size;//[Offset: 0x228, Size: 4] float Bloom6Size;//[Offset: 0x22c, Size: 4] LinearColor Bloom1Tint;//[Offset: 0x230, Size: 16] LinearColor Bloom2Tint;//[Offset: 0x240, Size: 16] LinearColor Bloom3Tint;//[Offset: 0x250, Size: 16] LinearColor Bloom4Tint;//[Offset: 0x260, Size: 16] LinearColor Bloom5Tint;//[Offset: 0x270, Size: 16] LinearColor Bloom6Tint;//[Offset: 0x280, Size: 16] Texture2D* BloomConvolutionTexture;//[Offset: 0x290, Size: 4] float BloomConvolutionSize;//[Offset: 0x294, Size: 4] Vector2D BloomConvolutionCenterUV;//[Offset: 0x298, Size: 8] Vector BloomConvolutionPreFilter;//[Offset: 0x2a0, Size: 12] float BloomConvolutionPreFilterMin;//[Offset: 0x2ac, Size: 4] float BloomConvolutionPreFilterMax;//[Offset: 0x2b0, Size: 4] float BloomConvolutionPreFilterMult;//[Offset: 0x2b4, Size: 4] float BloomConvolutionBufferScale;//[Offset: 0x2b8, Size: 4] Texture* BloomDirtMask;//[Offset: 0x2bc, Size: 4] float BloomDirtMaskIntensity;//[Offset: 0x2c0, Size: 4] LinearColor BloomDirtMaskTint;//[Offset: 0x2c4, Size: 16] Vector2D RadialBlurCenterPos;//[Offset: 0x2d4, Size: 8] float RadialBlurIntensity;//[Offset: 0x2dc, Size: 4] float RadialBlurDistance;//[Offset: 0x2e0, Size: 4] LinearColor AmbientCubemapTint;//[Offset: 0x2e4, Size: 16] float AmbientCubemapIntensity;//[Offset: 0x2f4, Size: 4] TextureCube* AmbientCubemap;//[Offset: 0x2f8, Size: 4] byte AutoExposureMethod;//[Offset: 0x2fc, Size: 1] float AutoExposureLowPercent;//[Offset: 0x300, Size: 4] float AutoExposureHighPercent;//[Offset: 0x304, Size: 4] float AutoExposureMinBrightness;//[Offset: 0x308, Size: 4] float AutoExposureMaxBrightness;//[Offset: 0x30c, Size: 4] float AutoExposureSpeedUp;//[Offset: 0x310, Size: 4] float AutoExposureSpeedDown;//[Offset: 0x314, Size: 4] bool BlindWatermarking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x318, Size: 1] bool ShowFFTResult;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x318, Size: 1] bool bOverride_BlindWatermarking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x318, Size: 1] bool bOverride_ShowFFTResult;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x318, Size: 1] float AutoExposureBias;//[Offset: 0x31c, Size: 4] float HistogramLogMin;//[Offset: 0x320, Size: 4] float HistogramLogMax;//[Offset: 0x324, Size: 4] float LensFlareIntensity;//[Offset: 0x328, Size: 4] LinearColor LensFlareTint;//[Offset: 0x32c, Size: 16] float LensFlareBokehSize;//[Offset: 0x33c, Size: 4] int LensFlareCount;//[Offset: 0x340, Size: 4] float LensFlareThreshold;//[Offset: 0x344, Size: 4] Texture* LensFlareBokehShape;//[Offset: 0x348, Size: 4] LinearColor LensFlareTints;//[Offset: 0x34c, Size: 16] float VignetteIntensity;//[Offset: 0x3cc, Size: 4] float GrainJitter;//[Offset: 0x3d0, Size: 4] float GrainIntensity;//[Offset: 0x3d4, Size: 4] float AmbientOcclusionIntensity;//[Offset: 0x3d8, Size: 4] float AmbientOcclusionStaticFraction;//[Offset: 0x3dc, Size: 4] float AmbientOcclusionRadius;//[Offset: 0x3e0, Size: 4] bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3e4, Size: 1] float AmbientOcclusionFadeDistance;//[Offset: 0x3e8, Size: 4] float AmbientOcclusionFadeRadius;//[Offset: 0x3ec, Size: 4] float AmbientOcclusionDistance;//[Offset: 0x3f0, Size: 4] float AmbientOcclusionPower;//[Offset: 0x3f4, Size: 4] float AmbientOcclusionBias;//[Offset: 0x3f8, Size: 4] float AmbientOcclusionQuality;//[Offset: 0x3fc, Size: 4] float AmbientOcclusionMipBlend;//[Offset: 0x400, Size: 4] float AmbientOcclusionMipScale;//[Offset: 0x404, Size: 4] float AmbientOcclusionMipThreshold;//[Offset: 0x408, Size: 4] LinearColor SRTIndirectLightingColor;//[Offset: 0x40c, Size: 16] float SRTIndirectLightingIntensity;//[Offset: 0x41c, Size: 4] float SRTMaxOcclusionDistance;//[Offset: 0x420, Size: 4] float SRTOcclusionContrast;//[Offset: 0x424, Size: 4] float SRTOcclusionExponent;//[Offset: 0x428, Size: 4] float SRTMinOcclusion;//[Offset: 0x42c, Size: 4] float SRTSpecularOcclusionExponent;//[Offset: 0x430, Size: 4] float SRTSpecularMinOcclusion;//[Offset: 0x434, Size: 4] LinearColor SRTOcclusionTint;//[Offset: 0x438, Size: 16] float SRTFilterSmoothness;//[Offset: 0x448, Size: 4] LinearColor IndirectLightingColor;//[Offset: 0x44c, Size: 16] float IndirectLightingIntensity;//[Offset: 0x45c, Size: 4] float ColorGradingIntensity;//[Offset: 0x460, Size: 4] Texture* ColorGradingLUT;//[Offset: 0x464, Size: 4] byte DepthOfFieldMethod;//[Offset: 0x468, Size: 1] bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x469, Size: 1] float DepthOfFieldFstop;//[Offset: 0x46c, Size: 4] float DepthOfFieldSensorWidth;//[Offset: 0x470, Size: 4] float DepthOfFieldFocalDistance;//[Offset: 0x474, Size: 4] float DepthOfFieldDepthBlurAmount;//[Offset: 0x478, Size: 4] float DepthOfFieldDepthBlurRadius;//[Offset: 0x47c, Size: 4] float DepthOfFieldFocalRegion;//[Offset: 0x480, Size: 4] float DepthOfFieldNearTransitionRegion;//[Offset: 0x484, Size: 4] float DepthOfFieldFarTransitionRegion;//[Offset: 0x488, Size: 4] float DepthOfFieldScale;//[Offset: 0x48c, Size: 4] float DepthOfFieldMaxBokehSize;//[Offset: 0x490, Size: 4] float DepthOfFieldNearBlurSize;//[Offset: 0x494, Size: 4] float DepthOfFieldFarBlurSize;//[Offset: 0x498, Size: 4] Texture* DepthOfFieldBokehShape;//[Offset: 0x49c, Size: 4] float DepthOfFieldOcclusion;//[Offset: 0x4a0, Size: 4] float DepthOfFieldColorThreshold;//[Offset: 0x4a4, Size: 4] float DepthOfFieldSizeThreshold;//[Offset: 0x4a8, Size: 4] float DepthOfFieldSkyFocusDistance;//[Offset: 0x4ac, Size: 4] float DepthOfFieldVignetteSize;//[Offset: 0x4b0, Size: 4] float MotionBlurAmount;//[Offset: 0x4b4, Size: 4] float MotionBlurMax;//[Offset: 0x4b8, Size: 4] float MotionBlurPerObjectSize;//[Offset: 0x4bc, Size: 4] float LPVIntensity;//[Offset: 0x4c0, Size: 4] float LPVVplInjectionBias;//[Offset: 0x4c4, Size: 4] float LPVSize;//[Offset: 0x4c8, Size: 4] float LPVSecondaryOcclusionIntensity;//[Offset: 0x4cc, Size: 4] float LPVSecondaryBounceIntensity;//[Offset: 0x4d0, Size: 4] float LPVGeometryVolumeBias;//[Offset: 0x4d4, Size: 4] float LPVEmissiveInjectionIntensity;//[Offset: 0x4d8, Size: 4] float LPVDirectionalOcclusionIntensity;//[Offset: 0x4dc, Size: 4] float LPVDirectionalOcclusionRadius;//[Offset: 0x4e0, Size: 4] float LPVDiffuseOcclusionExponent;//[Offset: 0x4e4, Size: 4] float LPVSpecularOcclusionExponent;//[Offset: 0x4e8, Size: 4] float LPVDiffuseOcclusionIntensity;//[Offset: 0x4ec, Size: 4] float LPVSpecularOcclusionIntensity;//[Offset: 0x4f0, Size: 4] float ScreenSpaceReflectionIntensity;//[Offset: 0x4f4, Size: 4] float ScreenSpaceReflectionQuality;//[Offset: 0x4f8, Size: 4] float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x4fc, Size: 4] float LPVFadeRange;//[Offset: 0x500, Size: 4] float LPVDirectionalOcclusionFadeRange;//[Offset: 0x504, Size: 4] float ScreenPercentage;//[Offset: 0x508, Size: 4] WeightedBlendables WeightedBlendables;//[Offset: 0x50c, Size: 12] float FxaaConsoleEdgeSharpness;//[Offset: 0x518, Size: 4] float FxaaConsoleEdgeThreshold;//[Offset: 0x51c, Size: 4] float FxaaConsoleEdgeThresholdMin;//[Offset: 0x520, Size: 4] Object*[] Blendables;//[Offset: 0x524, Size: 12] -------------------------------- Class: TextureCube.Texture.Object -------------------------------- Class: WeightedBlendables WeightedBlendable[] Array;//[Offset: 0x0, Size: 12] -------------------------------- Class: WeightedBlendable float Weight;//[Offset: 0x0, Size: 4] Object* Object;//[Offset: 0x4, Size: 4] -------------------------------- Class: TViewTarget Actor* Target;//[Offset: 0x0, Size: 4] MinimalViewInfo POV;//[Offset: 0x10, Size: 1408] PlayerState* PlayerState;//[Offset: 0x590, Size: 4] -------------------------------- Class: CameraModifier.Object bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] bool bExclusive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1] byte Priority;//[Offset: 0x1d, Size: 1] PlayerCameraManager* CameraOwner;//[Offset: 0x20, Size: 4] float AlphaInTime;//[Offset: 0x24, Size: 4] float AlphaOutTime;//[Offset: 0x28, Size: 4] float Alpha;//[Offset: 0x2c, Size: 4] bool IsDisabled();// 0x208b064 Actor* GetViewTarget();// 0x1f62db8 void EnableModifier();// 0x21b0b48 void DisableModifier(bool bImmediate);// 0x45e5340 void BlueprintModifyPostProcess(float DeltaTime, out float PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x2c90a38 void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation, out float NewFOV);// 0x2c90a38 -------------------------------- Class: EmitterCameraLensEffectBase.Emitter.Actor.Object ParticleSystem* PS_CameraEffect;//[Offset: 0x340, Size: 4] ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x344, Size: 4] PlayerCameraManager* BaseCamera;//[Offset: 0x348, Size: 4] Transform RelativeTransform;//[Offset: 0x350, Size: 48] float BaseFOV;//[Offset: 0x380, Size: 4] bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x384, Size: 1] bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x384, Size: 1] class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x388, Size: 12] float DistFromCamera;//[Offset: 0x394, Size: 4] -------------------------------- Class: Emitter.Actor.Object ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x2fc, Size: 4] bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1] bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300, Size: 1] delegate OnParticleSpawn;//[Offset: 0x304, Size: 12] delegate OnParticleBurst;//[Offset: 0x310, Size: 12] delegate OnParticleDeath;//[Offset: 0x31c, Size: 12] delegate OnParticleCollide;//[Offset: 0x328, Size: 12] delegate OnParticleCollideMoreInfo;//[Offset: 0x334, Size: 12] void ToggleActive();// 0x4604e2c void SetVectorParameter(FName ParameterName, Vector Param);// 0x4604d6c void SetTemplate(ParticleSystem* NewTemplate);// 0x1f58458 void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x4604cb0 void SetFloatParameter(FName ParameterName, float Param);// 0x4604bec void SetColorParameter(FName ParameterName, LinearColor Param);// 0x4604b24 void SetActorParameter(FName ParameterName, Actor* Param);// 0x4604a68 void OnRep_bCurrentlyActive();// 0x1fccb38 void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);// 0x1f698f0 bool IsActive();// 0x4604a40 void Deactivate();// 0x4604a2c void Activate();// 0x4604a18 -------------------------------- Class: ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object ParticleSystem* Template;//[Offset: 0x5bc, Size: 4] MaterialInterface*[] EmitterMaterials;//[Offset: 0x5c0, Size: 12] SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x5cc, Size: 12] bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5d8, Size: 1] bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d9, Size: 1] bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5d9, Size: 1] bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5d9, Size: 1] bool bWarmingUp;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5d9, Size: 1] bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5da, Size: 1] bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5da, Size: 1] byte LODMethod;//[Offset: 0x5dc, Size: 1] enum RequiredSignificance;//[Offset: 0x5dd, Size: 1] ParticleSysParam[] InstanceParameters;//[Offset: 0x5e0, Size: 12] delegate OnParticleSpawn;//[Offset: 0x5ec, Size: 12] delegate OnParticleBurst;//[Offset: 0x5f8, Size: 12] delegate OnParticleDeath;//[Offset: 0x604, Size: 12] delegate OnParticleCollide;//[Offset: 0x610, Size: 12] delegate OnParticleCollideMoreInfo;//[Offset: 0x61c, Size: 12] Vector OldPosition;//[Offset: 0x628, Size: 12] Vector PartSysVelocity;//[Offset: 0x634, Size: 12] float WarmupTime;//[Offset: 0x640, Size: 4] float WarmupTickRate;//[Offset: 0x644, Size: 4] float SecondsBeforeInactive;//[Offset: 0x64c, Size: 4] float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x654, Size: 4] ParticleSystemReplay*[] ReplayClips;//[Offset: 0x674, Size: 12] float CustomTimeDilation;//[Offset: 0x688, Size: 4] SceneComponent* AutoAttachParent;//[Offset: 0x6cc, Size: 8] FName AutoAttachSocketName;//[Offset: 0x6d8, Size: 8] enum AutoAttachLocationRule;//[Offset: 0x6e0, Size: 1] enum AutoAttachRotationRule;//[Offset: 0x6e1, Size: 1] enum AutoAttachScaleRule;//[Offset: 0x6e2, Size: 1] delegate OnSystemFinished;//[Offset: 0x70c, Size: 12] void SetVectorParameter(FName ParameterName, Vector Param);// 0x46c8284 void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x46c812c void SetTemplate(ParticleSystem* NewTemplate);// 0x46c80b4 void SetSocketName(FName InSocketName);// 0x46c803c void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x46c7f80 void SetLODLevel(int InLODLevel);// 0x46c7f00 void SetFloatParameter(FName ParameterName, float Param);// 0x46c7e3c void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x46c7d68 void SetColorParameter(FName ParameterName, LinearColor Param);// 0x46c7ca0 void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int TargetIndex);// 0x46c7b94 void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex);// 0x46c7a8c void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int TargetIndex);// 0x46c7980 void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int SourceIndex);// 0x46c7874 void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex);// 0x46c776c void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int SourceIndex);// 0x46c7660 void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x46c759c void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte LocationType);// 0x46c7470 void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule);// 0x46c72cc void SetActorParameter(FName ParameterName, Actor* Param);// 0x46c7210 void OnMaterialLoaded(MaterialInterface* MaterialInstance, int ElementIndex);// 0x46c7154 int GetNumActiveParticles();// 0x46c712c MaterialInterface* GetNamedMaterial(FName InName);// 0x46c70a4 int GetLODLevel();// 0x46c7074 bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector OutTangentPoint);// 0x46c6f58 bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float OutTargetStrength);// 0x46c6e38 bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector OutTargetPoint);// 0x46c6d1c bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector OutTangentPoint);// 0x46c6c00 bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float OutSourceStrength);// 0x46c6ae0 bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector OutSourcePoint);// 0x46c69c4 bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x46c68ec void GenerateParticleEvent(const FName InEventName, const float InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector InVelocity);// 0x46c674c void EndTrails();// 0x46c6738 void CreateNamedDynamicMaterialInstanceAsync(FName InName, delegate MaterialInstCallback, MaterialInterface* SourceMaterial);// 0x46c65f4 MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName, MaterialInterface* SourceMaterial);// 0x46c6528 void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x46c63d0 -------------------------------- Class: ParticleSystem.Object byte SystemUpdateMode;//[Offset: 0x1c, Size: 1] float UpdateTime_FPS;//[Offset: 0x20, Size: 4] float UpdateTime_Delta;//[Offset: 0x24, Size: 4] float WarmupTime;//[Offset: 0x28, Size: 4] float WarmupTickRate;//[Offset: 0x2c, Size: 4] ParticleEmitter*[] Emitters;//[Offset: 0x30, Size: 12] ParticleSystemComponent* PreviewComponent;//[Offset: 0x3c, Size: 4] InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x40, Size: 4] bool bOrientZAxisTowardCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1] float LODDistanceCheckTime;//[Offset: 0x48, Size: 4] bool bUseDeviceConstBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] byte LODMethod;//[Offset: 0x4d, Size: 1] float[] LODDistances;//[Offset: 0x50, Size: 12] bool bRegenerateLODDuplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c, Size: 1] ParticleSystemLOD[] LODSettings;//[Offset: 0x60, Size: 12] bool bUseFixedRelativeBoundingBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c, Size: 1] Box FixedRelativeBoundingBox;//[Offset: 0x70, Size: 28] float SecondsBeforeInactive;//[Offset: 0x8c, Size: 4] bool bShouldResetPeakCounts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90, Size: 1] bool bHasPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90, Size: 1] bool bUseRealtimeThumbnail;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x90, Size: 1] bool ThumbnailImageOutOfDate;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x90, Size: 1] float Delay;//[Offset: 0x94, Size: 4] float DelayLow;//[Offset: 0x98, Size: 4] bool bUseDelayRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c, Size: 1] bool bAutoDeactivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d, Size: 1] uint32 MinTimeBetweenTicks;//[Offset: 0xa0, Size: 4] enum InsignificantReaction;//[Offset: 0xa4, Size: 1] float InsignificanceDelay;//[Offset: 0xa8, Size: 4] enum MaxSignificanceLevel;//[Offset: 0xac, Size: 1] Vector MacroUVPosition;//[Offset: 0xb0, Size: 12] float MacroUVRadius;//[Offset: 0xbc, Size: 4] byte OcclusionBoundsMethod;//[Offset: 0xc0, Size: 1] Box CustomOcclusionBounds;//[Offset: 0xc4, Size: 28] LODSoloTrack[] SoloTracking;//[Offset: 0xe0, Size: 12] NamedEmitterMaterial[] NamedMaterialSlots;//[Offset: 0xec, Size: 12] bool ContainsEmitterType(class Object TypeData);// 0x46c56f0 -------------------------------- Class: ParticleEmitter.Object FName EmitterName;//[Offset: 0x20, Size: 8] int SubUVDataOffset;//[Offset: 0x28, Size: 4] byte EmitterRenderMode;//[Offset: 0x2c, Size: 1] ParticleLODLevel*[] LODLevels;//[Offset: 0x30, Size: 12] bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c, Size: 1] int PeakActiveParticles;//[Offset: 0x40, Size: 4] int InitialAllocationCount;//[Offset: 0x44, Size: 4] float MediumDetailSpawnRateScale;//[Offset: 0x48, Size: 4] float QualityLevelSpawnRateScale;//[Offset: 0x4c, Size: 4] float GPUToCPUEmitterSpawnRateScale;//[Offset: 0x50, Size: 4] byte DetailMode;//[Offset: 0x54, Size: 1] bool bIsSoloing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55, Size: 1] bool bCookedOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55, Size: 1] bool bDisabledLODsKeepEmitterAlive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55, Size: 1] bool bDisableWhenInsignficant;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55, Size: 1] enum SignificanceLevel;//[Offset: 0x56, Size: 1] bool bSupportParticleDynamicInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57, Size: 1] -------------------------------- Class: ParticleLODLevel.Object int Level;//[Offset: 0x1c, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] ParticleModuleRequired* RequiredModule;//[Offset: 0x24, Size: 4] ParticleModule*[] Modules;//[Offset: 0x28, Size: 12] ParticleModuleTypeDataBase* TypeDataModule;//[Offset: 0x34, Size: 4] ParticleModuleSpawn* SpawnModule;//[Offset: 0x38, Size: 4] ParticleModuleEventGenerator* EventGenerator;//[Offset: 0x3c, Size: 4] ParticleModuleSpawnBase*[] SpawningModules;//[Offset: 0x40, Size: 12] ParticleModule*[] SpawnModules;//[Offset: 0x4c, Size: 12] ParticleModule*[] UpdateModules;//[Offset: 0x58, Size: 12] ParticleModuleOrbit*[] OrbitModules;//[Offset: 0x64, Size: 12] ParticleModuleEventReceiverBase*[] EventReceiverModules;//[Offset: 0x70, Size: 12] bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] int PeakActiveParticles;//[Offset: 0x80, Size: 4] -------------------------------- Class: ParticleModuleRequired.ParticleModule.Object MaterialInterface* Material;//[Offset: 0x2c, Size: 4] MaterialInterface* MaterialPath;//[Offset: 0x30, Size: 40] Vector EmitterOrigin;//[Offset: 0x58, Size: 12] Rotator EmitterRotation;//[Offset: 0x64, Size: 12] byte ScreenAlignment;//[Offset: 0x70, Size: 1] float MinFacingCameraBlendDistance;//[Offset: 0x74, Size: 4] float MaxFacingCameraBlendDistance;//[Offset: 0x78, Size: 4] bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c, Size: 1] bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c, Size: 1] byte SortMode;//[Offset: 0x7d, Size: 1] bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7e, Size: 1] bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7e, Size: 1] float EmitterDuration;//[Offset: 0x80, Size: 4] float EmitterDurationLow;//[Offset: 0x84, Size: 4] bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x88, Size: 1] bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x88, Size: 1] int EmitterLoops;//[Offset: 0x8c, Size: 4] RawDistributionFloat SpawnRate;//[Offset: 0x90, Size: 40] byte ParticleBurstMethod;//[Offset: 0xb8, Size: 1] ParticleBurst[] BurstList;//[Offset: 0xbc, Size: 12] float EmitterDelay;//[Offset: 0xc8, Size: 4] float EmitterDelayLow;//[Offset: 0xcc, Size: 4] bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd0, Size: 1] bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd0, Size: 1] byte InterpolationMethod;//[Offset: 0xd1, Size: 1] int SubImages_Horizontal;//[Offset: 0xd4, Size: 4] int SubImages_Vertical;//[Offset: 0xd8, Size: 4] bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xdc, Size: 1] float RandomImageTime;//[Offset: 0xe0, Size: 4] int RandomImageChanges;//[Offset: 0xe4, Size: 4] bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe8, Size: 1] Vector MacroUVPosition;//[Offset: 0xec, Size: 12] float MacroUVRadius;//[Offset: 0xf8, Size: 4] bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xfc, Size: 1] int MaxDrawCount;//[Offset: 0x100, Size: 4] enum UVFlippingMode;//[Offset: 0x104, Size: 1] Texture2D* CutoutTexture;//[Offset: 0x108, Size: 4] Texture2D* CutoutTexturePath;//[Offset: 0x110, Size: 40] byte BoundingMode;//[Offset: 0x138, Size: 1] byte OpacitySourceMode;//[Offset: 0x139, Size: 1] float AlphaThreshold;//[Offset: 0x13c, Size: 4] int CutoutSubImagesX;//[Offset: 0x140, Size: 4] int CutoutSubImagesY;//[Offset: 0x144, Size: 4] byte EmitterNormalsMode;//[Offset: 0x148, Size: 1] Vector NormalsSphereCenter;//[Offset: 0x14c, Size: 12] Vector NormalsCylinderDirection;//[Offset: 0x158, Size: 12] bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x164, Size: 1] FName[] NamedMaterialOverrides;//[Offset: 0x168, Size: 12] Vector2D[] UBOBoundingGeometry;//[Offset: 0x174, Size: 12] bool bUseComputeRaster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x180, Size: 1] -------------------------------- Class: ParticleModule.Object bool bSpawnModule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] bool bUpdateModule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1] bool bFinalUpdateModule;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1] bool bUpdateForGPUEmitter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1] bool bCurvesAsColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1] bool b3DDrawMode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c, Size: 1] bool bSupported3DDrawMode;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c, Size: 1] bool bEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c, Size: 1] bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d, Size: 1] bool LODDuplicate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d, Size: 1] bool bSupportsRandomSeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d, Size: 1] bool bRequiresLoopingNotification;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d, Size: 1] byte LODValidity;//[Offset: 0x1e, Size: 1] -------------------------------- Class: RawDistributionFloat.RawDistribution float MinValue;//[Offset: 0x1c, Size: 4] float MaxValue;//[Offset: 0x20, Size: 4] DistributionFloat* Distribution;//[Offset: 0x24, Size: 4] -------------------------------- Class: RawDistribution DistributionLookupTable Table;//[Offset: 0x0, Size: 28] -------------------------------- Class: DistributionFloat.Distribution.Object bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1] -------------------------------- Class: Distribution.Object -------------------------------- Class: DistributionLookupTable byte Op;//[Offset: 0x0, Size: 1] byte EntryCount;//[Offset: 0x1, Size: 1] byte EntryStride;//[Offset: 0x2, Size: 1] byte SubEntryStride;//[Offset: 0x3, Size: 1] float TimeScale;//[Offset: 0x4, Size: 4] float TimeBias;//[Offset: 0x8, Size: 4] float[] Values;//[Offset: 0xc, Size: 12] byte LockFlag;//[Offset: 0x18, Size: 1] -------------------------------- Class: ParticleBurst int Count;//[Offset: 0x0, Size: 4] int CountLow;//[Offset: 0x4, Size: 4] float Time;//[Offset: 0x8, Size: 4] -------------------------------- Class: ParticleModuleTypeDataBase.ParticleModule.Object -------------------------------- Class: ParticleModuleSpawn.ParticleModuleSpawnBase.ParticleModule.Object RawDistributionFloat Rate;//[Offset: 0x30, Size: 40] RawDistributionFloat RateScale;//[Offset: 0x58, Size: 40] byte ParticleBurstMethod;//[Offset: 0x80, Size: 1] ParticleBurst[] BurstList;//[Offset: 0x84, Size: 12] RawDistributionFloat BurstScale;//[Offset: 0x90, Size: 40] bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8, Size: 1] -------------------------------- Class: ParticleModuleSpawnBase.ParticleModule.Object bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c, Size: 1] -------------------------------- Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object ParticleEvent_GenerateInfo[] Events;//[Offset: 0x2c, Size: 12] -------------------------------- Class: ParticleModuleEventBase.ParticleModule.Object -------------------------------- Class: ParticleEvent_GenerateInfo byte Type;//[Offset: 0x0, Size: 1] int Frequency;//[Offset: 0x4, Size: 4] int ParticleFrequency;//[Offset: 0x8, Size: 4] bool FirstTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] bool LastTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1] bool UseReflectedImpactVector;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc, Size: 1] bool bUseOrbitOffset;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc, Size: 1] FName CustomName;//[Offset: 0x10, Size: 8] ParticleModuleEventSendToGame*[] ParticleModuleEventsToSendToGame;//[Offset: 0x18, Size: 12] -------------------------------- Class: ParticleModuleEventSendToGame.Object -------------------------------- Class: ParticleModuleOrbit.ParticleModuleOrbitBase.ParticleModule.Object byte ChainMode;//[Offset: 0x2d, Size: 1] RawDistributionVector OffsetAmount;//[Offset: 0x30, Size: 64] OrbitOptions OffsetOptions;//[Offset: 0x70, Size: 4] RawDistributionVector RotationAmount;//[Offset: 0x74, Size: 64] OrbitOptions RotationOptions;//[Offset: 0xb4, Size: 4] RawDistributionVector RotationRateAmount;//[Offset: 0xb8, Size: 64] OrbitOptions RotationRateOptions;//[Offset: 0xf8, Size: 4] -------------------------------- Class: ParticleModuleOrbitBase.ParticleModule.Object bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] -------------------------------- Class: RawDistributionVector.RawDistribution float MinValue;//[Offset: 0x1c, Size: 4] float MaxValue;//[Offset: 0x20, Size: 4] Vector MinValueVec;//[Offset: 0x24, Size: 12] Vector MaxValueVec;//[Offset: 0x30, Size: 12] DistributionVector* Distribution;//[Offset: 0x3c, Size: 4] -------------------------------- Class: DistributionVector.Distribution.Object bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] bool bIsDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20, Size: 1] bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1] -------------------------------- Class: OrbitOptions bool bProcessDuringSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bProcessDuringUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] -------------------------------- Class: ParticleModuleEventReceiverBase.ParticleModuleEventBase.ParticleModule.Object byte EventGeneratorType;//[Offset: 0x2c, Size: 1] FName EventName;//[Offset: 0x30, Size: 8] -------------------------------- Class: InterpCurveEdSetup.Object CurveEdTab[] Tabs;//[Offset: 0x1c, Size: 12] int ActiveTab;//[Offset: 0x28, Size: 4] -------------------------------- Class: CurveEdTab FString TabName;//[Offset: 0x0, Size: 12] CurveEdEntry[] Curves;//[Offset: 0xc, Size: 12] float ViewStartInput;//[Offset: 0x18, Size: 4] float ViewEndInput;//[Offset: 0x1c, Size: 4] float ViewStartOutput;//[Offset: 0x20, Size: 4] float ViewEndOutput;//[Offset: 0x24, Size: 4] -------------------------------- Class: CurveEdEntry Object* CurveObject;//[Offset: 0x0, Size: 4] Color CurveColor;//[Offset: 0x4, Size: 4] FString CurveName;//[Offset: 0x8, Size: 12] int bHideCurve;//[Offset: 0x14, Size: 4] int bColorCurve;//[Offset: 0x18, Size: 4] int bFloatingPointColorCurve;//[Offset: 0x1c, Size: 4] int bClamp;//[Offset: 0x20, Size: 4] float ClampLow;//[Offset: 0x24, Size: 4] float ClampHigh;//[Offset: 0x28, Size: 4] -------------------------------- Class: ParticleSystemLOD -------------------------------- Class: LODSoloTrack byte[] SoloEnableSetting;//[Offset: 0x0, Size: 12] -------------------------------- Class: NamedEmitterMaterial FName Name;//[Offset: 0x0, Size: 8] MaterialInterface* Material;//[Offset: 0x8, Size: 4] -------------------------------- Class: ParticleSysParam FName Name;//[Offset: 0x0, Size: 8] byte ParamType;//[Offset: 0x8, Size: 1] float Scalar;//[Offset: 0xc, Size: 4] float Scalar_Low;//[Offset: 0x10, Size: 4] Vector Vector;//[Offset: 0x14, Size: 12] Vector Vector_Low;//[Offset: 0x20, Size: 12] Color Color;//[Offset: 0x2c, Size: 4] Actor* Actor;//[Offset: 0x30, Size: 4] MaterialInterface* Material;//[Offset: 0x34, Size: 4] -------------------------------- Class: ParticleSystemReplay.Object int ClipIDNumber;//[Offset: 0x1c, Size: 4] -------------------------------- Class: MaterialInstanceDynamic.MaterialInstance.MaterialInterface.Object void SetVectorParameterValue(FName ParameterName, LinearColor Value);// 0x46a3cdc void SetTextureParameterValue(FName ParameterName, Texture* Value);// 0x46a3c20 void SetScalarParameterValue(FName ParameterName, float Value);// 0x46a3b5c void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA, MaterialInstance* SourceB, float Alpha);// 0x46a3a5c LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x46a39cc Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x46a394c float K2_GetScalarParameterValue(FName ParameterName);// 0x46a38cc void K2_CopyMaterialInstanceParameters(MaterialInterface* Source);// 0x46a3854 void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x46a37dc void CopyInterpParameters(MaterialInstance* Source);// 0x46a3764 -------------------------------- Class: MaterialInstance.MaterialInterface.Object PhysicalMaterial* PhysMaterial;//[Offset: 0x50, Size: 4] MaterialInterface* Parent;//[Offset: 0x54, Size: 4] bool bHasStaticPermutationResource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1] bool bOverrideSubsurfaceProfile;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58, Size: 1] FontParameterValue[] FontParameterValues;//[Offset: 0x5c, Size: 12] ScalarParameterValue[] ScalarParameterValues;//[Offset: 0x68, Size: 12] TextureParameterValue[] TextureParameterValues;//[Offset: 0x74, Size: 12] VectorParameterValue[] VectorParameterValues;//[Offset: 0x80, Size: 12] DynamicInstancingParameters;//[Offset: 0x8c, Size: 60] bool bOverrideBaseProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] MaterialInstanceBasePropertyOverrides BasePropertyOverrides;//[Offset: 0xcc, Size: 16] Texture*[] PermutationTextureReferences;//[Offset: 0xf0, Size: 12] -------------------------------- Class: FontParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] Font* FontValue;//[Offset: 0x8, Size: 4] int FontPage;//[Offset: 0xc, Size: 4] Guid ExpressionGUID;//[Offset: 0x10, Size: 16] -------------------------------- Class: ScalarParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] float ParameterValue;//[Offset: 0x8, Size: 4] Guid ExpressionGUID;//[Offset: 0xc, Size: 16] -------------------------------- Class: TextureParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] Texture* ParameterValue;//[Offset: 0x8, Size: 4] Guid ExpressionGUID;//[Offset: 0xc, Size: 16] -------------------------------- Class: VectorParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] LinearColor ParameterValue;//[Offset: 0x8, Size: 16] Guid ExpressionGUID;//[Offset: 0x18, Size: 16] -------------------------------- Class: MaterialInstanceBasePropertyOverrides bool bOverride_OpacityMaskClipValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bOverride_BlendMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bOverride_ShadingModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] bool bOverride_ShadingRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] bool bOverride_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6, Size: 1] float OpacityMaskClipValue;//[Offset: 0x8, Size: 4] byte BlendMode;//[Offset: 0xc, Size: 1] byte ShadingModel;//[Offset: 0xd, Size: 1] byte ShadingRate;//[Offset: 0xe, Size: 1] bool TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf, Size: 1] bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf, Size: 1] bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf, Size: 1] -------------------------------- Class: CameraModifier_CameraShake.CameraModifier.Object CameraShake*[] ActiveShakes;//[Offset: 0x30, Size: 12] float SplitScreenShakeScale;//[Offset: 0x3c, Size: 4] -------------------------------- Class: CameraShake.Object bool bSingleInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] float OscillationDuration;//[Offset: 0x20, Size: 4] float OscillationBlendInTime;//[Offset: 0x24, Size: 4] float OscillationBlendOutTime;//[Offset: 0x28, Size: 4] ROscillator RotOscillation;//[Offset: 0x2c, Size: 36] VOscillator LocOscillation;//[Offset: 0x50, Size: 36] FOscillator FOVOscillation;//[Offset: 0x74, Size: 12] float AnimPlayRate;//[Offset: 0x80, Size: 4] float AnimScale;//[Offset: 0x84, Size: 4] float AnimBlendInTime;//[Offset: 0x88, Size: 4] float AnimBlendOutTime;//[Offset: 0x8c, Size: 4] float RandomAnimSegmentDuration;//[Offset: 0x90, Size: 4] CameraAnim* Anim;//[Offset: 0x94, Size: 4] bool bRandomAnimSegment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x98, Size: 1] PlayerCameraManager* CameraOwner;//[Offset: 0xa8, Size: 4] float ShakeScale;//[Offset: 0x134, Size: 4] float OscillatorTimeRemaining;//[Offset: 0x138, Size: 4] CameraAnimInst* AnimInst;//[Offset: 0x13c, Size: 4] void ReceiveStopShake(bool bImmediately);// 0x2c90a38 void ReceivePlayShake(float Scale);// 0x2c90a38 bool ReceiveIsFinished();// 0x20134b4 void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x2c90a38 -------------------------------- Class: ROscillator FOscillator Pitch;//[Offset: 0x0, Size: 12] FOscillator Yaw;//[Offset: 0xc, Size: 12] FOscillator Roll;//[Offset: 0x18, Size: 12] -------------------------------- Class: FOscillator float Amplitude;//[Offset: 0x0, Size: 4] float Frequency;//[Offset: 0x4, Size: 4] byte InitialOffset;//[Offset: 0x8, Size: 1] -------------------------------- Class: VOscillator FOscillator X;//[Offset: 0x0, Size: 12] FOscillator Y;//[Offset: 0xc, Size: 12] FOscillator Z;//[Offset: 0x18, Size: 12] -------------------------------- Class: CameraAnim.Object InterpGroup* CameraInterpGroup;//[Offset: 0x1c, Size: 4] float AnimLength;//[Offset: 0x20, Size: 4] Box BoundingBox;//[Offset: 0x24, Size: 28] bool bRelativeToInitialTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1] bool bRelativeToInitialFOV;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40, Size: 1] float BaseFOV;//[Offset: 0x44, Size: 4] PostProcessSettings BasePostProcessSettings;//[Offset: 0x50, Size: 1328] float BasePostProcessBlendWeight;//[Offset: 0x580, Size: 4] -------------------------------- Class: InterpGroup.Object InterpTrack*[] InterpTracks;//[Offset: 0x20, Size: 12] FName GroupName;//[Offset: 0x30, Size: 8] Color GroupColor;//[Offset: 0x38, Size: 4] bool bCollapsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c, Size: 1] bool bVisible;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c, Size: 1] bool bIsFolder;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3c, Size: 1] bool bIsParented;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3c, Size: 1] bool bIsSelected;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3c, Size: 1] -------------------------------- Class: InterpTrack.Object InterpTrack*[] SubTracks;//[Offset: 0x24, Size: 12] class InterpTrackInst* TrackInstClass;//[Offset: 0x30, Size: 4] byte ActiveCondition;//[Offset: 0x34, Size: 1] FString TrackTitle;//[Offset: 0x38, Size: 12] bool bOnePerGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1] bool bDirGroupOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44, Size: 1] bool bDisableTrack;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x44, Size: 1] bool bIsSelected;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x44, Size: 1] bool bIsAnimControlTrack;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x44, Size: 1] bool bSubTrackOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x44, Size: 1] bool bVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x44, Size: 1] bool bIsRecording;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x44, Size: 1] -------------------------------- Class: CameraAnimInst.Object CameraAnim* CamAnim;//[Offset: 0x1c, Size: 4] InterpGroupInst* InterpGroupInst;//[Offset: 0x20, Size: 4] float PlayRate;//[Offset: 0x3c, Size: 4] InterpTrackMove* MoveTrack;//[Offset: 0x50, Size: 4] InterpTrackInstMove* MoveInst;//[Offset: 0x54, Size: 4] byte PlaySpace;//[Offset: 0x58, Size: 1] void Stop(bool bImmediate);// 0x45e3de0 void SetScale(float NewDuration);// 0x20daacc void SetDuration(float NewDuration);// 0x45e3d68 void SetCurrentTime(float NewTime);// 0x45e3cf0 -------------------------------- Class: InterpGroupInst.Object InterpGroup* Group;//[Offset: 0x1c, Size: 4] Actor* GroupActor;//[Offset: 0x20, Size: 4] InterpTrackInst*[] TrackInst;//[Offset: 0x24, Size: 12] -------------------------------- Class: InterpTrackMove.InterpTrack.Object InterpCurveVector PosTrack;//[Offset: 0x48, Size: 20] InterpCurveVector EulerTrack;//[Offset: 0x5c, Size: 20] InterpLookupTrack LookupTrack;//[Offset: 0x70, Size: 12] FName LookAtGroupName;//[Offset: 0x80, Size: 8] float LinCurveTension;//[Offset: 0x88, Size: 4] float AngCurveTension;//[Offset: 0x8c, Size: 4] bool bUseQuatInterpolation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90, Size: 1] bool bShowArrowAtKeys;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90, Size: 1] bool bDisableMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x90, Size: 1] bool bShowTranslationOnCurveEd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x90, Size: 1] bool bShowRotationOnCurveEd;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x90, Size: 1] bool bHide3DTrack;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x90, Size: 1] byte RotMode;//[Offset: 0x91, Size: 1] -------------------------------- Class: InterpCurveVector InterpCurvePointVector[] Points;//[Offset: 0x0, Size: 12] bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] float LoopKeyOffset;//[Offset: 0x10, Size: 4] -------------------------------- Class: InterpCurvePointVector float InVal;//[Offset: 0x0, Size: 4] Vector OutVal;//[Offset: 0x4, Size: 12] Vector ArriveTangent;//[Offset: 0x10, Size: 12] Vector LeaveTangent;//[Offset: 0x1c, Size: 12] byte InterpMode;//[Offset: 0x28, Size: 1] -------------------------------- Class: InterpLookupTrack InterpLookupPoint[] Points;//[Offset: 0x0, Size: 12] -------------------------------- Class: InterpLookupPoint FName GroupName;//[Offset: 0x0, Size: 8] float Time;//[Offset: 0x8, Size: 4] -------------------------------- Class: InterpTrackInstMove.InterpTrackInst.Object Vector ResetLocation;//[Offset: 0x1c, Size: 12] Rotator ResetRotation;//[Offset: 0x28, Size: 12] -------------------------------- Class: CameraActor.Actor.Object byte AutoActivateForPlayer;//[Offset: 0x2fc, Size: 1] CameraComponent* CameraComponent;//[Offset: 0x300, Size: 4] SceneComponent* SceneComponent;//[Offset: 0x304, Size: 4] bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1] float AspectRatio;//[Offset: 0x314, Size: 4] float FOVAngle;//[Offset: 0x318, Size: 4] float PostProcessBlendWeight;//[Offset: 0x31c, Size: 4] PostProcessSettings PostProcessSettings;//[Offset: 0x320, Size: 1328] int GetAutoActivatePlayerIndex();// 0x45e3740 -------------------------------- Class: CameraComponent.SceneComponent.ActorComponent.Object float FieldOfView;//[Offset: 0x260, Size: 4] float OrthoWidth;//[Offset: 0x264, Size: 4] float OrthoNearClipPlane;//[Offset: 0x268, Size: 4] float OrthoFarClipPlane;//[Offset: 0x26c, Size: 4] float AspectRatio;//[Offset: 0x270, Size: 4] bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274, Size: 1] bool bUseFieldOfViewForLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x274, Size: 1] bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x274, Size: 1] bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x274, Size: 1] byte ProjectionMode;//[Offset: 0x275, Size: 1] float PostProcessBlendWeight;//[Offset: 0x278, Size: 4] PostProcessSettings PostProcessSettings;//[Offset: 0x280, Size: 1328] bool bUseControllerViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7fc, Size: 1] void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD);// 0x45e47e8 void SetProjectionMode(byte InProjectionMode);// 0x45e4774 void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x45e4700 void SetOrthoWidth(float InOrthoWidth);// 0x45e468c void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x45e4618 void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x45e45a4 void SetFieldOfView(float InFieldOfView);// 0x20bb164 void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x45e451c void SetAspectRatio(float InAspectRatio);// 0x45e44a8 void SetActive(bool bNewActive, bool bReset);// 0x45b6d70 void RemoveBlendable(interface classNone InBlendableObject);// 0x45e43b8 void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);// 0x210f800 void ApplyDrawDistanceOffset(float InFieldOfView);// 0x45e4340 void AddOrUpdateBlendable(interface classNone InBlendableObject, float InWeight);// 0x45e4210 -------------------------------- Class: CheatManager.Object DebugCameraController* DebugCameraControllerRef;//[Offset: 0x1c, Size: 4] class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x20, Size: 4] void Walk();// 0x21b0b48 void ViewSelf();// 0x45b3394 void ViewPlayer(FString S);// 0x45f1c38 void ViewClass(class Actor DesiredClass);// 0x226162c void ViewActor(FName actorName);// 0x1f80d7c void TriggerCrash();// 0x45f1c24 void ToggleDebugCamera();// 0x45f1c08 void ToggleAILogging();// 0x1f803c4 void TestCollisionDistance();// 0x45f1bec void Teleport();// 0x211d790 void Summon(FString ClassName);// 0x45f1b28 void StreamLevelOut(FName PackageName);// 0x45f1aa8 void StreamLevelIn(FName PackageName);// 0x45f1a28 void Slomo(float NewTimeDilation);// 0x23a6e90 void SetWorldOrigin();// 0x45f1a14 void SetNavDrawDistance(float DrawDistance);// 0x45f199c void SetMouseSensitivityToDefault();// 0x45f1988 void ServerToggleAILogging();// 0x45f192c void ReceiveInitCheatManager();// 0x2c90a38 void ReceiveEndPlay();// 0x2c90a38 void RebuildNavigation();// 0x45f1910 void PlayersOnly();// 0x1f845c0 void OnlyLoadLevel(FName PackageName);// 0x21e043c void LogLoc();// 0x22d324c void InvertMouse();// 0x45f18fc void God();// 0x20411b8 void Ghost();// 0x20421e4 void FreezeFrame(float Delay);// 0x1f866cc void Fly();// 0x1f845a4 void FlushLog();// 0x45f18e0 void EnableDebugCamera();// 0x45f18c4 void DumpVoiceMutingState();// 0x239ccf8 void DumpPartyState();// 0x45f18a8 void DumpOnlineSessionState();// 0x45f188c void DumpChatState();// 0x45f1870 void DisableDebugCamera();// 0x45f1854 void DestroyTarget();// 0x1f849e4 void DestroyPawns(class Pawn aClass);// 0x45f17d4 void DestroyAllPawnsExceptTarget();// 0x45f17b8 void DestroyAll(class Actor aClass);// 0x3a4c620 void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x45f16f4 void DebugCapsuleSweepPawn();// 0x21de7b4 void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x45f166c void DebugCapsuleSweepClear();// 0x232845c void DebugCapsuleSweepChannel(byte Channel);// 0x45f15ec void DebugCapsuleSweepCapture();// 0x2359838 void DebugCapsuleSweep();// 0x1f80e98 void DamageTarget(float DamageAmount);// 0x45f156c void CheatScript(FString ScriptName);// 0x45f1414 void ChangeSize(float F);// 0x21afe2c void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out FString GoString, out FString LocString);// 0x45f1218 void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll);// 0x45f1038 void BugIt(FString ScreenShotDescription);// 0x45f0f74 -------------------------------- Class: DebugCameraController.PlayerController.Controller.Actor.Object bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59d, Size: 1] bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x59d, Size: 1] DrawFrustumComponent* DrawFrustum;//[Offset: 0x5a0, Size: 4] float SpeedScale;//[Offset: 0x5b4, Size: 4] float InitialMaxSpeed;//[Offset: 0x5b8, Size: 4] float InitialAccel;//[Offset: 0x5bc, Size: 4] float InitialDecel;//[Offset: 0x5c0, Size: 4] void ToggleDisplay();// 0x45fa8bc void ShowDebugSelectedInfo();// 0x22bec10 void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x45fa844 void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x2c90a38 void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);// 0x2c90a38 void ReceiveOnActivate(PlayerController* OriginalPC);// 0x2c90a38 Actor* GetSelectedActor();// 0x45fa81c -------------------------------- Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color FrustumColor;//[Offset: 0x5bc, Size: 4] float FrustumAngle;//[Offset: 0x5c0, Size: 4] float FrustumAspectRatio;//[Offset: 0x5c4, Size: 4] float FrustumStartDist;//[Offset: 0x5c8, Size: 4] float FrustumEndDist;//[Offset: 0x5cc, Size: 4] Texture* Texture;//[Offset: 0x5d0, Size: 4] -------------------------------- Class: PlayerInput.Object bool bEnableKeyInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15d, Size: 1] KeyBind[] DebugExecBindings;//[Offset: 0x160, Size: 12] FName[] InvertedAxis;//[Offset: 0x190, Size: 12] void SetMouseSensitivity(const float Sensitivity);// 0x46e14ec void SetBind(FName BindName, FString Command);// 0x46e13e4 void InvertAxisKey(const Key AxisKey);// 0x46e10f8 void InvertAxis(const FName AxisName);// 0x46e1080 void ClearSmoothing();// 0x46e106c -------------------------------- Class: KeyBind Key Key;//[Offset: 0x0, Size: 16] FString Command;//[Offset: 0x10, Size: 12] bool Control;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] bool Shift;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1] bool Alt;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1] bool Cmd;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1] bool bIgnoreCtrl;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1] bool bIgnoreShift;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c, Size: 1] bool bIgnoreAlt;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c, Size: 1] bool bIgnoreCmd;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c, Size: 1] bool bDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d, Size: 1] -------------------------------- Class: ActiveForceFeedbackEffect ForceFeedbackEffect* ForceFeedbackEffect;//[Offset: 0x0, Size: 4] -------------------------------- Class: ForceFeedbackEffect.Object ForceFeedbackChannelDetails[] ChannelDetails;//[Offset: 0x1c, Size: 12] float Duration;//[Offset: 0x28, Size: 4] -------------------------------- Class: ForceFeedbackChannelDetails bool bAffectsLeftLarge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bAffectsLeftSmall;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bAffectsRightLarge;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bAffectsRightSmall;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] RuntimeFloatCurve Curve;//[Offset: 0x4, Size: 88] -------------------------------- Class: RuntimeFloatCurve RichCurve EditorCurveData;//[Offset: 0x0, Size: 84] CurveFloat* ExternalCurve;//[Offset: 0x54, Size: 4] -------------------------------- Class: NetConnection.Player.Object ChildConnection*[] Children;//[Offset: 0x30, Size: 12] NetDriver* Driver;//[Offset: 0x3c, Size: 4] class PackageMap* PackageMapClass;//[Offset: 0x40, Size: 4] PackageMap* PackageMap;//[Offset: 0x44, Size: 4] Channel*[] OpenChannels;//[Offset: 0x48, Size: 12] Actor*[] SentTemporaries;//[Offset: 0x54, Size: 12] Actor* ViewTarget;//[Offset: 0x60, Size: 4] Actor* OwningActor;//[Offset: 0x64, Size: 4] Actor* ObserveTarget;//[Offset: 0x68, Size: 4] int MaxPacket;//[Offset: 0x6c, Size: 4] bool InternalAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1] UniqueNetIdRepl PlayerID;//[Offset: 0xf0, Size: 12] double LastReceiveTime;//[Offset: 0x148, Size: 8] bool bOpenClampBandwidthDeltaTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x293c0, Size: 1] float MaxBandwitdhDeltaTime;//[Offset: 0x293c4, Size: 4] Channel*[] ChannelsToTick;//[Offset: 0x29534, Size: 12] -------------------------------- Class: ChildConnection.NetConnection.Player.Object NetConnection* Parent;//[Offset: 0x2956c, Size: 4] -------------------------------- Class: NetDriver.Object FString NetConnectionClassName;//[Offset: 0x20, Size: 12] int MaxDownloadSize;//[Offset: 0x2c, Size: 4] bool bClampListenServerTickRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] int NetServerMaxTickRate;//[Offset: 0x34, Size: 4] int MaxInternetClientRate;//[Offset: 0x38, Size: 4] int MaxClientRate;//[Offset: 0x3c, Size: 4] float ServerTravelPause;//[Offset: 0x40, Size: 4] float SpawnPrioritySeconds;//[Offset: 0x44, Size: 4] float RelevantTimeout;//[Offset: 0x48, Size: 4] float KeepAliveTime;//[Offset: 0x4c, Size: 4] float InitialConnectTimeout;//[Offset: 0x50, Size: 4] float ConnectionTimeout;//[Offset: 0x54, Size: 4] float TimeoutMultiplierForUnoptimizedBuilds;//[Offset: 0x58, Size: 4] bool bNoTimeouts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] bool bIgnoreStablyNamed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1] NetConnection* ServerConnection;//[Offset: 0x60, Size: 4] NetConnection*[] ClientConnections;//[Offset: 0x64, Size: 12] World* World;//[Offset: 0x7c, Size: 4] class Object* NetConnectionClass;//[Offset: 0x90, Size: 4] Property* RoleProperty;//[Offset: 0x94, Size: 4] Property* RemoteRoleProperty;//[Offset: 0x98, Size: 4] FName NetDriverName;//[Offset: 0xa0, Size: 8] float Time;//[Offset: 0xcc, Size: 4] PendingForceNetUpdateObjectSet;//[Offset: 0x404, Size: 60] -------------------------------- Class: Property.Field.Object -------------------------------- Class: PackageMap.Object -------------------------------- Class: Channel.Object NetConnection* Connection;//[Offset: 0x1c, Size: 4] -------------------------------- Class: TouchInterface.Object TouchInputControl[] Controls;//[Offset: 0x1c, Size: 12] float ActiveOpacity;//[Offset: 0x28, Size: 4] float InactiveOpacity;//[Offset: 0x2c, Size: 4] float TimeUntilDeactive;//[Offset: 0x30, Size: 4] float TimeUntilReset;//[Offset: 0x34, Size: 4] float ActivationDelay;//[Offset: 0x38, Size: 4] bool bPreventRecenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] float StartupDelay;//[Offset: 0x40, Size: 4] -------------------------------- Class: TouchInputControl Texture2D* Image1;//[Offset: 0x0, Size: 4] Texture2D* Image2;//[Offset: 0x4, Size: 4] Vector2D Center;//[Offset: 0x8, Size: 8] Vector2D VisualSize;//[Offset: 0x10, Size: 8] Vector2D ThumbSize;//[Offset: 0x18, Size: 8] Vector2D InteractionSize;//[Offset: 0x20, Size: 8] Vector2D InputScale;//[Offset: 0x28, Size: 8] Key MainInputKey;//[Offset: 0x30, Size: 16] Key AltInputKey;//[Offset: 0x40, Size: 16] -------------------------------- Class: SpectatorPawn.DefaultPawn.Pawn.Actor.Object -------------------------------- Class: DefaultPawn.Pawn.Actor.Object float BaseTurnRate;//[Offset: 0x340, Size: 4] float BaseLookUpRate;//[Offset: 0x344, Size: 4] PawnMovementComponent* MovementComponent;//[Offset: 0x348, Size: 4] SphereComponent* CollisionComponent;//[Offset: 0x34c, Size: 4] StaticMeshComponent* MeshComponent;//[Offset: 0x350, Size: 4] bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x354, Size: 1] void TurnAtRate(float Rate);// 0x45fd2c4 void MoveUp_World(float Val);// 0x45fd244 void MoveRight(float Val);// 0x22d5dd4 void MoveForward(float Val);// 0x45fd1c4 void LookUpAtRate(float Rate);// 0x45fd14c -------------------------------- Class: SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float SphereRadius;//[Offset: 0x5cc, Size: 4] void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x470ffc4 float GetUnscaledSphereRadius();// 0x45e9d20 float GetShapeScale();// 0x45e9cb0 float GetScaledSphereRadius();// 0x45e9888 -------------------------------- Class: StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int ForcedLodModel;//[Offset: 0x5dc, Size: 4] int LowDeviceForcedLodModel;//[Offset: 0x5e0, Size: 4] int PreviousLODLevel;//[Offset: 0x5e4, Size: 4] int MinLOD;//[Offset: 0x5e8, Size: 4] StaticMesh* StaticMesh;//[Offset: 0x5ec, Size: 4] byte TileLength;//[Offset: 0x5f0, Size: 1] byte TileNum;//[Offset: 0x5f1, Size: 1] Texture2D* TileTexture;//[Offset: 0x5f4, Size: 4] Vector2D TileLocalMin;//[Offset: 0x5f8, Size: 8] bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x600, Size: 1] bool bOverrideMinLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x600, Size: 1] bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x600, Size: 1] bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x600, Size: 1] bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x600, Size: 1] bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x600, Size: 1] bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x600, Size: 1] bool bOverrideCullingScreenSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x600, Size: 1] bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x601, Size: 1] bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x601, Size: 1] bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x601, Size: 1] bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x601, Size: 1] bool bForceNotHzbOccluder;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x601, Size: 1] bool bUseAsOccluderIgnoreMobility;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x601, Size: 1] bool bCanBeOccludeed;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x601, Size: 1] int OverriddenLightMapRes;//[Offset: 0x604, Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x608, Size: 4] StaticMeshComponentLODInfo[] LODData;//[Offset: 0x60c, Size: 12] StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x618, Size: 12] bool IsDynamicInstancingParametersEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x624, Size: 1] DynamicInstancingParameters;//[Offset: 0x628, Size: 60] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x664, Size: 24] IdeaBakingPrimitiveSettings IdeaBakingSettings;//[Offset: 0x67c, Size: 20] Actor*[] AffectPointLightBPActors;//[Offset: 0x690, Size: 12] StaticMeshPointLightVertexDataBuffer[] PointLightStaticMeshLODResources;//[Offset: 0x69c, Size: 12] bool SetStaticMesh(StaticMesh* NewMesh);// 0x3c8c0f4 void SetOverrideCullingScreenSizeEnable(bool bEnable);// 0x471b1bc void SetOverrideCullingScreenSize(float ScreenSize);// 0x471b144 void SetLowDeviceForcedLodModel(int NewLowDeviceForcedLodModel);// 0x471b0cc void SetForcedLodModel(int NewForcedLodModel);// 0x471b054 void SetDistanceFieldSelfShadowBias(float NewValue);// 0x2032f5c void SetDirty();// 0x471b040 void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x471afc8 void GetLocalBounds(out Vector Min, out Vector Max);// 0x471aef0 -------------------------------- Class: StaticMeshComponentLODInfo PaintedVertex[] PaintedVertices;//[Offset: 0x18, Size: 12] -------------------------------- Class: PaintedVertex Vector Position;//[Offset: 0x0, Size: 12] PackedNormal Normal;//[Offset: 0xc, Size: 4] Color Color;//[Offset: 0x10, Size: 4] -------------------------------- Class: PackedNormal byte X;//[Offset: 0x0, Size: 1] byte Y;//[Offset: 0x1, Size: 1] byte Z;//[Offset: 0x2, Size: 1] byte W;//[Offset: 0x3, Size: 1] -------------------------------- Class: StreamingTextureBuildInfo uint32 PackedRelativeBox;//[Offset: 0x0, Size: 4] int TextureLevelIndex;//[Offset: 0x4, Size: 4] float TexelFactor;//[Offset: 0x8, Size: 4] -------------------------------- Class: LightmassPrimitiveSettings bool bUseTwoSidedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bShadowIndirectOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bUseEmissiveForStaticLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bUseVertexNormalForHemisphereGather;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] float EmissiveLightFalloffExponent;//[Offset: 0x4, Size: 4] float EmissiveLightExplicitInfluenceRadius;//[Offset: 0x8, Size: 4] float EmissiveBoost;//[Offset: 0xc, Size: 4] float DiffuseBoost;//[Offset: 0x10, Size: 4] float FullyOccludedSamplesFraction;//[Offset: 0x14, Size: 4] -------------------------------- Class: IdeaBakingPrimitiveSettings float IdeaMaterialDiffuse;//[Offset: 0x0, Size: 4] float LightmapBoost;//[Offset: 0x4, Size: 4] float DiscardPixelFrontfaceFactor;//[Offset: 0x8, Size: 4] float SunIntensity;//[Offset: 0xc, Size: 4] float LocalLightsAffectMaxDistance;//[Offset: 0x10, Size: 4] -------------------------------- Class: StaticMeshPointLightVertexDataBuffer byte[] VertexData;//[Offset: 0x0, Size: 12] -------------------------------- Class: UserWidget.Widget.Visual.Object LinearColor ColorAndOpacity;//[Offset: 0xd0, Size: 16] delegate ColorAndOpacityDelegate;//[Offset: 0xe0, Size: 16] SlateColor ForegroundColor;//[Offset: 0xf0, Size: 28] delegate ForegroundColorDelegate;//[Offset: 0x110, Size: 16] Margin Padding;//[Offset: 0x120, Size: 16] UMGSequencePlayer*[] ActiveSequencePlayers;//[Offset: 0x130, Size: 12] UMGSequencePlayer*[] StoppedSequencePlayers;//[Offset: 0x13c, Size: 12] NamedSlotBinding[] NamedSlotBindings;//[Offset: 0x148, Size: 12] WidgetTree* WidgetTree;//[Offset: 0x154, Size: 4] int Priority;//[Offset: 0x158, Size: 4] bool bSupportsKeyboardFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x15c, Size: 1] bool bIsFocusable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x15c, Size: 1] bool bStopAction;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x15c, Size: 1] bool bCanEverTick;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x15c, Size: 1] bool bCanEverPaint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x15c, Size: 1] bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x15c, Size: 1] bool bCookedWidgetTree;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x15c, Size: 1] bool needAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15d, Size: 1] bool isAutoLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15e, Size: 1] FName[] autoPlayNameList;//[Offset: 0x160, Size: 12] InputComponent* InputComponent;//[Offset: 0x16c, Size: 4] void UnregisterInputComponent();// 0x3a73900 void Tick(Geometry MyGeometry, float InDeltaTime);// 0x2c90a38 void StopListeningForInputAction(FName ActionName, byte EventType);// 0x3a73834 void StopListeningForAllInputActions();// 0x3a73820 void StopAnimation(const WidgetAnimation* InAnimation);// 0x3a737a8 void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);// 0x3a736e8 void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float PlaybackSpeed);// 0x3a7362c void SetPadding(Margin InPadding);// 0x3a735a4 void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x3a7352c void SetOwningLocalPlayer(LocalPlayer* LocalPlayer);// 0x3a734b4 void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int NumLoopsToPlay);// 0x3a733f8 void SetInputActionPriority(int NewPriority);// 0x3a73380 void SetInputActionBlocking(bool bShouldBlock);// 0x3a73300 void SetForegroundColor(SlateColor InForegroundColor);// 0x3a72fe0 void SetDontPaintWhenChildEmpty(bool Enable);// 0x3a72f54 void SetDesiredSizeInViewport(Vector2D Size);// 0x3a72ee4 void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x3a72e68 void SetAnchorsInViewport(Anchors Anchors);// 0x3a72de0 void SetAlignmentInViewport(Vector2D Alignment);// 0x3a72d70 void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x3a72cf8 void RemoveFromViewport();// 0x3a72ce4 void RegisterInputComponent();// 0x3a72cd0 void PreConstruct(bool IsDesignTime);// 0x2c90a38 void PlaySound(SoundBase* SoundToPlay);// 0x3a72c58 void PlayAnimationTo(WidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x3a72a84 void PlayAnimation(WidgetAnimation* InAnimation, float StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x3a728f4 float PauseAnimation(const WidgetAnimation* InAnimation);// 0x3a72874 EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2c90a38 EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2c90a38 EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent GestureEvent);// 0x2c90a38 EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2c90a38 void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x2c90a38 EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2c90a38 EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2c90a38 void OnPaint(out PaintContext Context);// 0x2c90a38 EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2c90a38 EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2c90a38 void OnMouseLeave(out const PointerEvent MouseEvent);// 0x2c90a38 void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2c90a38 void OnMouseCaptureLost();// 0x2c90a38 EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2c90a38 EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2c90a38 EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const PointerEvent InMouseEvent);// 0x2c90a38 EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent InMotionEvent);// 0x2c90a38 EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2c90a38 EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2c90a38 EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);// 0x2c90a38 EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);// 0x2c90a38 void OnFocusLost(FocusEvent InFocusEvent);// 0x2c90a38 bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2c90a38 bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2c90a38 void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2c90a38 void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2c90a38 void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent, out DragDropOperation* Operation);// 0x2c90a38 void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2c90a38 void OnAnimationStarted(const WidgetAnimation* Animation);// 0x3a727f4 void OnAnimationFinished(const WidgetAnimation* Animation);// 0x1f809bc EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent InAnalogInputEvent);// 0x2c90a38 void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x2c90a38 void ListenForInputAction(FName ActionName, byte EventType, bool bConsume, delegate Callback);// 0x3a72664 bool IsPlayingAnimation();// 0x3a7263c bool IsListeningForInputAction(FName ActionName);// 0x3a725bc bool IsInViewport();// 0x3a72388 bool IsInteractable();// 0x2c90a38 bool IsAnyAnimationPlaying();// 0x3a72594 bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);// 0x3a72514 bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x3a72494 Widget* GetWidgetFromName(out const FName Name);// 0x3a72400 Pawn* GetOwningPlayerPawn();// 0x3a723d8 PlayerController* GetOwningPlayer();// 0x1f62db8 LocalPlayer* GetOwningLocalPlayer();// 0x3a723b0 bool GetIsVisible();// 0x3a72388 bool GetDontPaintWhenChildEmpty();// 0x3a72360 float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);// 0x3a722e0 Anchors GetAnchorsInViewport();// 0x3a7229c Vector2D GetAlignmentInViewport();// 0x3a7225c void Destruct();// 0x2c90a38 void Construct();// 0x2c90a38 void AddToViewport(int ZOrder);// 0x3a721e4 bool AddToPlayerScreen(int ZOrder);// 0x3a72164 -------------------------------- Class: Widget.Visual.Object PanelSlot* Slot;//[Offset: 0x1c, Size: 4] delegate bIsEnabledDelegate;//[Offset: 0x20, Size: 16] FText ToolTipText;//[Offset: 0x30, Size: 12] delegate ToolTipTextDelegate;//[Offset: 0x40, Size: 16] Widget* ToolTipWidget;//[Offset: 0x50, Size: 4] delegate ToolTipWidgetDelegate;//[Offset: 0x58, Size: 16] delegate VisibilityDelegate;//[Offset: 0x68, Size: 16] WidgetTransform RenderTransform;//[Offset: 0x78, Size: 28] Vector2D RenderTransformPivot;//[Offset: 0x94, Size: 8] bool bIsVariable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c, Size: 1] bool bCreatedByConstructionScript;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9c, Size: 1] bool bIsEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x9c, Size: 1] bool bOverride_Cursor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x9c, Size: 1] bool bIsVolatile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x9c, Size: 1] bool bWriteSceneZBuffer;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9c, Size: 1] byte UsedLayerPolicy;//[Offset: 0x9d, Size: 1] byte PreservedLayerNum;//[Offset: 0x9e, Size: 1] byte Cursor;//[Offset: 0x9f, Size: 1] enum Clipping;//[Offset: 0xa0, Size: 1] enum Visibility;//[Offset: 0xa1, Size: 1] bool bVisiblePass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2, Size: 1] enum WidgetVisible;//[Offset: 0xa3, Size: 1] WidgetNavigation* Navigation;//[Offset: 0xa4, Size: 4] PropertyBinding*[] NativeBindings;//[Offset: 0xc0, Size: 12] void SetWidgetRender(const enum InWidgetVisible);// 0x3a77ad4 void SetVisibility(enum InVisibility);// 0x3a77a54 void SetUserFocus(PlayerController* PlayerController);// 0x3a779dc void SetToolTipText(out const FText InToolTipText);// 0x3a77838 void SetToolTip(Widget* Widget);// 0x3a777c0 void SetRenderTranslation(Vector2D Translation);// 0x3a77750 void SetRenderTransformPivot(Vector2D Pivot);// 0x3a776e0 void SetRenderTransform(WidgetTransform InTransform);// 0x3a77608 void SetRenderShear(Vector2D Shear);// 0x3a77598 void SetRenderScale(Vector2D Scale);// 0x3a77528 void SetRenderAngle(float Angle);// 0x3a774b0 void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);// 0x3a773a8 void SetKeyboardFocus();// 0x3a77394 void SetIsEnabled(bool bInIsEnabled);// 0x1f8425c void SetCursor(byte InCursor);// 0x3a7731c void SetClipping(enum InClipping);// 0x3a772a4 void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x3a771e8 void ResetCursor();// 0x3a771d4 void RemoveFromParent();// 0x211d790 EventReply OnReply__DelegateSignature();// 0x2c90a38 EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2c90a38 bool IsVisible();// 0x3a771ac bool IsHovered();// 0x3a77184 void InvalidateLayoutAndVolatility();// 0x3a77170 bool HasUserFocusedDescendants(PlayerController* PlayerController);// 0x3a770f0 bool HasUserFocus(PlayerController* PlayerController);// 0x3a77070 bool HasMouseCapture();// 0x3a77048 bool HasKeyboardFocus();// 0x3a77020 bool HasFocusedDescendants();// 0x3a76ff8 bool HasAnyUserFocus();// 0x3a76fd0 enum GetWidgetRender();// 0x3a76fa8 Widget* GetWidget__DelegateSignature();// 0x2c90a38 enum GetVisibility();// 0x3a76f80 Widget* GetTheTemplate();// 0x3a76f58 FText GetText__DelegateSignature();// 0x2c90a38 enum GetSlateVisibility__DelegateSignature();// 0x2c90a38 SlateColor GetSlateColor__DelegateSignature();// 0x2c90a38 SlateBrush GetSlateBrush__DelegateSignature();// 0x2c90a38 PanelWidget* GetParent();// 0x3a76f30 PlayerController* GetOwningPlayer();// 0x1f62db8 byte GetMouseCursor__DelegateSignature();// 0x2c90a38 LinearColor GetLinearColor__DelegateSignature();// 0x2c90a38 bool GetIsEnabled();// 0x3a76f08 int GetInt32__DelegateSignature();// 0x2c90a38 float GetFloat__DelegateSignature();// 0x2c90a38 Vector2D GetDesiredSize();// 0x3a76ec8 enum GetClipping();// 0x3a76ea0 enum GetCheckBoxState__DelegateSignature();// 0x2c90a38 Geometry GetCachedGeometry();// 0x3a76e70 Geometry GetCachedAllottedGeometry();// 0x3a76e40 bool GetBool__DelegateSignature();// 0x2c90a38 Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x2c90a38 Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x2c90a38 void ForceVolatile(bool bForce);// 0x3a76dc0 void ForceLayoutPrepass();// 0x3a76dac void AdaptationWidgetSlot(out const Margin InOffset);// 0x3a76d1c -------------------------------- Class: Visual.Object -------------------------------- Class: PanelSlot.Visual.Object PanelWidget* Parent;//[Offset: 0x1c, Size: 4] Widget* Content;//[Offset: 0x20, Size: 4] -------------------------------- Class: PanelWidget.Widget.Visual.Object PanelSlot*[] Slots;//[Offset: 0xcc, Size: 12] bool RemoveChildAt(int Index);// 0x3a5dddc bool RemoveChild(Widget* Content);// 0x3a5dd5c bool HasChild(Widget* Content);// 0x3a5dcdc bool HasAnyChildren();// 0x3a5dcb4 int GetChildrenCount();// 0x3a5dc8c int GetChildIndex(Widget* Content);// 0x3a5dc0c Widget* GetChildAt(int Index);// 0x3a5db8c void ClearChildren();// 0x3a5db78 PanelSlot* AddChild(Widget* Content);// 0x3a5daf8 -------------------------------- Class: SlateColor LinearColor SpecifiedColor;//[Offset: 0x0, Size: 16] byte ColorUseRule;//[Offset: 0x10, Size: 1] -------------------------------- Class: Margin float Left;//[Offset: 0x0, Size: 4] float Top;//[Offset: 0x4, Size: 4] float Right;//[Offset: 0x8, Size: 4] float Bottom;//[Offset: 0xc, Size: 4] -------------------------------- Class: UMGSequencePlayer.Object WidgetAnimation* Animation;//[Offset: 0x2e0, Size: 4] -------------------------------- Class: WidgetAnimation.MovieSceneSequence.MovieSceneSignedObject.Object delegate OnAnimationStarted;//[Offset: 0x220, Size: 12] delegate OnAnimationFinished;//[Offset: 0x22c, Size: 12] MovieScene* MovieScene;//[Offset: 0x238, Size: 4] WidgetAnimationBinding[] AnimationBindings;//[Offset: 0x23c, Size: 12] float GetStartTime();// 0x3a78988 float GetEndTime();// 0x3a78960 -------------------------------- Class: MovieSceneSequence.MovieSceneSignedObject.Object CachedMovieSceneEvaluationTemplate EvaluationTemplate;//[Offset: 0x40, Size: 404] MovieSceneTrackCompilationParams TemplateParameters;//[Offset: 0x1d4, Size: 2] InstancedSubSequenceEvaluationTemplates;//[Offset: 0x1d8, Size: 60] bool bParentContextsAreSignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214, Size: 1] -------------------------------- Class: MovieSceneSignedObject.Object Guid Signature;//[Offset: 0x1c, Size: 16] -------------------------------- Class: MovieScene.MovieSceneSignedObject.Object MovieSceneSpawnable[] Spawnables;//[Offset: 0x40, Size: 12] MovieScenePossessable[] Possessables;//[Offset: 0x4c, Size: 12] MovieSceneBinding[] ObjectBindings;//[Offset: 0x58, Size: 12] MovieSceneTrack*[] MasterTracks;//[Offset: 0x64, Size: 12] MovieSceneTrack* CameraCutTrack;//[Offset: 0x70, Size: 4] FloatRange SelectionRange;//[Offset: 0x74, Size: 16] FloatRange PlaybackRange;//[Offset: 0x84, Size: 16] bool bForceFixedFrameIntervalPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] float FixedFrameInterval;//[Offset: 0x98, Size: 4] float InTime;//[Offset: 0x9c, Size: 4] float OutTime;//[Offset: 0xa0, Size: 4] float StartTime;//[Offset: 0xa4, Size: 4] float EndTime;//[Offset: 0xa8, Size: 4] -------------------------------- Class: MovieSceneSpawnable Guid Guid;//[Offset: 0x0, Size: 16] FString Name;//[Offset: 0x10, Size: 12] Object* ObjectTemplate;//[Offset: 0x1c, Size: 4] Guid[] ChildPossessables;//[Offset: 0x20, Size: 12] enum Ownership;//[Offset: 0x2c, Size: 1] enum DeviceLevel;//[Offset: 0x2d, Size: 1] -------------------------------- Class: MovieScenePossessable Guid Guid;//[Offset: 0x0, Size: 16] FString Name;//[Offset: 0x10, Size: 12] class Object* PossessedObjectClass;//[Offset: 0x1c, Size: 4] Guid ParentGuid;//[Offset: 0x20, Size: 16] -------------------------------- Class: MovieSceneBinding Guid ObjectGuid;//[Offset: 0x0, Size: 16] FString BindingName;//[Offset: 0x10, Size: 12] MovieSceneTrack*[] Tracks;//[Offset: 0x1c, Size: 12] -------------------------------- Class: MovieSceneTrack.MovieSceneSignedObject.Object MovieSceneTrackEvalOptions EvalOptions;//[Offset: 0x40, Size: 4] -------------------------------- Class: MovieSceneTrackEvalOptions bool bCanEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bEvalNearestSection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] -------------------------------- Class: FloatRange FloatRangeBound LowerBound;//[Offset: 0x0, Size: 8] FloatRangeBound UpperBound;//[Offset: 0x8, Size: 8] -------------------------------- Class: FloatRangeBound byte Type;//[Offset: 0x0, Size: 1] float Value;//[Offset: 0x4, Size: 4] -------------------------------- Class: CachedMovieSceneEvaluationTemplate.MovieSceneEvaluationTemplate -------------------------------- Class: MovieSceneEvaluationTemplate Tracks;//[Offset: 0x0, Size: 60] MovieSceneEvaluationField EvaluationField;//[Offset: 0x78, Size: 36] MovieSceneSequenceHierarchy Hierarchy;//[Offset: 0x9c, Size: 120] MovieSceneTemplateGenerationLedger TemplateLedger;//[Offset: 0x114, Size: 124] bool bHasLegacyTrackInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x190, Size: 1] bool bKeepStaleTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x190, Size: 1] -------------------------------- Class: MovieSceneEvaluationTrack Guid ObjectBindingId;//[Offset: 0x0, Size: 16] uint16 EvaluationPriority;//[Offset: 0x10, Size: 2] enum EvaluationMethod;//[Offset: 0x12, Size: 1] MovieSceneSegment[] Segments;//[Offset: 0x14, Size: 12] MovieSceneEvalTemplatePtr[] ChildTemplates;//[Offset: 0x20, Size: 12] MovieSceneTrackImplementationPtr TrackTemplate;//[Offset: 0x30, Size: 56] FName EvaluationGroup;//[Offset: 0x68, Size: 8] bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1] bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70, Size: 1] -------------------------------- Class: MovieSceneSegment -------------------------------- Class: MovieSceneEvalTemplatePtr -------------------------------- Class: MovieSceneTrackImplementationPtr -------------------------------- Class: MovieSceneEvaluationField FloatRange[] Ranges;//[Offset: 0x0, Size: 12] MovieSceneEvaluationGroup[] Groups;//[Offset: 0xc, Size: 12] MovieSceneEvaluationMetaData[] MetaData;//[Offset: 0x18, Size: 12] -------------------------------- Class: MovieSceneEvaluationGroup MovieSceneEvaluationGroupLUTIndex[] LUTIndices;//[Offset: 0x0, Size: 12] MovieSceneEvaluationFieldSegmentPtr[] SegmentPtrLUT;//[Offset: 0xc, Size: 12] -------------------------------- Class: MovieSceneEvaluationGroupLUTIndex int LUTOffset;//[Offset: 0x0, Size: 4] int NumInitPtrs;//[Offset: 0x4, Size: 4] int NumEvalPtrs;//[Offset: 0x8, Size: 4] -------------------------------- Class: MovieSceneEvaluationFieldSegmentPtr.MovieSceneEvaluationFieldTrackPtr int SegmentIndex;//[Offset: 0x8, Size: 4] -------------------------------- Class: MovieSceneEvaluationFieldTrackPtr MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 4] MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 4] -------------------------------- Class: MovieSceneSequenceID uint32 Value;//[Offset: 0x0, Size: 4] -------------------------------- Class: MovieSceneTrackIdentifier uint32 Value;//[Offset: 0x0, Size: 4] -------------------------------- Class: MovieSceneEvaluationMetaData MovieSceneSequenceID[] ActiveSequences;//[Offset: 0x0, Size: 12] MovieSceneOrderedEvaluationKey[] ActiveEntities;//[Offset: 0xc, Size: 12] -------------------------------- Class: MovieSceneOrderedEvaluationKey MovieSceneEvaluationKey Key;//[Offset: 0x0, Size: 12] uint32 EvaluationIndex;//[Offset: 0xc, Size: 4] -------------------------------- Class: MovieSceneEvaluationKey MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 4] MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 4] uint32 SectionIdentifier;//[Offset: 0x8, Size: 4] -------------------------------- Class: MovieSceneSequenceHierarchy SubSequences;//[Offset: 0x0, Size: 60] Hierarchy;//[Offset: 0x3c, Size: 60] -------------------------------- Class: MovieSceneSubSequenceData MovieSceneSequence* Sequence;//[Offset: 0x0, Size: 4] Object* SequenceKeyObject;//[Offset: 0x4, Size: 4] MovieSceneSequenceTransform RootToSequenceTransform;//[Offset: 0x8, Size: 8] Guid SourceSequenceSignature;//[Offset: 0x10, Size: 16] MovieSceneSequenceID DeterministicSequenceID;//[Offset: 0x20, Size: 4] FloatRange PreRollRange;//[Offset: 0x24, Size: 16] FloatRange PostRollRange;//[Offset: 0x34, Size: 16] int HierarchicalBias;//[Offset: 0x44, Size: 4] -------------------------------- Class: MovieSceneSequenceTransform float TimeScale;//[Offset: 0x0, Size: 4] float Offset;//[Offset: 0x4, Size: 4] -------------------------------- Class: MovieSceneSequenceHierarchyNode MovieSceneSequenceID ParentID;//[Offset: 0x0, Size: 4] MovieSceneSequenceID[] Children;//[Offset: 0x4, Size: 12] -------------------------------- Class: MovieSceneTemplateGenerationLedger MovieSceneTrackIdentifier LastTrackIdentifier;//[Offset: 0x0, Size: 4] TrackReferenceCounts;//[Offset: 0x4, Size: 60] TrackSignatureToTrackIdentifier;//[Offset: 0x40, Size: 60] -------------------------------- Class: MovieSceneTrackIdentifiers MovieSceneTrackIdentifier[] Data;//[Offset: 0x0, Size: 12] -------------------------------- Class: MovieSceneTrackCompilationParams bool bForEditorPreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bDuringBlueprintCompile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] -------------------------------- Class: WidgetAnimationBinding FName WidgetName;//[Offset: 0x0, Size: 8] FName SlotWidgetName;//[Offset: 0x8, Size: 8] Guid AnimationGuid;//[Offset: 0x10, Size: 16] bool bIsRootWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] -------------------------------- Class: WidgetTransform Vector2D Translation;//[Offset: 0x0, Size: 8] Vector2D Scale;//[Offset: 0x8, Size: 8] Vector2D Shear;//[Offset: 0x10, Size: 8] float Angle;//[Offset: 0x18, Size: 4] -------------------------------- Class: WidgetNavigation.Object WidgetNavigationData Up;//[Offset: 0x20, Size: 24] WidgetNavigationData Down;//[Offset: 0x38, Size: 24] WidgetNavigationData Left;//[Offset: 0x50, Size: 24] WidgetNavigationData Right;//[Offset: 0x68, Size: 24] WidgetNavigationData Next;//[Offset: 0x80, Size: 24] WidgetNavigationData Previous;//[Offset: 0x98, Size: 24] -------------------------------- Class: WidgetNavigationData enum Rule;//[Offset: 0x0, Size: 1] FName WidgetToFocus;//[Offset: 0x8, Size: 8] Widget* Widget;//[Offset: 0x10, Size: 8] -------------------------------- Class: PropertyBinding.Object Object* SourceObject;//[Offset: 0x1c, Size: 8] DynamicPropertyPath SourcePath;//[Offset: 0x24, Size: 12] FName DestinationProperty;//[Offset: 0x30, Size: 8] -------------------------------- Class: DynamicPropertyPath PropertyPathSegment[] Segments;//[Offset: 0x0, Size: 12] -------------------------------- Class: PropertyPathSegment FName Name;//[Offset: 0x0, Size: 8] int ArrayIndex;//[Offset: 0x8, Size: 4] Struct* Struct;//[Offset: 0xc, Size: 4] Field* Field;//[Offset: 0x10, Size: 4] -------------------------------- Class: EventReply -------------------------------- Class: Geometry -------------------------------- Class: PointerEvent.InputEvent -------------------------------- Class: InputEvent -------------------------------- Class: SlateBrush Vector2D ImageSize;//[Offset: 0x4, Size: 8] Margin Margin;//[Offset: 0xc, Size: 16] SlateColor TintColor;//[Offset: 0x1c, Size: 28] bool bAsyncEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] bool bOnlySoftInEditor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39, Size: 1] Object* ResourceObject;//[Offset: 0x3c, Size: 4] Object* SoftResourceObject;//[Offset: 0x40, Size: 40] FName ResourceName;//[Offset: 0x68, Size: 8] Box2D UVRegion;//[Offset: 0x70, Size: 20] byte DrawAs;//[Offset: 0x84, Size: 1] byte Tiling;//[Offset: 0x85, Size: 1] byte Mirroring;//[Offset: 0x86, Size: 1] byte ImageType;//[Offset: 0x87, Size: 1] bool bIsDynamicallyLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x90, Size: 1] bool bHasUObject;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x90, Size: 1] -------------------------------- Class: Box2D Vector2D Min;//[Offset: 0x0, Size: 8] Vector2D Max;//[Offset: 0x8, Size: 8] byte bIsValid;//[Offset: 0x10, Size: 1] -------------------------------- Class: NamedSlotBinding FName Name;//[Offset: 0x0, Size: 8] Widget* Content;//[Offset: 0x8, Size: 4] -------------------------------- Class: WidgetTree.Object Widget* RootWidget;//[Offset: 0x1c, Size: 4] Widget*[] AllWidgets;//[Offset: 0x20, Size: 12] -------------------------------- Class: LocalPlayer.Player.Object GameViewportClient* ViewportClient;//[Offset: 0x38, Size: 4] byte AspectRatioAxisConstraint;//[Offset: 0x58, Size: 1] class PlayerController* PendingLevelPlayerControllerClass;//[Offset: 0x5c, Size: 4] bool bSentSplitJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1] int ControllerId;//[Offset: 0xa0, Size: 4] -------------------------------- Class: GameViewportClient.ScriptViewportClient.Object Console* ViewportConsole;//[Offset: 0x24, Size: 4] DebugDisplayProperty[] DebugProperties;//[Offset: 0x28, Size: 12] World* World;//[Offset: 0x58, Size: 4] GameInstance* GameInstance;//[Offset: 0x5c, Size: 4] void SSSwapControllers();// 0x20db9f8 void ShowTitleSafeArea();// 0x1fae92c void SetConsoleTarget(int PlayerIndex);// 0x1f866cc -------------------------------- Class: ScriptViewportClient.Object -------------------------------- Class: Console.Object LocalPlayer* ConsoleTargetPlayer;//[Offset: 0x24, Size: 4] Texture2D* DefaultTexture_Black;//[Offset: 0x28, Size: 4] Texture2D* DefaultTexture_White;//[Offset: 0x2c, Size: 4] FString[] HistoryBuffer;//[Offset: 0x44, Size: 12] -------------------------------- Class: DebugDisplayProperty Object* Obj;//[Offset: 0x0, Size: 4] class Object* WithinClass;//[Offset: 0x4, Size: 4] -------------------------------- Class: GameInstance.Object int64[] EncryptedLocalPlayers;//[Offset: 0x24, Size: 12] LocalPlayer*[] LocalPlayers;//[Offset: 0x30, Size: 12] OnlineSession* OnlineSession;//[Offset: 0x3c, Size: 4] bool bUseEncryptLocalPlayerPtr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] void ReceiveShutdown();// 0x2c90a38 void ReceiveInit();// 0x2c90a38 void HandleTravelError(byte FailureType);// 0x2c90a38 void HandleNetworkError(byte FailureType, bool bIsServer);// 0x2c90a38 int GetDeviceLevel();// 0x1fb3ee0 void DebugRemovePlayer(int ControllerId);// 0x23a6e90 void DebugCreatePlayer(int ControllerId);// 0x21b9654 -------------------------------- Class: OnlineSession.Object -------------------------------- Class: Anchors Vector2D Minimum;//[Offset: 0x0, Size: 8] Vector2D Maximum;//[Offset: 0x8, Size: 8] -------------------------------- Class: SoundBase.Object SoundClass* SoundClassObject;//[Offset: 0x1c, Size: 4] bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] bool bOverrideConcurrency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20, Size: 1] bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1] bool bIgnoreFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x20, Size: 1] SoundConcurrency* SoundConcurrencySettings;//[Offset: 0x24, Size: 4] SoundConcurrencySettings ConcurrencyOverrides;//[Offset: 0x28, Size: 12] byte MaxConcurrentResolutionRule;//[Offset: 0x34, Size: 1] int MaxConcurrentPlayCount;//[Offset: 0x38, Size: 4] float Duration;//[Offset: 0x3c, Size: 4] SoundAttenuation* AttenuationSettings;//[Offset: 0x40, Size: 4] float Priority;//[Offset: 0x44, Size: 4] SoundSubmix* SoundSubmixObject;//[Offset: 0x48, Size: 4] SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x4c, Size: 12] SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x58, Size: 4] SoundSourceBusSendInfo[] BusSends;//[Offset: 0x5c, Size: 12] -------------------------------- Class: SoundClass.Object SoundClassProperties Properties;//[Offset: 0x1c, Size: 40] SoundClass*[] ChildClasses;//[Offset: 0x44, Size: 12] PassiveSoundMixModifier[] PassiveSoundMixModifiers;//[Offset: 0x50, Size: 12] SoundClass* ParentClass;//[Offset: 0x5c, Size: 4] -------------------------------- Class: SoundClassProperties float Volume;//[Offset: 0x0, Size: 4] float Pitch;//[Offset: 0x4, Size: 4] float StereoBleed;//[Offset: 0x8, Size: 4] float LFEBleed;//[Offset: 0xc, Size: 4] float VoiceCenterChannelVolume;//[Offset: 0x10, Size: 4] float RadioFilterVolume;//[Offset: 0x14, Size: 4] float RadioFilterVolumeThreshold;//[Offset: 0x18, Size: 4] bool bApplyEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] bool bAlwaysPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1] bool bIsUISound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1] bool bIsMusic;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1] bool bReverb;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1] float Default2DReverbSendAmount;//[Offset: 0x20, Size: 4] bool bCenterChannelOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24, Size: 1] bool bApplyAmbientVolumes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x24, Size: 1] byte OutputTarget;//[Offset: 0x25, Size: 1] -------------------------------- Class: PassiveSoundMixModifier SoundMix* SoundMix;//[Offset: 0x0, Size: 4] float MinVolumeThreshold;//[Offset: 0x4, Size: 4] float MaxVolumeThreshold;//[Offset: 0x8, Size: 4] -------------------------------- Class: SoundMix.Object bool bApplyEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] float EQPriority;//[Offset: 0x20, Size: 4] AudioEQEffect EQSettings;//[Offset: 0x28, Size: 56] SoundClassAdjuster[] SoundClassEffects;//[Offset: 0x60, Size: 12] float InitialDelay;//[Offset: 0x6c, Size: 4] float FadeInTime;//[Offset: 0x70, Size: 4] float Duration;//[Offset: 0x74, Size: 4] float FadeOutTime;//[Offset: 0x78, Size: 4] -------------------------------- Class: AudioEQEffect float FrequencyCenter0;//[Offset: 0x8, Size: 4] float Gain0;//[Offset: 0xc, Size: 4] float Bandwidth0;//[Offset: 0x10, Size: 4] float FrequencyCenter1;//[Offset: 0x14, Size: 4] float Gain1;//[Offset: 0x18, Size: 4] float Bandwidth1;//[Offset: 0x1c, Size: 4] float FrequencyCenter2;//[Offset: 0x20, Size: 4] float Gain2;//[Offset: 0x24, Size: 4] float Bandwidth2;//[Offset: 0x28, Size: 4] float FrequencyCenter3;//[Offset: 0x2c, Size: 4] float Gain3;//[Offset: 0x30, Size: 4] float Bandwidth3;//[Offset: 0x34, Size: 4] -------------------------------- Class: SoundClassAdjuster SoundClass* SoundClassObject;//[Offset: 0x0, Size: 4] float VolumeAdjuster;//[Offset: 0x4, Size: 4] float PitchAdjuster;//[Offset: 0x8, Size: 4] bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] float VoiceCenterChannelVolumeAdjuster;//[Offset: 0x10, Size: 4] -------------------------------- Class: SoundConcurrency.Object SoundConcurrencySettings Concurrency;//[Offset: 0x1c, Size: 12] -------------------------------- Class: SoundConcurrencySettings int MaxCount;//[Offset: 0x0, Size: 4] bool bLimitToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] byte ResolutionRule;//[Offset: 0x5, Size: 1] float VolumeScale;//[Offset: 0x8, Size: 4] -------------------------------- Class: SoundAttenuation.Object SoundAttenuationSettings Attenuation;//[Offset: 0x1c, Size: 532] -------------------------------- Class: SoundAttenuationSettings.BaseAttenuationSettings bool bAttenuate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] bool bSpatialize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c, Size: 1] bool bAttenuateWithLPF;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c, Size: 1] bool bEnableListenerFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7c, Size: 1] bool bEnableFocusInterpolation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7c, Size: 1] bool bEnableOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7c, Size: 1] bool bUseComplexCollisionForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7c, Size: 1] bool bEnableReverbSend;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7c, Size: 1] bool bApplyNormalizationToStereoSounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d, Size: 1] bool bEnableLogFrequencyScaling;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d, Size: 1] byte DistanceType;//[Offset: 0x7e, Size: 1] float OmniRadius;//[Offset: 0x80, Size: 4] float StereoSpread;//[Offset: 0x84, Size: 4] byte SpatializationAlgorithm;//[Offset: 0x88, Size: 1] SpatializationPluginSourceSettingsBase* SpatializationPluginSettings;//[Offset: 0x8c, Size: 4] float RadiusMin;//[Offset: 0x90, Size: 4] float RadiusMax;//[Offset: 0x94, Size: 4] float LPFRadiusMin;//[Offset: 0x98, Size: 4] float LPFRadiusMax;//[Offset: 0x9c, Size: 4] enum AbsorptionMethod;//[Offset: 0xa0, Size: 1] RuntimeFloatCurve CustomLowpassAirAbsorptionCurve;//[Offset: 0xa4, Size: 88] RuntimeFloatCurve CustomHighpassAirAbsorptionCurve;//[Offset: 0xfc, Size: 88] float LPFFrequencyAtMin;//[Offset: 0x154, Size: 4] float LPFFrequencyAtMax;//[Offset: 0x158, Size: 4] float HPFFrequencyAtMin;//[Offset: 0x15c, Size: 4] float HPFFrequencyAtMax;//[Offset: 0x160, Size: 4] float FocusAzimuth;//[Offset: 0x164, Size: 4] float NonFocusAzimuth;//[Offset: 0x168, Size: 4] float FocusDistanceScale;//[Offset: 0x16c, Size: 4] float NonFocusDistanceScale;//[Offset: 0x170, Size: 4] float FocusPriorityScale;//[Offset: 0x174, Size: 4] float NonFocusPriorityScale;//[Offset: 0x178, Size: 4] float FocusVolumeAttenuation;//[Offset: 0x17c, Size: 4] float NonFocusVolumeAttenuation;//[Offset: 0x180, Size: 4] float FocusAttackInterpSpeed;//[Offset: 0x184, Size: 4] float FocusReleaseInterpSpeed;//[Offset: 0x188, Size: 4] byte OcclusionTraceChannel;//[Offset: 0x18c, Size: 1] float OcclusionLowPassFilterFrequency;//[Offset: 0x190, Size: 4] float OcclusionVolumeAttenuation;//[Offset: 0x194, Size: 4] float OcclusionInterpolationTime;//[Offset: 0x198, Size: 4] OcclusionPluginSourceSettingsBase* OcclusionPluginSettings;//[Offset: 0x19c, Size: 4] enum ReverbSendMethod;//[Offset: 0x1a0, Size: 1] ReverbPluginSourceSettingsBase* ReverbPluginSettings;//[Offset: 0x1a4, Size: 4] float ReverbWetLevelMin;//[Offset: 0x1a8, Size: 4] float ReverbWetLevelMax;//[Offset: 0x1ac, Size: 4] float ReverbDistanceMin;//[Offset: 0x1b0, Size: 4] float ReverbDistanceMax;//[Offset: 0x1b4, Size: 4] RuntimeFloatCurve CustomReverbSendCurve;//[Offset: 0x1b8, Size: 88] float ManualReverbSendLevel;//[Offset: 0x210, Size: 4] -------------------------------- Class: BaseAttenuationSettings enum DistanceAlgorithm;//[Offset: 0x4, Size: 1] RuntimeFloatCurve CustomAttenuationCurve;//[Offset: 0x8, Size: 88] byte AttenuationShape;//[Offset: 0x60, Size: 1] float dBAttenuationAtMax;//[Offset: 0x64, Size: 4] Vector AttenuationShapeExtents;//[Offset: 0x68, Size: 12] float ConeOffset;//[Offset: 0x74, Size: 4] float FalloffDistance;//[Offset: 0x78, Size: 4] -------------------------------- Class: SpatializationPluginSourceSettingsBase.Object -------------------------------- Class: OcclusionPluginSourceSettingsBase.Object -------------------------------- Class: ReverbPluginSourceSettingsBase.Object -------------------------------- Class: SoundSubmix.Object SoundSubmix*[] ChildSubmixes;//[Offset: 0x1c, Size: 12] SoundSubmix* ParentSubmix;//[Offset: 0x28, Size: 4] SoundEffectSubmixPreset*[] SubmixEffectChain;//[Offset: 0x2c, Size: 12] -------------------------------- Class: SoundEffectSubmixPreset.SoundEffectPreset.Object -------------------------------- Class: SoundEffectPreset.Object -------------------------------- Class: SoundSubmixSendInfo float SendLevel;//[Offset: 0x0, Size: 4] SoundSubmix* SoundSubmix;//[Offset: 0x4, Size: 4] -------------------------------- Class: SoundEffectSourcePresetChain.Object SourceEffectChainEntry[] Chain;//[Offset: 0x1c, Size: 12] bool bPlayEffectChainTails;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28, Size: 1] -------------------------------- Class: SourceEffectChainEntry SoundEffectSourcePreset* Preset;//[Offset: 0x0, Size: 4] bool bBypass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] -------------------------------- Class: SoundEffectSourcePreset.SoundEffectPreset.Object -------------------------------- Class: SoundSourceBusSendInfo float SendLevel;//[Offset: 0x0, Size: 4] SoundSourceBus* SoundSourceBus;//[Offset: 0x4, Size: 4] -------------------------------- Class: SoundSourceBus.SoundWave.SoundBase.Object enum SourceBusChannels;//[Offset: 0x1cc, Size: 1] float SourceBusDuration;//[Offset: 0x1d0, Size: 4] bool bAutoDeactivateWhenSilent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d4, Size: 1] -------------------------------- Class: SoundWave.SoundBase.Object int CompressionQuality;//[Offset: 0x6c, Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1] bool bStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70, Size: 1] int StreamingPriority;//[Offset: 0x74, Size: 4] bool bMature;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x78, Size: 1] bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x78, Size: 1] bool bSingleLine;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x78, Size: 1] bool bVirtualizeWhenSilent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x78, Size: 1] byte SoundGroup;//[Offset: 0x7a, Size: 1] FString SpokenText;//[Offset: 0x7c, Size: 12] float SubtitlePriority;//[Offset: 0x88, Size: 4] float Volume;//[Offset: 0x8c, Size: 4] float Pitch;//[Offset: 0x90, Size: 4] int NumChannels;//[Offset: 0x94, Size: 4] int SampleRate;//[Offset: 0x98, Size: 4] int RawPCMDataSize;//[Offset: 0x9c, Size: 4] SubtitleCue[] Subtitles;//[Offset: 0xa0, Size: 12] LocalizedSubtitle[] LocalizedSubtitles;//[Offset: 0xac, Size: 12] CurveTable* Curves;//[Offset: 0xb8, Size: 4] CurveTable* InternalCurves;//[Offset: 0xbc, Size: 4] -------------------------------- Class: SubtitleCue FText Text;//[Offset: 0x0, Size: 12] float Time;//[Offset: 0xc, Size: 4] -------------------------------- Class: LocalizedSubtitle FString LanguageExt;//[Offset: 0x0, Size: 12] SubtitleCue[] Subtitles;//[Offset: 0xc, Size: 12] bool bMature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18, Size: 1] bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x18, Size: 1] bool bSingleLine;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x18, Size: 1] -------------------------------- Class: CurveTable.Object -------------------------------- Class: FocusEvent -------------------------------- Class: KeyEvent.InputEvent -------------------------------- Class: PaintContext -------------------------------- Class: MotionEvent.InputEvent -------------------------------- Class: CharacterEvent.InputEvent -------------------------------- Class: DragDropOperation.Object FString Tag;//[Offset: 0x1c, Size: 12] Object* Payload;//[Offset: 0x28, Size: 4] Widget* DefaultDragVisual;//[Offset: 0x2c, Size: 4] enum Pivot;//[Offset: 0x30, Size: 1] Vector2D Offset;//[Offset: 0x34, Size: 8] delegate OnDrop;//[Offset: 0x3c, Size: 12] delegate OnDragCancelled;//[Offset: 0x48, Size: 12] delegate OnDragged;//[Offset: 0x54, Size: 12] void Drop(out const PointerEvent PointerEvent);// 0x3a54018 void Dragged(out const PointerEvent PointerEvent);// 0x3a53de4 void DragCancelled(out const PointerEvent PointerEvent);// 0x3a53bb0 -------------------------------- Class: AnalogInputEvent.KeyEvent.InputEvent -------------------------------- Class: ViewTargetTransitionParams float blendTime;//[Offset: 0x0, Size: 4] byte BlendFunction;//[Offset: 0x4, Size: 1] float BlendExp;//[Offset: 0x8, Size: 4] bool bLockOutgoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] -------------------------------- Class: HapticFeedbackEffect_Base.Object -------------------------------- Class: LatentActionInfo int Linkage;//[Offset: 0x0, Size: 4] int UUID;//[Offset: 0x4, Size: 4] FName ExecutionFunction;//[Offset: 0x8, Size: 8] Object* CallbackTarget;//[Offset: 0x10, Size: 4] -------------------------------- Class: MatineeActor.Actor.Object InterpData* MatineeData;//[Offset: 0x2fc, Size: 4] FName MatineeControllerName;//[Offset: 0x300, Size: 8] float PlayRate;//[Offset: 0x308, Size: 4] bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30c, Size: 1] bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30c, Size: 1] float ForceStartPosition;//[Offset: 0x310, Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x314, Size: 1] bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x314, Size: 1] bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x314, Size: 1] bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x314, Size: 1] bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x314, Size: 1] bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x314, Size: 1] bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x314, Size: 1] bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x314, Size: 1] int PreferredSplitScreenNum;//[Offset: 0x318, Size: 4] bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x31c, Size: 1] bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x31c, Size: 1] bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x31c, Size: 1] bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x31c, Size: 1] InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x320, Size: 12] bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32c, Size: 1] InterpGroupInst*[] GroupInst;//[Offset: 0x330, Size: 12] CameraCutInfo[] CameraCuts;//[Offset: 0x33c, Size: 12] bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x348, Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x348, Size: 1] bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x348, Size: 1] bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x348, Size: 1] float InterpPosition;//[Offset: 0x34c, Size: 4] byte ReplicationForceIsPlaying;//[Offset: 0x354, Size: 1] delegate OnPlay;//[Offset: 0x358, Size: 12] delegate OnStop;//[Offset: 0x364, Size: 12] delegate OnPause;//[Offset: 0x370, Size: 12] void Stop();// 0x1f698d4 void SetPosition(float NewPosition, bool bJump);// 0x46a5e70 void SetLoopingState(bool bNewLooping);// 0x21a9e1c void Reverse();// 0x2045918 void Play();// 0x1fccb38 void Pause();// 0x1f59f70 void EnableGroupByName(FString GroupName, bool bEnable);// 0x46a5cc8 void ChangePlaybackDirection();// 0x1f59f8c -------------------------------- Class: InterpData.Object float InterpLength;//[Offset: 0x1c, Size: 4] float PathBuildTime;//[Offset: 0x20, Size: 4] InterpGroup*[] InterpGroups;//[Offset: 0x24, Size: 12] InterpCurveEdSetup* CurveEdSetup;//[Offset: 0x30, Size: 4] float EdSectionStart;//[Offset: 0x34, Size: 4] float EdSectionEnd;//[Offset: 0x38, Size: 4] bool bShouldBakeAndPrune;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c, Size: 1] InterpGroupDirector* CachedDirectorGroup;//[Offset: 0x40, Size: 4] FName[] AllEventNames;//[Offset: 0x44, Size: 12] -------------------------------- Class: InterpGroupDirector.InterpGroup.Object -------------------------------- Class: InterpGroupActorInfo FName ObjectName;//[Offset: 0x0, Size: 8] Actor*[] Actors;//[Offset: 0x8, Size: 12] -------------------------------- Class: CameraCutInfo Vector Location;//[Offset: 0x0, Size: 12] float TimeStamp;//[Offset: 0xc, Size: 4] -------------------------------- Class: ChildActorComponent.SceneComponent.ActorComponent.Object class Actor* ChildActorClass;//[Offset: 0x260, Size: 4] Actor* ChildActor;//[Offset: 0x264, Size: 4] Actor* ChildActorTemplate;//[Offset: 0x268, Size: 4] void SetChildActorClass(class Actor InClass);// 0x45f3040 -------------------------------- Class: GeomSelection int Type;//[Offset: 0x0, Size: 4] int Index;//[Offset: 0x4, Size: 4] int SelectionIndex;//[Offset: 0x8, Size: 4] -------------------------------- Class: ActorComponentTickFunction.TickFunction -------------------------------- Class: SimpleMemberReference Object* MemberParent;//[Offset: 0x0, Size: 4] FName MemberName;//[Offset: 0x8, Size: 8] Guid MemberGuid;//[Offset: 0x10, Size: 16] -------------------------------- Class: LightingChannels bool bChannel0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bChannel1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bChannel2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] -------------------------------- Class: PrimitiveComponentPostPhysicsTickFunction.TickFunction -------------------------------- Class: LevelActorContainer.Object Actor*[] Actors;//[Offset: 0x1c, Size: 12] -------------------------------- Class: LevelScriptActor.Actor.Object bool bInputEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2fc, Size: 1] void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector NewOriginLocation);// 0x2c90a38 void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x468cf7c bool RemoteEvent(FName EventName);// 0x468cef4 void LevelReset();// 0x2c90a38 -------------------------------- Class: IntVector int X;//[Offset: 0x0, Size: 4] int Y;//[Offset: 0x4, Size: 4] int Z;//[Offset: 0x8, Size: 4] -------------------------------- Class: NavigationObjectBase.Actor.Object CapsuleComponent* CapsuleComponent;//[Offset: 0x300, Size: 4] BillboardComponent* GoodSprite;//[Offset: 0x304, Size: 4] BillboardComponent* BadSprite;//[Offset: 0x308, Size: 4] bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30c, Size: 1] -------------------------------- Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Texture2D* Sprite;//[Offset: 0x5bc, Size: 4] bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c0, Size: 1] float ScreenSize;//[Offset: 0x5c4, Size: 4] float U;//[Offset: 0x5c8, Size: 4] float UL;//[Offset: 0x5cc, Size: 4] float V;//[Offset: 0x5d0, Size: 4] float VL;//[Offset: 0x5d4, Size: 4] void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x45d86c4 void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int NewVL);// 0x45d852c void SetSprite(Texture2D* NewSprite);// 0x45d84ac -------------------------------- Class: NavigationDataChunk.Object FName NavigationDataName;//[Offset: 0x20, Size: 8] -------------------------------- Class: MapBuildDataRegistry.Object byte LevelLightingQuality;//[Offset: 0x1c, Size: 1] -------------------------------- Class: WorldSettings.Info.Actor.Object bool bEnableFOVDistanceCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] Vector2D[] FOVCulling;//[Offset: 0x304, Size: 12] bool bWithoutFrontendHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1] bool bWithoutWidget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x310, Size: 1] bool bWithoutLobbyWidget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x310, Size: 1] bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x310, Size: 1] bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x310, Size: 1] bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x310, Size: 1] bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x310, Size: 1] bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x310, Size: 1] bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x311, Size: 1] bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x311, Size: 1] bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x311, Size: 1] float KillZ;//[Offset: 0x314, Size: 4] class DamageType* KillZDamageType;//[Offset: 0x318, Size: 4] float WorldGravityZ;//[Offset: 0x31c, Size: 4] float GlobalGravityZ;//[Offset: 0x320, Size: 4] class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x324, Size: 4] class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x328, Size: 4] class GameModeBase* DefaultGameMode;//[Offset: 0x32c, Size: 4] class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x330, Size: 4] int PackedLightAndShadowMapTextureSize;//[Offset: 0x334, Size: 4] bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x338, Size: 1] Vector DefaultColorScale;//[Offset: 0x33c, Size: 12] float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x348, Size: 4] float GlobalDistanceFieldViewDistance;//[Offset: 0x34c, Size: 4] bool bEnableWorldComposition2DLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x350, Size: 1] float MaxWorldSize;//[Offset: 0x354, Size: 4] int RegionSizeNear;//[Offset: 0x358, Size: 4] int RegionSizeFar;//[Offset: 0x35c, Size: 4] bool RegionXAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360, Size: 1] bool RegionYAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x361, Size: 1] int Graduation;//[Offset: 0x364, Size: 4] float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x368, Size: 4] bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x36c, Size: 1] bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x36c, Size: 1] int VisibilityCellSize;//[Offset: 0x370, Size: 4] byte VisibilityAggressiveness;//[Offset: 0x374, Size: 1] bool bDSPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x375, Size: 1] bool bUsePrecomputedVolume;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x375, Size: 1] bool bCompressDSPVSData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x375, Size: 1] int DSVisibilityCellSize;//[Offset: 0x378, Size: 4] int[] DSDebugGroups;//[Offset: 0x37c, Size: 12] byte DSVisibilityAggressiveness;//[Offset: 0x388, Size: 1] bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x389, Size: 1] LightmassWorldInfoSettings LightmassSettings;//[Offset: 0x38c, Size: 80] IdeaBakingWorldInfoSettings IdeaBakingSettings;//[Offset: 0x3dc, Size: 100] ReverbSettings DefaultReverbSettings;//[Offset: 0x440, Size: 16] InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x450, Size: 36] SoundMix* DefaultBaseSoundMix;//[Offset: 0x474, Size: 4] float WorldToMeters;//[Offset: 0x478, Size: 4] float MonoCullingDistance;//[Offset: 0x47c, Size: 4] BookMark* BookMarks;//[Offset: 0x480, Size: 4] float TimeDilation;//[Offset: 0x4a8, Size: 4] float MatineeTimeDilation;//[Offset: 0x4ac, Size: 4] float DemoPlayTimeDilation;//[Offset: 0x4b0, Size: 4] float MinGlobalTimeDilation;//[Offset: 0x4b4, Size: 4] float MaxGlobalTimeDilation;//[Offset: 0x4b8, Size: 4] float MinUndilatedFrameTime;//[Offset: 0x4bc, Size: 4] float MaxUndilatedFrameTime;//[Offset: 0x4c0, Size: 4] PlayerState* Pauser;//[Offset: 0x4c4, Size: 4] bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c8, Size: 1] bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4c8, Size: 1] NetViewer[] ReplicationViewers;//[Offset: 0x4cc, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x4d8, Size: 12] bool bEnableUnLoadLevelGCMemoryOptimitize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e4, Size: 1] float[] LODRelativeDistances;//[Offset: 0x4e8, Size: 12] bool bEnablestreamingLevelLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f4, Size: 1] int WorldCompositionNums;//[Offset: 0x4f8, Size: 4] int CompositionBlockLength;//[Offset: 0x4fc, Size: 4] void OnRep_WorldGravityZ();// 0x1fccb38 -------------------------------- Class: DefaultPhysicsVolume.PhysicsVolume.Volume.Brush.Actor.Object -------------------------------- Class: PhysicsCollisionHandler.Object float ImpactThreshold;//[Offset: 0x1c, Size: 4] float ImpactReFireDelay;//[Offset: 0x20, Size: 4] SoundBase* DefaultImpactSound;//[Offset: 0x24, Size: 4] float LastImpactSoundTime;//[Offset: 0x28, Size: 4] -------------------------------- Class: GameModeBase.Info.Actor.Object FString OptionsString;//[Offset: 0x2fc, Size: 12] class GameSession* GameSessionClass;//[Offset: 0x308, Size: 4] class GameStateBase* GameStateClass;//[Offset: 0x30c, Size: 4] class PlayerController* PlayerControllerClass;//[Offset: 0x310, Size: 4] class PlayerState* PlayerStateClass;//[Offset: 0x314, Size: 4] class HUD* HUDClass;//[Offset: 0x318, Size: 4] class Pawn* DefaultPawnClass;//[Offset: 0x31c, Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x320, Size: 4] class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset: 0x324, Size: 4] GameSession* GameSession;//[Offset: 0x328, Size: 4] GameStateBase* GameState;//[Offset: 0x32c, Size: 4] FText DefaultPlayerName;//[Offset: 0x330, Size: 12] bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x33c, Size: 1] bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x33c, Size: 1] bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x33c, Size: 1] void StartPlay();// 0x1f5bf3c Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);// 0x4614890 Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x4614760 bool ShouldReset(Actor* ActorToReset);// 0x46146cc void ReturnToMainMenuHost();// 0x46146b0 void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x4614590 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x2153b50 void RestartPlayer(Controller* NewPlayer);// 0x1f43f94 void ResetLevel();// 0x2065680 bool PlayerCanRestart(PlayerController* Player);// 0x20405ec bool MustSpectate(PlayerController* NewPlayerController);// 0x4614504 void K2_PostLogin(PlayerController* NewPlayer);// 0x2c90a38 void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController* NewPC);// 0x2c90a38 void K2_OnRestartPlayer(Controller* NewPlayer);// 0x2c90a38 void K2_OnLogout(Controller* ExitingController);// 0x2c90a38 void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);// 0x2c90a38 Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);// 0x46143fc void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x2313670 void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x1f698f0 bool HasMatchStarted();// 0x45f5394 void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x461437c int GetNumSpectators();// 0x45f5364 int GetNumPlayers();// 0x2251878 class Object GetDefaultPawnClassForController(Controller* InController);// 0x46142f4 Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x46141e4 Actor* ChoosePlayerStart(Controller* Player);// 0x461415c void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x28a5b40 bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);// 0x4614090 -------------------------------- Class: GameSession.Info.Actor.Object int MaxSpectators;//[Offset: 0x2fc, Size: 4] int MaxPlayers;//[Offset: 0x300, Size: 4] int MaxPartySize;//[Offset: 0x304, Size: 4] byte MaxSplitscreensPerConnection;//[Offset: 0x308, Size: 1] bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309, Size: 1] FName SessionName;//[Offset: 0x310, Size: 8] -------------------------------- Class: GameStateBase.Info.Actor.Object class GameModeBase* GameModeClass;//[Offset: 0x2fc, Size: 4] GameModeBase* AuthorityGameMode;//[Offset: 0x300, Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x304, Size: 4] PlayerState*[] PlayerArray;//[Offset: 0x308, Size: 12] bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314, Size: 1] float ReplicatedWorldTimeSeconds;//[Offset: 0x318, Size: 4] float ServerWorldTimeSecondsDelta;//[Offset: 0x31c, Size: 4] float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x320, Size: 4] void OnRep_SpectatorClass();// 0x200ee44 void OnRep_ReplicatedWorldTimeSeconds();// 0x1ff7550 void OnRep_ReplicatedHasBegunPlay();// 0x214e1c8 void OnRep_GameModeClass();// 0x21802b4 bool HasMatchStarted();// 0x4624f68 bool HasBegunPlay();// 0x236d020 float GetServerWorldTimeSeconds();// 0x23b87d8 float GetPlayerStartTime(Controller* Controller);// 0x4624ee0 float GetPlayerRespawnDelay(Controller* Controller);// 0x4624e58 -------------------------------- Class: GameNetworkManager.Info.Actor.Object int AdjustedNetSpeed;//[Offset: 0x2fc, Size: 4] float LastNetSpeedUpdateTime;//[Offset: 0x300, Size: 4] int TotalNetBandwidth;//[Offset: 0x304, Size: 4] int MinDynamicBandwidth;//[Offset: 0x308, Size: 4] int MaxDynamicBandwidth;//[Offset: 0x30c, Size: 4] bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1] bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x310, Size: 1] float StandbyRxCheatTime;//[Offset: 0x314, Size: 4] float StandbyTxCheatTime;//[Offset: 0x318, Size: 4] int BadPingThreshold;//[Offset: 0x31c, Size: 4] float PercentMissingForRxStandby;//[Offset: 0x320, Size: 4] float PercentMissingForTxStandby;//[Offset: 0x324, Size: 4] float PercentForBadPing;//[Offset: 0x328, Size: 4] float JoinInProgressStandbyWaitTime;//[Offset: 0x32c, Size: 4] float MoveRepSize;//[Offset: 0x330, Size: 4] float MAXPOSITIONERRORSQUARED;//[Offset: 0x334, Size: 4] float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x338, Size: 4] float CLIENTADJUSTUPDATECOST;//[Offset: 0x33c, Size: 4] float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x340, Size: 4] float MaxMoveDeltaTime;//[Offset: 0x344, Size: 4] float ClientNetSendMoveDeltaTime;//[Offset: 0x348, Size: 4] float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x34c, Size: 4] float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x350, Size: 4] int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x354, Size: 4] int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x358, Size: 4] bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c, Size: 1] float ClientErrorUpdateRateLimit;//[Offset: 0x360, Size: 4] bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364, Size: 1] bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x365, Size: 1] float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x368, Size: 4] float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x36c, Size: 4] float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x370, Size: 4] float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x374, Size: 4] bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378, Size: 1] bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379, Size: 1] -------------------------------- Class: LightmassWorldInfoSettings float StaticLightingLevelScale;//[Offset: 0x0, Size: 4] int NumIndirectLightingBounces;//[Offset: 0x4, Size: 4] int NumSkyLightingBounces;//[Offset: 0x8, Size: 4] float IndirectLightingQuality;//[Offset: 0xc, Size: 4] float IndirectLightingSmoothness;//[Offset: 0x10, Size: 4] Color EnvironmentColor;//[Offset: 0x14, Size: 4] float EnvironmentIntensity;//[Offset: 0x18, Size: 4] float EmissiveBoost;//[Offset: 0x1c, Size: 4] float DiffuseBoost;//[Offset: 0x20, Size: 4] byte VolumeLightingMethod;//[Offset: 0x24, Size: 1] float VolumetricLightmapDetailCellSize;//[Offset: 0x28, Size: 4] float VolumetricLightmapMaximumBrickMemoryMb;//[Offset: 0x2c, Size: 4] float VolumeLightSamplePlacementScale;//[Offset: 0x30, Size: 4] bool bUseAmbientOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1] bool bGenerateAmbientOcclusionMaterialMask;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34, Size: 1] float DirectIlluminationOcclusionFraction;//[Offset: 0x38, Size: 4] float IndirectIlluminationOcclusionFraction;//[Offset: 0x3c, Size: 4] float OcclusionExponent;//[Offset: 0x40, Size: 4] float FullyOccludedSamplesFraction;//[Offset: 0x44, Size: 4] float MaxOcclusionDistance;//[Offset: 0x48, Size: 4] bool bVisualizeMaterialDiffuse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c, Size: 1] bool bVisualizeAmbientOcclusion;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4c, Size: 1] bool bCompressLightmaps;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x4c, Size: 1] bool bUseSimpleLightmap;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x4c, Size: 1] -------------------------------- Class: IdeaBakingWorldInfoSettings enum BakingLayout;//[Offset: 0x0, Size: 1] int NumCoarseSamples;//[Offset: 0x4, Size: 4] int NumSamples;//[Offset: 0x8, Size: 4] int NumLightingBounces;//[Offset: 0xc, Size: 4] float LightmapBoost;//[Offset: 0x10, Size: 4] float SunHardness;//[Offset: 0x14, Size: 4] enum BakingMode;//[Offset: 0x18, Size: 1] bool bUseParallelBaking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19, Size: 1] bool bUseConservativeRasterization;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x19, Size: 1] bool bUseLocalOcclusion;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x19, Size: 1] float LocalOcclusionRadius;//[Offset: 0x1c, Size: 4] float LocalOcclusionFallOff;//[Offset: 0x20, Size: 4] float LocalOcclusionDistribution;//[Offset: 0x24, Size: 4] float LocalOcclusionFadeRatio;//[Offset: 0x28, Size: 4] int LocalOcclusionRes;//[Offset: 0x2c, Size: 4] int LocalOcclusionMultiple;//[Offset: 0x30, Size: 4] float LocalOcclusionPower;//[Offset: 0x34, Size: 4] int LocalOcclusionDenoising;//[Offset: 0x38, Size: 4] int LocalOcclusionDilation;//[Offset: 0x3c, Size: 4] int NumDenoisingIterators;//[Offset: 0x40, Size: 4] int NumDilationIterators;//[Offset: 0x44, Size: 4] int DirectLightDenoising;//[Offset: 0x48, Size: 4] float RayTraceMaxDistance;//[Offset: 0x4c, Size: 4] float RayTraceBias;//[Offset: 0x50, Size: 4] float RetraceDistance;//[Offset: 0x54, Size: 4] float SmallestTexelRadius;//[Offset: 0x58, Size: 4] uint32 AreaLightSampleCount;//[Offset: 0x5c, Size: 4] bool bWithPortalDirectLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1] bool bWithGrayDiffuse;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x60, Size: 1] -------------------------------- Class: ReverbSettings bool bApplyReverb;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] byte ReverbType;//[Offset: 0x1, Size: 1] ReverbEffect* ReverbEffect;//[Offset: 0x4, Size: 4] float Volume;//[Offset: 0x8, Size: 4] float FadeTime;//[Offset: 0xc, Size: 4] -------------------------------- Class: ReverbEffect.Object float Density;//[Offset: 0x1c, Size: 4] float Diffusion;//[Offset: 0x20, Size: 4] float Gain;//[Offset: 0x24, Size: 4] float GainHF;//[Offset: 0x28, Size: 4] float DecayTime;//[Offset: 0x2c, Size: 4] float DecayHFRatio;//[Offset: 0x30, Size: 4] float ReflectionsGain;//[Offset: 0x34, Size: 4] float ReflectionsDelay;//[Offset: 0x38, Size: 4] float LateGain;//[Offset: 0x3c, Size: 4] float LateDelay;//[Offset: 0x40, Size: 4] float AirAbsorptionGainHF;//[Offset: 0x44, Size: 4] float RoomRolloffFactor;//[Offset: 0x48, Size: 4] -------------------------------- Class: InteriorSettings bool bIsWorldSettings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] float ExteriorVolume;//[Offset: 0x4, Size: 4] float ExteriorTime;//[Offset: 0x8, Size: 4] float ExteriorLPF;//[Offset: 0xc, Size: 4] float ExteriorLPFTime;//[Offset: 0x10, Size: 4] float InteriorVolume;//[Offset: 0x14, Size: 4] float InteriorTime;//[Offset: 0x18, Size: 4] float InteriorLPF;//[Offset: 0x1c, Size: 4] float InteriorLPFTime;//[Offset: 0x20, Size: 4] -------------------------------- Class: BookMark.Object Vector Location;//[Offset: 0x1c, Size: 12] Rotator Rotation;//[Offset: 0x28, Size: 12] FString[] HiddenLevels;//[Offset: 0x34, Size: 12] -------------------------------- Class: NetViewer NetConnection* Connection;//[Offset: 0x0, Size: 4] Actor* InViewer;//[Offset: 0x4, Size: 4] Actor* ViewTarget;//[Offset: 0x8, Size: 4] Vector ViewLocation;//[Offset: 0xc, Size: 12] Vector ViewDir;//[Offset: 0x18, Size: 12] -------------------------------- Class: LineBatchComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: LevelStreaming.Object FName PackageName;//[Offset: 0x20, Size: 8] World* WorldAsset;//[Offset: 0x28, Size: 40] FName PackageNameToLoad;//[Offset: 0x50, Size: 8] FName[] LODPackageNames;//[Offset: 0x58, Size: 12] Transform LevelTransform;//[Offset: 0x70, Size: 48] bool bShouldBeVisibleInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xa1, Size: 1] bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa1, Size: 1] bool bShouldBeLoaded;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa1, Size: 1] bool bShouldBeVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa1, Size: 1] bool bIsStatic;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa2, Size: 1] bool bShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa2, Size: 1] int LevelLODIndex;//[Offset: 0xa4, Size: 4] bool bDisableDistanceStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8, Size: 1] bool bDrawOnLevelStatusMap;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa8, Size: 1] Color DrawColor;//[Offset: 0xac, Size: 4] LinearColor LevelColor;//[Offset: 0xb0, Size: 16] LevelStreamingVolume*[] EditorStreamingVolumes;//[Offset: 0xc0, Size: 12] float MinTimeBetweenVolumeUnloadRequests;//[Offset: 0xcc, Size: 4] FString[] Keywords;//[Offset: 0xd4, Size: 12] delegate OnLevelLoaded;//[Offset: 0xe0, Size: 12] delegate OnLevelUnloaded;//[Offset: 0xec, Size: 12] delegate OnLevelShown;//[Offset: 0xf8, Size: 12] delegate OnLevelHidden;//[Offset: 0x104, Size: 12] delegate OnStatusChanged;//[Offset: 0x110, Size: 12] Level* LoadedLevel;//[Offset: 0x11c, Size: 4] Level* PendingUnloadLevel;//[Offset: 0x120, Size: 4] Level*[] UnloadingLevels;//[Offset: 0x124, Size: 12] bool IsStreamingStatePending();// 0x468d8fc bool IsLevelVisible();// 0x468d8d4 bool IsLevelLoaded();// 0x468d8b0 FName GetWorldAssetPackageFName();// 0x468d870 Level* GetLoadedLevel();// 0x468d854 LevelScriptActor* GetLevelScriptActor();// 0x468d82c LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x468d6cc -------------------------------- Class: LevelStreamingVolume.Volume.Brush.Actor.Object FName[] StreamingLevelNames;//[Offset: 0x324, Size: 12] bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x330, Size: 1] bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x330, Size: 1] byte StreamingUsage;//[Offset: 0x331, Size: 1] -------------------------------- Class: DemoNetDriver.NetDriver.Object RollbackNetStartupActors;//[Offset: 0x52c, Size: 60] float CheckpointSaveMaxMSPerFrame;//[Offset: 0x7ac, Size: 4] bool bIsLocalReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c6, Size: 1] bool bAllowForceNetUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c7, Size: 1] GameInstance* GameInstance;//[Offset: 0x7e4, Size: 4] -------------------------------- Class: RollbackNetStartupActorInfo Object* Archetype;//[Offset: 0x8, Size: 4] Level* Level;//[Offset: 0x24, Size: 4] -------------------------------- Class: ParticleEventManager.Actor.Object -------------------------------- Class: ObjectPoolManager bool bUseGMCommand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bEnabledAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] Pools;//[Offset: 0x4, Size: 60] mapClassConfigs;//[Offset: 0x40, Size: 60] -------------------------------- Class: ObjectPool class Object* ObjectClass;//[Offset: 0x0, Size: 4] int ObjectLifePeriodTime;//[Offset: 0x4, Size: 4] Object*[] Pool;//[Offset: 0x8, Size: 12] RecycleTime;//[Offset: 0x14, Size: 60] int Size;//[Offset: 0x50, Size: 4] bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] -------------------------------- Class: ObjectPoolClassConfig FName ObjectClassName;//[Offset: 0x0, Size: 8] bool ObjectPoolEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] int PoolSize;//[Offset: 0xc, Size: 4] int LifePeriodTime;//[Offset: 0x10, Size: 4] bool UseOldPoolLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] -------------------------------- Class: NavigationSystem.BlueprintFunctionLibrary.Object NavigationData* MainNavData;//[Offset: 0x1c, Size: 4] NavigationData* AbstractNavData;//[Offset: 0x20, Size: 4] class CrowdManagerBase* CrowdManagerClass;//[Offset: 0x24, Size: 4] bool bAutoCreateNavigationData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28, Size: 1] bool bAllowClientSideNavigation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x28, Size: 1] bool bSupportRebuilding;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x28, Size: 1] bool bInitialBuildingLocked;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x28, Size: 1] bool bSkipAgentHeightCheckWhenPickingNavData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x28, Size: 1] enum DataGatheringMode;//[Offset: 0x29, Size: 1] bool bGenerateNavigationOnlyAroundNavigationInvokers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a, Size: 1] float ActiveTilesUpdateInterval;//[Offset: 0x2c, Size: 4] NavDataConfig[] SupportedAgents;//[Offset: 0x30, Size: 12] float UpdateInterval;//[Offset: 0x3c, Size: 4] float DirtyAreasUpdateFreq;//[Offset: 0x40, Size: 4] NavigationData*[] NavDataSet;//[Offset: 0x44, Size: 12] NavigationData*[] NavDataRegistrationQueue;//[Offset: 0x50, Size: 12] delegate OnNavDataRegisteredEvent;//[Offset: 0xa4, Size: 12] delegate OnNavigationGenerationFinishedDelegate;//[Offset: 0xb0, Size: 12] enum OperationMode;//[Offset: 0x158, Size: 1] void UpdateDynamicGenerateTargetNav(bool IsAdd, DynamicGenerateTargetNavigation GenerateTargetNav);// 0x46af910 void UnregisterNavigationInvoker(Actor* Invoker);// 0x46af898 static void SimpleMoveToLocation(Controller* Controller, out const Vector Goal);// 0x46af7d8 static void SimpleMoveToActor(Controller* Controller, const Actor* Goal);// 0x46af724 void SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs);// 0x46af6ac void SetGeometryGatheringMode(enum NewMode);// 0x46af634 void ResetMaxSimultaneousTileGenerationJobsCount();// 0x46af620 void RegisterNavigationInvoker(Actor* Invoker, float TileGenerationRadius, float TileRemovalRadius);// 0x46af520 static Vector ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x46af374 void OnNavigationBoundsUpdated(NavMeshBoundsVolume* NavVolume);// 0x46af2fc static bool NavigationRaycast(Object* WorldContextObject, out const Vector RayStart, out const Vector RayEnd, out Vector HitLocation, class NavigationQueryFilter FilterClass, Controller* Querier);// 0x46af0fc static bool K2_ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, out Vector ProjectedLocation, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x46aef0c static bool K2_GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x46aed1c static bool K2_GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x46aeb2c static bool IsNavigationBeingBuiltOrLocked(Object* WorldContextObject);// 0x46aeab4 static bool IsNavigationBeingBuilt(Object* WorldContextObject);// 0x46aea3c static Vector GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x46ae890 static Vector GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x46ae6e4 static byte GetPathLength(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathLength, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x46ae4e0 static byte GetPathCost(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathCost, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x46ae2dc static NavigationSystem* GetNavigationSystem(Object* WorldContextObject);// 0x46ae264 static NavigationPath* FindPathToLocationSynchronously(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x46ae0b8 static NavigationPath* FindPathToActorSynchronously(Object* WorldContextObject, out const Vector PathStart, Actor* GoalActor, float TetherDistance, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x46aded8 -------------------------------- Class: BlueprintFunctionLibrary.Object -------------------------------- Class: CrowdManagerBase.Object -------------------------------- Class: DynamicGenerateTargetNavigation Vector TargetLocation;//[Offset: 0x0, Size: 12] float GenerateRadiusMin;//[Offset: 0xc, Size: 4] float GenerateRadiusMax;//[Offset: 0x10, Size: 4] -------------------------------- Class: NavigationQueryFilter.Object NavigationFilterArea[] Areas;//[Offset: 0x1c, Size: 12] NavigationFilterFlags IncludeFlags;//[Offset: 0x28, Size: 4] NavigationFilterFlags ExcludeFlags;//[Offset: 0x2c, Size: 4] -------------------------------- Class: NavigationFilterArea class NavArea* AreaClass;//[Offset: 0x0, Size: 4] float TravelCostOverride;//[Offset: 0x4, Size: 4] float EnteringCostOverride;//[Offset: 0x8, Size: 4] bool bIsExcluded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] bool bOverrideTravelCost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1] bool bOverrideEnteringCost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc, Size: 1] -------------------------------- Class: NavigationFilterFlags bool bNavFlag0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bNavFlag1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bNavFlag2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bNavFlag3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bNavFlag4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] bool bNavFlag5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1] bool bNavFlag6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1] bool bNavFlag7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1] bool bNavFlag8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1] bool bNavFlag9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1] bool bNavFlag10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1] bool bNavFlag11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1] bool bNavFlag12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1] bool bNavFlag13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1] bool bNavFlag14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1] bool bNavFlag15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1] -------------------------------- Class: NavMeshBoundsVolume.Volume.Brush.Actor.Object NavAgentSelector SupportedAgents;//[Offset: 0x324, Size: 4] -------------------------------- Class: NavigationPath.Object delegate PathUpdatedNotifier;//[Offset: 0x1c, Size: 12] Vector[] PathPoints;//[Offset: 0x28, Size: 12] byte RecalculateOnInvalidation;//[Offset: 0x34, Size: 1] bool IsValid();// 0x46ad498 bool IsStringPulled();// 0x207bd84 bool IsPartial();// 0x46ad470 float GetPathLength();// 0x46ad448 float GetPathCost();// 0x46ad420 FString GetDebugString();// 0x46ad360 void EnableRecalculationOnInvalidation(byte DoRecalculation);// 0x46ad2e0 void EnableDebugDrawing(bool bShouldDrawDebugData, LinearColor PathColor);// 0x46ad210 -------------------------------- Class: AISystemBase.Object SoftClassPath AISystemClassName;//[Offset: 0x20, Size: 24] FName AISystemModuleName;//[Offset: 0x38, Size: 8] bool bInstantiateAISystemOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] -------------------------------- Class: AvoidanceManager.Object float DefaultTimeToLive;//[Offset: 0x20, Size: 4] float LockTimeAfterAvoid;//[Offset: 0x24, Size: 4] float LockTimeAfterClean;//[Offset: 0x28, Size: 4] float DeltaTimeToPredict;//[Offset: 0x2c, Size: 4] float ArtificialRadiusExpansion;//[Offset: 0x30, Size: 4] float TestHeightDifference;//[Offset: 0x34, Size: 4] float HeightCheckMargin;//[Offset: 0x38, Size: 4] bool RegisterMovementComponent(MovementComponent* MovementComp, float AvoidanceWeight);// 0x45d808c int GetObjectCount();// 0x45d8064 int GetNewAvoidanceUID();// 0x45d803c Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);// 0x45d7fac -------------------------------- Class: LevelCollection GameStateBase* GameState;//[Offset: 0x4, Size: 4] NetDriver* NetDriver;//[Offset: 0x8, Size: 4] DemoNetDriver* DemoNetDriver;//[Offset: 0xc, Size: 4] Level* PersistentLevel;//[Offset: 0x10, Size: 4] Levels;//[Offset: 0x14, Size: 60] -------------------------------- Class: MaterialParameterCollectionInstance.Object MaterialParameterCollection* Collection;//[Offset: 0x20, Size: 4] World* World;//[Offset: 0x24, Size: 4] -------------------------------- Class: WorldComposition.Object LevelStreaming*[] TilesStreaming;//[Offset: 0x98, Size: 12] double TilesStreamingTimeThreshold;//[Offset: 0xa8, Size: 8] bool bLoadAllTilesDuringCinematic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0, Size: 1] bool bRebaseOriginIn3DSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb1, Size: 1] float RebaseOriginDistance;//[Offset: 0xb4, Size: 4] FString PVEBordersName;//[Offset: 0xb8, Size: 12] FString[] UnloadTileOnServer;//[Offset: 0xc4, Size: 12] UnloadTileSet;//[Offset: 0xd0, Size: 60] bool bClientUseInitViewpoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] Vector ClientInitViewPoint;//[Offset: 0x120, Size: 12] bool SetStreamingDistanceScalePerLevel(out const FName LevelName, float Scale);// 0x4729a30 bool SetStreamingDistanceScaleByLayer(FString LayerName, float Scale);// 0x4729928 bool SetStreamingDistanceScaleAllLevel(float Scale);// 0x47298a8 bool RemoveDynamicTile(FString TilePackageNameStr);// 0x47297e4 LevelStreaming* GetDynamicTile(FString TilePackageNameStr);// 0x4729720 LevelStreaming* AddDynamicTile(FString TilePackageNameStr, int X, int Y, bool bAllowCopy, bool bDisableDistanceStreaming);// 0x4729534 -------------------------------- Class: AkAmbientSound.Actor.Object AkAudioEvent* AkAudioEvent;//[Offset: 0x2fc, Size: 4] AkComponent* AkComponent;//[Offset: 0x300, Size: 4] bool StopWhenOwnerIsDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] bool AutoPost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x305, Size: 1] void StopAmbientSound();// 0x507726c void StartAmbientSound();// 0x5077258 -------------------------------- Class: AkAudioEvent.Object AkAudioBank* RequiredBank;//[Offset: 0x1c, Size: 4] float MaxAttenuationRadius;//[Offset: 0x20, Size: 4] bool IsInfinite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] float MinimumDuration;//[Offset: 0x28, Size: 4] float MaximumDuration;//[Offset: 0x2c, Size: 4] -------------------------------- Class: AkAudioBank.Object bool AutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] -------------------------------- Class: AkComponent.SceneComponent.ActorComponent.Object AkAuxBus* EarlyReflectionAuxBus;//[Offset: 0x260, Size: 4] FString EarlyReflectionAuxBusName;//[Offset: 0x264, Size: 12] int EarlyReflectionOrder;//[Offset: 0x270, Size: 4] float EarlyReflectionBusSendGain;//[Offset: 0x274, Size: 4] float EarlyReflectionMaxPathLength;//[Offset: 0x278, Size: 4] bool EnableSpotReflectors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x280, Size: 1] bool DrawFirstOrderReflections;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x280, Size: 1] bool DrawSecondOrderReflections;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x280, Size: 1] bool DrawHigherOrderReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x280, Size: 1] bool StopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x281, Size: 1] bool bIsUpdateEmmiterTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x282, Size: 1] bool bAllIsInstanceSound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x282, Size: 1] float AttenuationScalingFactor;//[Offset: 0x284, Size: 4] float OcclusionRefreshInterval;//[Offset: 0x288, Size: 4] AkAudioEvent* AkAudioEvent;//[Offset: 0x28c, Size: 4] FString EventName;//[Offset: 0x290, Size: 12] void UseReverbVolumes(bool inUseReverbVolumes);// 0x507a170 void UseEarlyReflections(AkAuxBus* AuxBus, bool Left, bool Right, bool floor, bool Ceiling, bool Back, bool Front, bool SpotReflectors, FString AuxBusName);// 0x5079e3c void StopPlayingID(int StopEventID);// 0x5079dc4 void Stop();// 0x5079db0 int SetSwitch(FString SwitchGroup, FString SwitchState);// 0x5079b38 void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed);// 0x5079ab8 void SetRTPCValueGlobally(FString RTPC, float Value);// 0x507991c void SetRTPCValue(FString RTPC, float Value, int InterpolationTimeMs);// 0x507973c void SetOutputBusVolume(float BusVolume);// 0x50796c4 void SetListeners(out const AkComponent*[] Listeners);// 0x50795f8 void SetEarlyReflectionOrder(int NewEarlyReflectionOrder);// 0x5079580 void SetAutoDestroy(bool in_AutoDestroy);// 0x5079504 void SetAttenuationScalingFactor(float Value);// 0x507948c int SeekOnEvent(FString in_EventName, int in_iPosition);// 0x5079384 void PostTrigger(FString Trigger);// 0x507922c int PostAssociatedAkEvent();// 0x5079204 int PostAkEventByName(FString in_EventName);// 0x5079140 int PostAkEvent(AkAudioEvent* AkEvent, FString in_EventName);// 0x5079038 float GetAttenuationRadius();// 0x5079010 -------------------------------- Class: AkAuxBus.Object AkAudioBank* RequiredBank;//[Offset: 0x1c, Size: 4] -------------------------------- Class: LevelSequenceActor.Actor.Object bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x304, Size: 32] LevelSequencePlayer* SequencePlayer;//[Offset: 0x324, Size: 4] SoftObjectPath LevelSequence;//[Offset: 0x328, Size: 24] Actor*[] AdditionalEventReceivers;//[Offset: 0x340, Size: 12] LevelSequenceBurnInOptions* BurnInOptions;//[Offset: 0x34c, Size: 4] MovieSceneBindingOverrides* BindingOverrides;//[Offset: 0x350, Size: 4] bool bReduceFrequency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] int ReduceFrameCount;//[Offset: 0x358, Size: 4] float IgnoreFrameTolerance;//[Offset: 0x35c, Size: 4] bool bOverrideInstanceData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x360, Size: 1] Object* DefaultInstanceData;//[Offset: 0x364, Size: 4] bool bForceAsync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] LevelSequenceBurnIn* BurnInInstance;//[Offset: 0x36c, Size: 4] void SetSequence(LevelSequence* InSequence);// 0x3ca14b4 void SetEventReceivers(Actor*[] AdditionalReceivers);// 0x3ca135c void SetBinding(MovieSceneObjectBindingID Binding, out const Actor*[] Actors, bool bAllowBindingsFromAsset);// 0x3ca11c4 void SetAllMovieSceneSectionsToKeepState();// 0x3ca11b0 void ResetBindings();// 0x3ca1170 void ResetBinding(MovieSceneObjectBindingID Binding);// 0x3ca1078 void RemoveBinding(MovieSceneObjectBindingID Binding, Actor* Actor);// 0x3ca0f38 void ReceiveInitailizePlayer();// 0x2c90a38 LevelSequence* GetSequence(bool bLoad, bool bInitializePlayer);// 0x3ca0e60 void AddBinding(MovieSceneObjectBindingID Binding, Actor* Actor, bool bAllowBindingsFromAsset);// 0x3ca0cd8 -------------------------------- Class: MovieSceneSequencePlaybackSettings int LoopCount;//[Offset: 0x0, Size: 4] float PlayRate;//[Offset: 0x4, Size: 4] bool bRandomStartTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float StartTime;//[Offset: 0xc, Size: 4] bool bRestoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] bool bHidePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13, Size: 1] bool bHideHud;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] interface class xÿ`/* BindingOverrides;//[Offset: 0x18, Size: 8] -------------------------------- Class: LevelSequencePlayer.MovieSceneSequencePlayer.Object delegate OnCameraCut;//[Offset: 0x604, Size: 12] delegate OnTrackEvent;//[Offset: 0x610, Size: 12] Object*[] AdditionalEventReceivers;//[Offset: 0x648, Size: 12] static LevelSequencePlayer* CreateLevelSequencePlayer(Object* WorldContextObject, LevelSequence* LevelSequence, MovieSceneSequencePlaybackSettings Settings, out LevelSequenceActor* OutActor);// 0x3ca26cc -------------------------------- Class: MovieSceneSequencePlayer.Object delegate OnPlay;//[Offset: 0x2e0, Size: 12] delegate OnPlayReverse;//[Offset: 0x2ec, Size: 12] delegate OnStop;//[Offset: 0x2f8, Size: 12] delegate OnPreStop;//[Offset: 0x304, Size: 12] bool FreezeEndFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] delegate OnPause;//[Offset: 0x314, Size: 12] delegate OnFinished;//[Offset: 0x320, Size: 12] delegate OnObjectSpawnedEvent;//[Offset: 0x32c, Size: 12] byte Status;//[Offset: 0x338, Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x339, Size: 1] bool bPendingFirstUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x339, Size: 1] MovieSceneSequence* Sequence;//[Offset: 0x33c, Size: 4] float TimeCursorPosition;//[Offset: 0x340, Size: 4] float StartTime;//[Offset: 0x344, Size: 4] float EndTime;//[Offset: 0x348, Size: 4] int CurrentNumLoops;//[Offset: 0x34c, Size: 4] MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x35c, Size: 32] void Stop();// 0x386ffe4 void StartPlayingNextTick();// 0x386ffd0 void SetPlayRate(float PlayRate);// 0x386ff58 void SetPlayLoopCount(int NumLoops);// 0x386fee0 void SetPlaybackRange(const float NewStartTime, const float NewEndTime);// 0x386fe24 void SetPlaybackPosition(float NewPlaybackPosition);// 0x386fce4 void Scrub();// 0x386fe10 void PlayReverse();// 0x386fdfc void PlayLooping(int NumLoops);// 0x386fd84 void Play();// 0x386fd70 void Pause();// 0x386fd5c void JumpToPositionEx(float NewPlaybackPosition);// 0x386fce4 void JumpToPosition(float NewPlaybackPosition);// 0x386fc6c bool IsPlaying();// 0x386fc44 bool IsPaused();// 0x386fc1c void GoToEndAndStop();// 0x386fc08 float GetPlayRate();// 0x386fbe0 float GetPlaybackStart();// 0x386fbc4 float GetPlaybackPosition();// 0x386fb9c float GetPlaybackEnd();// 0x386fb80 float GetLength();// 0x386fb58 Object*[] GetBoundObjects(MovieSceneObjectBindingID ObjectBinding);// 0x386fa14 void ChangePlaybackDirection();// 0x386fa00 -------------------------------- Class: LevelSequence.MovieSceneSequence.MovieSceneSignedObject.Object MovieScene* MovieScene;//[Offset: 0x220, Size: 4] LevelSequenceObjectReferenceMap ObjectReferences;//[Offset: 0x224, Size: 60] LevelSequenceBindingReferences BindingReferences;//[Offset: 0x260, Size: 60] PossessedObjects;//[Offset: 0x29c, Size: 60] -------------------------------- Class: LevelSequenceObjectReferenceMap -------------------------------- Class: LevelSequenceBindingReferences BindingIdToReferences;//[Offset: 0x0, Size: 60] -------------------------------- Class: LevelSequenceBindingReferenceArray LevelSequenceBindingReference[] References;//[Offset: 0x0, Size: 12] -------------------------------- Class: LevelSequenceBindingReference FString PackageName;//[Offset: 0x0, Size: 12] SoftObjectPath ExternalObjectPath;//[Offset: 0x10, Size: 24] FString ObjectPath;//[Offset: 0x28, Size: 12] -------------------------------- Class: LevelSequenceObject Object* ObjectOrOwner;//[Offset: 0x0, Size: 28] FString ComponentName;//[Offset: 0x1c, Size: 12] Object* CachedComponent;//[Offset: 0x28, Size: 8] -------------------------------- Class: MovieSceneObjectBindingID int SequenceID;//[Offset: 0x0, Size: 4] enum Space;//[Offset: 0x4, Size: 1] Guid Guid;//[Offset: 0x8, Size: 16] -------------------------------- Class: LevelSequenceBurnInOptions.Object bool bUseBurnIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] SoftClassPath BurnInClass;//[Offset: 0x20, Size: 24] LevelSequenceBurnInInitSettings* Settings;//[Offset: 0x38, Size: 4] -------------------------------- Class: LevelSequenceBurnInInitSettings.Object -------------------------------- Class: MovieSceneBindingOverrides.Object MovieSceneBindingOverrideData[] BindingData;//[Offset: 0x20, Size: 12] -------------------------------- Class: MovieSceneBindingOverrideData MovieSceneObjectBindingID ObjectBindingId;//[Offset: 0x0, Size: 24] Object* Object;//[Offset: 0x18, Size: 8] bool bOverridesDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] -------------------------------- Class: LevelSequenceBurnIn.UserWidget.Widget.Visual.Object LevelSequencePlayerSnapshot FrameInformation;//[Offset: 0x1b8, Size: 48] LevelSequenceActor* LevelSequenceActor;//[Offset: 0x1e8, Size: 4] void SetSettings(Object* InSettings);// 0x2c90a38 class LevelSequenceBurnInInitSettings GetSettingsClass();// 0x26f3878 -------------------------------- Class: LevelSequencePlayerSnapshot FText MasterName;//[Offset: 0x0, Size: 12] float MasterTime;//[Offset: 0xc, Size: 4] FText CurrentShotName;//[Offset: 0x10, Size: 12] float CurrentShotLocalTime;//[Offset: 0x1c, Size: 4] CameraComponent* CameraComponent;//[Offset: 0x20, Size: 4] LevelSequenceSnapshotSettings Settings;//[Offset: 0x24, Size: 8] MovieSceneSequenceID ShotID;//[Offset: 0x2c, Size: 4] -------------------------------- Class: LevelSequenceSnapshotSettings byte ZeroPadAmount;//[Offset: 0x0, Size: 1] float FrameRate;//[Offset: 0x4, Size: 4] -------------------------------- Class: Editor_login_C.LevelScriptActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x300, Size: 4] void SetFpsByIndex(int idx, int CallFunc_Subtract_IntInt_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess);// 0x2c90a38 void InpActEvt_Android_Back_K2Node_InputKeyEvent(Key Key);// 0x2c90a38 void ReceiveBeginPlay();// 0x2c90a38 void ExecuteUbergraph_Editor_login(int EntryPoint, Key K2Node_InputKeyEvent_Key, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameInstance* CallFunc_GetGameInstance_ReturnValue, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess, SaveGame* CallFunc_GetUserSettings_ReturnValue, int CallFunc_GetDeviceLevel_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess2, bool K2Node_SwitchInteger_CmpSuccess, bool CallFunc_NotEqual_IntInt_ReturnValue, FString CallFunc_GetPlatformName_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, bool CallFunc_IsEditor_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue2, GameBackendHUD* CallFunc_GetInstance_ReturnValue3, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue2, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue3);// 0x2c90a38 -------------------------------- Class: PointerToUberGraphFrame -------------------------------- Class: GameBackendHUD.BackendHUD.Object GameBackendUtils* GetUtils();// 0x1f62d88 static GameBackendHUD* GetInstance();// 0x26e91d8 GameFrontendHUD* GetGameFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x26e9158 GameFrontendHUD* GetFirstGameFrontendHUD(const Object* WorldContextObject);// 0x26e90d8 -------------------------------- Class: BackendHUD.Object Engine* Engine;//[Offset: 0x1c, Size: 4] FString BackendUtilsClassName;//[Offset: 0x20, Size: 12] BackendUtils* Utils;//[Offset: 0x2c, Size: 4] FrontendHUD*[] FrontendHUDList;//[Offset: 0x30, Size: 12] FrontendHUDMap;//[Offset: 0x3c, Size: 60] FrontendHUD* GetFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x479b1e4 FrontendHUD* GetFrontendHUD(int FrontendHUDIndex);// 0x479b164 -------------------------------- Class: GameBackendUtils.BackendUtils.Object UAETableManager* GetTableManager();// 0x26e8e2c -------------------------------- Class: BackendUtils.Object BackendHUD* OwningBackendHUD;//[Offset: 0x1c, Size: 4] -------------------------------- Class: UAETableManager.Object FString TableRelativeDir;//[Offset: 0x1c, Size: 12] FName[] TablesNeedReleasedInBattle;//[Offset: 0x28, Size: 12] FString ManualTableDirectory;//[Offset: 0x34, Size: 12] bool AllowItemTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100, Size: 1] UAEDataTable*[] TableObjList;//[Offset: 0x104, Size: 12] World* CurWorld;//[Offset: 0x110, Size: 4] TableObjMap;//[Offset: 0x114, Size: 60] TableObjMap_Mod;//[Offset: 0x150, Size: 60] delegate OnTableCreateInFighting;//[Offset: 0x18c, Size: 12] FString PathCompressionConfigsPath;//[Offset: 0x24c, Size: 12] bool bIsPathCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258, Size: 1] bool bIsPathCompressionCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x259, Size: 1] int PathCompressionCacheMaxSize;//[Offset: 0x25c, Size: 4] bool bTranslationFallBackUnloadDuplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260, Size: 1] bool bShrinkTranslationMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x261, Size: 1] FString BaseTableRelativeDir;//[Offset: 0x268, Size: 12] FString ModTableRelativeDir;//[Offset: 0x274, Size: 12] ModTableMap;//[Offset: 0x280, Size: 60] ModTableObjMap;//[Offset: 0x2bc, Size: 60] UAEDataTable*[] InGameTableObjList;//[Offset: 0x2f8, Size: 12] CheckNeedModMap;//[Offset: 0x304, Size: 60] FString CurrentModName;//[Offset: 0x340, Size: 12] FString EmptyModName;//[Offset: 0x34c, Size: 12] LoadedTableMap;//[Offset: 0x358, Size: 60] CheckMapTable;//[Offset: 0x394, Size: 60] TableCache;//[Offset: 0x3d0, Size: 60] void ReleaseTable(FName TableFName);// 0x24868c8 UAEDataTable* GetTablePtr_Mod(FName tableName);// 0x2486848 UAEDataTable* GetTablePtr(FName tableName);// 0x24867c8 BaseTableResMap* GetTableMap(FString tableName);// 0x2486704 static bool GetTableData(FString tableName, FString Key, out TableRowBase OutRow);// 0x2485e18 static UAETableManager* GetInstance();// 0x2485df0 static UAEDataTable* GetDataTableStatic_Mod(FString tableName);// 0x2485d34 static UAEDataTable* GetDataTableStatic(FString tableName);// 0x2485c78 DataTableProxy* GetDataTableProxy(FString tableName);// 0x2485bb4 -------------------------------- Class: UAEDataTable.DataTable.Object NameToProperty;//[Offset: 0x7c, Size: 60] bool SetTableData_String(FString KeyValue, FString TagName, FString Value);// 0x479fe00 bool SetTableData_Int32(FString KeyValue, FString TagName, int Value);// 0x479fc74 bool SetTableData_Float(FString KeyValue, FString TagName, float Value);// 0x479fae8 FString GetTableName();// 0x479fa28 FString GetRealTableName(FString tableName);// 0x479f8e4 bool ConditionAddEmptyRow(out const FName RowName);// 0x479f850 -------------------------------- Class: DataTable.Object ScriptStruct* RowStruct;//[Offset: 0x1c, Size: 4] -------------------------------- Class: ScriptStruct.Struct.Field.Object -------------------------------- Class: ModTable.Object -------------------------------- Class: BaseTableResMap.Object ScriptStruct* DataStruct;//[Offset: 0x5c, Size: 4] -------------------------------- Class: DataTableProxy.Object DataTable* ModDataTable;//[Offset: 0x1c, Size: 4] DataTable* DataTable;//[Offset: 0x20, Size: 4] DataTableRowDesc* Desc;//[Offset: 0x9c, Size: 4] -------------------------------- Class: DataTableRowDesc.Object -------------------------------- Class: TableRowBase -------------------------------- Class: GameFrontendHUD.FrontendHUD.Object delegate OnHandleWebviewActionDelegate;//[Offset: 0x15c, Size: 12] delegate OnGetTicketNotifyDelegate;//[Offset: 0x168, Size: 12] delegate OnHandleServerListDownload;//[Offset: 0x174, Size: 12] FString CSVTableRelativeDir;//[Offset: 0x180, Size: 12] GameStatusMap;//[Offset: 0x18c, Size: 60] bool EnableTickLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c8, Size: 1] GVoiceInterface* GVoice;//[Offset: 0x1dc, Size: 4] bool DisableGVoice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] BugReporter* GameBugReporter;//[Offset: 0x1e4, Size: 4] GMLogShare* LogShare;//[Offset: 0x1e8, Size: 4] int MaxUpdateRetryTimes;//[Offset: 0x1ec, Size: 4] GDolphinUpdater* GDolphin;//[Offset: 0x1f8, Size: 4] Translator* Translator;//[Offset: 0x1fc, Size: 4] HttpWrapper* HttpWrapper;//[Offset: 0x200, Size: 4] GCPufferDownloader* GPuffer;//[Offset: 0x204, Size: 4] LaggingReporter* LaggingReporter;//[Offset: 0x208, Size: 4] AsyncTaskDownloader* DownloadTask;//[Offset: 0x210, Size: 4] bool bUseDolphinUpdateFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258, Size: 1] bool bEnableUseDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x259, Size: 1] bool bEnableUseCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25a, Size: 1] bool bUseDolphinUpdateAfterCDNFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25b, Size: 1] bool bUseCDNUpdateAfterDolphinFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c, Size: 1] bool bEnableEditorPufferDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25d, Size: 1] bool bIsWaitingUpdateStateData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e, Size: 1] bool IsUsingDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25f, Size: 1] bool IsUsingCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260, Size: 1] CDNUpdate* CDNUpdater;//[Offset: 0x274, Size: 4] int ODPaksPoolSize;//[Offset: 0x278, Size: 4] int ODPaksPoolSizeLowend;//[Offset: 0x27c, Size: 4] int ODPaksPoolSizeLowendThreshold;//[Offset: 0x280, Size: 4] bool ODPaksEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x284, Size: 1] FName UnrealNetworkStatus;//[Offset: 0x2a8, Size: 8] float UnrealNetworkConnectingTimer;//[Offset: 0x2c0, Size: 4] float UnrealNetworkConnectingTime;//[Offset: 0x2d4, Size: 4] bool bUseDynamicCreateLuaManager;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8, Size: 1] FString[] PersistentLuaManager;//[Offset: 0x2dc, Size: 12] bool bPatchReInitSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec, Size: 1] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x2f0, Size: 4] LuaEventBridge* LuaEventBridgeInstace;//[Offset: 0x2f4, Size: 4] BattleWindowMgrLuaUtils* LuaBattleWindowMgr;//[Offset: 0x2f8, Size: 4] LuaBlueprintMgr* LuaBlueprintSysMgr;//[Offset: 0x2fc, Size: 4] FString ScriptBPRelativeDir;//[Offset: 0x304, Size: 12] FString ScriptRelativeDir;//[Offset: 0x310, Size: 12] FString InGameLuaDir;//[Offset: 0x31c, Size: 12] FString PreloadLuaFileRelativePath;//[Offset: 0x328, Size: 12] FString[] LuaDirList;//[Offset: 0x334, Size: 12] FString[] NoGCPackage;//[Offset: 0x340, Size: 12] float LuaTickTime;//[Offset: 0x34c, Size: 4] bool bCallLuaTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350, Size: 1] bool bAutoLoginEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x351, Size: 1] int PingFirstReportIntervalSecond;//[Offset: 0x378, Size: 4] int PingReportIntervalSecond;//[Offset: 0x37c, Size: 4] int LossSyncIntervalSecond;//[Offset: 0x380, Size: 4] int vmInstrumentOptimization;//[Offset: 0x384, Size: 4] TssManager* TssMgr;//[Offset: 0x388, Size: 4] float PingReportInterval;//[Offset: 0x3b0, Size: 4] uint32 ImageDownloadClearDayCount;//[Offset: 0x450, Size: 4] delegate UIStackChangeDelegate;//[Offset: 0x454, Size: 12] delegate UIStackRecoverDelegate;//[Offset: 0x460, Size: 12] delegate OnFRefreshAdaptationUIEvent;//[Offset: 0x46c, Size: 12] delegate OnFRefreshAdaptationExUIEvent;//[Offset: 0x478, Size: 12] ImageDownloader* ImageDownloaderInGame;//[Offset: 0x4e0, Size: 4] int FpsForWindowClient;//[Offset: 0x4e4, Size: 4] UDPPingCollector* UDPPingCollector;//[Offset: 0x4e8, Size: 4] bool UIElemLayoutJsonConfigSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ec, Size: 1] bool NationAllSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ed, Size: 1] bool NationBattleSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ee, Size: 1] bool NationRankSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ef, Size: 1] bool SelfieSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f0, Size: 1] bool ReportBugSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f1, Size: 1] bool FirstVoicePopupSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f2, Size: 1] bool GDPRForbidVoiceSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f3, Size: 1] bool GDPRSettingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f4, Size: 1] int GDPRUserType;//[Offset: 0x4f8, Size: 4] bool bShouldShowAdaptTipInLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fc, Size: 1] float fLaggingFPSDiffThreshold;//[Offset: 0x500, Size: 4] float fLaggingFPSDiffThresholdMin;//[Offset: 0x504, Size: 4] float fLaggingFPSDiffThresholdMax;//[Offset: 0x508, Size: 4] float fLaggingFrameTimeThreshold;//[Offset: 0x50c, Size: 4] float fLaggingFrameTimeThresholdMin;//[Offset: 0x510, Size: 4] float fLaggingFrameTimeThresholdMax;//[Offset: 0x514, Size: 4] float fFPSReportInterval;//[Offset: 0x518, Size: 4] bool bUnLoadNoGcPackage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528, Size: 1] Package*[] NoGcPackages;//[Offset: 0x52c, Size: 12] bool bFlushAsyncLoadingBeforeGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x538, Size: 1] bool bEnablePandora;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x539, Size: 1] bool bEnableJMLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53b, Size: 1] bool bEnableH5Cache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c0, Size: 1] bool bCheckWorldNameForLoadConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c1, Size: 1] ColorBlindnessMgr* ColorBlindnessMgrInstace;//[Offset: 0x5c8, Size: 4] NativeHUDTickContainer[] NativeHUDTickList;//[Offset: 0x5cc, Size: 12] bool IsNativeHUDTickLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d8, Size: 1] bool IsShutDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d9, Size: 1] int NativeHUDTickIndex;//[Offset: 0x5dc, Size: 4] AsyncLoadHelper* AsyncLoadHelper;//[Offset: 0x5e0, Size: 4] FString BattleUtilsClassName;//[Offset: 0x5e4, Size: 12] BattleUtils* BattleUtils;//[Offset: 0x5f0, Size: 4] int DealyHideLoadingUI;//[Offset: 0x5f8, Size: 4] void VNGPostPersonalInfo(FString OpenID, FString Name, FString passportId, FString email, FString phone, FString address);// 0x26eca74 void UnRegisterUIShowHideEventDelegate(FString Source);// 0x26ec91c void TimeStatisticStop(int Type, FString Name);// 0x26ec77c void TimeStatisticStart(int Type);// 0x26ec704 void TickUdpCollector(float DeltaTime);// 0x26ec68c void StatisVisibilityWidget(Widget* Widget);// 0x2032f5c void StatisLoadedTexture(Texture* Texture);// 0x2032f5c bool StartGrayUpdate();// 0x26ec664 void StartDolphinUpdateAfterCDNUpdateFailed();// 0x26ec650 void StartCDNUpdateAfterDolphinUpdateFailed();// 0x26ec63c void ShutdownUnrealNetwork();// 0x211d7ac void SetShouldShowAdaptTipInLobby(bool bShoudShow);// 0x26ec5bc void SetGameSubMode(FString SubMode);// 0x26ec500 void SetGameStatusMap( InGameStatusMap);// 0x26ec354 void SetClientEnterBattleStage(FString InStageStr);// 0x26ec298 void SetAccountByWebLogin(int Channel, FString OpenID, FString userId, FString TokenID, const int ExpireTime);// 0x26ec044 void RetryDownload();// 0x26ec030 void RetryCDNDownload();// 0x26ec01c void ReleaseBattleUtils();// 0x26ec008 void RegisterUserSettingsDelegate(delegate Delegate);// 0x26ebf64 void RegisterUIShowHideEventDelegate(FString Source, delegate Delegate);// 0x26ebd9c void OnWebviewNotify(out const WebviewInfoWrapper webviewinfo);// 0x26ebc94 void OnWebviewActionNotify(FString URL);// 0x26ebb3c void OnUAAssistantEvent(out const UAAssistantInfoWrapper UAAssistentInfo);// 0x26eba30 void OnSDKCallbackEvent(out const SDKCallbackInfoWrapper sdkCallbackInfo);// 0x26eb924 void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x26eb858 void OnRefreshAccountInfo(bool Result, int InChannel, FString InOpenId);// 0x26eb668 void OnQuickLoginNotify(out const WakeupInfoWrapper wakeupinfo);// 0x26eb55c void OnPlatformFriendNotify(out const PlatformFriendInfoMap PlatformFriendInfoMap);// 0x26eb44c void OnNotUpdateFinished();// 0x26eb438 void OnLoginFlowNotify(int _Flow, int _Param, FString ExtraData);// 0x26eb250 void OnHttpImgResponse(Texture2D* Texture, ImageDownloader* downloader);// 0x26eb194 void OnGroupNotify(out const GroupInfoWrapper groupInfo);// 0x26eb0d4 void OnGetTicketNotify(FString Ticket);// 0x26eaf7c void OnGetShortUrlNotify(int Ret, FString ShortUrl);// 0x26eaddc void OnGetCountryNoNotify(int country);// 0x26ead64 void OnGenQRImgNotify(int Ret, int Size, FString imgPath);// 0x26eac20 void OnGCloudNetStateChangeNotify(int State, int EventParam1, int EventParam2, int EventParam3);// 0x26eaad8 void OnGameMasterEvent(FString EventName, int Ret);// 0x26ea93c void OnCheckUpdateStateFinished(out const DownloaderInfo Info);// 0x26ea834 void OnAreaChanged(FString InArea);// 0x26ea778 void NotifyLoadingUIOperation(int OperationType);// 0x26ea700 void MakeToSuppotAdaptation(PanelSlot* PanelSlot);// 0x26ea688 void LuaDoString(FString LuaString);// 0x26ea5c4 bool IsWindowOB();// 0x207bd84 bool IsInstallPlatform(FString PlatForm);// 0x26ea464 bool IsCEHideLobbyUI();// 0x26ea43c bool HasAnyNetMsgToHandle();// 0x26ea414 bool GetWidgetRenderCanChange();// 0x26ea3ec SaveGame* GetUserSettings();// 0x1fb2b2c GDolphinUpdater* GetUpdater();// 0x26ea3d0 Translator* GetTranslator();// 0x26ea3b4 bool GetShouldShowAdaptTipInLobby();// 0x26ea38c SettingSubsystem* GetSettingSubsystem();// 0x26ea364 GCPufferDownloader* GetPufferDownloader();// 0x26ea348 FString GetPingReportInfo();// 0x26ea288 FString GetPacketLossReportInfo();// 0x26ea1c8 LuaStateWrapper* GetLuaStateWrapper();// 0x26ea1a0 LuaEventBridge* GetLuaEventBridge();// 0x2481874 LuaBlueprintMgr* GetLuaBlueprintSysMgr();// 0x26ea178 HttpWrapper* GetHttpWrapper();// 0x26ea15c GVoiceInterface* GetGVoiceInterface();// 0x1fb282c FString GetGameSubMode();// 0x26ea0f4 GameStateBase* GetGameState();// 0x26ea0cc FString GetFPSReportInfo();// 0x26ea00c EffectSettingMgr* GetEffectSettingMgr();// 0x21b5598 int GetDetailNetInfoFromGCloud();// 0x1f96b70 ColorBlindnessMgr* GetColorBlindnessMgr();// 0x26e9fdc Object* GetClientNetObj();// 0x26e9fb4 FString GetClientEnterBattleStage();// 0x26e9f4c BugReporter* GetBugReporter();// 0x26e9f24 BattleUtils* GetBattleUtils();// 0x1f93bb4 FString GetBattleIDHexStr();// 0x26e9e64 int GetAutoRunModID();// 0x1f96b70 AsyncLoadHelper* GetAsyncLoadHelper();// 0x26e9e3c void FinishModifyUserSettings();// 0x26e9e28 void EnableFPSAndMemoryLog(bool bEnable);// 0x26e9da8 void DispatchLongTimeNoOperation(out const int TimeOutCounter);// 0x26e9d20 void DispatchConfirmMisKill(FString KillerName);// 0x26e9c74 void CreateBattleUtils();// 0x26e9c60 void CallGlobalScriptFunction(FString InFunctionName);// 0x26e9b9c void BeginModifyUserSettings();// 0x26e9b88 void BattleUtilsGameEnd();// 0x26e9b74 void AfterLoadedEditorLogin();// 0x26e9b60 void AddAdaptationWidgetDelegateEx(PanelSlot* PanelSlot);// 0x26e9ae8 void AddAdaptationWidgetDelegate(PanelSlot* PanelSlot);// 0x26e9a70 -------------------------------- Class: FrontendHUD.Object GameInstance* GameInstance;//[Offset: 0x2c, Size: 4] FString FrontendUtilsClassName;//[Offset: 0x34, Size: 12] FrontendUtils* Utils;//[Offset: 0x40, Size: 4] LogicManagerBase*[] LogicManagerList;//[Offset: 0x44, Size: 12] LogicManagerMap;//[Offset: 0x50, Size: 60] int UnusedWidgetMinCount;//[Offset: 0x98, Size: 4] int UnusedWidgetMaxCount;//[Offset: 0x9c, Size: 4] int UnusedWidgetKeepTime;//[Offset: 0xa0, Size: 4] float MaxLowLevelMemoryLimit;//[Offset: 0xa4, Size: 4] float MaxMiddleMemoryLimit;//[Offset: 0xa8, Size: 4] float MaxGCArrayObjectSize;//[Offset: 0xac, Size: 4] FName CurrentGameStatus;//[Offset: 0xb0, Size: 8] FName LastGameStatus;//[Offset: 0xb8, Size: 8] bool InComBatStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] FName PendingGameStatus;//[Offset: 0xc8, Size: 8] FString LatestGameStatusURL;//[Offset: 0xd0, Size: 12] delegate OnPostSwitchGameStatusStartEvent;//[Offset: 0xdc, Size: 12] delegate OnPostSwitchGameStatusEvent;//[Offset: 0xe8, Size: 12] delegate OnPreSwitchGameStatusEvent;//[Offset: 0xf4, Size: 12] delegate OnGameStatusSwitchTerminate;//[Offset: 0x10c, Size: 12] delegate OnPreSwitchGameStatusEndEvent;//[Offset: 0x118, Size: 12] delegate OnCreateLogicManagerListEvent;//[Offset: 0x124, Size: 12] delegate OnSetGameStatusEvent;//[Offset: 0x130, Size: 12] delegate OnAddLuaLogicManagerEvent;//[Offset: 0x13c, Size: 12] delegate OnRemoveLuaLogicManagerEvent;//[Offset: 0x148, Size: 12] World* CurrentGameStatusWorld;//[Offset: 0x154, Size: 4] void SwitchGameStatus(FName GameStatus, FString Options);// 0x479c42c void StandAloneSwitchGameStatus(FName InGameStatus, FString Options);// 0x479c278 void OnPreLoadMap(FString MapName);// 0x479c1b4 void OnPostLoadMapWithWorld(World* World);// 0x479c134 void OnGameViewportClientCreated();// 0x1f6b840 World* GetWorld();// 0x235cad4 FrontendUtils* GetUtils();// 0x479c10c PlayerController* GetPlayerController();// 0x479c0e4 LogicManagerBase* GetLogicManagerByName(FString LogicManagerTagName);// 0x479bf84 LogicManagerBase* GetLogicManager(int LogicManagerIndex);// 0x479bf04 GameViewportClient* GetGameViewportClient();// 0x479bedc GameMode* GetGameMode();// 0x479beb4 GameInstance* GetGameInstance();// 0x4625cf8 Object*[] FindRegistedUIFunctionList(FString strMsg, FString moduleMsg);// 0x479bcec void EnableGuiTest(bool bEnable);// 0x479bc6c void DynamicRegistUIMsgToCache(UAEUserWidget* Widget, FString module);// 0x479bb6c void ClearLogicManagerByName(FString managerName);// 0x479ba14 -------------------------------- Class: GVoiceInterface.Object int lbsRoomMemberID;//[Offset: 0x54, Size: 4] delegate CheckTempLbsRoomOnJoinRoom;//[Offset: 0x90, Size: 16] delegate CheckTempLbsRoomOnQuitRoom;//[Offset: 0xa0, Size: 16] delegate OnSTTReportCallback;//[Offset: 0xb0, Size: 16] delegate OnRSTSCallback;//[Offset: 0xc0, Size: 16] delegate OnMuteSwitchResultCallback;//[Offset: 0xd0, Size: 16] FString ServerInfo;//[Offset: 0xe0, Size: 12] uint32 openGvoiceLog;//[Offset: 0xec, Size: 4] uint32 MicVolumeMUFactor;//[Offset: 0xf0, Size: 4] uint32 SpeekerVolumeMUFactor;//[Offset: 0xf4, Size: 4] GameFrontendHUD* GameFrontendHUD;//[Offset: 0x104, Size: 4] void UploadRecordFile();// 0x26fa3d4 void TestMic();// 0x26fa3c0 bool TeamSpeakerEnable();// 0x26fa3a4 bool TeamMicphoneEnable();// 0x26fa388 void SwitchMode(enum CharMode);// 0x26fa310 void SwitchMicphoneWhenCorpsMode();// 0x26fa2fc void SwitchCampRoom(enum campMode);// 0x26fa284 void StopRecord();// 0x26fa270 void StopPlayRecordFile();// 0x26fa25c void StopInterphone();// 0x26fa248 void StopCampMode();// 0x26fa234 void StartRecord();// 0x26fa220 void StartInterphone();// 0x26fa20c void StartCampMode(FString ZombieCampRoomName, FString ManCampRoomName, FString userId);// 0x26fa048 void SpeechToText();// 0x26fa034 void ShowOpenSpeakerAtFirstMsg();// 0x26fa020 void ShowCorpsModeCannotUseLBSVoice();// 0x26fa00c void SetVoiceMode(int Type);// 0x26f9f94 void SetSpeakerVolum(float Value);// 0x26f9f1c void SetSpeakerStatus(bool Flag);// 0x26f9e9c void SetReportBufferTime(int nTimeSec);// 0x26f9e24 void SetPlayerVolume(FString InPlayerid, int InVol);// 0x26f9c88 void SetMicphoneVolum(float Value);// 0x26f9c10 void SetMicphoneStatus(bool Flag);// 0x26f9b90 void SetLbsVoiceRadius(float Radius);// 0x26f9b1c void SetLbsRoomEnableStatus(bool Flag);// 0x26f9a9c void SetGameFrontendHUD(GameFrontendHUD* InHUD);// 0x26f9a24 void SetCurrentDownloadFieldID(FString filedId);// 0x26f98c8 void SetAllVoiceStatus(bool Flag);// 0x26f9848 void ResetWhenLogOut();// 0x26f9834 bool ReportPlayers(FString InExtraInfo, FString[] InOpenids);// 0x26f9508 int ReportFileForAbroad(FString InFilePath, bool InTranslate, bool InChangeVoice, int InTime);// 0x26f935c void ReactiveLbsStatus();// 0x26f9348 void QuitTempLbsRoom(FString roomStr);// 0x26f91f0 void QuitRoom();// 0x26f91dc void PlayRecordFile();// 0x26f91c8 void OpenTeamSpeakerOnly(bool ShowTips);// 0x26f9148 int OpenTeamMicphoneOnly(bool ShowTips);// 0x26f90c0 int OpenTeamInterphone();// 0x26f9098 void OpenSpeakerByTempLbs(bool Open);// 0x26f9018 int OpenSpeaker();// 0x26f8ff0 void OpenMicByTempLbs(bool Open);// 0x26f8f70 void OpenMicAndSpeakerAfterJoinLbsRoom();// 0x26f8f5c int OpenMic();// 0x26f8f34 void OpenIngameSpeaker();// 0x26f8f20 int OpenIngameMicphone();// 0x26f8ef8 void OpenAllSpeaker(bool ShowTips);// 0x26f8e78 int OpenAllMicphone(bool ShowTips);// 0x26f8df0 int OpenAllInterphone();// 0x26f8dc8 void OnRoomTypeChanged(FString itemtext);// 0x2090d88 void OnResume();// 0x26f8db4 void OnPause();// 0x26f8da0 bool LbsSpeakerEnable();// 0x26f8d84 bool LbsMicphoneEnable();// 0x26f8d68 void JoinTempLbsRoom(FString room, FString userId);// 0x26f8af8 void JoinRoom(FString room, FString userId);// 0x26f8888 void JoinLbsRoom(FString lbsRoom, FString userId);// 0x26f8618 bool IsTeamInterphoneOpenned();// 0x26f85fc bool IsLbsInterphoneOpenned();// 0x26f85e0 bool IsInterphoneMode();// 0x26f85a4 void InitGVoiceComponent(FString userId);// 0x26f844c bool HaveTeamRoom();// 0x26f8424 bool HaveLbsRoom();// 0x26f83fc float GetVoiceLength();// 0x26f83d4 int GetPlayerVolume(FString InPlayerid);// 0x26f8274 void GetAuthKey();// 0x26f8260 int GetAudioDeviceConnectionState();// 0x26f8238 void ForbidTeammateVoiceById(int memberID, bool IsEnable);// 0x26f8174 void EnbleMicAndSpeakerByRoomName(FString roomName, bool Enable);// 0x26f7fcc int EnableReportForAbroad(bool InIsWholeRoundaudit);// 0x26f7f44 bool EnableReportALLAbroad(bool InEnable, bool InWithEncryption, int InTimeout);// 0x26f7e24 void DownloadRecordFile();// 0x26f7e10 void CommonTestMic();// 0x26f7dfc void CloseSpeaker();// 0x26f7de8 void CloseMic();// 0x26f7dd4 void CloseIngameSpeaker();// 0x26f7dc0 void CloseIngameMicphone();// 0x26f7dac void CloseAllSpeaker(bool ShowTips);// 0x26f7d2c void CloseAllMicphone(bool ShowTips);// 0x26f7cac int CheckDeviceMuteState();// 0x26f7c84 void CheckAndEnableRoomSpeaker();// 0x26f7c70 void ChatShowAgeRestrictionMsgInLobby();// 0x26f7c5c void ChatShowAgeRestrictionMsgInFighting();// 0x26f7c48 void ChatShowAgeRestrictionMsgInChat();// 0x26f7c34 void ChatRequestPrivacyInSetting();// 0x26f7c20 void ChatRequestPrivacyInGame();// 0x26f7c0c -------------------------------- Class: FrontendUtils.Object FrontendHUD* OwningFrontendHUD;//[Offset: 0x1c, Size: 4] delegate SceneCameraSwitchedDelegate;//[Offset: 0x20, Size: 12] FName CurrentSceneCameraName;//[Offset: 0x30, Size: 8] CameraActor*[] SceneCameraList;//[Offset: 0x38, Size: 12] SceneCameraMap;//[Offset: 0x44, Size: 60] DirectionalLight*[] SceneDirectionalLightList;//[Offset: 0x80, Size: 12] SceneDirectionalLightMap;//[Offset: 0x8c, Size: 60] PointLight*[] ScenePointLightList;//[Offset: 0xc8, Size: 12] ScenePointLightMap;//[Offset: 0xd4, Size: 60] SceneSkyLightMap;//[Offset: 0x110, Size: 60] FString GlobalUIEventDispatcherClassName;//[Offset: 0x1a8, Size: 12] class Object* GlobalUIEventDispatcherClass;//[Offset: 0x1b4, Size: 4] Object* GlobalUIEventDispatcher;//[Offset: 0x1b8, Size: 4] FString GlobalUIContainerClassName;//[Offset: 0x1bc, Size: 12] FName[] GlobalUIContainerNames;//[Offset: 0x1c8, Size: 12] GlobalUIContainers;//[Offset: 0x1d4, Size: 60] UAEWidgetContainer*[] GlobalPushUIContainers;//[Offset: 0x210, Size: 12] GlobalPushUIRelations;//[Offset: 0x21c, Size: 60] UIShowStatusMap;//[Offset: 0x280, Size: 60] void SwitchSceneCameraToTransform(Transform targetTrans, byte ProjectionMode, float FOV, float blendTime, bool bForce);// 0x479de10 void SwitchSceneCamera(FName SceneCameraName, float blendTime, bool bForce);// 0x479dcf0 void SetSceneSkyLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color);// 0x479db20 void SetScenePointLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, int inverseSquareFalloff, float Radius);// 0x479d8c0 void SetSceneDirectionalLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, LightingChannels Channel);// 0x479d6a0 void RegisterSceneSkyLight(FName sceneLightName, SkyLight* Light);// 0x479d5dc void RegisterScenePointLight(FName sceneLightName, PointLight* Light);// 0x479d520 void RegisterSceneDirectionalLight(FName sceneLightName, DirectionalLight* Light);// 0x479d464 void RegisterSceneCamera(FName SceneCameraName, CameraActor* SceneCamera);// 0x479d3a8 void PopAllPushedUI();// 0x479d394 void OnAllSceneCamerasRegistered();// 0x1f845a4 bool IsPushedPanel(out const FName managerName);// 0x479d300 bool IsNoRenderClient();// 0x479d2d8 bool GlobalUIEventDispatcher_GetDelegateIsBound(FString DelegateNum);// 0x479d178 FString GetUIStackTopSrcTag();// 0x479d0b8 FString GetUIStackTopDstTag();// 0x479cff8 FString GetUIStackTop();// 0x479cf38 CameraActor* GetSceneCamera();// 0x479cf10 FrontendHUD* GetOwningFrontendHUD();// 0x479cee8 Object* GetGlobalUIEventDispatcher();// 0x479cec0 UAEWidgetContainer* GetGlobalUIContainer(FName ContainerName);// 0x479ce40 void EnableLobbyMainLight(bool NewEnable);// 0x479cdc0 void ClearAllSceneCameras();// 0x479cdac -------------------------------- Class: DirectionalLight.Light.Actor.Object -------------------------------- Class: Light.Actor.Object LightComponent* LightComponent;//[Offset: 0x2fc, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] void ToggleEnabled();// 0x468ea38 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x468e9c8 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x468e950 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x468e8d8 void SetLightColor(LinearColor NewLightColor);// 0x468e85c void SetEnabled(bool bSetEnabled);// 0x468e7dc void SetCastShadows(bool bNewValue);// 0x468e75c void SetBrightness(float NewBrightness);// 0x468e6e4 void SetAffectTranslucentLighting(bool bNewValue);// 0x468e664 void OnRep_bEnabled();// 0x1f5d518 bool IsEnabled();// 0x468e63c LinearColor GetLightColor();// 0x468e5f8 float GetBrightness();// 0x468e5d0 -------------------------------- Class: LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object float Temperature;//[Offset: 0x288, Size: 4] float MaxDrawDistance;//[Offset: 0x28c, Size: 4] float MaxDistanceFadeRange;//[Offset: 0x290, Size: 4] bool bUseTemperature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x294, Size: 1] int ShadowMapChannel;//[Offset: 0x298, Size: 4] float MinRoughness;//[Offset: 0x2a0, Size: 4] float ShadowResolutionScale;//[Offset: 0x2a4, Size: 4] int LightPriority;//[Offset: 0x2a8, Size: 4] float ShadowBias;//[Offset: 0x2ac, Size: 4] float ShadowSharpen;//[Offset: 0x2b0, Size: 4] float ContactShadowLength;//[Offset: 0x2b4, Size: 4] bool InverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2b8, Size: 1] bool bCacheStaticShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2b8, Size: 1] bool CastTranslucentShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2b8, Size: 1] bool bCastShadowsFromCinematicObjectsOnly;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2b8, Size: 1] bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2b8, Size: 1] LightingChannels LightingChannels;//[Offset: 0x2b9, Size: 1] MaterialInterface* LightFunctionMaterial;//[Offset: 0x2bc, Size: 4] Vector LightFunctionScale;//[Offset: 0x2c0, Size: 12] TextureLightProfile* IESTexture;//[Offset: 0x2cc, Size: 4] bool bUseIESBrightness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d0, Size: 1] float IESBrightnessScale;//[Offset: 0x2d4, Size: 4] float LightFunctionFadeDistance;//[Offset: 0x2d8, Size: 4] float DisabledBrightness;//[Offset: 0x2dc, Size: 4] bool bEnableLightShaftBloom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e0, Size: 1] float BloomScale;//[Offset: 0x2e4, Size: 4] float BloomThreshold;//[Offset: 0x2e8, Size: 4] Color BloomTint;//[Offset: 0x2ec, Size: 4] bool bUseRayTracedDistanceFieldShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] float RayStartOffsetDepthScale;//[Offset: 0x2f4, Size: 4] void SetVolumetricScatteringIntensity(float NewIntensity);// 0x468f980 void SetTemperature(float NewTemperature);// 0x468f908 void SetShadowBias(float NewValue);// 0x468f890 void SetLightPriority(int Priority);// 0x468f818 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x468f7a8 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x468f730 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x468f6b8 void SetLightFunctionDisabledBrightness(float NewValue);// 0x468f640 void SetLightColor(LinearColor NewLightColor, bool bSRGB);// 0x468f578 void SetIntensity(float NewIntensity);// 0x468f500 void SetIndirectLightingIntensity(float NewIntensity);// 0x468f488 void SetIESTexture(TextureLightProfile* NewValue);// 0x468f410 void SetEnableLightShaftBloom(bool bNewValue);// 0x468f390 void SetBloomTint(Color NewValue);// 0x468f320 void SetBloomThreshold(float NewValue);// 0x468f2a8 void SetBloomScale(float NewValue);// 0x468f230 void SetAffectTranslucentLighting(bool bNewValue);// 0x468f1b0 void SetAffectDynamicIndirectLighting(bool bNewValue);// 0x468f130 void ForceUpdateShadowState();// 0x468f11c -------------------------------- Class: LightComponentBase.SceneComponent.ActorComponent.Object Guid LightGuid;//[Offset: 0x260, Size: 16] float Brightness;//[Offset: 0x270, Size: 4] float Intensity;//[Offset: 0x274, Size: 4] Color LightColor;//[Offset: 0x278, Size: 4] bool bAffectsWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27c, Size: 1] bool CastShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27c, Size: 1] bool CastStaticShadows;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27c, Size: 1] bool CastDynamicShadows;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27c, Size: 1] bool bAffectTranslucentLighting;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c, Size: 1] bool bCastVolumetricShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c, Size: 1] float IndirectLightingIntensity;//[Offset: 0x280, Size: 4] float VolumetricScatteringIntensity;//[Offset: 0x284, Size: 4] void SetCastVolumetricShadow(bool bNewValue);// 0x4690b78 void SetCastShadows(bool bNewValue);// 0x4690af8 LinearColor GetLightColor();// 0x4690ab4 -------------------------------- Class: TextureLightProfile.Texture2D.Texture.Object float Brightness;//[Offset: 0xe4, Size: 4] float TextureMultiplier;//[Offset: 0xe8, Size: 4] -------------------------------- Class: PointLight.Light.Actor.Object PointLightComponent* PointLightComponent;//[Offset: 0x304, Size: 4] void SetRadius(float NewRadius);// 0x46e22f4 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x46e227c -------------------------------- Class: PointLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object float Radius;//[Offset: 0x35c, Size: 4] float AttenuationRadius;//[Offset: 0x360, Size: 4] bool bUseInverseSquaredFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x364, Size: 1] float LightFalloffExponent;//[Offset: 0x368, Size: 4] float SourceRadius;//[Offset: 0x36c, Size: 4] float SoftSourceRadius;//[Offset: 0x370, Size: 4] float SourceLength;//[Offset: 0x374, Size: 4] bool bSimulateRectLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x378, Size: 1] bool bSimulatePortalLight;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x378, Size: 1] float RectLightSourceWidth;//[Offset: 0x37c, Size: 4] float RectLightSourceHeight;//[Offset: 0x380, Size: 4] bool bEnableForVertexPointLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x384, Size: 1] LightmassPointLightSettings LightmassSettings;//[Offset: 0x388, Size: 12] void SetSourceRadius(float bNewValue);// 0x46e2a08 void SetSourceLength(float NewValue);// 0x46e2990 void SetSoftSourceRadius(float bNewValue);// 0x46e2918 void SetSimulateRectLight(bool NewValue);// 0x46e2898 void SetSimulatePortalLight(bool NewValue);// 0x46e2818 void SetRectLightSourceWidth(float NewValue);// 0x46e27a0 void SetRectLightSourceHeight(float NewValue);// 0x46e2728 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x46e26b0 void SetAttenuationRadius(float NewRadius);// 0x46e2638 -------------------------------- Class: LightmassPointLightSettings.LightmassLightSettings -------------------------------- Class: LightmassLightSettings float IndirectLightingSaturation;//[Offset: 0x0, Size: 4] float ShadowExponent;//[Offset: 0x4, Size: 4] bool bUseAreaShadowsForStationaryLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: SkyLight.Info.Actor.Object SkyLightComponent* LightComponent;//[Offset: 0x2fc, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] void OnRep_bEnabled();// 0x1f5d518 -------------------------------- Class: SkyLightComponent.LightComponentBase.SceneComponent.ActorComponent.Object byte SourceType;//[Offset: 0x288, Size: 1] TextureCube* Cubemap;//[Offset: 0x28c, Size: 4] float SourceCubemapAngle;//[Offset: 0x290, Size: 4] int CubemapResolution;//[Offset: 0x294, Size: 4] float SkyDistanceThreshold;//[Offset: 0x298, Size: 4] bool bCaptureEmissiveOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c, Size: 1] bool bLowerHemisphereIsBlack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29d, Size: 1] LinearColor LowerHemisphereColor;//[Offset: 0x2a0, Size: 16] float OcclusionMaxDistance;//[Offset: 0x2b0, Size: 4] float Contrast;//[Offset: 0x2b4, Size: 4] float OcclusionExponent;//[Offset: 0x2b8, Size: 4] float MinOcclusion;//[Offset: 0x2bc, Size: 4] Color OcclusionTint;//[Offset: 0x2c0, Size: 4] byte OcclusionCombineMode;//[Offset: 0x2c4, Size: 1] TextureCube* BlendDestinationCubemap;//[Offset: 0x368, Size: 4] void SetVolumetricScatteringIntensity(float NewIntensity);// 0x47099b0 void SetOcclusionTint(out const Color InTint);// 0x470992c void SetOcclusionExponent(float InOcclusionExponent);// 0x47098b4 void SetOcclusionContrast(float InOcclusionContrast);// 0x470983c void SetMinOcclusion(float InMinOcclusion);// 0x47097c4 void SetLightColor(LinearColor NewLightColor);// 0x4709748 void SetIntensity(float NewIntensity);// 0x47096d0 void SetIndirectLightingIntensity(float NewIntensity);// 0x4709658 void SetCubemapBlend(TextureCube* SourceCubemap, TextureCube* DestinationCubemap, float InBlendFraction);// 0x4709558 void SetCubemap(TextureCube* NewCubemap);// 0x47094e0 void RecaptureSky();// 0x47094cc -------------------------------- Class: UAEWidgetContainer.UAEUserWidget.UserWidget.Widget.Visual.Object UserWidget*[] WidgetList;//[Offset: 0x304, Size: 12] void RemoveWidgetInternal(UserWidget* Widget);// 0x20b75e4 void RemoveWidget(UserWidget* Widget);// 0x47a3128 void AddWidgetWithZOrderInternal(UserWidget* Widget, int ZOrder);// 0x2105780 void AddWidgetWithZOrder(UserWidget* Widget, int ZOrder);// 0x47a306c void AddWidgetInternal(UserWidget* Widget);// 0x22fe9e0 void AddWidget(UserWidget* Widget);// 0x47a2ff4 -------------------------------- Class: UAEUserWidget.UserWidget.Widget.Visual.Object FrontendHUD* OwningFrontendHUD;//[Offset: 0x1b8, Size: 4] LogicManagerBase* OwningLogicManager;//[Offset: 0x1bc, Size: 4] UAEWidgetContainer* OwningWidgetContainer;//[Offset: 0x1c0, Size: 4] UAEUserWidget* ParentWidget;//[Offset: 0x1c4, Size: 4] Property*[] Params;//[Offset: 0x240, Size: 12] delegate widgetSizeNofity;//[Offset: 0x254, Size: 12] UserWidgetState DefaultUserWidgetState;//[Offset: 0x260, Size: 32] UserWidgetState CurrentUserWidgetState;//[Offset: 0x280, Size: 32] float TickRate;//[Offset: 0x2a0, Size: 4] bool bReceiveOnClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4, Size: 1] bool bReceiveOnRightClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a5, Size: 1] bool bReceiveOnDoubleClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a6, Size: 1] bool bAutoSetScreenPosOnMouseEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a7, Size: 1] Vector2D ScreenPos;//[Offset: 0x2a8, Size: 8] Vector2D LastMouseEventScreenPos;//[Offset: 0x2b0, Size: 8] enum FadingStatus;//[Offset: 0x2c0, Size: 1] float CurrentOpacity;//[Offset: 0x2c4, Size: 4] float FadingInTime;//[Offset: 0x2c8, Size: 4] float FadingOutTime;//[Offset: 0x2cc, Size: 4] bool bNoFadeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0, Size: 1] bool bNoFadeOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1, Size: 1] bool bShouldCollapse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d2, Size: 1] bool bRegistUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d3, Size: 1] FString UIMsgPrefix;//[Offset: 0x2d4, Size: 12] FString[] UIMsgFunctionList;//[Offset: 0x2e0, Size: 12] bool bRegistedUIMsgToMoudle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec, Size: 1] FString MoudleToRegisted;//[Offset: 0x2f0, Size: 12] bool Visible();// 0x47a1e84 void UnRegistFromGameFrontendHUD();// 0x47a1e70 void SynchronizeBlueprintProperties();// 0x2c90a38 void Show();// 0x47a1e5c void SetParentWidgetRecursive(UAEUserWidget* InParentWidget);// 0x47a1de4 void SetParentWidget(UAEUserWidget* InParentWidget);// 0x47a1d6c static void SetOnWidgetShow(delegate onShow);// 0x47a1cd0 static void SetOnWidgetHide(delegate OnHide);// 0x47a1c34 static void SetOnClearUIStack(delegate onClear);// 0x47a1b98 void SetAdapation(float Left, float Top, float Right, float Bottom);// 0x47a1a50 void RegistToGameFrontendHUD(FrontendHUD* GameFrontHUD);// 0x47a19d8 void Register(LogicManagerBase* LogicManager, bool bAddToViewport);// 0x47a1914 void ReceiveShow();// 0x2c90a38 void ReceiveHide();// 0x2c90a38 void ReceivedMountWidget();// 0x20eaee8 void ReceivedInitWidget();// 0x2c90a38 void ReCachedUIMsgFunction();// 0x47a1900 static void PushOpenedUIStack(FString Name);// 0x47a184c static void PopOpenedUIStack(FString curOpen);// 0x47a1798 void OnWidgetShow__DelegateSignature(FString ClassName);// 0x2c90a38 void OnWidgetHide__DelegateSignature(FString ClassName);// 0x2c90a38 void OnRightClicked(Vector2D TempScreenPos);// 0x2c90a38 void OnFadeOutFinished();// 0x1fc102c void OnFadeInFinished();// 0x20fc424 void OnDoubleClicked(Vector2D TempScreenPos);// 0x2c90a38 void OnClicked(Vector2D TempScreenPos);// 0x2c90a38 void OnClearUIStack__DelegateSignature();// 0x2c90a38 bool IntCompare(int A, int B, enum CompareType);// 0x47a1690 void InitWidget(bool Recursive);// 0x47a1610 void InitCustomWidget(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x217dda8 void Hide();// 0x47a15fc void HandleUIMessageBattle(FString UIMessage);// 0x47a1540 void HandleUIMessage(FString UIMessage);// 0x47a1484 Widget* GetWidgetsByName(FString WidgetName, FString OuterName, bool bUseContains);// 0x47a12f0 Widget* GetWidgetContainsName(FString Name);// 0x47a122c UAEUserWidget* GetParentWidget();// 0x2375208 PlayerController* GetOwningPlayer();// 0x1f62db8 LogicManagerBase* GetOwningLogicManager();// 0x47a1204 FrontendHUD* GetOwningFrontendHUD();// 0x47a11dc MaterialInstanceDynamic* GetImgDynamicMaterial(Image* ImageMat);// 0x47a115c UserWidget* GetChildWidgetByEqualPolitics(FString ChildName, enum EqualPolitics, int RecursiveDepth);// 0x47a1010 UserWidget* GetChildWidget(FString WName);// 0x47a0f4c Margin GetAdapation();// 0x47a0f24 bool FloatCompare(float A, float B, enum CompareType);// 0x47a0e1c void DynamicRegistUIMsgToCache(UAEUserWidget* Widget);// 0x47a0da4 void DestroyWidget();// 0x47a0d90 static void ClearOpenedUIStack();// 0x47a0d7c void ClearFunctionCacheByMsgName(FString InUIMsg);// 0x47a0cc0 void ClearFunctionCache();// 0x47a0cac void ClearClassWidgetTree();// 0x47a0c98 void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x1f7be48 -------------------------------- Class: LogicManagerBase.Object FrontendHUD* OwningFrontendHUD;//[Offset: 0x28, Size: 4] bool bPersistentUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] bool bDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1] bool bKeepDynamicWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36, Size: 1] bool bUseNewHandleUIMessage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37, Size: 1] int iUIControlState;//[Offset: 0x38, Size: 4] int DefaultSceneCameraIndex;//[Offset: 0x3c, Size: 4] FName[] GameStatusList;//[Offset: 0x4c, Size: 12] class Object[] WidgetUClassList;//[Offset: 0x7c, Size: 12] UAEUserWidget*[] WidgetList;//[Offset: 0x88, Size: 12] Object*[] DelayMessage_Obj;//[Offset: 0xa4, Size: 12] void SetEnableRemoveDynamicWidgets(bool bEnable);// 0x479ec78 bool IsEnableRemoveDynamicWidgets();// 0x479ec50 UAEUserWidget*[] GetWidgetList();// 0x2388a90 UAEUserWidget* GetWidgetByName(FString InName);// 0x479eb8c UAEUserWidget* GetWidgetByClass(class Object InClass);// 0x479eb0c FrontendHUD* GetOwningFrontendHUD();// 0x46256c4 int GetDefaultSceneCamera();// 0x4625828 void DispatchUIMessage(FString UIMessage, Object* Source, UAEUserWidget* Target);// 0x479e92c -------------------------------- Class: UserWidgetState FString WidgetName;//[Offset: 0x0, Size: 12] FName ContainerName;//[Offset: 0x10, Size: 8] int ZOrder;//[Offset: 0x18, Size: 4] UAEUserWidget* Widget;//[Offset: 0x1c, Size: 4] -------------------------------- Class: WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object enum Space;//[Offset: 0x5d9, Size: 1] enum TimingPolicy;//[Offset: 0x5da, Size: 1] class UserWidget* WidgetClass;//[Offset: 0x5dc, Size: 4] IntPoint DrawSize;//[Offset: 0x5e0, Size: 8] bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e8, Size: 1] bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e9, Size: 1] float RedrawTime;//[Offset: 0x5ec, Size: 4] IntPoint CurrentDrawSize;//[Offset: 0x5f8, Size: 8] bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x600, Size: 1] Vector2D Pivot;//[Offset: 0x604, Size: 8] bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60c, Size: 1] bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60d, Size: 1] LocalPlayer* OwnerPlayer;//[Offset: 0x610, Size: 4] LinearColor BackgroundColor;//[Offset: 0x614, Size: 16] LinearColor TintColorAndOpacity;//[Offset: 0x624, Size: 16] float OpacityFromTexture;//[Offset: 0x634, Size: 4] enum BlendMode;//[Offset: 0x638, Size: 1] bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x639, Size: 1] bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63a, Size: 1] UserWidget* Widget;//[Offset: 0x63c, Size: 4] BodySetup* BodySetup;//[Offset: 0x650, Size: 4] MaterialInterface* TranslucentMaterial;//[Offset: 0x654, Size: 4] MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x658, Size: 4] MaterialInterface* OpaqueMaterial;//[Offset: 0x65c, Size: 4] MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x660, Size: 4] MaterialInterface* MaskedMaterial;//[Offset: 0x664, Size: 4] MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x668, Size: 4] TextureRenderTarget2D* RenderTarget;//[Offset: 0x66c, Size: 4] MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x670, Size: 4] bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x674, Size: 1] bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x675, Size: 1] FName SharedLayerName;//[Offset: 0x678, Size: 8] int LayerZOrder;//[Offset: 0x680, Size: 4] enum GeometryMode;//[Offset: 0x684, Size: 1] float CylinderArcAngle;//[Offset: 0x688, Size: 4] void SetWidget(UserWidget* Widget);// 0x3a7ebf0 void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);// 0x3a7eb74 void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x3a7eafc void SetDrawSize(Vector2D Size);// 0x3a7ea8c void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x3a7ea10 void RequestRedraw();// 0x20fc85c UserWidget* GetUserWidgetObject();// 0x3a7e9e8 TextureRenderTarget2D* GetRenderTarget();// 0x3a7e9c0 LocalPlayer* GetOwnerPlayer();// 0x3a7e998 MaterialInstanceDynamic* GetMaterialInstance();// 0x3a7e970 Vector2D GetDrawSize();// 0x3a7e930 -------------------------------- Class: TextureRenderTarget2D.TextureRenderTarget.Texture.Object int SizeX;//[Offset: 0xb0, Size: 4] int SizeY;//[Offset: 0xb4, Size: 4] LinearColor ClearColor;//[Offset: 0xb8, Size: 16] byte AddressX;//[Offset: 0xc8, Size: 1] byte AddressY;//[Offset: 0xc9, Size: 1] bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xca, Size: 1] bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xca, Size: 1] byte RenderTargetFormat;//[Offset: 0xcb, Size: 1] bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xcc, Size: 1] bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xcc, Size: 1] byte OverrideFormat;//[Offset: 0xcd, Size: 1] -------------------------------- Class: TextureRenderTarget.Texture.Object float TargetGamma;//[Offset: 0xa8, Size: 4] -------------------------------- Class: Image.Widget.Visual.Object bool bIsEnhancedImage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] SlateBrush Brush;//[Offset: 0xd0, Size: 152] delegate BrushDelegate;//[Offset: 0x168, Size: 16] LinearColor ColorAndOpacity;//[Offset: 0x178, Size: 16] delegate ColorAndOpacityDelegate;//[Offset: 0x188, Size: 16] bool bIsUseEnhancedHitTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198, Size: 1] bool bVersionImg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x199, Size: 1] FString imageSrcPath;//[Offset: 0x19c, Size: 12] float HitTestAreaRadius;//[Offset: 0x1a8, Size: 4] delegate OnMouseButtonDownEvent;//[Offset: 0x1b0, Size: 16] bool bDontPaintWhenAlphaZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0, Size: 1] bool bDontPaintWhenColorZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c1, Size: 1] void SetOpacity(float InOpacity);// 0x3a587dc void SetDontPaintWhenColorZero(bool Enable);// 0x3a5875c void SetDontPaintWhenAlphaZero(bool Enable);// 0x3a586dc void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x3a58660 void SetBrushFromTextureDynamic(Texture2DDynamic* Texture, bool bMatchSize);// 0x3a5859c void SetBrushFromTexture(Texture2D* Texture, bool bMatchSize);// 0x3a584d8 void SetBrushFromPathAsync(FString ResourcePath);// 0x3a5841c void SetBrushFromMaterial(MaterialInterface* Material);// 0x3a583a4 void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x3a5832c void SetBrush(out const SlateBrush InBrush);// 0x3a581c4 MaterialInstanceDynamic* GetDynamicMaterial();// 0x3a5819c bool GetDontPaintWhenColorZero();// 0x3a58174 bool GetDontPaintWhenAlphaZero();// 0x3a5814c -------------------------------- Class: Texture2DDynamic.Texture.Object byte Format;//[Offset: 0xb0, Size: 1] -------------------------------- Class: SlateBrushAsset.Object SlateBrush Brush;//[Offset: 0x20, Size: 152] -------------------------------- Class: BugReporter.Object void SendScreenShot(FString errorReason, FString errorDescription, FString ImagePath, float X, float Y, float Z);// 0x26dd174 void SendLog(FString errorReason, FString errorDescription, float X, float Y, float Z, bool pullAll, bool zipLogUpload);// 0x26dcd90 void ReadZipLog(FString Filename);// 0x26dcc38 byte[] CompressLog(bool pullAllLog);// 0x26dcb28 -------------------------------- Class: GMLogShare.Object static void ShareLogFile();// 0x22449f8 static void Init();// 0x26f7804 -------------------------------- Class: GDolphinUpdater.Object pakHashList;//[Offset: 0x50, Size: 60] bool AllowIOSBGDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120, Size: 1] bool AllowIOSBGDownloadPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x121, Size: 1] bool DisableJPKRBGDownloadNightPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x122, Size: 1] int DisableJPKRBGDownloadNightPushAfterHour;//[Offset: 0x124, Size: 4] int DisableJPKRBGDownloadNightPushBeforeHour;//[Offset: 0x128, Size: 4] int IOSBGDownloadPushDelaySeconds;//[Offset: 0x12c, Size: 4] bool EnableRandomBackupURL;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130, Size: 1] bool EnablePufferUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x131, Size: 1] FString UpdateInfoPath;//[Offset: 0x144, Size: 12] bool OpenDebugLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150, Size: 1] void StartAppUpdate();// 0x26f12f4 void SetEnableCDNGetVersion(bool Enable);// 0x26f1274 void OnUpdateError(int curVersionStage, int ErrorCode);// 0x26f11b8 void OnDolphinBGDownloadDone();// 0x26f11a4 void OnAreaChanged(FString InArea);// 0x26f10e8 bool IsUpdating();// 0x26f10c0 bool IsGrayUpdate();// 0x26f1098 bool IsExamine();// 0x207bd84 void Install();// 0x26f1084 int GetTotalValue();// 0x26f105c int GetCurValue();// 0x26f1034 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x26f0ef4 float GetCurPercent();// 0x26f0ecc uint32 GetChannelIDWithHUD(GameFrontendHUD* InGameFrontendHUD);// 0x26f0e4c uint32 GetChannelID();// 0x20f84b4 void FinishUpdate();// 0x26f0e38 void FinishPufferUpdate();// 0x26f0e24 void EnableIOSBGDownload4G(bool bEnableCellularAccess);// 0x1fed9c8 bool EnableCDNGetVersion();// 0x26f0dfc void ContinueUpdate();// 0x26f0de8 void CancelUpdate();// 0x26f0dd4 void CancelAppUpdate();// 0x26f0dc0 -------------------------------- Class: Translator.Object FString SubscriptionKey;//[Offset: 0x1c, Size: 12] FString StoredAccessToken;//[Offset: 0x28, Size: 12] delegate OnGetAccessTokenDelegate;//[Offset: 0x38, Size: 16] delegate OnDetectDelegate;//[Offset: 0x48, Size: 16] delegate OnTranslateDelegate;//[Offset: 0x58, Size: 16] GameFrontendHUD* GameFrontendHUD;//[Offset: 0xb8, Size: 4] void TranslateV2(int Channel, int ID, FString Text);// 0x27483d4 void Translate(FString URL, FString Verb, const Headers, FString Content);// 0x2748094 void PostMsg(FString URL, FString Content);// 0x2747f54 void OnTranslateV2(bool Success, FString Data);// 0x2747e48 void OnTranslate__DelegateSignature(bool IsSuccess, FString LanguageFrom, FString Translation);// 0x2c90a38 void OnTranslate(bool Success, FString Data);// 0x2747d3c void OnGetAccessTokenV2(bool Success, FString Data);// 0x2747c30 void OnGetAccessToken__DelegateSignature(bool IsSuccess, FString Token);// 0x2c90a38 void OnGetAccessToken(bool Success, FString Data);// 0x2747b24 void OnDetectV2(bool Success, FString Data);// 0x2747a18 void OnDetect__DelegateSignature(bool IsSuccess, FString from, FString to);// 0x2c90a38 void OnDetect(bool Success, FString Data);// 0x274790c bool HasTranslating();// 0x27478e4 void GetAccessToken(bool bForceGet, FString URL, FString Verb, const Headers, FString Content);// 0x2747550 void Detect(FString URL, FString Verb, const Headers, FString Content);// 0x2747210 -------------------------------- Class: HttpWrapper.Object delegate OnResponseEvent;//[Offset: 0x1c, Size: 12] void SimplePostForLua(FString URL, FString Content, int Priority, int QueueType);// 0x26fea88 void SetQueueSize(int QueueType, int InSize);// 0x26fe9cc void SetQueueEnable(bool InEnableQueue);// 0x26fe950 void SetPoolEnable(bool InEnablePool);// 0x26fe8c8 int RequestForLua(FString URL, FString Verb, out Headers, FString Content, int Priority, int QueueType);// 0x26fe594 bool GetQueueEnable();// 0x26fe578 bool GetPoolEnable();// 0x26fe550 int GetInternalIndex();// 0x26fe534 void CancelRequestAll(int QueueType);// 0x26fe4bc void CancelRequest(int QueueType, int ReqIndex);// 0x26fe400 -------------------------------- Class: GCPufferDownloader.Object bool Disable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x234, Size: 1] FString DownloadDir;//[Offset: 0x2a4, Size: 12] FString PufferTmpDir;//[Offset: 0x2b0, Size: 12] uint32 CleanFlagVer;//[Offset: 0x2bc, Size: 4] FString[] CleanFileNamePattern;//[Offset: 0x2c0, Size: 12] bool PreFetchPakEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc, Size: 1] bool PreFetchFileClearEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cd, Size: 1] bool PreFetchConvertEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ce, Size: 1] FString[] PreFetchPakNames;//[Offset: 0x2d0, Size: 12] uint32 PreFetchReserveredDiskSpace;//[Offset: 0x2dc, Size: 4] bool PreFetchODPak_Enable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0, Size: 1] int PreFetchODPaks_MaxNum;//[Offset: 0x2e4, Size: 4] int PreFetchODPaks_BatchSize;//[Offset: 0x2e8, Size: 4] int PreFetchODPaks_FetchedNum;//[Offset: 0x2ec, Size: 4] int PreFetchODPaks_FetchedIndex;//[Offset: 0x2f0, Size: 4] FString[] PreFetchODPaks_Filenames;//[Offset: 0x2f4, Size: 12] bool AllowIOSBGDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] bool AllowIOSBGDownloadPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301, Size: 1] bool DisableJPKRBGDownloadNightPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302, Size: 1] int DisableJPKRBGDownloadNightPushAfterHour;//[Offset: 0x304, Size: 4] int DisableJPKRBGDownloadNightPushBeforeHour;//[Offset: 0x308, Size: 4] int IOSBGDownloadPushDelaySeconds;//[Offset: 0x30c, Size: 4] bool DisableBGDownloadNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] float PreFetchODPaks_StartTime;//[Offset: 0x314, Size: 4] FString PreFetchODPaks_ConfigName;//[Offset: 0x318, Size: 12] bool StopTask(uint64 TaskId);// 0x26f65f0 int StopMergeBinDiffPak(int outterTaskID);// 0x26f6570 bool StopCheckDownloadFileFraming(int outterTaskID);// 0x26f64f0 void StopBGDownloadNotification();// 0x26f64dc bool StopAllTask();// 0x26f64b4 void StartDownloadItem(uint32 ItemId, uint32 Priority, delegate downloadDelegate);// 0x26f6388 void StartBGDownloadNotification(uint64 InDownloadedSize);// 0x26f630c void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x26f6100 void SetTempProductIdBase(int ProductIdRaw);// 0x26f6088 void SetTempProductId(FString ProductIdRaw);// 0x26f5f30 void SetPrefetchConfig(bool pakEnable, bool fileClearEnable, bool convertEnable, int reserveredDiskSpace, FString FileList, int InPreFetchODPaksMaxNum, int InPreFetchODPaksBatchSize);// 0x26f5c0c void SetIOSBGDownloadAttribute(bool bEnableCellularAccess, bool bEnableResumeData, int nMinFileSize, int nMaxTasks);// 0x26f5aac bool SetImmDLMaxSpeed(uint64 MaxSpeed);// 0x26f5a28 static int ReturnSplitMiniPakFilelist_LuaState();// 0x26f3878 static int ReturnLocalFiles_LuaState();// 0x26f3878 uint64 RequestFile(FString FilePath, bool ForceUpdate);// 0x26f5878 bool RemountPakFiles();// 0x26f5850 FString ReadFile(FString Filename);// 0x26f5670 bool PreFetchPakFiles();// 0x26f5648 int PreFetchODPakFilesUpdate();// 0x26f5620 bool PreFetchODPakFilesPreProcess(bool Start);// 0x26f5598 bool PreFetchODPakFilesPostProcess(int ErrorCode);// 0x26f5518 bool PreFetchODPakFiles(bool Start);// 0x26f5490 void OnItemDownloadedInFighting(FString PackHash, FString ErrorCode);// 0x26f5220 void OnHashGenerateFinished(int outterTaskID, FString hashCode);// 0x26f5080 int MoveFileTo(FString Filename, FString from, FString to);// 0x26f4cf0 int MoveFile(FString from, FString to);// 0x26f4a78 int MergeBinDiffPak(int outterTaskID, FString PakFilenameOld, FString PakFilenameDiff, FString PakFilenameNew, bool fast);// 0x26f4650 bool IsODPaks(FString FilePath);// 0x26f44f0 bool IsODFileExists(FString Path);// 0x26f442c bool IsInitSuccess();// 0x26f4404 bool IsFileReady(FString FilePath);// 0x26f42a4 bool IsFileExist(FString Filename, FString extension);// 0x26f402c bool InitializeODPaks();// 0x26f4004 FString GetTempWorkPath();// 0x26f3f44 void GetProductIDBase(out int[] ProductIDs);// 0x26f3e78 void GetProductID(out int[] ProductIDs);// 0x26f3dac int GetODPakNum();// 0x20228ec FString GetODPakName(FString Path);// 0x26f3c68 uint32 GetInitErrcode();// 0x26f3c40 uint64 GetFileSizeCompressed(FString FilePath);// 0x26f3ae0 float GetFileSize(FString Filename);// 0x26f397c FString GetDownloadPath();// 0x26f38bc float GetCurrentSpeed();// 0x26f3894 int GetBatchODPaksDownloadList_LuaState();// 0x26f3878 void EnableUseOldInterface(bool Enable);// 0x26f37f8 bool DeleteFileEvenIfUnfinished(FString FilePath);// 0x26f3698 static bool DeleteFile(FString fullPath);// 0x26f3540 bool ConvertPreFetchFiles();// 0x26f3518 FString ConvertItemIdToPakName(uint32 ItemId);// 0x26f3410 bool ClearUselessODPaks();// 0x26f33e8 bool ClearPreFetchODPaksFiles();// 0x26f33c0 bool ClearPreFetchFiles();// 0x26f3398 bool CheckDownloadFileFraming(int outterTaskID, FString Filename, int chunkSize);// 0x26f31ac -------------------------------- Class: LaggingReporter.Object GameFrontendHUD* GameFrontendHUD;//[Offset: 0x3c, Size: 4] -------------------------------- Class: AsyncTaskDownloader.BlueprintAsyncActionBase.Object delegate onRequestHandler;//[Offset: 0x3c, Size: 12] static AsyncTaskDownloader* DownloadContent(const FString URL, int loaderType, const FString savedDir, bool breakpointContinualTransfer);// 0x26d8cd0 -------------------------------- Class: BlueprintAsyncActionBase.Object void Activate();// 0x20db9f8 -------------------------------- Class: CDNUpdate.Object GameFrontendHUD* GameFrontendHUD;//[Offset: 0x90, Size: 4] void StartUpdateApp();// 0x26e6650 void StartAppUpdate(bool StartGrayUpdate);// 0x26e65d0 void OnRequestProgress(out const CDNDownloaderInfo Info);// 0x26e6504 void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x26e6438 bool IsUpdating();// 0x26e6410 bool IsGrayUpdate();// 0x26e63e8 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x26e62a8 void FinishUpdate();// 0x26e6294 void ContinueUpdate();// 0x26e6280 void CancelUpdate();// 0x26e626c -------------------------------- Class: CDNDownloaderInfo enum State;//[Offset: 0x0, Size: 1] FString FileSavePath;//[Offset: 0x4, Size: 12] bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int BytesSent;//[Offset: 0x14, Size: 4] int BytesReceived;//[Offset: 0x18, Size: 4] int ContentType;//[Offset: 0x1c, Size: 4] int ResponseCode;//[Offset: 0x20, Size: 4] -------------------------------- Class: LuaStateWrapper.Object -------------------------------- Class: LuaEventBridge.Object LuaStateWrapper* LuaStateWrapper;//[Offset: 0x1c, Size: 8] RegisterEventMap;//[Offset: 0x28, Size: 60] LuaRegisterEventMap;//[Offset: 0x64, Size: 60] FilterKeyRegisterMap;//[Offset: 0xa0, Size: 60] LuaTemBPData*[] CurrentParamArray;//[Offset: 0xdc, Size: 12] Property*[] Params;//[Offset: 0xe8, Size: 12] void SyncLuaRegisterEventNum(FString EventType, FString EventId, int Number);// 0x2471468 LuaTemBPData*[] GetCurrentParam();// 0x2471400 void DeactivateEventsByFilterKey(out const uint32 FilterKey);// 0x2471378 bool CheckNeedPostEventWithFilterKey(out const uint32 FilterKey, FString EventType, FString EventId, bool bCheckNeedPostLua);// 0x2471188 void ActiveEventByFilterKey(out const uint32 FilterKey, FString EventType, FString EventId, const bool bActive);// 0x2470fa0 -------------------------------- Class: EventTypeContainer EventIDContainer;//[Offset: 0x0, Size: 60] -------------------------------- Class: EventIDContainer EventValueContainer[] EventValueContainer;//[Offset: 0x0, Size: 12] -------------------------------- Class: EventValueContainer Object* ObjContext;//[Offset: 0x0, Size: 8] FString FunctionName;//[Offset: 0x8, Size: 12] FString EventType;//[Offset: 0x14, Size: 12] FString EventId;//[Offset: 0x20, Size: 12] -------------------------------- Class: LuaEventTypeContainer EventIDContainer;//[Offset: 0x0, Size: 60] -------------------------------- Class: LuaEventTypeToIDSet EventTypeToIDSet;//[Offset: 0x0, Size: 60] -------------------------------- Class: LuaEventTypeIDSet EventIDSet;//[Offset: 0x0, Size: 60] -------------------------------- Class: LuaTemBPData.Object -------------------------------- Class: BattleWindowMgrLuaUtils.Object LuaStateWrapper* LuaStateWrapper;//[Offset: 0x1c, Size: 8] FString LuaManagerName;//[Offset: 0x24, Size: 12] FString ShowUI;//[Offset: 0x30, Size: 12] FString HideUI;//[Offset: 0x3c, Size: 12] FString CheckWindowOpen;//[Offset: 0x48, Size: 12] -------------------------------- Class: LuaBlueprintMgr.Object SystemMap;//[Offset: 0x1c, Size: 60] LuaBluepirntSys* GetSystemByName(const FString SystemName);// 0x2705440 void AddSystem(const FString SystemName, const FString BPPath);// 0x27051d0 -------------------------------- Class: LuaBluepirntSys.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] void Init();// 0x2c90a38 -------------------------------- Class: TssManager.Object FString TssHostInfo;//[Offset: 0x1c, Size: 12] FString TssCDNHostInfo;//[Offset: 0x28, Size: 12] FString TssBuildInIpInfo;//[Offset: 0x34, Size: 12] int TssLocal;//[Offset: 0x40, Size: 4] static int SendSkdData_LuaState();// 0x26f3878 static int SendEigeninfoData_LuaState();// 0x26f3878 static uint32 SaveSendEigeninfoCode_LuaState();// 0x26f3878 static int OnRecvData_LuaState();// 0x26f3878 static int GetUserTag4Lua_LuaState();// 0x26f3878 static int GetDeviceFeature_LuaState();// 0x26f3878 static int EigenArrayObfuscationVerify_LuaState();// 0x26f3878 -------------------------------- Class: ImageDownloader.Object delegate OnSuccess;//[Offset: 0x1c, Size: 12] delegate OnFail;//[Offset: 0x28, Size: 12] FString FileURL;//[Offset: 0x34, Size: 12] FString CompreesedFileUrl;//[Offset: 0x40, Size: 12] FString FileSavePath;//[Offset: 0x4c, Size: 12] FString CompreesedFileSavePath;//[Offset: 0x58, Size: 12] FString UrlHash;//[Offset: 0x64, Size: 12] FString CompreesedUrlHash;//[Offset: 0x70, Size: 12] bool InvalidImageFormat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c, Size: 1] bool SaveDiskFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d, Size: 1] bool ForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e, Size: 1] void Start(FString URL);// 0x26ff3a4 static ImageDownloader* MakeDownloaderInGame();// 0x26ff37c static ImageDownloader* MakeDownloader();// 0x26ff354 Texture2D* GetTextureFromUrlWithoutDownload(FString URL);// 0x26ff1f4 -------------------------------- Class: UDPPingCollector.Object mUDPPingInfoMap;//[Offset: 0x44, Size: 60] delegate UDPPingShadowResultToLuaDelegate;//[Offset: 0x90, Size: 12] void TickUDPPing(float DeltaTime);// 0x274e730 void setUDPPingServerAddress(FString ServerIP, FString ServerPort, int ZoneID, int WaterMarkType);// 0x274e434 void PingServer(FString address, float Timeout, int WaterMarkType);// 0x274e254 void OnPingServerResultDelegate__DelegateSignature(FString address, int IsSuccess, float Time);// 0x2c90a38 bool IsChooingZoneAccess();// 0x274e22c bool isAllZoneHasPingValue();// 0x274e204 void Init(float MinPingintervalTime, float pingintervalTime, float pingTimeoutSecond, float normalDelayMilliSecond, float maxAutoChooseZoneDelayMilliSecond);// 0x274e074 float GetZoneServerDelay(FString ServerAddress);// 0x274df10 int GetMinDealyAddress();// 0x274dee8 void ChoosingZone(int ZoneID, FString AddrIP);// 0x274dd48 -------------------------------- Class: PingServerInfo -------------------------------- Class: Package.Object -------------------------------- Class: ColorBlindnessMgr.Object CBColorMap;//[Offset: 0x1c, Size: 60] CBParticleColorMap;//[Offset: 0x58, Size: 60] HandleCBColorImageContaner;//[Offset: 0x94, Size: 60] HandleCBColorMeshContaner;//[Offset: 0xd0, Size: 60] HandleCBColorParticleContaner;//[Offset: 0x10c, Size: 60] void Reset();// 0x200d454 void RemoveParticleSystem(ParticleSystemComponent* ParticleSystem);// 0x200d3dc void RemoveMeshComponent(MeshComponent* Mesh);// 0x200d364 void RemoveImage(Image* Image);// 0x200d2ec void HandleUserSettingChange();// 0x200d2d8 LinearColor GetColorByType(int Type);// 0x200d24c void Clear();// 0x200d238 void AddParticleSystem(ParticleSystemComponent* ParticleSystem, int Type);// 0x200d17c void AddMeshComponent(MeshComponent* Mesh, int Type);// 0x200d0c0 void AddImage(Image* Image, LinearColor Color, int Type);// 0x200cfb4 void AddColorByType(FString Type, LinearColor Color);// 0x200ce10 -------------------------------- Class: ParticleSysColor colorMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: ImageOriginal LinearColor OriginalColir;//[Offset: 0x8, Size: 16] int Type;//[Offset: 0x18, Size: 4] -------------------------------- Class: HandleMesh int Type;//[Offset: 0x8, Size: 4] -------------------------------- Class: HandleParticleSystem int Type;//[Offset: 0x8, Size: 4] -------------------------------- Class: GameMode.GameModeBase.Info.Actor.Object FName MatchState;//[Offset: 0x350, Size: 8] bool bDelayedStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x358, Size: 1] int NumSpectators;//[Offset: 0x35c, Size: 4] int NumPlayers;//[Offset: 0x360, Size: 4] int NumBots;//[Offset: 0x364, Size: 4] float MinRespawnDelay;//[Offset: 0x368, Size: 4] int NumTravellingPlayers;//[Offset: 0x36c, Size: 4] class LocalMessage* EngineMessageClass;//[Offset: 0x370, Size: 4] PlayerState*[] InactivePlayerArray;//[Offset: 0x374, Size: 12] float InactivePlayerStateLifeSpan;//[Offset: 0x380, Size: 4] bool bHandleDedicatedServerReplays;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384, Size: 1] void StartMatch();// 0x22ad604 void SetBandwidthLimit(float AsyncIOBandwidthLimit);// 0x1f652d4 void Say(FString Msg);// 0x4613200 void RestartGame();// 0x22ab510 bool ReadyToStartMatch();// 0x46131d0 bool ReadyToEndMatch();// 0x46131a0 void K2_OnSetMatchState(FName NewState);// 0x2c90a38 bool IsMatchInProgress();// 0x4613170 bool HasMatchEnded();// 0x4613140 FName GetMatchState();// 0x461311c void EndMatch();// 0x22ad5e8 void AbortMatch();// 0x4613100 -------------------------------- Class: NativeHUDTickContainer int WidgetIndex;//[Offset: 0x0, Size: 4] UAEUserWidget* pWidget;//[Offset: 0x4, Size: 8] -------------------------------- Class: AsyncLoadHelper.Object PreloadObjectMap;//[Offset: 0x1c, Size: 60] void SetMaxTaskNum(int Num);// 0x2064620 void RunNextTask();// 0x26d7e7c void OnLoadCallBack(SoftObjectPath softObjPath);// 0x26d7d10 void ClearOneTask(FString ObjectPath);// 0x26d7bb8 void ClearAllTask();// 0x26d7ba4 void AddTask(FString ObjectPath, int LoadPriority);// 0x26d7a08 -------------------------------- Class: BattleUtils.Object GameFrontendHUD* OwningFrontendHUD;//[Offset: 0x60, Size: 4] UAEGameMode* BattleGameMode;//[Offset: 0x78, Size: 4] BattlePlayer*[] BattlePlayerList;//[Offset: 0x7c, Size: 12] BattleGameInfo CachedBattleGameInfo;//[Offset: 0x88, Size: 48] GameModeAIPlayerParams CachedAIPlayerParams;//[Offset: 0xb8, Size: 784] FString LuaFilePath;//[Offset: 0x3c8, Size: 12] uint32 SyncNewBattlePlayer(uint64 UId, out const PlayerInfoData Info);// 0x26db78c void SyncGameInfo(out const BattleGameInfo Info);// 0x26db680 void SyncGameExit();// 0x26db66c void SyncBattlePlayerExit(uint64 UId, FName PlayerType, FString Reason);// 0x26db470 GameModePlayerParams RetrievePlayerParams(PlayerID PlayerID);// 0x26db398 GameModeAIPlayerParams RetrieveAIPlayerParams(PlayerID PlayerID);// 0x26db2b0 void ResponPlayerWeaponDIYData(uint64 PlayerUID, WeaponDIYData InWeaponDIYData);// 0x26db184 void RequestSomePlayersBattleData(uint64[] PlayerUIDList, byte DataType);// 0x26dafe8 void RequestPlayerWeaponDIYData(uint64 PlayerUID, int WeaponSkinID, int PlanID);// 0x26daee0 void RequestOnePlayersBattleData(uint64 PlayerUID, byte DataType);// 0x26dae18 void RequestAllPlayersBattleData(byte DataType);// 0x26dada0 void OnPostLoadMapWithWorld(World* World);// 0x26dad28 BattlePlayer* NewBattlePlayer();// 0x26dad00 BattleAIPlayer* NewBattleAIPlayer();// 0x26dacd8 void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x26dac48 UAEGameMode* GetBattleGameMode();// 0x26dac20 void GenerateAIPlayerParams(out const PlayerInfoData Info);// 0x26dab0c BattlePlayer* FindPlayerByUID(uint64 UId, FName PlayerType);// 0x26daa40 BattlePlayer* FindPlayerByPlayerName(FString PlayerName, FName PlayerType);// 0x26da898 BattlePlayer* FindPlayerByPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x26da7d4 -------------------------------- Class: UAEGameMode.LuaGameMode.GameMode.GameModeBase.Info.Actor.Object Object* UtilsPtr;//[Offset: 0x3d8, Size: 8] float GridCheckSize;//[Offset: 0x3e0, Size: 4] float DeepCheckSize;//[Offset: 0x3e4, Size: 4] float HeightCheckSize;//[Offset: 0x3e8, Size: 4] int MaxPlayerLimit;//[Offset: 0x3ec, Size: 4] bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc, Size: 1] bool IsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fd, Size: 1] bool bBornWithApple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fe, Size: 1] bool bUseDefaultResultRules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ff, Size: 1] int AntiDataCD;//[Offset: 0x400, Size: 4] int WeatherID;//[Offset: 0x404, Size: 4] FString WeatherName;//[Offset: 0x408, Size: 12] int RoomMode;//[Offset: 0x414, Size: 4] int SeasonIdx;//[Offset: 0x418, Size: 4] float MeteorShowerRatio;//[Offset: 0x41c, Size: 4] FString ItemTableName;//[Offset: 0x420, Size: 12] FString ItemClassPath;//[Offset: 0x42c, Size: 12] FString ReplayPushURL;//[Offset: 0x438, Size: 12] int ReplayType;//[Offset: 0x444, Size: 4] FString ReplayTitle;//[Offset: 0x448, Size: 12] enum EnableObserverEnemyTrace;//[Offset: 0x454, Size: 1] FString[] ItemSpawnTableList;//[Offset: 0x458, Size: 12] FString[] IgnoreItemClassPathList;//[Offset: 0x464, Size: 12] DSSwitchInfo[] DsSwitch;//[Offset: 0x470, Size: 12] CharacterMoveDragDataMap;//[Offset: 0x47c, Size: 60] VehicleMoveDrag;//[Offset: 0x4b8, Size: 60] CharacterShootVerifyDataMap;//[Offset: 0x4f4, Size: 60] uint32 ServerStartTime;//[Offset: 0x530, Size: 4] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x534, Size: 1] bool bEnableVehicleInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x535, Size: 1] FString PickupBoxConfigClassPath;//[Offset: 0x538, Size: 12] bool bUseAutoGroupParachuteTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544, Size: 1] FString PickupBoxConfigDataTableName;//[Offset: 0x548, Size: 12] FString VehicleTableName;//[Offset: 0x554, Size: 12] FString VehicleClassPath;//[Offset: 0x560, Size: 12] bool IsUsingSceneDropWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c, Size: 1] bool IsRegionItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56d, Size: 1] Vector RegionCenter;//[Offset: 0x570, Size: 12] float RegionRadius;//[Offset: 0x57c, Size: 4] BattleCustomConfig;//[Offset: 0x580, Size: 60] int MaxAllowReplicatedCharacterCount;//[Offset: 0x5bc, Size: 4] int AINoRepTimeInReady;//[Offset: 0x5c0, Size: 4] class UAEOBState* ObserverPlayerStateClass;//[Offset: 0x5c4, Size: 4] bool bEnableDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c8, Size: 1] float NearDeathRestoredOriginHealth;//[Offset: 0x5cc, Size: 4] float NearDeathDecreateBreathRate;//[Offset: 0x5d0, Size: 4] float RescueOtherRestoreDuration;//[Offset: 0x5d4, Size: 4] float DeadTombBoxLifeSpan;//[Offset: 0x5d8, Size: 4] int DefaultPlayerBornPointID;//[Offset: 0x5dc, Size: 4] bool bPlayerExitClearPlayerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e0, Size: 1] bool bEnableDSTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e1, Size: 1] FString NetObjectPathNameMappingCSV;//[Offset: 0x5e4, Size: 12] GroupSpotSceneComponent*[] ItemGroupComponents;//[Offset: 0x5f0, Size: 12] Actor* ChosenPlayerStartBuildingGroup;//[Offset: 0x5fc, Size: 4] DynamicTriggerConfig[] DynamicTriggerConfigs;//[Offset: 0x600, Size: 12] Actor*[] DynamicTriggers;//[Offset: 0x60c, Size: 12] int IsGameModeFpp;//[Offset: 0x618, Size: 4] bool IsGameModeBandSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61c, Size: 1] DynamicLoadItem[] DynamicLoadItemArray;//[Offset: 0x620, Size: 12] DynamicLoadItemMap;//[Offset: 0x62c, Size: 60] BornItem[] BornItems;//[Offset: 0x668, Size: 12] VehicleAvatarReplaceCfg[] VehicleAvatarReplaceCfgList;//[Offset: 0x674, Size: 12] bool IsOpenItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680, Size: 1] bool IsOpenVehicleGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x681, Size: 1] int[] BuffEffectIDArray;//[Offset: 0x684, Size: 12] int[] BuffEffectDisplayIDArray;//[Offset: 0x690, Size: 12] int[] DynamicLevelArray;//[Offset: 0x69c, Size: 12] FString RoomType;//[Offset: 0x6a8, Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b4, Size: 1] bool bOpenForbitTeammatePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b5, Size: 1] bool bOpenTeammateImprisonment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b6, Size: 1] int ZoneID;//[Offset: 0x6b8, Size: 4] int nClientType;//[Offset: 0x6bc, Size: 4] int nBattleType;//[Offset: 0x6c0, Size: 4] bool bCollectedEventDataReportingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa14, Size: 1] bool[] EnabledCollectedEventDataEventIds;//[Offset: 0xa18, Size: 12] bool bIsPreCreatingPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa54, Size: 1] float OBInfoTimeStep;//[Offset: 0xb38, Size: 4] AirDropBoxInOb[] AirDropBoxInfoList;//[Offset: 0xb5c, Size: 12] uint32[] FiringPlayerList;//[Offset: 0xb68, Size: 12] UAEPlayerController*[] KickFlagControllerList;//[Offset: 0xb74, Size: 12] UAEPlayerController*[] ObserverControllerList;//[Offset: 0xb80, Size: 12] AdvertisementActorConfig[] AdvConfigList;//[Offset: 0xc20, Size: 12] UAEAdvertisementActor*[] AdvActorList;//[Offset: 0xc2c, Size: 12] MissionBoardConfig[] MissionBoardConfigList;//[Offset: 0xc38, Size: 12] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc44, Size: 1] FString HttpPlaneBannerLeftImgPath;//[Offset: 0xc48, Size: 12] FString HttpPlaneBannerRightImgPath;//[Offset: 0xc54, Size: 12] FString GrenadeEffectPath;//[Offset: 0xc60, Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6c, Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6d, Size: 1] bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6e, Size: 1] bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6f, Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70, Size: 1] bool bOpenAnniversaryActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc71, Size: 1] FString FestivalAirDropBoxMesh;//[Offset: 0xc74, Size: 12] bool bUseFestivalAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc80, Size: 1] float FestivalAirDropProb;//[Offset: 0xc84, Size: 4] float MonsterDropPar;//[Offset: 0xc88, Size: 4] float SceneDropParam;//[Offset: 0xc8c, Size: 4] uint32 DSOpenSwtich;//[Offset: 0xc90, Size: 4] ItemGeneratorComponent* ItemGenerator;//[Offset: 0xc94, Size: 4] VehicleAndTreasureBoxGeneratorComponent* VehicleGenerator;//[Offset: 0xc98, Size: 4] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9c, Size: 1] uint32[] NeedReplayPlayers;//[Offset: 0xca0, Size: 12] SeasonStatueData[] SeasonStatueList;//[Offset: 0xcac, Size: 12] FString SeasonStatueClassPath;//[Offset: 0xcb8, Size: 12] FString StatueBaseClassPath;//[Offset: 0xcc4, Size: 12] StatueBaseData StatueBaseInfo;//[Offset: 0xcd0, Size: 84] int BattleStopJoin;//[Offset: 0xd24, Size: 4] int nSignalGunEffectId;//[Offset: 0xd28, Size: 4] CharacterOverrideAttrData[] CharacterOverrideAttrs;//[Offset: 0xd2c, Size: 12] bool UseGMSpawnItemSpotDefaultTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdac, Size: 1] FString GMSpawnItemSpotDefaultTag;//[Offset: 0xdb0, Size: 12] bool bStandAloneGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf4, Size: 1] bool bStandAloneLuaGenAIData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf5, Size: 1] int StandAloneTestPlayerKey;//[Offset: 0xdf8, Size: 4] FName StandAloneTestPlayerType;//[Offset: 0xe00, Size: 8] void WriteStatistics();// 0x28a89d8 void SyncPlayerNames();// 0x28a89bc void SyncNewCorpsData(out const DSCorpsInfo[] OutCorpsData);// 0x28a8880 Pawn* SpawnUAEPawnFor(Controller* NewPlayer, Transform Trans);// 0x28a8740 void SetVehicleReportEntry(uint32 InUniqueID, VehicleReportEntry InEntry);// 0x28a864c void SetPlayerOpenId(uint32 InPlayerKey, FString InPlayerOpenID);// 0x28a8544 void SetMaxWeaponReportNum(int Num);// 0x28a84d0 void SetGameEndReportData();// 0x1fc7208 GameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID);// 0x28a841c void RetrieveBattleData(out BattleData OutBattleData);// 0x28a8388 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x2153b50 void ResetGameParamsFromGameMode();// 0x21fd1f8 void Rescue(Pawn* RescueWho, Pawn* Hero);// 0x28a82c4 bool ReportCollectedEventDataWithPlayerValidation(UAEPlayerController* UAEPlayerController, byte EventId, delegate CollectReportedEventDataCallback);// 0x28a8190 bool ReportCollectedEventDataWithPlayersValidation(World* World, byte EventId, delegate CollectReportedEventDataCallback);// 0x28a805c bool ReportCollectedEventData(out const FString UId, byte EventId, out const CollectedEventData Data);// 0x28a7e64 void RegisterItemGroupSpotsByTag(FName Tag, GroupSpotSceneComponent* GroupSpotComponent);// 0x28a7da0 void RegisterItemGroupSpots(GroupSpotSceneComponent* GroupSpotComponent);// 0x28a7d20 void RefreshWorldActiveRange();// 0x21d7bc0 void RefreshWatchTeammates(UAEPlayerController* InController, int InTeamID);// 0x28a7c5c void RefreshPlayerNames(uint32 InPlayerKey, FString InPlayerName, int TeamID, bool IsLogin, uint64 UId, int IdxInTeam);// 0x28a7988 int RecoardAlivePlayerNum();// 0x28a7958 PlayerController* PreCreatePlayerController(uint32 PlayerKey);// 0x28a78d0 void OnStandAloneGameEnd();// 0x28a78b4 void OnReportNetworkData();// 0x1fc69b0 void OnPlayerFiring(uint32 InPlayerKey);// 0x28a783c void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x1fc6930 void OnObserverLogout(UAEPlayerController* InController);// 0x28a77c4 void OnObserverLogin(UAEPlayerController* InController);// 0x28a774c void OnMsg(FString Msg);// 0x28a7688 void OnAirDropBoxLanded(int boxId, out const Vector pos);// 0x28a75b8 void OnAirDropBoxEmpty(int boxId);// 0x28a7538 void NotifyPlayerExitWhenNotStarted(uint32 PlayerKey, FName PlayerType, FString Reason);// 0x23b5ec0 void NotifyPlayerExit(uint32 PlayerKey, FName PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, FString FailureMessage);// 0x23b5bc4 void NotifyPlayerAbleToExitSafely(uint32 PlayerKey, FName PlayerType);// 0x28a7474 void NotifyGameModeParamsChanged(out const GameModeParams GameModeParams);// 0x28a73dc void NotifyGameModeLuckmate(int64 MyUID, int64 LuckmateUID);// 0x28a7304 void NotifyGameModeInit();// 0x23b9b48 void NotifyExistPlayerReEnter(uint32 PlayerKey);// 0x28a7284 void NotifyAIPlayerEnter(uint32 PlayerKey, bool IsMLAI, uint32 Level);// 0x28a7170 void NotifyAIDropInfo(int NewAI, out const DSAIDropInfo Info);// 0x1fc6780 float ModifyVehicleDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* VictimVehicle, Actor* DamageCauser);// 0x2384844 float ModifyDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Controller* VictimController, Actor* DamageCauser);// 0x28a6fac void Killed(Controller* Killer, Controller* VictimPlayer, Pawn* VictimPawn, out const DamageEvent DamageEvent);// 0x28a6e38 bool IsSatisfyGeneratorArea(out const Vector Location);// 0x28a6dac bool IsPlayerCollectedEventDataReportingEnabled(UAEPlayerController* UAEPlayerController);// 0x28a6d2c bool IsCollectedEventEnabled(byte EventId);// 0x28a6cac void InitWorldActiveRange();// 0x28a6c90 void InitSeasonStatue();// 0x28a6c74 void InitMissionBoard();// 0x28a6c58 void InitGenerator();// 0x28a6c3c void InitGameParamsFromGameMode();// 0x28a6c20 void InitDynamicTriggers();// 0x28a6c04 void InitDynamicBuildingGroups();// 0x28a6be8 void InitBornWithApple();// 0x28a6bcc void InitAdvertisement();// 0x28a6bb0 void Heartbeat();// 0x28a6b9c bool HasVehicleReportEntry(uint32 InUniqueID);// 0x28a6ab4 bool HasDynamicBuildingGroup();// 0x28a6a8c void HandlePlayerPaintDecalResponse(uint32 PlayerKey, FName PlayerType, int Result, int DecalId, int Count);// 0x28a68f0 void GotoNearDeath(Controller* DamageInstigator, Pawn* VictimPawn);// 0x28a682c VehicleReportEntry GetVehicleReportEntry(uint32 InUniqueID);// 0x28a66f4 int GetSurvivingTeamCount();// 0x21185d4 int GetSurvivingCharacterCount();// 0x28a66c4 UAEPlayerState*[] GetPlayerStateListWithTeamID(int TeamID, FName PlayerType);// 0x28a6570 UAEPlayerController* GetPlayerControllerWithUID(uint64 UId);// 0x28a64ec UAEPlayerController*[] GetPlayerControllerListWithTeamID(int TeamID, FName PlayerType);// 0x28a6398 void GetPlayerAndRealAiNum(out HeartBeatData Data);// 0x28a62f4 UAEPlayerController*[] GetObserverControllerList();// 0x28a6234 void GetMonsterNum(out HeartBeatData Data);// 0x28a6190 int GetMaxWeaponReportNum();// 0x28a6174 Vector GetClassicPlaneDirection();// 0x21dce70 UAEPlayerState* FindPlayerStateWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x28a60b0 UAEPlayerController* FindPlayerControllerWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x28a5fec PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x1fc5fa4 void DestroyNoActiveWorldActor(out Vector Location, out float Radius);// 0x28a5f08 void DestroyCharacterForPlayerController(PlayerController* PC);// 0x28a5e88 void DestroyAllPickUpObjs();// 0x1f6b840 void DeleteSeasonStatue();// 0x28a5e6c void DeleteDynamicLoadItem();// 0x28a5e50 void DebugEnterFriendObserver(UAEPlayerController* InController);// 0x28a5dd0 void CreateDynamicBuildingGroups(Vector Offset);// 0x28a5d60 CollectedEventData CollectReportedEventDataCallback__DelegateSignature(UAEGameMode* UAEGameMode, UAEPlayerController* UAEPlayerController, byte EventId);// 0x2c90a38 void CollectAllPlayerInfo(float DeltaSeconds, bool bForce);// 0x28a5c94 void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x28a5b40 void AddAirDropBox(int boxId, out const Vector pos);// 0x28a5a70 -------------------------------- Class: LuaGameMode.GameMode.GameModeBase.Info.Actor.Object FString LuaFilePath;//[Offset: 0x3cc, Size: 12] -------------------------------- Class: DSSwitchInfo int KeyNum;//[Offset: 0x0, Size: 4] FString SValue;//[Offset: 0x4, Size: 12] -------------------------------- Class: CharacterMoveDragData CharacterMoveDrag[] Drag;//[Offset: 0x0, Size: 12] CharacterSimulateMoveDrag[] SimulateDrag;//[Offset: 0xc, Size: 12] -------------------------------- Class: CharacterMoveDrag int Minute;//[Offset: 0x0, Size: 4] ReasonCount;//[Offset: 0x4, Size: 60] -------------------------------- Class: CharacterSimulateMoveDrag int Minute;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehicleMoveDragData VehicleMoveDrag[] MoveDrag;//[Offset: 0x0, Size: 12] VehicleMoveDrag[] SimulatedMoveDrag;//[Offset: 0xc, Size: 12] -------------------------------- Class: VehicleMoveDrag int Minute;//[Offset: 0x0, Size: 4] byte VehicleType;//[Offset: 0x4, Size: 1] byte[] Reasons;//[Offset: 0x8, Size: 12] int[] Counters;//[Offset: 0x14, Size: 12] -------------------------------- Class: CharacterShootVerifyData ShootVerifyFailed;//[Offset: 0x0, Size: 60] -------------------------------- Class: UAEOBState.PlayerState.Info.Actor.Object -------------------------------- Class: GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte GroupType;//[Offset: 0x25d, Size: 1] bool bNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e, Size: 1] int WorldCompositionID;//[Offset: 0x260, Size: 4] float LastGenerateItemTime;//[Offset: 0x264, Size: 4] float GenerateItemTimeCD;//[Offset: 0x268, Size: 4] bool bPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c, Size: 1] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d, Size: 1] bool bIsValidGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26e, Size: 1] void SetGroupValid(bool Valid);// 0x2887268 bool IsValidGroup();// 0x21a9168 int FindWorldCompositionID();// 0x2887240 void DoPickUp();// 0x288722c -------------------------------- Class: ItemSceneComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: DynamicTriggerConfig DynamicTriggerTransform[] Transforms;//[Offset: 0x0, Size: 12] FString TriggerClassPath;//[Offset: 0xc, Size: 12] -------------------------------- Class: DynamicTriggerTransform Vector Loc;//[Offset: 0x0, Size: 12] Rotator Rot;//[Offset: 0xc, Size: 12] -------------------------------- Class: DynamicLoadItem DynamicBuildingGroupTransform[] TransArray;//[Offset: 0x0, Size: 12] int ActID;//[Offset: 0xc, Size: 4] FString Path;//[Offset: 0x10, Size: 12] bool IsClearAfterStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool IsPlayerStartPot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] int[] PosIdxList;//[Offset: 0x20, Size: 12] -------------------------------- Class: DynamicBuildingGroupTransform float LocX;//[Offset: 0x0, Size: 4] float LocY;//[Offset: 0x4, Size: 4] float LocZ;//[Offset: 0x8, Size: 4] float RotX;//[Offset: 0xc, Size: 4] float RotY;//[Offset: 0x10, Size: 4] float RotZ;//[Offset: 0x14, Size: 4] -------------------------------- Class: DynamicLoadActors Actor*[] ActorArray;//[Offset: 0x0, Size: 12] -------------------------------- Class: BornItem int BornItemID;//[Offset: 0x0, Size: 4] int BornItemCount;//[Offset: 0x4, Size: 4] int BornItemFlags;//[Offset: 0x8, Size: 4] -------------------------------- Class: VehicleAvatarReplaceCfg int OriginID;//[Offset: 0x0, Size: 4] int[] SkinIDList;//[Offset: 0x4, Size: 12] float[] ProbabilityDistribute;//[Offset: 0x10, Size: 12] int MaxNum;//[Offset: 0x1c, Size: 4] int CurrentNum;//[Offset: 0x20, Size: 4] -------------------------------- Class: AirDropBoxInOb int boxId;//[Offset: 0x0, Size: 4] bool Flying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool IsEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] Vector pos;//[Offset: 0x8, Size: 12] -------------------------------- Class: UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object FName PlayerType;//[Offset: 0x638, Size: 8] FString PlayerName;//[Offset: 0x640, Size: 12] uint32 PlayerKey;//[Offset: 0x64c, Size: 4] uint64 UId;//[Offset: 0x650, Size: 8] FString PlayerOpenID;//[Offset: 0x658, Size: 12] int TeamID;//[Offset: 0x664, Size: 4] int64 IdxInTeam;//[Offset: 0x668, Size: 8] int CampID;//[Offset: 0x670, Size: 4] Vector CharacterLocation;//[Offset: 0x674, Size: 12] int RoomMode;//[Offset: 0x680, Size: 4] WeatherInfo WeatherInfo;//[Offset: 0x684, Size: 20] int planeAvatarId;//[Offset: 0x698, Size: 4] int DyeDebugFlag;//[Offset: 0x69c, Size: 4] int PlayerStartID;//[Offset: 0x6a0, Size: 4] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a4, Size: 1] PlayerNetStats NetStats;//[Offset: 0x6a8, Size: 48] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] FString PlanetailResLink;//[Offset: 0x6dc, Size: 12] int InPacketLossRate;//[Offset: 0x6e8, Size: 4] int OutPacketLossRate;//[Offset: 0x6ec, Size: 4] int ClientNetworkType;//[Offset: 0x6f0, Size: 4] bool bIsForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70c, Size: 1] bool bIsGlobalObserverForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70d, Size: 1] int GameReplayType;//[Offset: 0x710, Size: 4] GameModePlayerUpassInfo InitialUpassInfo;//[Offset: 0x714, Size: 44] GameModePlayerUpassInfo[] InitialUpassInfoList;//[Offset: 0x740, Size: 12] PlayerOBInfo[] PlayerOBInfoList;//[Offset: 0x74c, Size: 12] int LobbyShowWeaponID;//[Offset: 0x758, Size: 4] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75c, Size: 1] FString Nation;//[Offset: 0x760, Size: 12] bool bIsTeammateEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76c, Size: 1] enum DefaultCharacterGender;//[Offset: 0x774, Size: 1] int DefaultCharacterHeadID;//[Offset: 0x778, Size: 4] GameModePlayerItem[] InitialItemList;//[Offset: 0x77c, Size: 12] GameModePlayerRolewearInfo[] InitialAllWear;//[Offset: 0x788, Size: 12] int RolewearIndex;//[Offset: 0x794, Size: 4] int[] equip_plating_list;//[Offset: 0x798, Size: 12] int VehicleSkinInReady;//[Offset: 0x7a4, Size: 4] bool bSpwanInVehiclePlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a8, Size: 1] GameModePlayerItem[] InitialWeaponAvatarList;//[Offset: 0x7ac, Size: 12] GameModePlayerPetInfo InitialPetInfo;//[Offset: 0x7b8, Size: 24] GameModePlayerKnapsackExtInfo[] InitialKnapsackExtInfo;//[Offset: 0x7d0, Size: 12] GameModePlayeWeaponSchemeInfo[] InitialWeaponSchemeInfo;//[Offset: 0x7dc, Size: 12] delegate OnInitialWeaponScheme;//[Offset: 0x7e8, Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x7f4, Size: 4] int PveLevel;//[Offset: 0x7f8, Size: 4] int[] InitialCharSkillList;//[Offset: 0x7fc, Size: 12] GameModePlayerItem[] InitialVehicleAvatarList;//[Offset: 0x808, Size: 12] GameModePlayerItems[] InitialVehicleAvatarSkinList;//[Offset: 0x814, Size: 12] int ShowVehicleSkin;//[Offset: 0x820, Size: 4] GameModePlayerItem[] InitialBackPackPendantList;//[Offset: 0x824, Size: 12] VehicleAvatarData[] InitialVehicleAdvanceAvatarList;//[Offset: 0x830, Size: 12] GameModePlayerItem[] InitialVehicleMusicList;//[Offset: 0x83c, Size: 12] GameModePlayerConsumableAvatar InitialConsumableAvatar;//[Offset: 0x848, Size: 16] GameModePlayerEquipmentAvatar InitialEquipmentAvatar;//[Offset: 0x858, Size: 12] WeaponAvatarItemList;//[Offset: 0x864, Size: 60] GrenadeAvatarItemList;//[Offset: 0x8dc, Size: 60] GameModeWeaponAvatarData[] WeaponAvatarDataList;//[Offset: 0x918, Size: 12] VehicleAvatarList;//[Offset: 0x924, Size: 60] VehicleAdvanceAvatarList;//[Offset: 0x960, Size: 60] VehicleAvatarSkinList;//[Offset: 0x99c, Size: 60] int[] VehicleMusicList;//[Offset: 0x9d8, Size: 12] int[] DefaultVehicleMusic;//[Offset: 0x9e4, Size: 12] GameModePlayerExpressionItem[] InitialExpressionItemList;//[Offset: 0x9f0, Size: 12] GameModeWeaponDIYPlanData[] InitialWeaponDIYPlanData;//[Offset: 0x9fc, Size: 12] WeaponDIYPlanDataMap;//[Offset: 0xa08, Size: 60] InitialWeaponPendantList;//[Offset: 0xa44, Size: 60] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0xa80, Size: 12] SpecialPickItem[] InitialSpecialPickItemList;//[Offset: 0xa8c, Size: 12] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0xa98, Size: 12] uint32 TaskSyncToDsTs;//[Offset: 0xaa4, Size: 4] BornItem[] BornItems;//[Offset: 0xaa8, Size: 12] int AnchorPlatResID;//[Offset: 0xab4, Size: 4] int AnchorPlatColorID;//[Offset: 0xab8, Size: 4] int64 LastGameResultTime;//[Offset: 0xad0, Size: 8] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad8, Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad9, Size: 1] FString IpCountryStr;//[Offset: 0xadc, Size: 12] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae8, Size: 1] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae9, Size: 1] bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaea, Size: 1] bool bIsSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaeb, Size: 1] LobbyWatchInfo LobbyWatchInfo;//[Offset: 0xaec, Size: 8] int HawkEyeSpectateMaxMatchCount;//[Offset: 0xaf4, Size: 4] int HawkEyeSpectateUsedMatchCount;//[Offset: 0xaf8, Size: 4] bool bIsWatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xafc, Size: 1] float UpdateOBCircleCounter;//[Offset: 0xb00, Size: 4] float UpdateOBCircleInterval;//[Offset: 0xb04, Size: 4] bool bAllowAutoSelectTeamMate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb08, Size: 1] FString[] FriendObservers;//[Offset: 0xb0c, Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb18, Size: 1] bool bIsSpectatingEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb24, Size: 1] UAEUserWidget* InGameUIRoot;//[Offset: 0xb6c, Size: 8] bool bReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb78, Size: 1] bool bReconnecting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb79, Size: 1] delegate PlayerControllerLostDelegate;//[Offset: 0xb88, Size: 12] delegate SyncDailyTaskInfoDelegate;//[Offset: 0xb94, Size: 12] delegate PlayerControllerRecoveredDelegate;//[Offset: 0xba0, Size: 12] delegate PlayerControllerAboutToReconnectDelegate;//[Offset: 0xbac, Size: 12] delegate PlayerControllerReconnectedDelegate;//[Offset: 0xbb8, Size: 12] delegate PlayerControllerAboutToRespawnDelegate;//[Offset: 0xbc4, Size: 12] delegate PlayerControllerRespawnedDelegate;//[Offset: 0xbd0, Size: 12] delegate PlayerControllerAboutToExitDelegate;//[Offset: 0xbdc, Size: 12] delegate OnPlayerQuitSpectatingForClient;//[Offset: 0xbe8, Size: 12] delegate OnPlayerControllerBattleBeginPlay;//[Offset: 0xbf4, Size: 12] bool bCanWatchEnemyInRoomMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc18, Size: 1] int[] BuffEffectDisplayIDArray;//[Offset: 0xc20, Size: 12] bool IsDelayNotifyEnterBattleUntilLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2c, Size: 1] float NotifyTimeOut;//[Offset: 0xc30, Size: 4] float DelayCloseLoadingTime;//[Offset: 0xc34, Size: 4] FString NeedLoadLevelName;//[Offset: 0xc38, Size: 12] FString NeedLoadedLevelFullName;//[Offset: 0xc44, Size: 12] bool IsTickHouse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc50, Size: 1] int AntiDataCD;//[Offset: 0xc60, Size: 4] int ModeID;//[Offset: 0xc64, Size: 4] bool bOpenReconnectUseCharViewPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc68, Size: 1] float ClientToDSFlowLimitTime;//[Offset: 0xc90, Size: 4] float ClientToDSFlowLimit;//[Offset: 0xc94, Size: 4] FString UsingNetObjectPathNameMappingCSV;//[Offset: 0xca8, Size: 12] bool UseingWeaponScheme();// 0x28b4990 void TestShowLongTimeNoOperation();// 0x28b4954 void TestShowConfirmDialogOfMisKill();// 0x28b4940 void TestRespawn();// 0x1f6b840 void TestLogout();// 0x1f6b840 void TestCastUIMsgWithPara(FString strMsg, FString module, int TestID);// 0x28b47bc void SyncDailyTaskStoreInfo(DailyTaskStoreInfo[] NewDailyTaskStoreList);// 0x28b4660 void SetUsedSimulationCVar(bool Value);// 0x28b45e0 static void SetTargetMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x28b4500 void SetPanels(out const UAEUserWidget*[] panels);// 0x28b442c static void SetDSMsgReceiveDelegate(delegate InDelegate);// 0x28b4390 static void SetClientMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x28b42b0 void ServerTestLogout();// 0x28b4254 void ServerSetVoiceId(int VoiceID);// 0x28b41a0 void ServerKickSelf();// 0x28b4144 void ServerGotoSpectating(Pawn* ViewTarget);// 0x28b4090 void ServerExitGame();// 0x28b4034 void ServerAcknowledgeReconnection(uint32 Token);// 0x28b3f80 void SendNetObjectPathNameMappingHashToServer(uint32 VersionHash);// 0x28b3ecc void SendLuaDSToClient(int ID, out const byte[] Content);// 0x28b3dbc void SendLuaClientToDS(int ID, out const byte[] Content);// 0x28b3cac void RPC_Server_SyncClientNetInfo(int InLoss, int OutLoss, int InNetworkType);// 0x28b3b68 void RPC_Server_ReportClientNetInfo(int AvgPing, int MaxPing, int MinPing, int LostPackRate, int AvgNoOutlier, int StdNoOutlier, int NumNoOutlier, int InLoss, int OutLoss);// 0x28b3850 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x28b3714 void RPC_LuaClientToDS(int ID, const byte[] Content);// 0x28b35d8 void Respawn();// 0x28b35bc void ResetUsedSimulationCVar();// 0x28b35a8 void ReleaseInGameUI();// 0x28b358c void ReceivePostLoginInit();// 0x2c90a38 void PrintStatistics();// 0x1f6b840 void PlayerStartIDReceived();// 0x28b3578 void OnRep_WeaponAvatarDataList();// 0x2284b84 void OnRep_UsingNetObjectPathNameMappingCSV();// 0x28b3564 void OnRep_UsedSimulation();// 0x2284b68 void OnRep_PveLevel();// 0x28b3548 void OnRep_PlayerOBInfoList();// 0x28b3534 void OnRep_LobbyWatchInfo();// 0x28b3518 void OnRep_LastGameResultTime();// 0x21fe96c void OnRep_IsSpectatingEnemy();// 0x28b34fc void OnRep_IsSpectating();// 0x28b34e0 void OnRep_IsObserver();// 0x28b34c4 void OnRep_InitialWeaponSchemeInfo();// 0x28b34b0 void OnRep_InitialEquipmentAvatar();// 0x2284a44 void OnRep_InitialConsumableAvatar();// 0x2284a28 void OnRep_FriendObservers();// 0x28b3494 void OnRep_CurWeaponSchemeIndex();// 0x1f6b840 void OnRep_bRoomOwner();// 0x21fe8d8 void OnNetObjectPathNameMappingTableAsyncLoad();// 0x28b3480 void NotifyEnterBattle();// 0x28b346c void LuaDoString(FString LuaString);// 0x28b33a8 void KickSelf();// 0x1f6b840 bool IsSpectatorOrDemoPlayer();// 0x28b3380 bool IsSpectator();// 0x28b3358 bool IsRoomMode();// 0x28b3334 bool IsPureSpectator();// 0x28b330c bool IsObserver();// 0x28b32e4 bool IsInSpectatingEnemy();// 0x28b32bc bool IsInSpectating();// 0x28b3294 bool IsHawkEyeSpectator();// 0x28b326c bool IsFriendOrEnemySpectator();// 0x28b3244 bool IsFriendObserver();// 0x28b321c bool IsExited();// 0x28b31f4 bool IsDemoRecSpectator();// 0x28b31cc bool IsDemoPlaySpectator();// 0x20ebd6c bool IsDemoPlayGlobalObserver();// 0x28b31a4 void InitWithPlayerParams(out const GameModePlayerParams Params);// 0x28b30f8 void InitWeaponAvatarItems();// 0x28b30dc void InitVehicleMusicList();// 0x28b30c0 void InitVehicleAvatarSkinList();// 0x2281bbc void InitVehicleAvatarList();// 0x2281ba0 void InitVehicleAdvanceAvatarList();// 0x28b30a4 void InitIngameUI();// 0x28b3088 void InitGrenadeAvatarList(bool ReInitial);// 0x28b3000 int GotoSpectating(int PlayerID);// 0x2280e70 bool GetWeaponPandentReflect(int wraponID, out int pendantID);// 0x28b2f2c int GetWeaponAvatarItemId(int ID);// 0x2280534 void GetVisibleLevelsLoadedName(out FString[] VisibleLevels);// 0x28b2df8 FString GetLobbyWatchedPlayerKeyAsString();// 0x28b2d38 DailyTaskStoreInfo GetDailyTaskStoreInfoByTaskId(int TaskId);// 0x28b2ca8 int GetCurrentWeaponSchemeMainSlotItemId();// 0x28b2c80 uint32 GetCurrentOBPlayerKey();// 0x28b2c50 int GetCurrentOBPlayerInfoIndex();// 0x28b2c28 void ForceNetReady();// 0x28b2c14 void ExitGame();// 0x28b2c00 void ExhaustCPU();// 0x28b2bec void ExecDSCommand(const FString DSCommand);// 0x227daf4 void ExcuteIntRecord(FString Key, int Count);// 0x28b2a50 void ExcuteIntCounterRecord(FString Key, int Count);// 0x28b28b4 void EnableInGameUI();// 0x28b28a0 void DumpUAENetActors();// 0x28b288c void DumpRegions();// 0x28b2878 void DumpNetActors();// 0x1f6b840 void DumpCharacters();// 0x28b2864 void DumpAllUI();// 0x1f6b840 void DumpAllObjects();// 0x1f6b840 void DumpAllActors();// 0x1f6b840 void DoLuaFile(FString Filename);// 0x28b27a0 void DoCrash();// 0x1f6b840 void DisableInGameUI();// 0x28b278c void DealWithPickUpFailed(ItemDefineID DefineID);// 0x28b26fc void ClientShowTeammateEscapeNotice();// 0x28b26e0 void ClientRPC_CastUIMsgWithStrings(FString strMsg, FString module, const int TipsID, FString param1, FString param2);// 0x28b2444 void ClientRPC_CastUIMsgParams(FString strMsg, FString module, const int Type);// 0x28b22b8 void ClientRPC_CastUIMsg(FString strMsg, FString module);// 0x28b2170 void ClientInitPlayerOBInfoButton();// 0x28b2154 void ClientBroadcastRespawnComplete();// 0x28b2138 void ClientBroadcastReconnectionSuccessful();// 0x28b211c void ClientAcknowledgeReconnection(uint32 Token);// 0x28b209c void CheckPlayerOBInfoButtonInit();// 0x28b2080 bool CheckAcknowledgedPawn(Pawn* InPawn);// 0x28b1ff8 void CastUIMsg(FString strMsg, FString module);// 0x28b1eb0 enum CanPickUpItem(ItemDefineID DefineID);// 0x28b1e18 void CallLuaTableFunction(FString tableName, FString FunctionName);// 0x28b1cd0 void CallLuaGlobalFunction(FString FunctionName);// 0x28b1c0c void BroadcastRespawnComplete();// 0x28b1bf8 -------------------------------- Class: LuaPlayerController.PlayerController.Controller.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x5e4, Size: 60] FString LuaFilePath;//[Offset: 0x620, Size: 12] -------------------------------- Class: LuaNetSerialization -------------------------------- Class: WeatherInfo FString WeatherLevelName;//[Offset: 0x0, Size: 12] int WeatherID;//[Offset: 0xc, Size: 4] float WeatherTime;//[Offset: 0x10, Size: 4] -------------------------------- Class: PlayerNetStats FString ClientAddr;//[Offset: 0x0, Size: 12] FString LocalAddr;//[Offset: 0xc, Size: 12] float AvgPing;//[Offset: 0x18, Size: 4] float MaxPing;//[Offset: 0x1c, Size: 4] float HighPingPercent;//[Offset: 0x20, Size: 4] -------------------------------- Class: GameModePlayerUpassInfo int updateTime;//[Offset: 0x0, Size: 4] int upassLevel;//[Offset: 0x4, Size: 4] int upassScore;//[Offset: 0x8, Size: 4] bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe, Size: 1] bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf, Size: 1] FString iconUrl;//[Offset: 0x10, Size: 12] bool mainSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int upassKeepBuy;//[Offset: 0x20, Size: 4] int upassCurValue;//[Offset: 0x24, Size: 4] int nUpassPrimePlusCard;//[Offset: 0x28, Size: 4] -------------------------------- Class: PlayerOBInfo bool IsEnableOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] uint64 UId;//[Offset: 0x8, Size: 8] int ZoneID;//[Offset: 0x10, Size: 4] uint32 PlayerKey;//[Offset: 0x14, Size: 4] int BattleMode;//[Offset: 0x18, Size: 4] bool ValidBattleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int GameCount;//[Offset: 0x20, Size: 4] int WinCount;//[Offset: 0x24, Size: 4] int TopTenCount;//[Offset: 0x28, Size: 4] int KillNum;//[Offset: 0x2c, Size: 4] float KDNum;//[Offset: 0x30, Size: 4] -------------------------------- Class: GameModePlayerItem int ItemTableID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] int[] AdditionIntData;//[Offset: 0x8, Size: 12] -------------------------------- Class: GameModePlayerRolewearInfo GameModePlayerItem[] RolewearInfo;//[Offset: 0x0, Size: 12] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: GameModePlayerPetInfo int PetId;//[Offset: 0x0, Size: 4] int PetLevel;//[Offset: 0x4, Size: 4] int PetCfgId;//[Offset: 0x8, Size: 4] int[] PetAvatarList;//[Offset: 0xc, Size: 12] -------------------------------- Class: GameModePlayerKnapsackExtInfo GameModePlayerKnapsackSingleInfo KnapsackExtInfo;//[Offset: 0x0, Size: 80] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] int WearIndex;//[Offset: 0x54, Size: 4] -------------------------------- Class: GameModePlayerKnapsackSingleInfo int Parachute;//[Offset: 0x0, Size: 4] int BagSkin;//[Offset: 0x4, Size: 4] int HelmetSkin;//[Offset: 0x8, Size: 4] int FlySkin;//[Offset: 0xc, Size: 4] int GrenadeSkin;//[Offset: 0x10, Size: 4] GameModePlayerConsumableAvatar ConsumableAvatarList;//[Offset: 0x14, Size: 16] GameModePlayerItem[] WeaponList;//[Offset: 0x24, Size: 12] GameModePlayerItem[] VehicleSkinList;//[Offset: 0x30, Size: 12] GameModePlayerItem[] BackPackPendantList;//[Offset: 0x3c, Size: 12] int ShowVehicleSkin;//[Offset: 0x48, Size: 4] int WingmanSkin;//[Offset: 0x4c, Size: 4] -------------------------------- Class: GameModePlayerConsumableAvatar int GrenadeAvatarShoulei;//[Offset: 0x0, Size: 4] int GrenadeAvatarSmoke;//[Offset: 0x4, Size: 4] int GrenadeAvatarStun;//[Offset: 0x8, Size: 4] int GrenadeAvatarBurn;//[Offset: 0xc, Size: 4] -------------------------------- Class: GameModePlayeWeaponSchemeInfo int SchemeIndex;//[Offset: 0x0, Size: 4] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] GameModePlayeWeaponSchemeSlotInfo[] SlotList;//[Offset: 0x8, Size: 12] -------------------------------- Class: GameModePlayeWeaponSchemeSlotInfo int SlotIndex;//[Offset: 0x0, Size: 4] int ItemId;//[Offset: 0x4, Size: 4] int Count;//[Offset: 0x8, Size: 4] int[] AttachList;//[Offset: 0xc, Size: 12] -------------------------------- Class: GameModePlayerItems GameModePlayerItem[] Items;//[Offset: 0x0, Size: 12] -------------------------------- Class: VehicleAvatarData int VehicleSkinID;//[Offset: 0x0, Size: 4] int[] VehicleStyleIDList;//[Offset: 0x4, Size: 12] VehicleAvatarStyle[] VehicleAvatarStyle;//[Offset: 0x10, Size: 12] -------------------------------- Class: VehicleAvatarStyle int ModelID;//[Offset: 0x0, Size: 4] int ColorID;//[Offset: 0x4, Size: 4] int PatternID;//[Offset: 0x8, Size: 4] int ParticleID;//[Offset: 0xc, Size: 4] -------------------------------- Class: GameModePlayerEquipmentAvatar int BagAvatar;//[Offset: 0x0, Size: 4] int HelmetAvatar;//[Offset: 0x4, Size: 4] int ArmorAvatar;//[Offset: 0x8, Size: 4] -------------------------------- Class: GameModeWeaponAvatarData int ParentID;//[Offset: 0x0, Size: 4] int AvatarSpecificID;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehicleAvatarSkinList int[] SkinList;//[Offset: 0x0, Size: 12] -------------------------------- Class: GameModePlayerExpressionItem.GameModePlayerItem -------------------------------- Class: GameModeWeaponDIYPlanData int WeaponAvatarID;//[Offset: 0x0, Size: 4] int PlanID;//[Offset: 0x4, Size: 4] -------------------------------- Class: GameModePlayerTaskData int task_id;//[Offset: 0x0, Size: 4] int process;//[Offset: 0x4, Size: 4] FString ext_info;//[Offset: 0x8, Size: 12] -------------------------------- Class: SpecialPickItem int item_id;//[Offset: 0x0, Size: 4] int cur_count;//[Offset: 0x4, Size: 4] int total_count;//[Offset: 0x8, Size: 4] -------------------------------- Class: DailyTaskStoreInfo int TaskId;//[Offset: 0x0, Size: 4] int State;//[Offset: 0x4, Size: 4] int Progress;//[Offset: 0x8, Size: 4] -------------------------------- Class: LobbyWatchInfo uint32 WatchedPlayerKey;//[Offset: 0x0, Size: 4] bool bIsHawkEyeSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: GameModePlayerParams bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FString PlanetailResLink;//[Offset: 0x4, Size: 12] uint64 UId;//[Offset: 0x10, Size: 8] FString OpenID;//[Offset: 0x18, Size: 12] int8 PlatID;//[Offset: 0x24, Size: 1] FName PlayerType;//[Offset: 0x28, Size: 8] FString PlayerName;//[Offset: 0x30, Size: 12] uint32 PlayerKey;//[Offset: 0x3c, Size: 4] int TeamID;//[Offset: 0x40, Size: 4] int64 IdxInTeam;//[Offset: 0x48, Size: 8] int PlayerBornPointID;//[Offset: 0x50, Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1] byte gender;//[Offset: 0x56, Size: 1] FString PIC_URL;//[Offset: 0x58, Size: 12] int Level;//[Offset: 0x64, Size: 4] int Segment_Level;//[Offset: 0x68, Size: 4] int AceImprintShowId;//[Offset: 0x6c, Size: 4] int AceImprintBaseId;//[Offset: 0x70, Size: 4] int AvatarBoxId;//[Offset: 0x74, Size: 4] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78, Size: 1] uint64 MLAIDisplayUID;//[Offset: 0x80, Size: 8] GameModePlayerItem[] ItemList;//[Offset: 0x88, Size: 12] GameModePlayerItem[] fireworksInfo;//[Offset: 0x94, Size: 12] int[] equip_plating_list;//[Offset: 0xa0, Size: 12] GameModePlayerRolewearInfo[] AllWear;//[Offset: 0xac, Size: 12] int RolewearIndex;//[Offset: 0xb8, Size: 4] GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0xbc, Size: 12] GameModePlayerTaskData[] TaskDataList;//[Offset: 0xc8, Size: 12] GameModePlayerItem[] WeaponAvatarList;//[Offset: 0xd4, Size: 12] GameModePlayerItem[] VehicleAvatarList;//[Offset: 0xe0, Size: 12] VehicleAvatarData[] VehicleAdvanceAvatarList;//[Offset: 0xec, Size: 12] GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0xf8, Size: 12] GameModeWeaponDIYPlanData[] WeaponDIYPlanData;//[Offset: 0x104, Size: 12] int VehicleSkinInReady;//[Offset: 0x110, Size: 4] GameModePlayerAliasInfo AliasInfo;//[Offset: 0x114, Size: 52] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x148, Size: 44] GameModePlayerPetInfo PetInfo;//[Offset: 0x174, Size: 24] GameModePlayerKnapsackExtInfo[] KnapsackExtInfoList;//[Offset: 0x18c, Size: 12] GameModePlayeWeaponSchemeInfo[] WeaponSchemeInfoList;//[Offset: 0x198, Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x1a4, Size: 4] int PveLevel;//[Offset: 0x1a8, Size: 4] int[] CharSkillList;//[Offset: 0x1ac, Size: 12] GameModePlayerBanChat banChat;//[Offset: 0x1b8, Size: 16] GameModePlayerBanChat banTarget;//[Offset: 0x1c8, Size: 16] SpecialPickItem[] SpecialPickItem;//[Offset: 0x1d8, Size: 12] AchievementPrize EquippedAchievementPrize;//[Offset: 0x1e4, Size: 12] int[] audioChat;//[Offset: 0x1f0, Size: 12] FName CurrentPlayerState;//[Offset: 0x200, Size: 8] FName CurrentCharacterState;//[Offset: 0x208, Size: 8] float SyncedTimestamp;//[Offset: 0x210, Size: 4] float DestinyValue;//[Offset: 0x214, Size: 4] float WarmScore;//[Offset: 0x218, Size: 4] float AIAllocMarkValue;//[Offset: 0x21c, Size: 4] int LeaderCount;//[Offset: 0x220, Size: 4] uint64 LastGameLeaderUID;//[Offset: 0x228, Size: 8] uint64[] LastGameTeammatesUID;//[Offset: 0x230, Size: 12] uint64 LastGameBattleID;//[Offset: 0x240, Size: 8] float RatingScore;//[Offset: 0x248, Size: 4] bool bDoPlayerUseAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c, Size: 1] float MaxRankingScore;//[Offset: 0x250, Size: 4] bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254, Size: 1] uint64 WatchPlayerKey;//[Offset: 0x258, Size: 8] bool bIsHawkEyeSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260, Size: 1] int HawkEyeSpectateMaxMatchCount;//[Offset: 0x264, Size: 4] int HawkEyeSpectateUsedMatchCount;//[Offset: 0x268, Size: 4] byte PlatformGender;//[Offset: 0x26c, Size: 1] int planeAvatarId;//[Offset: 0x270, Size: 4] int DyeDebugFlag;//[Offset: 0x274, Size: 4] FString Nation;//[Offset: 0x278, Size: 12] int MatchLabel;//[Offset: 0x284, Size: 4] int AnchorPlatColorID;//[Offset: 0x288, Size: 4] int AnchorPlatResID;//[Offset: 0x28c, Size: 4] bool OnlyTeammateSeeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290, Size: 1] int64 LastGameResultTime;//[Offset: 0x298, Size: 8] int64 CorpsID;//[Offset: 0x2a0, Size: 8] int64 CampID;//[Offset: 0x2a8, Size: 8] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b0, Size: 1] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b1, Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b2, Size: 1] FString IpCountryStr;//[Offset: 0x2b4, Size: 12] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c0, Size: 1] int VeteranRecruitIndex;//[Offset: 0x2c4, Size: 4] int MatchStrategyLabel;//[Offset: 0x2c8, Size: 4] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x2cc, Size: 12] int LandId;//[Offset: 0x2d8, Size: 4] int FollowType;//[Offset: 0x2dc, Size: 4] uint64 FollowUID;//[Offset: 0x2e0, Size: 8] uint32 TaskSyncToDsTs;//[Offset: 0x2e8, Size: 4] BornItem[] BornItems;//[Offset: 0x2ec, Size: 12] uint64 LuckmateUID;//[Offset: 0x2f8, Size: 8] int CollectedEventType;//[Offset: 0x300, Size: 4] -------------------------------- Class: GameModePlayerAliasInfo int AliasID;//[Offset: 0x0, Size: 4] FString AliasTitle;//[Offset: 0x4, Size: 12] FString AliasNation;//[Offset: 0x10, Size: 12] int AliasRank;//[Offset: 0x1c, Size: 4] FString AliasPartnerName;//[Offset: 0x20, Size: 12] int AliasPartnerRelation;//[Offset: 0x2c, Size: 4] int AliasRankID;//[Offset: 0x30, Size: 4] -------------------------------- Class: GameModePlayerBanChat int end_time;//[Offset: 0x0, Size: 4] FString Reason;//[Offset: 0x4, Size: 12] -------------------------------- Class: AchievementPrize int MedalAvatarID;//[Offset: 0x0, Size: 4] int NotifyTitleAvatarID;//[Offset: 0x4, Size: 4] int ScoreBoardAvatarID;//[Offset: 0x8, Size: 4] -------------------------------- Class: ItemDefineID int Type;//[Offset: 0x0, Size: 4] int TypeSpecificID;//[Offset: 0x4, Size: 4] bool bValidItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bValidInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] uint64 InstanceID;//[Offset: 0x10, Size: 8] -------------------------------- Class: AdvertisementActorConfig FString ResPath;//[Offset: 0x0, Size: 12] FString HttpImgPath;//[Offset: 0xc, Size: 12] Vector Loc;//[Offset: 0x18, Size: 12] Rotator Rot;//[Offset: 0x24, Size: 12] Vector Scale;//[Offset: 0x30, Size: 12] int ID;//[Offset: 0x3c, Size: 4] -------------------------------- Class: UAEAdvertisementActor.StaticMeshActor.Actor.Object StaticMesh* StaticMesh;//[Offset: 0x304, Size: 4] FString StaticMeshPath;//[Offset: 0x308, Size: 12] FString PicUrl;//[Offset: 0x314, Size: 12] int ID;//[Offset: 0x320, Size: 4] FrontendHUD* FrontendHUD;//[Offset: 0x324, Size: 4] float NetCullDistance;//[Offset: 0x32c, Size: 4] void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);// 0x289b318 void OnRep_PicURL();// 0x289b2f0 void OnRep_MeshPath();// 0x289b304 void OnRep_Id();// 0x289b2f0 -------------------------------- Class: StaticMeshActor.Actor.Object StaticMeshComponent* StaticMeshComponent;//[Offset: 0x2fc, Size: 4] bool bStaticMeshReplicateMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x301, Size: 1] -------------------------------- Class: MissionBoardConfig FString ResPath;//[Offset: 0x0, Size: 12] Vector Loc;//[Offset: 0xc, Size: 12] Rotator Rot;//[Offset: 0x18, Size: 12] Vector Scale;//[Offset: 0x24, Size: 12] float Progress;//[Offset: 0x30, Size: 4] FString CountOrTime;//[Offset: 0x34, Size: 12] int TipId;//[Offset: 0x40, Size: 4] -------------------------------- Class: ItemGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.LuaActorComponent.ActorComponent.Object Vector ItemGenerateOffset;//[Offset: 0x20c, Size: 12] byte BornIslandGroupType;//[Offset: 0x218, Size: 1] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x219, Size: 1] ItemGenerateStatisticsData ItemStatisticsData;//[Offset: 0x21c, Size: 208] IgnoreItemClassPathSet;//[Offset: 0x2ec, Size: 60] SpotGroupProperty[] SpotGroupPropertys;//[Offset: 0x328, Size: 12] bool UseSpotGroupPropertysEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] bool UseAreaID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x335, Size: 1] FString[] AreaIDList;//[Offset: 0x338, Size: 12] ItemRegionCircle[] ReplacedGeneratorRegionMap;//[Offset: 0x344, Size: 12] SpotGroupProperty[] SpotGroupPropertysEx;//[Offset: 0x350, Size: 12] ExtraItemSpawn[] ExtraSpawnItemsList;//[Offset: 0x35c, Size: 12] SpotGroupPropertysDic;//[Offset: 0x368, Size: 60] SpotGroupProperty DefaultSpotGroupProperty;//[Offset: 0x3a4, Size: 32] CurveFloat* SpotRateCurve;//[Offset: 0x3c4, Size: 4] CurveFloat* ItemRateCurve;//[Offset: 0x3c8, Size: 4] CategoryRates;//[Offset: 0x3cc, Size: 60] ItemGenerateSpawnDatas;//[Offset: 0x408, Size: 60] Actor*[] BornIslandItems;//[Offset: 0x444, Size: 12] ItemGroupSpotSceneComponent*[] AllValidGroups;//[Offset: 0x450, Size: 12] bool bIsGenerateBornIslandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45c, Size: 1] bool bIsGenerateMainlandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45d, Size: 1] bool bIsGenerateWorldTileItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45e, Size: 1] DateTime GenerateBornIslandTime;//[Offset: 0x460, Size: 8] DateTime GenerateMainlandTime;//[Offset: 0x468, Size: 8] bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x470, Size: 1] RepeatItemSpotData[] AllRepeatItemSpotData;//[Offset: 0x4b0, Size: 12] ItemGenerateSpawnClass[] AllItemSpotDataToTick;//[Offset: 0x4c8, Size: 12] FString CookedBandFilePath;//[Offset: 0x510, Size: 12] bool bIsAreaItemLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558, Size: 1] AreaItemsLimitEdit[] AreaItemsLimit;//[Offset: 0x55c, Size: 12] AreaItemsLimitMaps;//[Offset: 0x568, Size: 60] int DSSwitchSyncLoadId;//[Offset: 0x5a4, Size: 4] bool bUseDynamicSpotConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a8, Size: 1] DynamicSpotConfig[] DynamicSpotConfigs;//[Offset: 0x5ac, Size: 12] bool bEnablePreCalculate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f4, Size: 1] int RandomSpotCountPerTick;//[Offset: 0x5f8, Size: 4] delegate PreCalculateCompleted;//[Offset: 0x638, Size: 12] bool bCheckPreCalculateComplete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x644, Size: 1] bool bEnablePrimeItemCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x645, Size: 1] PrimeItemCircleConfig[] PrimeItemCircleConfigs;//[Offset: 0x648, Size: 12] SpotGroupObjectsMapByLoc;//[Offset: 0x66c, Size: 60] void WriteItemSpotStatisticsDatas();// 0x288c598 void WriteItemClassStatisticsDatas_V15();// 0x1f6b840 void WriteItemClassStatisticsDatas();// 0x288c584 void WriteGroupStatisticsDatas();// 0x288c570 void WriteBuildingStatisticsDatas();// 0x288c55c void WriteAreaItemStatisticsDatas();// 0x288c548 void WriteAllStatisticsDatasToLog();// 0x1f7ea7c void WriteAllStatisticsDatas();// 0x2114134 void SetCatetoryRate( Rates);// 0x288c39c void RegisterItemGenerateSpawnData(ItemGenerateSpawnData Data);// 0x288c2b8 void RegisterBornIslandItem(Actor* Item);// 0x2007c68 UAEDataTable* ReadItemGenerateTable(FString TablePath);// 0x288c158 ItemGroupSpotSceneComponent* RandomSingleGroup(out GroupSpotSceneComponent*[] Groups, out const SpotGroupProperty GroupProperty);// 0x288bfa0 ItemGenerateSpawnData RandomItemGenerateSpawnData(out ItemGenerateSpawnData[] Items);// 0x288bd74 void RandomGroupsByType(out const SpotGroupProperty GroupProperty);// 0x288bc5c void RandomBornIslandGroups();// 0x1f7e744 void OnAsyncLoadItemClassFinish(class Actor ActorClassPtr, ItemGenerateSpawnClass SpawnClass);// 0x288ba08 void LuaCustomFunctionAfterGenerate(out ItemGenerateSpawnClass SpawnClass, Actor* ItemActor);// 0x288b8c0 bool LuaAddRandomItemClassArray(ItemGenerateSpawnClass SpawnClass);// 0x288b7a0 void LoadItemGenerateTable();// 0x1fc0dcc bool IsCatetoryEnabled();// 0x288b778 void InitCatetorys();// 0x288b764 void InitCategoryEx();// 0x288b750 Vector[] GetSpotLocsByTag(FString ExTag);// 0x288b60c SpotGroupProperty GetSpotGroupPropertyByGroupType(byte SpotGroupType);// 0x288b4e4 bool GetRandomItemClassArray(out FString Value, out FString Category, out ItemGenerateSpawnClass[] Results, bool RepeatGenerateItem, ItemSpotSceneComponent* SpotComponent);// 0x288b204 int GetItemDefineID(class Object PickUpClass);// 0x2c90a38 float GetCatetoryRate(FString Catetory);// 0x288b13c void GenerateSpotOnTick(float DeltaTime);// 0x1ff2914 Vector FindASpawnLoc(World* InWorld, const Vector TraceStart);// 0x288b064 void EnablePrimeItemCircle(Vector Center, int Radius, int PrimeConfigIndex);// 0x288af68 void EnableDynamicSpotConfigByIndex(int DynamicIndex);// 0x288aef0 void DoPickUp(int ItemSpotDataIndex, FString Value, FString Category);// 0x288ad64 void DeleteBornIslandItems();// 0x288ad50 bool CheckShouldGenerateItem(int ItemId);// 0x288acc8 void CheckRecoverItems();// 0x288acb4 void AddIgnoreItemClassPath(out const FString[] IgnoreItemClassList);// 0x288ab80 -------------------------------- Class: BaseGeneratorComponent.ItemActorComponent.LuaActorComponent.ActorComponent.Object bool bWorldTileGenerator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x149, Size: 1] bool bModeStateControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14a, Size: 1] int GenerateSpotCountPerTick;//[Offset: 0x14c, Size: 4] FString ItemTableName;//[Offset: 0x150, Size: 12] FString[] ItemSpawnTableList;//[Offset: 0x15c, Size: 12] UAEDataTable* ItemTable;//[Offset: 0x168, Size: 4] bool IsWriteStatisticsToLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1] AllGroupSpots;//[Offset: 0x170, Size: 60] SpotSceneComponent*[] AllSpotsToTick;//[Offset: 0x1ac, Size: 12] WorldTileSpots;//[Offset: 0x1b8, Size: 60] FString CookedFilePath;//[Offset: 0x1f4, Size: 12] FString[] CookedFileAddPathArray;//[Offset: 0x200, Size: 12] void RegisterWorldTileSpot(SpotSceneComponent* Spot);// 0x1ff2994 void RegisterSpotComponentToTick(SpotSceneComponent* SpotComponent);// 0x1ff1a74 void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1ff17e4 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x2871aac void GeneratorWorldTileSpots(out WorldTileSpotArray SpotArray);// 0x28719e0 void GenerateSpots();// 0x20fc424 void GenerateSpotOnTick(float DeltaTime);// 0x1ff2914 Actor* GeneratePickupActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod, ItemGenerateSpawnClass ItemData);// 0x2871790 void CheckTileLevelsVisible();// 0x287177c -------------------------------- Class: ItemActorComponent.LuaActorComponent.ActorComponent.Object -------------------------------- Class: LuaActorComponent.ActorComponent.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x100, Size: 60] FString LuaFilePath;//[Offset: 0x13c, Size: 12] void UnRegistLuaTick();// 0x53e8c9c void RegistLuaTick(float TickInterval);// 0x53e90b8 -------------------------------- Class: GroupSpotComponentArray byte GroupType;//[Offset: 0x0, Size: 1] GroupSpotSceneComponent*[] AllGroupComponents;//[Offset: 0x4, Size: 12] -------------------------------- Class: SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte SpotType;//[Offset: 0x25d, Size: 1] int ID;//[Offset: 0x260, Size: 4] int WorldCompositionID;//[Offset: 0x264, Size: 4] float HalfHeight;//[Offset: 0x268, Size: 4] int SpotProbability;//[Offset: 0x26c, Size: 4] float LineOffsetZ;//[Offset: 0x270, Size: 4] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274, Size: 1] bool bIsSpotValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275, Size: 1] void SetSpotValid(bool Valid);// 0x21a9a08 bool LineTraceSingle(Object* WorldContextObject, const Vector Start, const Vector End, bool bTraceComplex, out const Actor*[] ActorsToIgnore, out HitResult OutHit, bool bIgnoreSelf);// 0x289a8bc bool IsSpotValid();// 0x289a88c FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x289a6c0 bool GenerateSpot();// 0x288f750 Actor* GenerateActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod);// 0x289a548 -------------------------------- Class: SpotWeight FString Name;//[Offset: 0x0, Size: 12] int Weight;//[Offset: 0xc, Size: 4] -------------------------------- Class: WorldTileSpotArray int WorldCompositionID;//[Offset: 0x0, Size: 4] SpotSceneComponent*[] AllSpotComponents;//[Offset: 0x4, Size: 12] -------------------------------- Class: ItemGenerateSpawnClass int ID;//[Offset: 0x0, Size: 4] class Object* ItemClass;//[Offset: 0x4, Size: 4] FString ItemPath;//[Offset: 0x8, Size: 12] int ItemCount;//[Offset: 0x14, Size: 4] FString MetaData;//[Offset: 0x18, Size: 12] FString ItemValue;//[Offset: 0x24, Size: 12] FString ItemCategory;//[Offset: 0x30, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] bool IsNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] Vector SpotGenerateLoc;//[Offset: 0x40, Size: 12] Vector SpotGroupLoc;//[Offset: 0x4c, Size: 12] Rotator SpotRotator;//[Offset: 0x58, Size: 12] int SpotPercent;//[Offset: 0x64, Size: 4] FString SpotDefaultTag;//[Offset: 0x6c, Size: 12] Actor* HostActor;//[Offset: 0x80, Size: 4] Actor* AttachedActor;//[Offset: 0x84, Size: 4] int SpotIndex;//[Offset: 0x9c, Size: 4] bool Random;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1, Size: 1] Vector RelativeLoc;//[Offset: 0xa4, Size: 12] -------------------------------- Class: ItemGenerateStatisticsData int AllGroupSpotCount;//[Offset: 0x0, Size: 4] int AllValidGroupSpotCount;//[Offset: 0x4, Size: 4] int AllSpotCount;//[Offset: 0x8, Size: 4] int AllValidSpotCount;//[Offset: 0xc, Size: 4] GroupStatisticsData;//[Offset: 0x10, Size: 60] BuildingStatisticsData;//[Offset: 0x4c, Size: 60] ItemStatisticsData;//[Offset: 0x88, Size: 60] AreaItemStatisticsData[] AreaItemStatisticsData;//[Offset: 0xc4, Size: 12] -------------------------------- Class: ItemGroupStatisticsData.TableRowBase byte SpotGroupType;//[Offset: 0x4, Size: 1] int AllGroupSpotCount;//[Offset: 0x8, Size: 4] int AllValidGroupSpotCount;//[Offset: 0xc, Size: 4] int AllSpotCount;//[Offset: 0x10, Size: 4] int AllValidSpotCount;//[Offset: 0x14, Size: 4] -------------------------------- Class: BuildingStatisticsData.TableRowBase FString BuildingName;//[Offset: 0x4, Size: 12] float BuildingLocationX;//[Offset: 0x10, Size: 4] float BuildingLocationY;//[Offset: 0x14, Size: 4] int AllGroupSpotCount;//[Offset: 0x18, Size: 4] int AllValidGroupSpotCount;//[Offset: 0x1c, Size: 4] int AllSpotCount;//[Offset: 0x20, Size: 4] int AllValidSpotCount;//[Offset: 0x24, Size: 4] SpotStatisticsData;//[Offset: 0x28, Size: 60] -------------------------------- Class: ItemSpotStatisticsData.TableRowBase byte SpotType;//[Offset: 0x4, Size: 1] int AllSpotCount;//[Offset: 0x8, Size: 4] int AllValidSpotCount;//[Offset: 0xc, Size: 4] -------------------------------- Class: ItemClassStatisticsData.TableRowBase FString ItemPath;//[Offset: 0x4, Size: 12] bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int ItemCount;//[Offset: 0x14, Size: 4] FString ItemTogetherPath;//[Offset: 0x18, Size: 12] int ItemTogetherCount;//[Offset: 0x24, Size: 4] bool bValidTogetherPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] -------------------------------- Class: AreaItemStatisticsData.TableRowBase FString ItemName;//[Offset: 0x4, Size: 12] int UId;//[Offset: 0x10, Size: 4] int ItemId;//[Offset: 0x14, Size: 4] int GroupType;//[Offset: 0x18, Size: 4] int SpotType;//[Offset: 0x1c, Size: 4] FString AreaName;//[Offset: 0x20, Size: 12] Vector Location;//[Offset: 0x2c, Size: 12] float X;//[Offset: 0x38, Size: 4] float Y;//[Offset: 0x3c, Size: 4] int GameTime;//[Offset: 0x40, Size: 4] -------------------------------- Class: SpotGroupProperty byte SpotGroupType;//[Offset: 0x0, Size: 1] int SpotGroupPercent;//[Offset: 0x4, Size: 4] SpotTypeProperty[] SpotTypeProperties;//[Offset: 0x8, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float RepeatGenerateItemCDMin;//[Offset: 0x18, Size: 4] float RepeatGenerateItemCDMax;//[Offset: 0x1c, Size: 4] -------------------------------- Class: SpotTypeProperty byte SpotType;//[Offset: 0x0, Size: 1] int SpotPercentMin;//[Offset: 0x4, Size: 4] int SpotPercentMax;//[Offset: 0x8, Size: 4] int SpotPercentDot;//[Offset: 0xc, Size: 4] int ItemPerSpotMin;//[Offset: 0x10, Size: 4] int ItemPerSpotMax;//[Offset: 0x14, Size: 4] SpotWeight[] WeightsPerValue;//[Offset: 0x18, Size: 12] SpotWeight[] WeightsPerCategory;//[Offset: 0x24, Size: 12] -------------------------------- Class: ItemRegionCircle Vector Center;//[Offset: 0x0, Size: 12] float Radius;//[Offset: 0xc, Size: 4] float RadiusSquared2D;//[Offset: 0x10, Size: 4] -------------------------------- Class: ExtraItemSpawn int SpawnPercent;//[Offset: 0x0, Size: 4] FString SpawnItemValue;//[Offset: 0x4, Size: 12] FString SpawnItemCategory;//[Offset: 0x10, Size: 12] -------------------------------- Class: ItemGenerateSpawnDataArray FString ValueCatetory;//[Offset: 0x0, Size: 12] ItemGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0xc, Size: 12] -------------------------------- Class: ItemGenerateSpawnData int KeyID;//[Offset: 0x0, Size: 4] FString ItemValue;//[Offset: 0x4, Size: 12] FString ItemCategory;//[Offset: 0x10, Size: 12] int ItemWeight;//[Offset: 0x1c, Size: 4] FString ItemPath;//[Offset: 0x20, Size: 12] int ItemStackCount;//[Offset: 0x2c, Size: 4] FString ItemTogetherPath;//[Offset: 0x30, Size: 12] int ItemTogetherStackCount;//[Offset: 0x3c, Size: 4] int ItemTogetherCountMin;//[Offset: 0x40, Size: 4] int ItemTogetherCountMax;//[Offset: 0x44, Size: 4] -------------------------------- Class: ItemGroupSpotSceneComponent.GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object ItemGeneratorComponent* ItemGenerator;//[Offset: 0x270, Size: 4] ItemSpotSceneComponent*[] SpotsCacheCur;//[Offset: 0x274, Size: 12] ItemSpotSceneComponent*[] SpotsCacheAll;//[Offset: 0x280, Size: 12] void SetGroupProperty(ItemGeneratorComponent* Generator, out const SpotGroupProperty Property);// 0x288dc2c void RepeatSpots();// 0x288dc18 void RepeatSingleSpot(ItemSpotSceneComponent* Spot);// 0x288dba0 void RandomSpotByType(byte SpotType, out ItemSpotSceneComponent*[] AllSpots, out const SpotTypeProperty Property);// 0x288da04 void RandomSingleSpot(out ItemSpotSceneComponent*[] Spots, out const SpotTypeProperty Property);// 0x288d8b4 float RandomRepeatGenerateItemCD(out const SpotGroupProperty GroupProperty);// 0x288d790 -------------------------------- Class: ItemSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object int AIGroupID;//[Offset: 0x278, Size: 4] bool bForceSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27c, Size: 1] byte SpotGroupType;//[Offset: 0x27e, Size: 1] float RepeatGenerateItemCD;//[Offset: 0x280, Size: 4] ItemGeneratorComponent* ItemGenerator;//[Offset: 0x284, Size: 4] ItemGenerateSpawnClass[] AllItems;//[Offset: 0x288, Size: 12] GroupSpotSceneComponent* GroupSpotSceneComponent;//[Offset: 0x294, Size: 4] CacheItemValeCategory;//[Offset: 0x298, Size: 60] Actor*[] CacheItems;//[Offset: 0x2d4, Size: 12] void SetSpotProperty(int CompositionID, byte GroupType, ItemGeneratorComponent* Generator, out const SpotTypeProperty Property, GroupSpotSceneComponent* Component, bool RepeatGenerateItem);// 0x288f838 void RepeatSpotProperty(out const SpotTypeProperty Property);// 0x288f780 bool GenerateSpot();// 0x288f750 void GenerateItems(out ItemGenerateSpawnClass[] AllItemClass);// 0x288f64c void DoPickUp(FString ItemValue, FString ItemCategory);// 0x288f3dc int CountCacheItemValeCategory();// 0x288f3b4 void ClearCacheItems();// 0x288f3a0 -------------------------------- Class: DateTime -------------------------------- Class: RepeatItemSpotData float RepeatGenerateCD;//[Offset: 0xa0, Size: 4] int64 LastGenerateItemTime;//[Offset: 0xa8, Size: 8] CacheItemValeCategory;//[Offset: 0xb0, Size: 60] -------------------------------- Class: AreaItemsLimitEdit int AreaX;//[Offset: 0x0, Size: 4] int AreaY;//[Offset: 0x4, Size: 4] GenerateItemLimit[] ItemsMaxLimitEdit;//[Offset: 0x8, Size: 12] GenerateItemLimit[] ItemsMinLimitEdit;//[Offset: 0x14, Size: 12] -------------------------------- Class: GenerateItemLimit int ItemId;//[Offset: 0x0, Size: 4] int ItemNum;//[Offset: 0x4, Size: 4] FString WrapperPath;//[Offset: 0x8, Size: 12] -------------------------------- Class: RegionID -------------------------------- Class: AreaItemsLimit RegionID RegionID;//[Offset: 0x0, Size: 12] bool IsBeginGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] bool IsCheckRecoverItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] Vector[] AvailablePosi;//[Offset: 0x10, Size: 12] ItemsMaxLimit;//[Offset: 0x1c, Size: 60] ItemsMinLimit;//[Offset: 0x58, Size: 60] -------------------------------- Class: AreaItemsNum int LimitNum;//[Offset: 0x0, Size: 4] int CurNum;//[Offset: 0x4, Size: 4] FString WrapperPath;//[Offset: 0x8, Size: 12] -------------------------------- Class: DynamicSpotConfig FString DynamicSpotPath;//[Offset: 0x0, Size: 12] CustomSpotConfig CustomSpotConfig;//[Offset: 0xc, Size: 16] SpotGroupProperty[] SpotGroupProperties;//[Offset: 0x1c, Size: 12] -------------------------------- Class: CustomSpotConfig bool bGroupNumCtrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int NeedGroupMin;//[Offset: 0x4, Size: 4] int NeedGroupMax;//[Offset: 0x8, Size: 4] bool bUseCookedRotator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: PrimeItemCircleConfig SpotGroupProperty[] PrimeItemCircleProperties;//[Offset: 0x0, Size: 12] -------------------------------- Class: UAESpotGroupObject.Object Object* Host;//[Offset: 0x4c, Size: 4] -------------------------------- Class: VehicleAndTreasureBoxGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.LuaActorComponent.ActorComponent.Object bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c, Size: 1] bool bCanBackupVehicleSpotDatas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20d, Size: 1] VehicleSpotSceneComponent*[] VehicleSpotSceneComponentList;//[Offset: 0x210, Size: 12] byte RegionType;//[Offset: 0x21c, Size: 1] BackupVehicleSpotData[] BackupVehicleSpotDatas;//[Offset: 0x220, Size: 12] VehicleSpotProperty[] VehicleSpotPropertys;//[Offset: 0x22c, Size: 12] TreasureBoxSpotProperty[] TreasureBoxSpotPropertys;//[Offset: 0x238, Size: 12] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] bool bIsRandom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245, Size: 1] AllVehicleSpots;//[Offset: 0x248, Size: 60] AllTreasureBoxSpots;//[Offset: 0x284, Size: 60] VehicleGenerateSpawnDatas;//[Offset: 0x2c0, Size: 60] VehicleGenerateStatisticsData VehicleStatisticsData;//[Offset: 0x2fc, Size: 72] UAEDataTable* VehicleDataTable;//[Offset: 0x344, Size: 4] void WriteVehicleSpotStatisticsDatas_V15();// 0x1f6b840 void WriteVehicleSpotStatisticsDatas();// 0x1f6b840 void WriteVehicleClassStatisticsDatas_V15();// 0x1f6b840 void WriteVehicleClassStatisticsDatas();// 0x1f6b840 void WriteAllVehicleStatisticsDatasToLog();// 0x1f6b840 void WriteAllVehicleStatisticsDatas_V15();// 0x1f6b840 void WriteAllVehicleStatisticsDatas();// 0x1f6b840 void RegisterVehicleGenerateSpawnData(VehicleGenerateSpawnData Data);// 0x28bf5e0 void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1ff17e4 void RandomTreasureBoxSpotsByType(out TreasureBoxSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x28bf40c void RandomTreasureBoxSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out TreasureBoxSpotProperty Property);// 0x28bf238 void RandomSpotsByType(out VehicleSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x28bf064 void RandomSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out VehicleSpotProperty Property);// 0x28bee90 void RandomGroups();// 0x1fc102c void LoadVehicleGenerateTable();// 0x2c90a38 VehicleGenerateRandomInfo GetVehicleSpotRandomInfoWithCategory(out VehicleSpotProperty SpotProperty, FString Category);// 0x28beb24 VehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(byte SpotType);// 0x28be994 VehicleGenerateRandomInfo GetVehicleSpotRandomInfo(out VehicleSpotProperty SpotProperty);// 0x28be74c VehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(out TreasureBoxSpotProperty SpotProperty);// 0x28be504 VehicleGenerateSpawnData GetRandomVehicleClass(FString Category);// 0x28be298 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x2871aac void GenerateSpotOnTick(float DeltaTime);// 0x1ff2914 bool DynamicSpawnVehicleBySpotId(int ID, FString Category);// 0x28be0f0 void DeleteGroups();// 0x28be0dc bool CanDynamicSpawnVehicle(Vector SpawnLocation, Vector TestLocationOffset, Vector TestBoxSize);// 0x28bdfc4 void AddVehicleSpotCount(byte SpotType, FString Path, float LocationX, float LocationY, float LocationZ);// 0x28bdd4c void AddVehicleClassCount(FString Path, bool IsValid, int Count);// 0x28bdb60 -------------------------------- Class: VehicleSpotSceneComponent.SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte SpotGroupType;//[Offset: 0x27c, Size: 1] byte RegionType;//[Offset: 0x27d, Size: 1] bool bHasGenerateSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27e, Size: 1] bool bRandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27f, Size: 1] float RandomRotationMin;//[Offset: 0x280, Size: 4] float RandomRotationMax;//[Offset: 0x284, Size: 4] VehicleGenerateRandomInfo SpotRandomInfo;//[Offset: 0x288, Size: 32] bool IsEnableVehicleSpawnRestore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a8, Size: 1] float VehicleSpawnRestoreOffset;//[Offset: 0x2ac, Size: 4] void SetSpotRandomInfo(out VehicleGenerateRandomInfo RandomInfo);// 0x28c16d8 bool GenerateSpot();// 0x288f750 -------------------------------- Class: VehicleGenerateRandomInfo FString VehicleType;//[Offset: 0x0, Size: 12] FString VehiclePath;//[Offset: 0xc, Size: 12] float FuelPercent;//[Offset: 0x18, Size: 4] bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] -------------------------------- Class: BackupVehicleSpotData int ID;//[Offset: 0x0, Size: 4] byte SpotGroupType;//[Offset: 0x4, Size: 1] byte SpotType;//[Offset: 0x5, Size: 1] Vector SpotGenerateLoc;//[Offset: 0x8, Size: 12] Rotator SpotRotator;//[Offset: 0x14, Size: 12] bool bRandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool bUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] -------------------------------- Class: VehicleSpotProperty byte SpotType;//[Offset: 0x0, Size: 1] SpotWeight[] WeightsPerCategory;//[Offset: 0x4, Size: 12] int FuelPercentMin;//[Offset: 0x10, Size: 4] int FuelPercentMax;//[Offset: 0x14, Size: 4] bool bActiveByStartVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] byte RandomType;//[Offset: 0x19, Size: 1] float TotalCountMultiplierWithPalyerCount;//[Offset: 0x1c, Size: 4] int TotalCountRangeMin;//[Offset: 0x20, Size: 4] int TotalCountRangeMax;//[Offset: 0x24, Size: 4] float ProbabilityPersent;//[Offset: 0x28, Size: 4] float ProbabilityPersentWithPalyerCount;//[Offset: 0x2c, Size: 4] -------------------------------- Class: TreasureBoxSpotProperty byte SpotType;//[Offset: 0x0, Size: 1] SpotWeight[] WeightsPerCategory;//[Offset: 0x4, Size: 12] int TotalCountRangeMin;//[Offset: 0x10, Size: 4] int TotalCountRangeMax;//[Offset: 0x14, Size: 4] -------------------------------- Class: VehicleSpotComponentArray byte SpotType;//[Offset: 0x0, Size: 1] VehicleSpotSceneComponent*[] AllSpots;//[Offset: 0x4, Size: 12] -------------------------------- Class: VehicleGenerateSpawnDataArray FString Catetory;//[Offset: 0x0, Size: 12] VehicleGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0xc, Size: 12] -------------------------------- Class: VehicleGenerateSpawnData int KeyID;//[Offset: 0x0, Size: 4] FString VehicleType;//[Offset: 0x4, Size: 12] FString VehiclePath;//[Offset: 0x10, Size: 12] int VehicleWeight;//[Offset: 0x1c, Size: 4] bool SnapFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] -------------------------------- Class: VehicleGenerateStatisticsData VehicleSpotStatisticsData[] VehicleSpotStatisticsData;//[Offset: 0x0, Size: 12] VehicleClassStatisticsData;//[Offset: 0xc, Size: 60] -------------------------------- Class: VehicleSpotStatisticsData.TableRowBase byte SpotType;//[Offset: 0x4, Size: 1] FString VehiclePath;//[Offset: 0x8, Size: 12] float VehicleLocationX;//[Offset: 0x14, Size: 4] float VehicleLocationY;//[Offset: 0x18, Size: 4] float VehicleLocationZ;//[Offset: 0x1c, Size: 4] -------------------------------- Class: VehicleClassStatisticsData.TableRowBase FString VehiclePath;//[Offset: 0x4, Size: 12] bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int AllVehicleCount;//[Offset: 0x14, Size: 4] -------------------------------- Class: SeasonStatueData FString Name;//[Offset: 0x0, Size: 12] Vector Loc;//[Offset: 0xc, Size: 12] Rotator Rot;//[Offset: 0x18, Size: 12] Vector Scale;//[Offset: 0x24, Size: 12] FString Nation;//[Offset: 0x30, Size: 12] int AGender;//[Offset: 0x3c, Size: 4] int Head;//[Offset: 0x40, Size: 4] int Hair;//[Offset: 0x44, Size: 4] int WeaponId;//[Offset: 0x48, Size: 4] int[] AvatarList;//[Offset: 0x4c, Size: 12] GameModePlayerItem[] AvatarWithAdditionList;//[Offset: 0x58, Size: 12] -------------------------------- Class: StatueBaseData FString ClassPath;//[Offset: 0x0, Size: 12] FString MatPath;//[Offset: 0xc, Size: 12] FString TeamFlag;//[Offset: 0x18, Size: 12] FString TeamName;//[Offset: 0x24, Size: 12] Vector Loc;//[Offset: 0x30, Size: 12] Rotator Rot;//[Offset: 0x3c, Size: 12] Vector Scale;//[Offset: 0x48, Size: 12] -------------------------------- Class: CharacterOverrideAttrData FString AttrName;//[Offset: 0x0, Size: 12] float AttrValue;//[Offset: 0xc, Size: 4] -------------------------------- Class: DSCorpsInfo uint64 CorpsID;//[Offset: 0x0, Size: 8] FString CorpsName;//[Offset: 0x8, Size: 12] int Icon;//[Offset: 0x14, Size: 4] int SegmentLevel;//[Offset: 0x18, Size: 4] -------------------------------- Class: VehicleReportEntry uint32 VehicleID;//[Offset: 0x0, Size: 4] int VehicleShapeType;//[Offset: 0x4, Size: 4] bool IsDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float FirstAttackedTime;//[Offset: 0xc, Size: 4] float LastAttackedTime;//[Offset: 0x10, Size: 4] bool Drived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] -------------------------------- Class: GameModeTeamBattleResultData FString Reason;//[Offset: 0x0, Size: 12] int RemainTeamCount;//[Offset: 0xc, Size: 4] int RemainAlivePlayerCount;//[Offset: 0x10, Size: 4] float PlaneDirectionX;//[Offset: 0x14, Size: 4] float PlaneDirectionY;//[Offset: 0x18, Size: 4] PlayersLogoutTime;//[Offset: 0x1c, Size: 60] GameModeCorpsDetailData[] RealTimeCorpsRank;//[Offset: 0x58, Size: 12] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] -------------------------------- Class: GameModeCorpsDetailData FString Name;//[Offset: 0x0, Size: 12] int CorpsHeadIcon;//[Offset: 0xc, Size: 4] int KilledNum;//[Offset: 0x10, Size: 4] int SegmentLevel;//[Offset: 0x14, Size: 4] int RealtimeRank;//[Offset: 0x18, Size: 4] int DefeatPlayerNum;//[Offset: 0x1c, Size: 4] float TotalDamage;//[Offset: 0x20, Size: 4] float SurvivalTime;//[Offset: 0x24, Size: 4] -------------------------------- Class: BattleData int WatcherNum;//[Offset: 0x0, Size: 4] int CircleNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: CollectedEventData KeyValueMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: GameModeParams FName CurrentGameModeState;//[Offset: 0x0, Size: 8] int MaxKillTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: DSAIDropInfo uint64 BattleID;//[Offset: 0x0, Size: 8] int nts;//[Offset: 0x8, Size: 4] DSAIDropItem[] ais;//[Offset: 0xc, Size: 12] -------------------------------- Class: DSAIDropItem uint64 UId;//[Offset: 0x0, Size: 8] int Time;//[Offset: 0x8, Size: 4] int8 hlv;//[Offset: 0xc, Size: 1] -------------------------------- Class: DamageEvent class DamageType* DamageTypeClass;//[Offset: 0x4, Size: 4] -------------------------------- Class: UAEPlayerState.LuaPlayerState.PlayerState.Info.Actor.Object bool IsForcedNetRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] float surviveTime;//[Offset: 0x3f0, Size: 4] float Pronetime;//[Offset: 0x3f4, Size: 4] float marchDistance;//[Offset: 0x400, Size: 4] float travelDistance;//[Offset: 0x404, Size: 4] float DriveDistance;//[Offset: 0x408, Size: 4] float MonsterCatchupDistance;//[Offset: 0x40c, Size: 4] int destroyVehicleNum;//[Offset: 0x410, Size: 4] int rescueTimes;//[Offset: 0x414, Size: 4] int NormalItemsNum;//[Offset: 0x418, Size: 4] int SeniorItemsNum;//[Offset: 0x41c, Size: 4] int GVMemberID;//[Offset: 0x420, Size: 4] FName PlayerType;//[Offset: 0x428, Size: 8] uint64 FinalTeamleaderUID;//[Offset: 0x430, Size: 8] uint32 PlayerKey;//[Offset: 0x438, Size: 4] FString PlayerUID;//[Offset: 0x43c, Size: 12] FString MLAIStringUID;//[Offset: 0x448, Size: 12] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454, Size: 1] FString iconUrl;//[Offset: 0x458, Size: 12] int gender;//[Offset: 0x464, Size: 4] int PlayerLevel;//[Offset: 0x468, Size: 4] int SegmentLevel;//[Offset: 0x46c, Size: 4] int AceImprintShowId;//[Offset: 0x470, Size: 4] int AceImprintBaseId;//[Offset: 0x474, Size: 4] int AvatarBoxId;//[Offset: 0x478, Size: 4] int CampID;//[Offset: 0x47c, Size: 4] int resID;//[Offset: 0x480, Size: 4] uint64 UId;//[Offset: 0x488, Size: 8] uint64 MLAIDisplayUID;//[Offset: 0x490, Size: 8] FString OpenID;//[Offset: 0x498, Size: 12] FString Nation;//[Offset: 0x4a4, Size: 12] int TeamID;//[Offset: 0x4b0, Size: 4] int64 IdxInTeam;//[Offset: 0x4b8, Size: 8] int PlayerBornPointID;//[Offset: 0x4c0, Size: 4] int Kills;//[Offset: 0x4c4, Size: 4] int KillsBeforeDie;//[Offset: 0x4c8, Size: 4] int Knockouts;//[Offset: 0x4cc, Size: 4] int Assists;//[Offset: 0x4d8, Size: 4] byte PlatformGender;//[Offset: 0x4dc, Size: 1] int MatchStrategyLabel;//[Offset: 0x4e0, Size: 4] int MatchLabel;//[Offset: 0x4e4, Size: 4] uint32 Killer;//[Offset: 0x4e8, Size: 4] uint32 KillerIGPlayerKey;//[Offset: 0x4ec, Size: 4] FString BeKilledOpenID;//[Offset: 0x4f0, Size: 12] FString KillerName;//[Offset: 0x4fc, Size: 12] uint64 MisKillTeammatePlayerKey;//[Offset: 0x508, Size: 8] int ShootWeaponShotNum;//[Offset: 0x510, Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x514, Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x518, Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x51c, Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x520, Size: 4] int HeadShotNum;//[Offset: 0x524, Size: 4] int HeadShotNumNoAI;//[Offset: 0x528, Size: 4] int KillNumByGrende;//[Offset: 0x52c, Size: 4] int UseFragGrenadeNum;//[Offset: 0x530, Size: 4] int UseSmokeGrenadeNum;//[Offset: 0x534, Size: 4] int MaxKillDistance;//[Offset: 0x538, Size: 4] int HealTimes;//[Offset: 0x53c, Size: 4] float DamageAmount;//[Offset: 0x540, Size: 4] float VehicleDamageAmount;//[Offset: 0x544, Size: 4] float HealAmount;//[Offset: 0x548, Size: 4] FString[] KillFlow;//[Offset: 0x54c, Size: 12] TeammateKillUIDSet;//[Offset: 0x558, Size: 60] FString[] KnockOutFlow;//[Offset: 0x594, Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x5a0, Size: 12] float InDamageAmount;//[Offset: 0x5ac, Size: 4] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x5bc, Size: 12] bool bIsForbidItemFlowMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c8, Size: 1] TLog_BornLandGrenadeData;//[Offset: 0x5cc, Size: 60] AIDeliveryTlogData TLog_AIDeliveryTlogData;//[Offset: 0x608, Size: 72] bool bHasSendAIDeliverData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x650, Size: 1] TLog_PickUpItemIdMap;//[Offset: 0x654, Size: 60] GameModeLikeResultData[] Like;//[Offset: 0x690, Size: 12] uint32 Switch;//[Offset: 0x69c, Size: 4] uint32[] Self;//[Offset: 0x6a0, Size: 12] GameModeTeammateLableCheckData[] LabelCheck;//[Offset: 0x6ac, Size: 12] UseItemFlow[] UseItemFlow;//[Offset: 0x6b8, Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x6c4, Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x6d0, Size: 12] TLog_PropEquipUnequipFlow[] TLog_PropEquipUnequipFlowData;//[Offset: 0x6dc, Size: 12] TLog_BulletCount;//[Offset: 0x6e8, Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x724, Size: 8] bool bIsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72c, Size: 1] float OutsideBlueCircleTime;//[Offset: 0x730, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x734, Size: 12] int FirstOpenedAirDropBoxNum;//[Offset: 0x740, Size: 4] int FirstOpenedPlayerTombBoxNum;//[Offset: 0x744, Size: 4] int FirstOpenedTreasureBoxNum;//[Offset: 0x748, Size: 4] float HitEnemyHeadAmount;//[Offset: 0x74c, Size: 4] int[] BuildFlow;//[Offset: 0x750, Size: 12] int[] DestroyShelterFlow;//[Offset: 0x75c, Size: 12] float ShelterTakeDamage;//[Offset: 0x768, Size: 4] float HitShelterDamage;//[Offset: 0x76c, Size: 4] Vector LandLocation;//[Offset: 0x770, Size: 12] Vector ParachuteLocation;//[Offset: 0x77c, Size: 12] int LandTime;//[Offset: 0x788, Size: 4] Vector DeadLocation;//[Offset: 0x78c, Size: 12] FString DeadDamangeType;//[Offset: 0x798, Size: 12] int PveDeadAttacker;//[Offset: 0x7a4, Size: 4] int PveStageId;//[Offset: 0x7a8, Size: 4] FString DeadTimeStr;//[Offset: 0x7ac, Size: 12] int NearDeathDamageType;//[Offset: 0x7b8, Size: 4] uint32 NearDeathCauserId;//[Offset: 0x7bc, Size: 4] bool NearDeathIsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c0, Size: 1] int BeDownTimes;//[Offset: 0x7c4, Size: 4] int BeSavedTimes;//[Offset: 0x7c8, Size: 4] EquipmentData EquipmentData;//[Offset: 0x7cc, Size: 80] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824, Size: 1] int GamePlayingTime;//[Offset: 0x828, Size: 4] int ObserverTime;//[Offset: 0x82c, Size: 4] int TouchDownAreaID;//[Offset: 0x830, Size: 4] int TouchDownLocTypeID;//[Offset: 0x834, Size: 4] int[] TouchDownAreaList;//[Offset: 0x838, Size: 12] bool bHasTouchDownAreaList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x844, Size: 1] float ReportTouchDownHeight;//[Offset: 0x848, Size: 4] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x84c, Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x858, Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x864, Size: 12] int[] SecretAreaIDList;//[Offset: 0x870, Size: 12] SpecialPickItemState[] CollectItemRecord;//[Offset: 0x87c, Size: 12] float DrivingHelicopterTime;//[Offset: 0x888, Size: 4] float InHelicopterTime;//[Offset: 0x88c, Size: 4] int RevivalNum;//[Offset: 0x890, Size: 4] int BeRevivedNum;//[Offset: 0x894, Size: 4] int KillNumInVehicle;//[Offset: 0x898, Size: 4] float MaxVehicleToLandHeight;//[Offset: 0x89c, Size: 4] float MaxVehicleInAirInterval;//[Offset: 0x8a0, Size: 4] int KillPlayerNum;//[Offset: 0x8a4, Size: 4] int KillAINum;//[Offset: 0x8a8, Size: 4] float TotalSprintDistance;//[Offset: 0x8ac, Size: 4] float TotalBeenDamageAmount;//[Offset: 0x8b0, Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x8b4, Size: 4] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x8b8, Size: 12] int ProneTimes;//[Offset: 0x8c4, Size: 4] int CrouchTimes;//[Offset: 0x8c8, Size: 4] int JumpTimes;//[Offset: 0x8cc, Size: 4] int KillMonsterNum;//[Offset: 0x8d0, Size: 4] MonsterID2KillNum;//[Offset: 0x8d4, Size: 60] float TotalDamageAmountToMonsters;//[Offset: 0x910, Size: 4] float TotalDamageAmountFromMonsters;//[Offset: 0x914, Size: 4] DamageAmountToMonsters;//[Offset: 0x918, Size: 60] DamageAmountFromMonsters;//[Offset: 0x954, Size: 60] int MonsterHeadShotKilledTimes;//[Offset: 0x990, Size: 4] int BeMonsterDownTimes;//[Offset: 0x994, Size: 4] int LightCandleNum;//[Offset: 0x998, Size: 4] ActivityButtonCount;//[Offset: 0x99c, Size: 60] ActivityEventReportData[] ActivityEventRecordList;//[Offset: 0x9d8, Size: 12] float BattleStateTime;//[Offset: 0x9e4, Size: 4] bool bIsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9e8, Size: 1] float DriveWithTeammateDistance;//[Offset: 0x9ec, Size: 4] int FistKillingCount;//[Offset: 0x9f0, Size: 4] int OpenedAirDropBoxNum;//[Offset: 0x9f4, Size: 4] VehicleUsedMap;//[Offset: 0x9f8, Size: 60] FString[] DestroyVehicleFlow;//[Offset: 0xa34, Size: 12] int UseHelicoperNum;//[Offset: 0xa40, Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0xa44, Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0xa50, Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0xa5c, Size: 32] float UseHelicoperDistance;//[Offset: 0xa7c, Size: 4] byte CharmRankIndex;//[Offset: 0xa80, Size: 1] UseHelicoperRecord;//[Offset: 0xa84, Size: 60] int SnowBoardJumpActionCount;//[Offset: 0xac4, Size: 4] int EmoteOnTelpherCount;//[Offset: 0xac8, Size: 4] int KillMagicWalkAI;//[Offset: 0xacc, Size: 4] int SendMagicWalkAI;//[Offset: 0xad0, Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0xad4, Size: 12] int KillSnowManCount;//[Offset: 0xae0, Size: 4] uint64 LuckmateUID;//[Offset: 0xae8, Size: 8] EventCounterMap;//[Offset: 0xaf0, Size: 60] GeneralCounterMap;//[Offset: 0xb2c, Size: 60] delegate OnGenerelCountChanged;//[Offset: 0xb68, Size: 12] int VeteranRecruitIndex;//[Offset: 0xb74, Size: 4] PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0xb78, Size: 12] GameModePlayerAliasInfo AliasInfo;//[Offset: 0xb84, Size: 52] int MemberIdInVoiceRoom;//[Offset: 0xbb8, Size: 4] bool PlayerVoiceEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbbc, Size: 1] GameModePlayerUpassInfo UpassInfo;//[Offset: 0xbc0, Size: 44] int UpassShow;//[Offset: 0xbec, Size: 4] int upassKeepBuy;//[Offset: 0xbf0, Size: 4] int upassCurValue;//[Offset: 0xbf4, Size: 4] bool UpassIsBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf8, Size: 1] TLog_Micphone MicphoneTlog;//[Offset: 0xbfc, Size: 24] float TeammateMicrophoneTime;//[Offset: 0xc14, Size: 4] float TeammateSpeakerTime;//[Offset: 0xc18, Size: 4] float EnemyMicrophoneTime;//[Offset: 0xc1c, Size: 4] float EnemySpeakerTime;//[Offset: 0xc20, Size: 4] float TeammateInterphoneTime;//[Offset: 0xc24, Size: 4] float EnemyInterphoneTime;//[Offset: 0xc28, Size: 4] float MicrophoneUseTimeStamp;//[Offset: 0xc2c, Size: 4] float SpeakerUseTimeStamp;//[Offset: 0xc30, Size: 4] bool IsOnline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc58, Size: 1] GameBaseInfo GameBaseInfo;//[Offset: 0xc70, Size: 104] int CollectedEventType;//[Offset: 0xcd8, Size: 4] void SetGVMemberIDServerCall(int memberID);// 0x28b8618 void SetGVMemberID(int memberID);// 0x28b85a0 void SetDeliveryResult(uint32 InDeliverPlayerKey, bool bInSuccess, int EventTypeId);// 0x28b8494 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x28b8384 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x28b8248 void ReportTaskExtInfo(int TaskId, FString ExtInfo);// 0x28b80a8 void ReportTaskData(int TaskId, int process);// 0x28b7fec void ReportSpecialCollection(int ItemId, int Count);// 0x28b7f30 void ReportSecretAreaID(int SecretAreaID);// 0x28b7eb8 void ReportLikeTeammate(int64 BeLikeUID, int LikeType);// 0x28b7df8 void ReportLikeSwitch(int SwitchSetting);// 0x28b7d80 void ReportLikeSelf(int LikeType);// 0x28b7d08 void ReportLandLocType(int TouchDownLocType);// 0x28b7c90 void ReportLandAreaList(out int[] TouchDownAreaIDs);// 0x28b7bc4 void ReportLandArea(int TouchDownArea);// 0x28b7b4c void ReportLabelCheck(int TeammateUID, int Result);// 0x28b7a90 void RecordUseHelicoper(uint32 UseHelicoperId);// 0x28b7a18 void OnRepCampIDBP();// 0x2c90a38 void OnRep_VeteranRecruitIndex();// 0x28b7a04 void OnRep_UpdateKillMonsterNum();// 0x22acf20 void OnRep_UID();// 0x28b79f0 void OnRep_PlayerKillsChange();// 0x22ace20 void OnRep_MLAIDisplayUID();// 0x28b79dc void OnRep_MatchLabel();// 0x1f6b840 void OnRep_CollectItemRecord();// 0x28b79c8 void OnRep_CampID();// 0x28b79b4 void OnRep_AliasInfo();// 0x28b79a0 void OnClientVeteranRecruitIndexUpdated();// 0x22acc50 bool IsSpecialPickItemCollectionCompleted(int ItemId);// 0x28b7920 bool IsSpecialPickItem(int ItemId);// 0x28b78a0 bool IsItemForbidMerge(int ItemResId);// 0x28b7818 bool IsDeathDamageInfoValid();// 0x28b77f0 void GetWeaponRecordData(out OnePlayerWeapon OutWeaponInfo);// 0x28b770c int GetVeteranPlayerLevel();// 0x22e37f0 uint32 GetUserIDByMemberID(int memberID);// 0x22ac94c FString GetUIDString();// 0x28b764c GameModeTeammateBattleResultData GetTeammateBattleResultData();// 0x28b75e0 int GetRank();// 0x28b75b8 uint32 GetPlayerKey();// 0x28b7590 GameModePlayerBattleResultData_SuperCold GetPlayerBattleResultData_SuperCold();// 0x28b74ac GameModePlayerBattleResultData GetPlayerBattleResultData();// 0x28b7440 enum GetMentorPlayerType();// 0x2393a50 DamageInfo GetDeathDamageInfo();// 0x28b73f4 void ForceUpdateCampCharacterList();// 0x28b73d8 void ClearTlogData();// 0x1ff8f0c void ChangeCollectItemRecord(int InItemID, bool InNewState);// 0x28b7314 void AddGeneralCount(int ID, int InCount, bool bReset);// 0x28b720c void AddEventCount(byte EventId, int InCount, bool bReset);// 0x28b7104 -------------------------------- Class: LuaPlayerState.PlayerState.Info.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x3a4, Size: 60] FString LuaFilePath;//[Offset: 0x3e0, Size: 12] -------------------------------- Class: KnockOutData uint64 AttackerID;//[Offset: 0x0, Size: 8] int Times;//[Offset: 0x8, Size: 4] -------------------------------- Class: TLog_PickUpItemFlow int ItemSpesificID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] Vector Location;//[Offset: 0x8, Size: 12] int SourceType;//[Offset: 0x14, Size: 4] int AdditionalParam;//[Offset: 0x18, Size: 4] FString TimeStr;//[Offset: 0x1c, Size: 12] uint64 InstanceID;//[Offset: 0x28, Size: 8] -------------------------------- Class: TLog_BornLandGrenadeData int PickupCount;//[Offset: 0x0, Size: 4] int ThrowCount;//[Offset: 0x4, Size: 4] int HitOthersCount;//[Offset: 0x8, Size: 4] int HitedByOthersCount;//[Offset: 0xc, Size: 4] -------------------------------- Class: AIDeliveryTlogData uint64 UId;//[Offset: 0x0, Size: 8] DeliveryMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: AIDeliveryInfo int DeliveryStartTime;//[Offset: 0x0, Size: 4] bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] int DeliveryArrivalTime;//[Offset: 0x8, Size: 4] int EventTypeId;//[Offset: 0xc, Size: 4] -------------------------------- Class: GameModeLikeResultData uint32[] Like;//[Offset: 0x0, Size: 12] uint64 UId;//[Offset: 0x10, Size: 8] -------------------------------- Class: GameModeTeammateLableCheckData uint32 Mask;//[Offset: 0x0, Size: 4] uint64 UId;//[Offset: 0x8, Size: 8] -------------------------------- Class: UseItemFlow int ItemSpesificID;//[Offset: 0x0, Size: 4] int UseCount;//[Offset: 0x4, Size: 4] AreaCountMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: UseBuffFlow int BuffID;//[Offset: 0x0, Size: 4] int UseCount;//[Offset: 0x4, Size: 4] AreaCountMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: BuildingEnterFlow int BuildingID;//[Offset: 0x0, Size: 4] int EnterCount;//[Offset: 0x4, Size: 4] AreaCountMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: TLog_PropEquipUnequipFlow int ItemSpesificID;//[Offset: 0x0, Size: 4] enum SlotType;//[Offset: 0x4, Size: 1] bool bEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] FString TimeStr;//[Offset: 0x8, Size: 12] -------------------------------- Class: TLog_SpecialStats float MonsterDamageInNight1;//[Offset: 0x0, Size: 4] float MonsterDamageInNight2;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehicleDriveDisData uint64 DriverID;//[Offset: 0x0, Size: 8] int VehicleType;//[Offset: 0x8, Size: 4] int AvatarID;//[Offset: 0xc, Size: 4] float DriveDistance;//[Offset: 0x10, Size: 4] float DriveTime;//[Offset: 0x14, Size: 4] float VehicleJumpDistanceMax;//[Offset: 0x18, Size: 4] uint64[] PeopleInCar;//[Offset: 0x1c, Size: 12] -------------------------------- Class: EquipmentData int HelmetID;//[Offset: 0x0, Size: 4] int ArmorID;//[Offset: 0x4, Size: 4] int BackPackID;//[Offset: 0x8, Size: 4] int MainWeapon1ID;//[Offset: 0xc, Size: 4] int[] MainWeapon1AttachmentsID;//[Offset: 0x10, Size: 12] int MainWeapon2ID;//[Offset: 0x1c, Size: 4] int[] MainWeapon2AttachmentsID;//[Offset: 0x20, Size: 12] int ViceWeaponID;//[Offset: 0x2c, Size: 4] int[] ViceWeaponAttachmentsID;//[Offset: 0x30, Size: 12] int CloseWeaponID;//[Offset: 0x3c, Size: 4] int[] ThrowWeaponsID;//[Offset: 0x40, Size: 12] int8 IsLuckyClothing;//[Offset: 0x4c, Size: 1] -------------------------------- Class: ReportCollection int item_id;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeaponDamageRecord int WeaponId;//[Offset: 0x0, Size: 4] float TotalDamage;//[Offset: 0x4, Size: 4] int FireCount;//[Offset: 0x8, Size: 4] int HeadShootCount;//[Offset: 0xc, Size: 4] int LimbsShootCount;//[Offset: 0x10, Size: 4] int BodyShootCount;//[Offset: 0x14, Size: 4] int HandShootCount;//[Offset: 0x18, Size: 4] int FootShootCount;//[Offset: 0x1c, Size: 4] int UniqueHitCount;//[Offset: 0x20, Size: 4] int[] HitDistanceArray;//[Offset: 0x24, Size: 12] int TotalUseTime;//[Offset: 0x30, Size: 4] int TotalOwnTime;//[Offset: 0x34, Size: 4] int KillCount;//[Offset: 0x38, Size: 4] int KnockNumber;//[Offset: 0x3c, Size: 4] int[] Associations;//[Offset: 0x40, Size: 12] int AvatarID;//[Offset: 0x4c, Size: 4] int DIYPlanID;//[Offset: 0x50, Size: 4] -------------------------------- Class: SpecialPickItemState int item_id;//[Offset: 0x0, Size: 4] bool bIsCollectionCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: DestroyVehicleWheelFlow int AreaID;//[Offset: 0x0, Size: 4] int UseCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: ActivityEventReportData byte EventId;//[Offset: 0x0, Size: 1] int Count;//[Offset: 0x4, Size: 4] Vector Location;//[Offset: 0x8, Size: 12] -------------------------------- Class: TLog_KillInfo int FakePlayerID;//[Offset: 0x0, Size: 4] int DeadTime;//[Offset: 0x4, Size: 4] int AILastFightTime;//[Offset: 0x8, Size: 4] int[] PlayerAreas;//[Offset: 0xc, Size: 12] int ArmorID;//[Offset: 0x18, Size: 4] int HelmetID;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PlayEmoteData int EmoteIndex;//[Offset: 0x0, Size: 4] int AreaID;//[Offset: 0x4, Size: 4] -------------------------------- Class: TLog_Micphone float TeammateMicrophoneTime;//[Offset: 0x0, Size: 4] float TeammateSpeakerTime;//[Offset: 0x4, Size: 4] float EnemyMicrophoneTime;//[Offset: 0x8, Size: 4] float EnemySpeakerTime;//[Offset: 0xc, Size: 4] float TeammateInterphoneTime;//[Offset: 0x10, Size: 4] float EnemyInterphoneTime;//[Offset: 0x14, Size: 4] -------------------------------- Class: GameBaseInfo FString GameSvrId;//[Offset: 0x0, Size: 12] FString GameAppID;//[Offset: 0xc, Size: 12] FString OpenID;//[Offset: 0x18, Size: 12] uint16 AreaID;//[Offset: 0x24, Size: 2] int8 PlatID;//[Offset: 0x26, Size: 1] FString ZoneID;//[Offset: 0x28, Size: 12] uint64 BattleID;//[Offset: 0x38, Size: 8] FString UserName;//[Offset: 0x40, Size: 12] uint64 RoleID;//[Offset: 0x50, Size: 8] int8 RoleType;//[Offset: 0x58, Size: 1] FString PicUrl;//[Offset: 0x5c, Size: 12] -------------------------------- Class: OnePlayerWeapon FString PlayerID;//[Offset: 0x0, Size: 12] WeaponReport[] Weapons;//[Offset: 0xc, Size: 12] -------------------------------- Class: WeaponReport int WeaponId;//[Offset: 0x0, Size: 4] int FireCount;//[Offset: 0x4, Size: 4] int HitCount;//[Offset: 0x8, Size: 4] int UniqueHitCount;//[Offset: 0xc, Size: 4] int KillCount;//[Offset: 0x10, Size: 4] float TotalDamage;//[Offset: 0x14, Size: 4] float TotalMonsterDamage;//[Offset: 0x18, Size: 4] int TotalOwnTime;//[Offset: 0x1c, Size: 4] int TotalUseTime;//[Offset: 0x20, Size: 4] int KnockDownCount;//[Offset: 0x24, Size: 4] int HeadShootCount;//[Offset: 0x28, Size: 4] int KillAICount;//[Offset: 0x2c, Size: 4] int KnockDownAICount;//[Offset: 0x30, Size: 4] int HeadShootAICount;//[Offset: 0x34, Size: 4] int HitAICount;//[Offset: 0x38, Size: 4] int UniqueHitAICount;//[Offset: 0x3c, Size: 4] int UseCount;//[Offset: 0x40, Size: 4] HitFlow[] HitFlow;//[Offset: 0x44, Size: 12] -------------------------------- Class: HitFlow int AimType;//[Offset: 0x0, Size: 4] int Distance;//[Offset: 0x4, Size: 4] int IsKill;//[Offset: 0x8, Size: 4] float Damage;//[Offset: 0xc, Size: 4] bool bFallOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] byte[] PlayerStates;//[Offset: 0x14, Size: 12] byte HitPos;//[Offset: 0x20, Size: 1] bool IsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] -------------------------------- Class: GameModeTeammateBattleResultData FString Name;//[Offset: 0x0, Size: 12] uint64 UId;//[Offset: 0x10, Size: 8] int Kill;//[Offset: 0x18, Size: 4] int AIKills;//[Offset: 0x1c, Size: 4] FString State;//[Offset: 0x20, Size: 12] float travelDistance;//[Offset: 0x2c, Size: 4] float marchDistance;//[Offset: 0x30, Size: 4] float DriveDistance;//[Offset: 0x34, Size: 4] float MonsterCatchupDistance;//[Offset: 0x38, Size: 4] float DamageAmount;//[Offset: 0x3c, Size: 4] float HealAmount;//[Offset: 0x40, Size: 4] int AssistNum;//[Offset: 0x44, Size: 4] int HeadShotNum;//[Offset: 0x48, Size: 4] int HeadShotNumNoAI;//[Offset: 0x4c, Size: 4] float surviveTime;//[Offset: 0x50, Size: 4] int rescueTimes;//[Offset: 0x54, Size: 4] int DestroyVehicles;//[Offset: 0x58, Size: 4] FString[] KillFlow;//[Offset: 0x5c, Size: 12] FString[] KnockOutFlow;//[Offset: 0x68, Size: 12] float OutsideBlueCircleTime;//[Offset: 0x74, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x78, Size: 12] int FirstOpenedAirDropBoxNum;//[Offset: 0x84, Size: 4] float HitEnemyHeadAmount;//[Offset: 0x88, Size: 4] float TotalBeenDamageAmount;//[Offset: 0x8c, Size: 4] PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0x90, Size: 12] int FirstOpenedPlayerTombBoxNum;//[Offset: 0x9c, Size: 4] float InDamageAmount;//[Offset: 0xa0, Size: 4] int ProneTimes;//[Offset: 0xa4, Size: 4] int CrouchTimes;//[Offset: 0xa8, Size: 4] int JumpTimes;//[Offset: 0xac, Size: 4] int KillMonsterNum;//[Offset: 0xb0, Size: 4] MonsterID2KillNum;//[Offset: 0xb4, Size: 60] int LightCandleNum;//[Offset: 0xf0, Size: 4] ActivityButtonCount;//[Offset: 0xf4, Size: 60] float TotalDamageAmountToMonsters;//[Offset: 0x130, Size: 4] float TotalDamageAmountFromMonsters;//[Offset: 0x134, Size: 4] int MonsterHeadShotKilledTimes;//[Offset: 0x138, Size: 4] int BeMonsterDownTimes;//[Offset: 0x13c, Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140, Size: 1] int mainWeaponID;//[Offset: 0x144, Size: 4] float MaxWeaponAccurate;//[Offset: 0x148, Size: 4] float MaxWeaponHeadShotRate;//[Offset: 0x14c, Size: 4] -------------------------------- Class: GameModePlayerBattleResultData_SuperCold int MakeFiresNum;//[Offset: 0x0, Size: 4] int DeerBBQNum;//[Offset: 0x4, Size: 4] int ChichenBBQNum;//[Offset: 0x8, Size: 4] int UseKFNum;//[Offset: 0xc, Size: 4] int UseUAVNum;//[Offset: 0x10, Size: 4] int KFUsingTime;//[Offset: 0x14, Size: 4] int UAVUsingTime;//[Offset: 0x18, Size: 4] int SkateboardUsingCount;//[Offset: 0x1c, Size: 4] int SkateboardUsingTime;//[Offset: 0x20, Size: 4] int SkateboardUsingDistance;//[Offset: 0x24, Size: 4] KillAnimalData[] AnimalKillFlow;//[Offset: 0x28, Size: 12] -------------------------------- Class: KillAnimalData byte AnimalType;//[Offset: 0x0, Size: 1] int KillNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: GameModePlayerBattleResultData FString Reason;//[Offset: 0x0, Size: 12] int RemainingPlayerCount;//[Offset: 0xc, Size: 4] int TotalPlayerCount;//[Offset: 0x10, Size: 4] int RemainingTeamCount;//[Offset: 0x14, Size: 4] int TotalTeamCount;//[Offset: 0x18, Size: 4] bool IsSolo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool IsSafeExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] uint64 Killer;//[Offset: 0x20, Size: 8] uint64 killer_ig_uid;//[Offset: 0x28, Size: 8] uint64 KillerAIDisplayUID;//[Offset: 0x30, Size: 8] FString KillerName;//[Offset: 0x38, Size: 12] FString BeKilledOpenID;//[Offset: 0x44, Size: 12] int ShootWeaponShotNum;//[Offset: 0x50, Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x54, Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x58, Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x5c, Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x60, Size: 4] int HealTimes;//[Offset: 0x64, Size: 4] FString[] KillFlow;//[Offset: 0x68, Size: 12] FString[] KnockOutFlow;//[Offset: 0x74, Size: 12] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x80, Size: 12] TLog_BornLandGrenadeData;//[Offset: 0x8c, Size: 60] TLog_BulletCount;//[Offset: 0xc8, Size: 60] uint64 parachute_leader_uid;//[Offset: 0x108, Size: 8] UseItemFlow[] UseItemFlow;//[Offset: 0x110, Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x11c, Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x128, Size: 12] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x134, Size: 12] int destroyVehicleNum;//[Offset: 0x140, Size: 4] int is_escape;//[Offset: 0x144, Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x148, Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x154, Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x160, Size: 32] GameModeTeammateBattleResultData[] TeammateList;//[Offset: 0x180, Size: 12] GameModeLikeResultData[] Like;//[Offset: 0x18c, Size: 12] uint32 Switch;//[Offset: 0x198, Size: 4] uint32[] Self;//[Offset: 0x19c, Size: 12] GameModeTeammateLableCheckData[] LabelCheck;//[Offset: 0x1a8, Size: 12] Vector LandLocation;//[Offset: 0x1b4, Size: 12] int LandTime;//[Offset: 0x1c0, Size: 4] Vector ParachuteLocation;//[Offset: 0x1c4, Size: 12] Vector DeadLocation;//[Offset: 0x1d0, Size: 12] FString DeadDamangeType;//[Offset: 0x1dc, Size: 12] int PveDeadAttacker;//[Offset: 0x1e8, Size: 4] int PveStageId;//[Offset: 0x1ec, Size: 4] FString DeadTimeStr;//[Offset: 0x1f0, Size: 12] FString logoutime;//[Offset: 0x1fc, Size: 12] float Pronetime;//[Offset: 0x208, Size: 4] float BeInWaterTime;//[Offset: 0x20c, Size: 4] float SwimmingDistance;//[Offset: 0x210, Size: 4] int BeDownTimes;//[Offset: 0x214, Size: 4] int BeSavedTimes;//[Offset: 0x218, Size: 4] int PickUpAirDrops;//[Offset: 0x21c, Size: 4] EquipmentData EquipmentData;//[Offset: 0x220, Size: 80] int Rank;//[Offset: 0x270, Size: 4] int TotalScore;//[Offset: 0x274, Size: 4] int ProneTimes;//[Offset: 0x278, Size: 4] int CrouchTimes;//[Offset: 0x27c, Size: 4] int JumpTimes;//[Offset: 0x280, Size: 4] int TouchDownAreaID;//[Offset: 0x284, Size: 4] int TouchDownLocTypeID;//[Offset: 0x288, Size: 4] int[] TouchDownAreaList;//[Offset: 0x28c, Size: 12] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x298, Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x2a4, Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x2b0, Size: 12] GrenadeDamageRecord GrenadeDamageRecord;//[Offset: 0x2bc, Size: 28] KniveDamageRecord KniveDamageRecord;//[Offset: 0x2d8, Size: 32] int[] SecretAreaIDList;//[Offset: 0x2f8, Size: 12] int KillNumInVehicle;//[Offset: 0x304, Size: 4] float TotalSprintDistance;//[Offset: 0x308, Size: 4] float TotalBeenDamageAmount;//[Offset: 0x30c, Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x310, Size: 4] int[] BuildFlow;//[Offset: 0x314, Size: 12] int[] DestroyShelterFlow;//[Offset: 0x320, Size: 12] float ShelterTakeDamage;//[Offset: 0x32c, Size: 4] float HitShelterDamage;//[Offset: 0x330, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x334, Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x340, Size: 12] bool IsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34c, Size: 1] int KillMonsterNum;//[Offset: 0x350, Size: 4] int LightCandleNum;//[Offset: 0x354, Size: 4] int KillMagicWalkAI;//[Offset: 0x358, Size: 4] int SendMagicWalkAI;//[Offset: 0x35c, Size: 4] float BattleStateTime;//[Offset: 0x360, Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364, Size: 1] ActivityButtonCount;//[Offset: 0x368, Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x3a4, Size: 8] float TotalDamage;//[Offset: 0x3ac, Size: 4] float VehicleDamageAmount;//[Offset: 0x3b0, Size: 4] int OpenAirDropBoxesNum;//[Offset: 0x3b4, Size: 4] int FollowState;//[Offset: 0x3b8, Size: 4] FString[] DestroyVehicleFlow;//[Offset: 0x3bc, Size: 12] int UseHelicoperNum;//[Offset: 0x3c8, Size: 4] float UseHelicoperDistance;//[Offset: 0x3cc, Size: 4] int RevivalNum;//[Offset: 0x3d0, Size: 4] int BeRevivedNum;//[Offset: 0x3d4, Size: 4] int DrivingHelicopterTime;//[Offset: 0x3d8, Size: 4] int InHelicopterTime;//[Offset: 0x3dc, Size: 4] int SnowBoardJumpActionCount;//[Offset: 0x3e0, Size: 4] int EmoteOnTelpherCount;//[Offset: 0x3e4, Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0x3e8, Size: 12] int KillSnowManCount;//[Offset: 0x3f4, Size: 4] EventCounterMap;//[Offset: 0x3f8, Size: 60] GeneralCounterMap;//[Offset: 0x434, Size: 60] TLog_Micphone MicphoneTlog;//[Offset: 0x470, Size: 24] int NormalItemNum;//[Offset: 0x488, Size: 4] int SeniorItemNum;//[Offset: 0x48c, Size: 4] SpecialWeaponRecord[] SpecicalWeaponRecordList;//[Offset: 0x490, Size: 12] -------------------------------- Class: GrenadeDamageRecord int HitCount;//[Offset: 0x0, Size: 4] int[] HitDistanceArray;//[Offset: 0x4, Size: 12] GrenadeDamageRecordItem[] Grenades;//[Offset: 0x10, Size: 12] -------------------------------- Class: GrenadeDamageRecordItem int WeaponId;//[Offset: 0x0, Size: 4] float TotalDamage;//[Offset: 0x4, Size: 4] int FireCount;//[Offset: 0x8, Size: 4] int KillCount;//[Offset: 0xc, Size: 4] int KnockNumber;//[Offset: 0x10, Size: 4] int AvatarID;//[Offset: 0x14, Size: 4] -------------------------------- Class: KniveDamageRecord int HeadShootCount;//[Offset: 0x0, Size: 4] int LimbsShootCount;//[Offset: 0x4, Size: 4] int BodyShootCount;//[Offset: 0x8, Size: 4] int HandShootCount;//[Offset: 0xc, Size: 4] int FootShootCount;//[Offset: 0x10, Size: 4] KniveDamageRecordItem[] Knives;//[Offset: 0x14, Size: 12] -------------------------------- Class: KniveDamageRecordItem int WeaponId;//[Offset: 0x0, Size: 4] float TotalDamage;//[Offset: 0x4, Size: 4] int KillCount;//[Offset: 0x8, Size: 4] int KnockNumber;//[Offset: 0xc, Size: 4] int AvatarID;//[Offset: 0x10, Size: 4] int TotalUseTime;//[Offset: 0x14, Size: 4] int TotalOwnTime;//[Offset: 0x18, Size: 4] -------------------------------- Class: SpecialWeaponRecord int WeaponId;//[Offset: 0x0, Size: 4] int FireCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: DamageInfo uint32 DamageType;//[Offset: 0x0, Size: 4] bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] float Distance;//[Offset: 0x8, Size: 4] uint32 Time;//[Offset: 0xc, Size: 4] uint32 DamageValue;//[Offset: 0x10, Size: 4] uint32 AttackerID;//[Offset: 0x14, Size: 4] Vector AttackerLoc;//[Offset: 0x18, Size: 12] uint32 AttackerBulletNumInClip;//[Offset: 0x24, Size: 4] uint32 AttackerSightType;//[Offset: 0x28, Size: 4] uint32 AttackerWeaponType;//[Offset: 0x2c, Size: 4] uint32 AttackerShotTimes;//[Offset: 0x30, Size: 4] uint64 AttackerState;//[Offset: 0x38, Size: 8] bool bAttackerMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] uint64 VictimID;//[Offset: 0x48, Size: 8] Vector VictimLoc;//[Offset: 0x50, Size: 12] uint32 VictimState;//[Offset: 0x5c, Size: 4] bool bVictimInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] int VictimVehicleType;//[Offset: 0x64, Size: 4] float VictimVelocity;//[Offset: 0x68, Size: 4] uint32 AttackerAreaID;//[Offset: 0x6c, Size: 4] uint32 AlivePlayerNum;//[Offset: 0x70, Size: 4] uint32 VictimTeamID;//[Offset: 0x74, Size: 4] int FloorType;//[Offset: 0x78, Size: 4] uint32 AttackerWeaponAvatarID;//[Offset: 0x7c, Size: 4] uint32 AttackerVehicleShapeType;//[Offset: 0x80, Size: 4] -------------------------------- Class: HeartBeatData int AlivePlayerNum;//[Offset: 0x0, Size: 4] int AINum;//[Offset: 0x4, Size: 4] int MonsterNum;//[Offset: 0x8, Size: 4] int ConnectionNum;//[Offset: 0xc, Size: 4] int OnlineNum;//[Offset: 0x10, Size: 4] int HighPingNum;//[Offset: 0x14, Size: 4] -------------------------------- Class: BattlePlayer.Object uint64 UId;//[Offset: 0x20, Size: 8] PlayerInfoData PlayerInfoData;//[Offset: 0x28, Size: 152] PlayerAvatarData PlayerAvatarData;//[Offset: 0xc0, Size: 16] WeaponDIYData;//[Offset: 0xd0, Size: 60] BattleUtils* OwningBattleUtils;//[Offset: 0x10c, Size: 4] GameModePlayerParams ExtractGameModePlayerParams();// 0x26da050 -------------------------------- Class: PlayerInfoData.ResponResult FString PlayerType;//[Offset: 0x4, Size: 12] FString PlayerName;//[Offset: 0x10, Size: 12] uint32 PlayerKey;//[Offset: 0x1c, Size: 4] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] byte PlayerGender;//[Offset: 0x21, Size: 1] int TeamID;//[Offset: 0x24, Size: 4] int64 CampID;//[Offset: 0x28, Size: 8] int PlayerBornPointID;//[Offset: 0x30, Size: 4] GameModePlayerItem[] ItemList;//[Offset: 0x34, Size: 12] GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0x40, Size: 12] GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0x4c, Size: 12] GameModePlayerRolewearInfo[] AllWear;//[Offset: 0x58, Size: 12] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x64, Size: 44] int planeAvatarId;//[Offset: 0x90, Size: 4] int RolewearIndex;//[Offset: 0x94, Size: 4] -------------------------------- Class: ResponResult bool bResponed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] -------------------------------- Class: PlayerAvatarData.ResponResult AvatarBackpack[] AvatarBackpackData;//[Offset: 0x4, Size: 12] -------------------------------- Class: AvatarBackpack int[] WeaponAvatarList;//[Offset: 0x0, Size: 12] int[] VehicleAvatarList;//[Offset: 0xc, Size: 12] -------------------------------- Class: WeaponDIYData.ResponResult int WeaponId;//[Offset: 0x4, Size: 4] int PlanID;//[Offset: 0x8, Size: 4] DIYMergedTexData[] DIYData;//[Offset: 0xc, Size: 12] int[] MatParam;//[Offset: 0x18, Size: 12] int[] MirroParam;//[Offset: 0x24, Size: 12] int[] SlotMatParam;//[Offset: 0x30, Size: 12] -------------------------------- Class: DIYMergedTexData DIYOneTexData[] TextureList;//[Offset: 0x0, Size: 12] int TexPathID;//[Offset: 0xc, Size: 4] DIYParamData DIYParam;//[Offset: 0x10, Size: 48] int SlotID;//[Offset: 0x40, Size: 4] -------------------------------- Class: DIYOneTexData int TexPathID;//[Offset: 0x0, Size: 4] DIYParamData DIYParam;//[Offset: 0x4, Size: 48] -------------------------------- Class: DIYParamData int Direction;//[Offset: 0x0, Size: 4] int ColorID;//[Offset: 0x4, Size: 4] float Opacity;//[Offset: 0x8, Size: 4] float Rotation;//[Offset: 0xc, Size: 4] float ScaleX;//[Offset: 0x10, Size: 4] float ScaleY;//[Offset: 0x14, Size: 4] float OffSetX;//[Offset: 0x18, Size: 4] float OffSetY;//[Offset: 0x1c, Size: 4] float UClipX;//[Offset: 0x20, Size: 4] float UClipY;//[Offset: 0x24, Size: 4] float VClipX;//[Offset: 0x28, Size: 4] float VClipY;//[Offset: 0x2c, Size: 4] -------------------------------- Class: BattleGameInfo uint64 GameID;//[Offset: 0x0, Size: 8] FString GameModeID;//[Offset: 0x8, Size: 12] int GameMapID;//[Offset: 0x14, Size: 4] int WeatherID;//[Offset: 0x18, Size: 4] FString WeatherName;//[Offset: 0x1c, Size: 12] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] -------------------------------- Class: GameModeAIPlayerParams.GameModePlayerParams int8 AIType;//[Offset: 0x304, Size: 1] uint32 AILevel;//[Offset: 0x308, Size: 4] -------------------------------- Class: PlayerID FName PlayerType;//[Offset: 0x0, Size: 8] uint32 PlayerKey;//[Offset: 0x8, Size: 4] -------------------------------- Class: BattleAIPlayer.BattlePlayer.Object GameModeAIPlayerParams ExtractGameModeAIPlayerParams();// 0x26da508 -------------------------------- Class: GameModeStateChangedParams FName GameModeState;//[Offset: 0x0, Size: 8] bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: WebviewInfoWrapper int ErrorCode;//[Offset: 0x0, Size: 4] FString Reason;//[Offset: 0x4, Size: 12] int extend;//[Offset: 0x10, Size: 4] int Extend2;//[Offset: 0x14, Size: 4] FString MsgData;//[Offset: 0x18, Size: 12] -------------------------------- Class: UAAssistantInfoWrapper enum UAType;//[Offset: 0x0, Size: 1] int Result;//[Offset: 0x4, Size: 4] FString ExtraJson;//[Offset: 0x8, Size: 12] FString RetsultMsg;//[Offset: 0x14, Size: 12] -------------------------------- Class: SDKCallbackInfoWrapper enum CallbackType;//[Offset: 0x0, Size: 1] FString CallbackParameter;//[Offset: 0x4, Size: 12] FString ExtraJson;//[Offset: 0x10, Size: 12] -------------------------------- Class: WakeupInfoWrapper -------------------------------- Class: PlatformFriendInfoMap int page;//[Offset: 0x0, Size: 4] friendsInfo;//[Offset: 0x4, Size: 60] -------------------------------- Class: GroupInfoWrapper int SnsAction;//[Offset: 0x0, Size: 4] int Flag;//[Offset: 0x4, Size: 4] int ErrorCode;//[Offset: 0x8, Size: 4] int PlatForm;//[Offset: 0xc, Size: 4] FString Desc;//[Offset: 0x10, Size: 12] WechatGroupInfomation wechatGroupInfo;//[Offset: 0x1c, Size: 36] -------------------------------- Class: WechatGroupInfomation FString OpenIdList;//[Offset: 0x0, Size: 12] FString MemberNum;//[Offset: 0xc, Size: 12] FString ChatRoomURL;//[Offset: 0x18, Size: 12] -------------------------------- Class: DownloaderInfo enum State;//[Offset: 0x0, Size: 1] FString FileSavePath;//[Offset: 0x4, Size: 12] bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int BytesSent;//[Offset: 0x14, Size: 4] int BytesReceived;//[Offset: 0x18, Size: 4] int ContentType;//[Offset: 0x1c, Size: 4] int ResponseCode;//[Offset: 0x20, Size: 4] FString StringContent;//[Offset: 0x24, Size: 12] -------------------------------- Class: SaveGame.Object -------------------------------- Class: SettingSubsystem.GameInstanceSubsystem.Subsystem.Object FString CachedSaveGameName;//[Offset: 0x20, Size: 12] CustomSettingSaveGame[] CustomSettingSaveGames;//[Offset: 0x2c, Size: 12] delegate GetUserSettingsDelegate;//[Offset: 0x38, Size: 16] EffectSettingMgr* EffectSettingMgrInstace;//[Offset: 0x48, Size: 4] SaveGame* UserSettings;//[Offset: 0x4c, Size: 4] class Object* UserSettingsClass;//[Offset: 0x50, Size: 4] FString UserSettingsClassName;//[Offset: 0x54, Size: 12] FString ActiveSaveGameName;//[Offset: 0x60, Size: 12] FString LanguageSettingsClassName;//[Offset: 0x70, Size: 12] FString LanguageSaveGameName;//[Offset: 0x7c, Size: 12] LanguageMap;//[Offset: 0xd0, Size: 60] bool SetUserSettings_String(FString PropertyName, FString Val);// 0x2745664 bool SetUserSettings_Int(FString PropertyName, int Value);// 0x27454c0 bool SetUserSettings_Float(FString PropertyName, float Value);// 0x274531c bool SetUserSettings_Bool(FString PropertyName, bool Value, bool IngoreSave);// 0x274511c void RegisterUserSettingsDelegate_Int(FString PropertyName, delegate Delegate);// 0x2744f54 void RegisterUserSettingsDelegate_Float(FString PropertyName, delegate Delegate);// 0x2744f54 void RegisterUserSettingsDelegate_Bool(FString PropertyName, delegate Delegate);// 0x2744f54 void RegisterUserSettingsDelegate(delegate Delegate);// 0x2744eb0 SaveGame* GetUserSettingsByDelegate(FString LayoutName);// 0x2744dec FString GetUserSettings_String(FString PropertyName);// 0x2744c0c int GetUserSettings_Int(FString PropertyName);// 0x2744aac float GetUserSettings_Float(FString PropertyName);// 0x2744948 bool GetUserSettings_Bool(FString PropertyName);// 0x27447e8 SaveGame* GetUserSettings();// 0x27447c0 FString GetUserLanguageSettingsProperty_String(FString PropertyName);// 0x27445e0 EffectSettingMgr* GetEffectSettingMgr();// 0x27445b8 SaveGame* GetCustomSetting(FString InSlotName);// 0x27444f4 void FinishModifyUserSettings();// 0x27444e0 void CheckLocalizationLanguage();// 0x27444cc void BeginModifyUserSettings();// 0x27444b8 void AddCustomSetting(FString InSlotName, SaveGame* InSaveGame);// 0x27443b8 -------------------------------- Class: GameInstanceSubsystem.Subsystem.Object -------------------------------- Class: Subsystem.Object -------------------------------- Class: CustomSettingSaveGame FString LayoutSlotName;//[Offset: 0x0, Size: 12] SaveGame* SaveGame;//[Offset: 0xc, Size: 4] -------------------------------- Class: EffectSettingMgr.Object FString SingleLayerColorTable;//[Offset: 0x1c, Size: 12] FString MultiLayerColorTable;//[Offset: 0x28, Size: 12] void UpdateSingleLayerColor(LinearColor Color);// 0x2038174 void UpdateMultiLayerColcor(FString Key, LinearColor Color);// 0x2037fd0 void SetParticleSystemColorSingleLayer(ParticleSystemComponent* ParticleSystem);// 0x2037f58 void SetParticleSystemColorMultiLayer(ParticleSystemComponent* ParticleSystem);// 0x2037ee0 -------------------------------- Class: Engine.Object Font* TinyFont;//[Offset: 0x20, Size: 4] SoftObjectPath TinyFontName;//[Offset: 0x28, Size: 24] Font* SmallFont;//[Offset: 0x5c, Size: 4] SoftObjectPath SmallFontName;//[Offset: 0x60, Size: 24] Font* MediumFont;//[Offset: 0x78, Size: 4] SoftObjectPath MediumFontName;//[Offset: 0x80, Size: 24] Font* LargeFont;//[Offset: 0x98, Size: 4] SoftObjectPath LargeFontName;//[Offset: 0xa0, Size: 24] Font* SubtitleFont;//[Offset: 0xb8, Size: 4] SoftObjectPath SubtitleFontName;//[Offset: 0xc0, Size: 24] Font*[] AdditionalFonts;//[Offset: 0xd8, Size: 12] FString[] AdditionalFontNames;//[Offset: 0xec, Size: 12] class Console* ConsoleClass;//[Offset: 0xf8, Size: 4] SoftClassPath ConsoleClassName;//[Offset: 0x100, Size: 24] class GameViewportClient* GameViewportClientClass;//[Offset: 0x118, Size: 4] SoftClassPath GameViewportClientClassName;//[Offset: 0x120, Size: 24] class LocalPlayer* LocalPlayerClass;//[Offset: 0x138, Size: 4] SoftClassPath LocalPlayerClassName;//[Offset: 0x140, Size: 24] class WorldSettings* WorldSettingsClass;//[Offset: 0x158, Size: 4] SoftClassPath WorldSettingsClassName;//[Offset: 0x160, Size: 24] SoftClassPath NavigationSystemClassName;//[Offset: 0x178, Size: 24] class NavigationSystem* NavigationSystemClass;//[Offset: 0x190, Size: 4] SoftClassPath AvoidanceManagerClassName;//[Offset: 0x198, Size: 24] class AvoidanceManager* AvoidanceManagerClass;//[Offset: 0x1b0, Size: 4] class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x1b4, Size: 4] SoftClassPath PhysicsCollisionHandlerClassName;//[Offset: 0x1b8, Size: 24] SoftClassPath GameUserSettingsClassName;//[Offset: 0x1d0, Size: 24] class GameUserSettings* GameUserSettingsClass;//[Offset: 0x1e8, Size: 4] SoftClassPath AIControllerClassName;//[Offset: 0x1f0, Size: 24] GameUserSettings* GameUserSettings;//[Offset: 0x208, Size: 4] class LevelScriptActor* LevelScriptActorClass;//[Offset: 0x20c, Size: 4] SoftClassPath LevelScriptActorClassName;//[Offset: 0x210, Size: 24] SoftClassPath DefaultBlueprintBaseClassName;//[Offset: 0x228, Size: 24] SoftClassPath GameSingletonClassName;//[Offset: 0x240, Size: 24] Object* GameSingleton;//[Offset: 0x258, Size: 4] SoftClassPath AssetManagerClassName;//[Offset: 0x260, Size: 24] AssetManager* AssetManager;//[Offset: 0x278, Size: 4] Texture2D* DefaultTexture;//[Offset: 0x27c, Size: 4] SoftObjectPath DefaultTextureName;//[Offset: 0x280, Size: 24] Texture* DefaultDiffuseTexture;//[Offset: 0x298, Size: 4] SoftObjectPath DefaultDiffuseTextureName;//[Offset: 0x2a0, Size: 24] Texture2D* DefaultBSPVertexTexture;//[Offset: 0x2b8, Size: 4] SoftObjectPath DefaultBSPVertexTextureName;//[Offset: 0x2c0, Size: 24] Texture2D* HighFrequencyNoiseTexture;//[Offset: 0x2d8, Size: 4] SoftObjectPath HighFrequencyNoiseTextureName;//[Offset: 0x2e0, Size: 24] Texture2D* DefaultBokehTexture;//[Offset: 0x2f8, Size: 4] SoftObjectPath DefaultBokehTextureName;//[Offset: 0x300, Size: 24] Texture2D* DefaultBloomKernelTexture;//[Offset: 0x318, Size: 4] SoftObjectPath DefaultBloomKernelTextureName;//[Offset: 0x320, Size: 24] Material* WireframeMaterial;//[Offset: 0x338, Size: 4] FString WireframeMaterialName;//[Offset: 0x33c, Size: 12] Material* DebugMeshMaterial;//[Offset: 0x348, Size: 4] SoftObjectPath DebugMeshMaterialName;//[Offset: 0x350, Size: 24] Material* LevelColorationLitMaterial;//[Offset: 0x368, Size: 4] FString LevelColorationLitMaterialName;//[Offset: 0x36c, Size: 12] Material* LevelColorationUnlitMaterial;//[Offset: 0x378, Size: 4] FString LevelColorationUnlitMaterialName;//[Offset: 0x37c, Size: 12] Material* LightingTexelDensityMaterial;//[Offset: 0x388, Size: 4] FString LightingTexelDensityName;//[Offset: 0x38c, Size: 12] Material* ShadedLevelColorationLitMaterial;//[Offset: 0x398, Size: 4] FString ShadedLevelColorationLitMaterialName;//[Offset: 0x39c, Size: 12] Material* ShadedLevelColorationUnlitMaterial;//[Offset: 0x3a8, Size: 4] FString ShadedLevelColorationUnlitMaterialName;//[Offset: 0x3ac, Size: 12] Material* RemoveSurfaceMaterial;//[Offset: 0x3b8, Size: 4] SoftObjectPath RemoveSurfaceMaterialName;//[Offset: 0x3c0, Size: 24] Material* VertexColorMaterial;//[Offset: 0x3d8, Size: 4] FString VertexColorMaterialName;//[Offset: 0x3dc, Size: 12] Material* VertexColorViewModeMaterial_ColorOnly;//[Offset: 0x3e8, Size: 4] FString VertexColorViewModeMaterialName_ColorOnly;//[Offset: 0x3ec, Size: 12] Material* VertexColorViewModeMaterial_AlphaAsColor;//[Offset: 0x3f8, Size: 4] FString VertexColorViewModeMaterialName_AlphaAsColor;//[Offset: 0x3fc, Size: 12] Material* VertexColorViewModeMaterial_RedOnly;//[Offset: 0x408, Size: 4] FString VertexColorViewModeMaterialName_RedOnly;//[Offset: 0x40c, Size: 12] Material* VertexColorViewModeMaterial_GreenOnly;//[Offset: 0x418, Size: 4] FString VertexColorViewModeMaterialName_GreenOnly;//[Offset: 0x41c, Size: 12] Material* VertexColorViewModeMaterial_BlueOnly;//[Offset: 0x428, Size: 4] FString VertexColorViewModeMaterialName_BlueOnly;//[Offset: 0x42c, Size: 12] SoftObjectPath DebugEditorMaterialName;//[Offset: 0x438, Size: 24] Material* ConstraintLimitMaterial;//[Offset: 0x450, Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialX;//[Offset: 0x454, Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialXAxis;//[Offset: 0x458, Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialY;//[Offset: 0x45c, Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialYAxis;//[Offset: 0x460, Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialZ;//[Offset: 0x464, Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialZAxis;//[Offset: 0x468, Size: 4] MaterialInstanceDynamic* ConstraintLimitMaterialPrismatic;//[Offset: 0x46c, Size: 4] Material* InvalidLightmapSettingsMaterial;//[Offset: 0x470, Size: 4] SoftObjectPath InvalidLightmapSettingsMaterialName;//[Offset: 0x478, Size: 24] Material* PreviewShadowsIndicatorMaterial;//[Offset: 0x490, Size: 4] SoftObjectPath PreviewShadowsIndicatorMaterialName;//[Offset: 0x498, Size: 24] Material* ArrowMaterial;//[Offset: 0x4b0, Size: 4] SoftObjectPath ArrowMaterialName;//[Offset: 0x4b8, Size: 24] Material* OutlineMaterial;//[Offset: 0x4d0, Size: 4] SoftObjectPath OutlineMaterialName;//[Offset: 0x4d8, Size: 24] Material* OutlineMaskedMaterial;//[Offset: 0x4f0, Size: 4] SoftObjectPath OutlineMaskedMaterialName;//[Offset: 0x4f8, Size: 24] SoftObjectPath SmaaAreaTexName;//[Offset: 0x510, Size: 24] SoftObjectPath SmaaSearchTexName;//[Offset: 0x528, Size: 24] Texture2D* SmaaAreaTex;//[Offset: 0x540, Size: 4] Texture2D* SmaaSearchTex;//[Offset: 0x544, Size: 4] Material* DyeingColorMaterial;//[Offset: 0x548, Size: 4] SoftObjectPath DyeingColorMaterialName;//[Offset: 0x550, Size: 24] LinearColor LightingOnlyBrightness;//[Offset: 0x568, Size: 16] LinearColor[] ShaderComplexityColors;//[Offset: 0x578, Size: 12] LinearColor[] QuadComplexityColors;//[Offset: 0x584, Size: 12] LinearColor[] LightComplexityColors;//[Offset: 0x590, Size: 12] LinearColor[] StationaryLightOverlapColors;//[Offset: 0x59c, Size: 12] LinearColor[] LODColorationColors;//[Offset: 0x5a8, Size: 12] LinearColor[] HLODColorationColors;//[Offset: 0x5b4, Size: 12] LinearColor[] StreamingAccuracyColors;//[Offset: 0x5c0, Size: 12] float MaxPixelShaderAdditiveComplexityCount;//[Offset: 0x5cc, Size: 4] float MaxES2PixelShaderAdditiveComplexityCount;//[Offset: 0x5d0, Size: 4] float MinLightMapDensity;//[Offset: 0x5d4, Size: 4] float IdealLightMapDensity;//[Offset: 0x5d8, Size: 4] float MaxLightMapDensity;//[Offset: 0x5dc, Size: 4] bool bRenderLightMapDensityGrayscale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5e0, Size: 1] float RenderLightMapDensityGrayscaleScale;//[Offset: 0x5e4, Size: 4] float RenderLightMapDensityColorScale;//[Offset: 0x5e8, Size: 4] LinearColor LightMapDensityVertexMappedColor;//[Offset: 0x5ec, Size: 16] LinearColor LightMapDensitySelectedColor;//[Offset: 0x5fc, Size: 16] StatColorMapping[] StatColorMappings;//[Offset: 0x60c, Size: 12] PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x618, Size: 4] SoftObjectPath DefaultPhysMaterialName;//[Offset: 0x620, Size: 24] GameNameRedirect[] ActiveGameNameRedirects;//[Offset: 0x638, Size: 12] ClassRedirect[] ActiveClassRedirects;//[Offset: 0x644, Size: 12] PluginRedirect[] ActivePluginRedirects;//[Offset: 0x650, Size: 12] StructRedirect[] ActiveStructRedirects;//[Offset: 0x65c, Size: 12] Texture2D* PreIntegratedSkinBRDFTexture;//[Offset: 0x668, Size: 4] SoftObjectPath PreIntegratedSkinBRDFTextureName;//[Offset: 0x670, Size: 24] Texture2D* MiniFontTexture;//[Offset: 0x688, Size: 4] SoftObjectPath MiniFontTextureName;//[Offset: 0x690, Size: 24] Texture* WeightMapPlaceholderTexture;//[Offset: 0x6a8, Size: 4] SoftObjectPath WeightMapPlaceholderTextureName;//[Offset: 0x6b0, Size: 24] Texture2D* LightMapDensityTexture;//[Offset: 0x6c8, Size: 4] SoftObjectPath LightMapDensityTextureName;//[Offset: 0x6d0, Size: 24] GameViewportClient* GameViewport;//[Offset: 0x6ec, Size: 4] FString[] DeferredCommands;//[Offset: 0x6f0, Size: 12] int TickCycles;//[Offset: 0x6fc, Size: 4] int GameCycles;//[Offset: 0x700, Size: 4] int ClientCycles;//[Offset: 0x704, Size: 4] float NearClipPlane;//[Offset: 0x708, Size: 4] bool bHardwareSurveyEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70c, Size: 1] bool bSubtitlesEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70c, Size: 1] bool bSubtitlesForcedOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x70c, Size: 1] int MaximumLoopIterationCount;//[Offset: 0x710, Size: 4] bool bCanBlueprintsTickByDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x714, Size: 1] bool bOptimizeAnimBlueprintMemberVariableAccess;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x714, Size: 1] bool bAllowMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x714, Size: 1] bool bEnableEditorPSysRealtimeLOD;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x714, Size: 1] bool bSmoothFrameRate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x714, Size: 1] bool bUseFixedFrameRate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x714, Size: 1] float FixedFrameRate;//[Offset: 0x718, Size: 4] FloatRange SmoothedFrameRateRange;//[Offset: 0x71c, Size: 16] bool bCheckForMultiplePawnsSpawnedInAFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x72c, Size: 1] int NumPawnsAllowedToBeSpawnedInAFrame;//[Offset: 0x730, Size: 4] bool bShouldGenerateLowQualityLightmaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x734, Size: 1] Color C_WorldBox;//[Offset: 0x738, Size: 4] Color C_BrushWire;//[Offset: 0x73c, Size: 4] Color C_AddWire;//[Offset: 0x740, Size: 4] Color C_SubtractWire;//[Offset: 0x744, Size: 4] Color C_SemiSolidWire;//[Offset: 0x748, Size: 4] Color C_NonSolidWire;//[Offset: 0x74c, Size: 4] Color C_WireBackground;//[Offset: 0x750, Size: 4] Color C_ScaleBoxHi;//[Offset: 0x754, Size: 4] Color C_VolumeCollision;//[Offset: 0x758, Size: 4] Color C_BSPCollision;//[Offset: 0x75c, Size: 4] Color C_OrthoBackground;//[Offset: 0x760, Size: 4] Color C_Volume;//[Offset: 0x764, Size: 4] Color C_BrushShape;//[Offset: 0x768, Size: 4] float StreamingDistanceFactor;//[Offset: 0x76c, Size: 4] DirectoryPath GameScreenshotSaveDirectory;//[Offset: 0x770, Size: 12] byte TransitionType;//[Offset: 0x77c, Size: 1] FString TransitionDescription;//[Offset: 0x780, Size: 12] FString TransitionGameMode;//[Offset: 0x78c, Size: 12] float MeshLODRange;//[Offset: 0x798, Size: 4] bool bAllowMatureLanguage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x79c, Size: 1] float CameraRotationThreshold;//[Offset: 0x7a0, Size: 4] float CameraTranslationThreshold;//[Offset: 0x7a4, Size: 4] float PrimitiveProbablyVisibleTime;//[Offset: 0x7a8, Size: 4] float MaxOcclusionPixelsFraction;//[Offset: 0x7ac, Size: 4] bool bPauseOnLossOfFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b0, Size: 1] int MaxParticleResize;//[Offset: 0x7b4, Size: 4] int MaxParticleResizeWarn;//[Offset: 0x7b8, Size: 4] DropNoteInfo[] PendingDroppedNotes;//[Offset: 0x7bc, Size: 12] RigidBodyErrorCorrection PhysicErrorCorrection;//[Offset: 0x7c8, Size: 28] float NetClientTicksPerSecond;//[Offset: 0x7e4, Size: 4] float DisplayGamma;//[Offset: 0x7e8, Size: 4] float MinDesiredFrameRate;//[Offset: 0x7ec, Size: 4] int ShaderPrecompileProgress;//[Offset: 0x7f0, Size: 4] LinearColor DefaultSelectedMaterialColor;//[Offset: 0x7f4, Size: 16] LinearColor SelectedMaterialColor;//[Offset: 0x804, Size: 16] LinearColor SelectionOutlineColor;//[Offset: 0x814, Size: 16] LinearColor SubduedSelectionOutlineColor;//[Offset: 0x824, Size: 16] LinearColor SelectedMaterialColorOverride;//[Offset: 0x834, Size: 16] bool bIsOverridingSelectedColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x844, Size: 1] bool bEnableOnScreenDebugMessages;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x845, Size: 1] bool bEnableOnScreenDebugMessagesDisplay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x845, Size: 1] bool bSuppressMapWarnings;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x845, Size: 1] bool bDisableAILogging;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x845, Size: 1] uint32 bEnableVisualLogRecordingOnStart;//[Offset: 0x848, Size: 4] int ScreenSaverInhibitorSemaphore;//[Offset: 0x850, Size: 4] bool bLockReadOnlyLevels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x854, Size: 1] FString ParticleEventManagerClassPath;//[Offset: 0x858, Size: 12] float SelectionHighlightIntensity;//[Offset: 0x870, Size: 4] float SelectionMeshSectionHighlightIntensity;//[Offset: 0x874, Size: 4] float BSPSelectionHighlightIntensity;//[Offset: 0x878, Size: 4] float HoverHighlightIntensity;//[Offset: 0x87c, Size: 4] float SelectionHighlightIntensityBillboards;//[Offset: 0x880, Size: 4] NetDriverDefinition[] NetDriverDefinitions;//[Offset: 0x9d4, Size: 12] FString[] ServerActors;//[Offset: 0x9e0, Size: 12] FString[] RuntimeServerActors;//[Offset: 0x9ec, Size: 12] bool bStartedLoadMapMovie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9f8, Size: 1] int NextWorldContextHandle;//[Offset: 0xa08, Size: 4] -------------------------------- Class: GameUserSettings.Object bool bUseVSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] uint32 ResolutionSizeX;//[Offset: 0x60, Size: 4] uint32 ResolutionSizeY;//[Offset: 0x64, Size: 4] uint32 LastUserConfirmedResolutionSizeX;//[Offset: 0x68, Size: 4] uint32 LastUserConfirmedResolutionSizeY;//[Offset: 0x6c, Size: 4] int WindowPosX;//[Offset: 0x70, Size: 4] int WindowPosY;//[Offset: 0x74, Size: 4] int FullscreenMode;//[Offset: 0x78, Size: 4] int LastConfirmedFullscreenMode;//[Offset: 0x7c, Size: 4] int PreferredFullscreenMode;//[Offset: 0x80, Size: 4] uint32 Version;//[Offset: 0x84, Size: 4] int AudioQualityLevel;//[Offset: 0x88, Size: 4] float FrameRateLimit;//[Offset: 0x8c, Size: 4] int DesiredScreenWidth;//[Offset: 0x94, Size: 4] bool bUseDesiredScreenHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98, Size: 1] int DesiredScreenHeight;//[Offset: 0x9c, Size: 4] float LastRecommendedScreenWidth;//[Offset: 0xa0, Size: 4] float LastRecommendedScreenHeight;//[Offset: 0xa4, Size: 4] float LastCPUBenchmarkResult;//[Offset: 0xa8, Size: 4] float LastGPUBenchmarkResult;//[Offset: 0xac, Size: 4] float[] LastCPUBenchmarkSteps;//[Offset: 0xb0, Size: 12] float[] LastGPUBenchmarkSteps;//[Offset: 0xbc, Size: 12] float LastGPUBenchmarkMultiplier;//[Offset: 0xc8, Size: 4] bool bUseHDRDisplayOutput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] int HDRDisplayOutputNits;//[Offset: 0xd0, Size: 4] delegate OnGameUserSettingsUINeedsUpdate;//[Offset: 0xd4, Size: 12] void ValidateSettings();// 0x211d7ac bool SupportsHDRDisplayOutput();// 0x46265f8 void SetVSyncEnabled(bool bEnable);// 0x4626578 void SetVisualEffectQuality(int Value);// 0x270a1e0 void SetViewDistanceQuality(int Value);// 0x4626500 void SetToDefaults();// 0x1f802d4 void SetTextureQuality(int Value);// 0x4626488 void SetShadowQuality(int Value);// 0x4626410 void SetScreenResolution(IntPoint Resolution);// 0x46263a0 void SetResolutionScaleValueEx(float NewScaleValue);// 0x4626328 void SetResolutionScaleValue(int NewScaleValue);// 0x46262b0 void SetResolutionScaleNormalized(float NewScaleNormalized);// 0x4626238 void SetPostProcessingQuality(int Value);// 0x46261c0 void SetOverallScalabilityLevel(int Value);// 0x1f866cc void SetFullscreenMode(byte InFullscreenMode);// 0x4626148 void SetFrameRateLimit(float NewLimit);// 0x46260d0 void SetFoliageQuality(int Value);// 0x4626058 void SetBenchmarkFallbackValues();// 0x4626044 void SetAudioQualityLevel(int QualityLevel);// 0x4625fcc void SetAntiAliasingQuality(int Value);// 0x4625f54 void SaveSettings();// 0x21b0b48 void RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float GPUMultiplier);// 0x4625e4c void RevertVideoMode();// 0x4625e38 void ResetToCurrentSettings();// 0x20421e4 void LoadSettings(bool bForceReload);// 0x45e5340 bool IsVSyncEnabled();// 0x4625e10 bool IsVSyncDirty();// 0x4625de8 bool IsScreenResolutionDirty();// 0x4625dc0 bool IsHDREnabled();// 0x4625d98 bool IsFullscreenModeDirty();// 0x4625d70 bool IsDirty();// 0x208b064 int GetVisualEffectQuality();// 0x4625d48 int GetViewDistanceQuality();// 0x1f84630 int GetTextureQuality();// 0x4625d20 int GetShadowQuality();// 0x4625cf8 IntPoint GetScreenResolution();// 0x4625cb0 void GetResolutionScaleInformationEx(out float CurrentScaleNormalized, out float CurrentScaleValue, out float MinScaleValue, out float MaxScaleValue);// 0x4625b1c void GetResolutionScaleInformation(out float CurrentScaleNormalized, out int CurrentScaleValue, out int MinScaleValue, out int MaxScaleValue);// 0x4625988 float GetRecommendedResolutionScale();// 0x23a59ec byte GetPreferredFullscreenMode();// 0x4625960 int GetPostProcessingQuality();// 0x26f0ecc int GetOverallScalabilityLevel();// 0x4625938 IntPoint GetLastConfirmedScreenResolution();// 0x46258f0 byte GetLastConfirmedFullscreenMode();// 0x46258c8 static GameUserSettings* GetGameUserSettings();// 0x46258a0 byte GetFullscreenMode();// 0x4625878 float GetFrameRateLimit();// 0x4625850 int GetFoliageQuality();// 0x4625828 IntPoint GetDesktopResolution();// 0x46257e0 static IntPoint GetDefaultWindowPosition();// 0x46257a0 static byte GetDefaultWindowMode();// 0x2160470 float GetDefaultResolutionScale();// 0x4625770 static IntPoint GetDefaultResolution();// 0x4625730 int GetCurrentHDRDisplayNits();// 0x4625708 int GetAudioQualityLevel();// 0x46256ec int GetAntiAliasingQuality();// 0x46256c4 void EnableHDRDisplayOutput(bool bEnable, int DisplayNits);// 0x46255fc void ConfirmVideoMode();// 0x46255e8 void ApplySettings(bool bCheckForCommandLineOverrides);// 0x4625560 void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);// 0x46254e0 void ApplyNonResolutionSettings();// 0x1fae92c void ApplyHardwareBenchmarkResults();// 0x1f803a8 -------------------------------- Class: AssetManager.Object Object*[] ObjectReferenceList;//[Offset: 0x1bc, Size: 12] bool bIsGlobalAsyncScanEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c8, Size: 1] bool bShouldGuessTypeAndName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c9, Size: 1] bool bShouldUseSynchronousLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ca, Size: 1] bool bIsLoadingFromPakFiles;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cb, Size: 1] bool bShouldAcquireMissingChunksOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc, Size: 1] bool bOnlyCookProductionAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd, Size: 1] bool bIsBulkScanning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ce, Size: 1] bool bIsManagementDatabaseCurrent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cf, Size: 1] bool bUpdateManagementDatabaseAfterScan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0, Size: 1] bool bIncludeOnlyOnDiskAssets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d1, Size: 1] int NumberOfSpawnedNotifications;//[Offset: 0x1d4, Size: 4] -------------------------------- Class: StatColorMapping FString StatName;//[Offset: 0x0, Size: 12] StatColorMapEntry[] colorMap;//[Offset: 0xc, Size: 12] bool DisableBlend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18, Size: 1] -------------------------------- Class: StatColorMapEntry float In;//[Offset: 0x0, Size: 4] Color Out;//[Offset: 0x4, Size: 4] -------------------------------- Class: GameNameRedirect FName OldGameName;//[Offset: 0x0, Size: 8] FName NewGameName;//[Offset: 0x8, Size: 8] -------------------------------- Class: ClassRedirect FName ObjectName;//[Offset: 0x0, Size: 8] FName OldClassName;//[Offset: 0x8, Size: 8] FName NewClassName;//[Offset: 0x10, Size: 8] FName OldSubobjName;//[Offset: 0x18, Size: 8] FName NewSubobjName;//[Offset: 0x20, Size: 8] FName NewClassClass;//[Offset: 0x28, Size: 8] FName NewClassPackage;//[Offset: 0x30, Size: 8] bool InstanceOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] -------------------------------- Class: PluginRedirect FString OldPluginName;//[Offset: 0x0, Size: 12] FString NewPluginName;//[Offset: 0xc, Size: 12] -------------------------------- Class: StructRedirect FName OldStructName;//[Offset: 0x0, Size: 8] FName NewStructName;//[Offset: 0x8, Size: 8] -------------------------------- Class: DirectoryPath FString Path;//[Offset: 0x0, Size: 12] -------------------------------- Class: DropNoteInfo Vector Location;//[Offset: 0x0, Size: 12] Rotator Rotation;//[Offset: 0xc, Size: 12] FString Comment;//[Offset: 0x18, Size: 12] -------------------------------- Class: RigidBodyErrorCorrection float LinearDeltaThresholdSq;//[Offset: 0x0, Size: 4] float LinearInterpAlpha;//[Offset: 0x4, Size: 4] float LinearRecipFixTime;//[Offset: 0x8, Size: 4] float AngularDeltaThreshold;//[Offset: 0xc, Size: 4] float AngularInterpAlpha;//[Offset: 0x10, Size: 4] float AngularRecipFixTime;//[Offset: 0x14, Size: 4] float BodySpeedThresholdSq;//[Offset: 0x18, Size: 4] -------------------------------- Class: NetDriverDefinition FName DefName;//[Offset: 0x0, Size: 8] FName DriverClassName;//[Offset: 0x8, Size: 8] FName DriverClassNameFallback;//[Offset: 0x10, Size: 8] -------------------------------- Class: STExtraGameInstance.UAEGameInstance.GameInstance.Object delegate OnUserQualitySettingChanged;//[Offset: 0x334, Size: 12] delegate OnRenderQualitySettingsChanged;//[Offset: 0x340, Size: 12] delegate OnUserMsaaSettingChanged;//[Offset: 0x34c, Size: 12] delegate OnWaterReflectionSettingChanged;//[Offset: 0x358, Size: 12] delegate OnCampRoomChanged;//[Offset: 0x364, Size: 12] delegate ScreenOrientationChangedNotify;//[Offset: 0x370, Size: 12] RenderQualitySettings renderQualitySettingsLastSet;//[Offset: 0x37c, Size: 8] RenderQualitySettings renderQualitySettingsApplying;//[Offset: 0x384, Size: 8] RenderQualitySettings renderQualitySettingsInit;//[Offset: 0x38c, Size: 8] UserDetailSetting UserDetailSetting;//[Offset: 0x394, Size: 104] bool ExeCmdSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x424, Size: 1] bool LobbyRenderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x425, Size: 1] bool LobbyRenderSwitchLow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x426, Size: 1] bool TemporaryFixedLobbyRenderSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x427, Size: 1] bool LobbyRenderSwitchMid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428, Size: 1] bool LobbyRenderSwitchHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x429, Size: 1] int iEnableRegionID;//[Offset: 0x42c, Size: 4] SwitchesInMaps[] SwitchesInMaps;//[Offset: 0x430, Size: 12] RenderItem[] LobbyBackupRenderSettings;//[Offset: 0x43c, Size: 12] RenderItem[] LobbyRenderSettingsUltralHigh;//[Offset: 0x448, Size: 12] RenderItem[] LobbyRenderSettingsHigh;//[Offset: 0x454, Size: 12] RenderItem[] LobbyRenderSettingsMid;//[Offset: 0x460, Size: 12] RenderItem[] LobbyRenderSettingsLow;//[Offset: 0x46c, Size: 12] RenderItem[] LowFPSBackupRenderSettings;//[Offset: 0x478, Size: 12] RenderItem[] LowFPSRenderSettingProfileHigh;//[Offset: 0x484, Size: 12] RenderItem[] LowFPSRenderSettingProfileMid;//[Offset: 0x490, Size: 12] RenderItem[] MobileHDROpenConfig;//[Offset: 0x49c, Size: 12] RenderItem[] MobileHDRCloseConfig;//[Offset: 0x4a8, Size: 12] RenderItem[] MobileUltralHighOpenConfig;//[Offset: 0x4b4, Size: 12] RenderItem[] MobileUltralHighCloseConfig;//[Offset: 0x4c0, Size: 12] RenderItem[] MobileVerySmoothOpenConfig;//[Offset: 0x4cc, Size: 12] RenderItem[] MobileVerySmoothCloseConfig;//[Offset: 0x4d8, Size: 12] RenderItem[] MobileMSAAOpenConfig;//[Offset: 0x4e4, Size: 12] RenderItem[] Mobile2xMSAAOpenConfig;//[Offset: 0x4f0, Size: 12] RenderItem[] MobileMSAACloseConfig;//[Offset: 0x4fc, Size: 12] RenderItem[] MobilePPOpenConfig;//[Offset: 0x508, Size: 12] RenderItem[] MobilePPCloseConfig;//[Offset: 0x514, Size: 12] FString[] RePairDeleteDir;//[Offset: 0x520, Size: 12] RenderStyleParameterInMaps[] RenderStyleParamsInMaps;//[Offset: 0x52c, Size: 12] MaterialParametersStyle[] MaterialParametersStyleArray;//[Offset: 0x538, Size: 12] ObjectPoolClassConfig[] ObjectPoolClassConfigs;//[Offset: 0x544, Size: 12] FName[] ObjectPoolIgnoringProperties;//[Offset: 0x550, Size: 12] FString AutoTestMissionType;//[Offset: 0x568, Size: 12] FString CustomLineStr;//[Offset: 0x574, Size: 12] enum GamePlayMode;//[Offset: 0x580, Size: 4] Vector2D FOVRange;//[Offset: 0x584, Size: 8] Vector2D FOVScreenSizeCullingFactorRange;//[Offset: 0x58c, Size: 8] bool bFOVChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x594, Size: 1] bool PVENightChangeCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x595, Size: 1] float SwimRotateX;//[Offset: 0x598, Size: 4] bool IsCutdownForHighTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59c, Size: 1] FString[] BPGameSubsystemClassPath;//[Offset: 0x5a0, Size: 12] int ModeID;//[Offset: 0x5ac, Size: 4] int ModeType;//[Offset: 0x5b0, Size: 4] WonderfulRecordingCut* WonderfulRecordingCut;//[Offset: 0x5d8, Size: 4] ClientInGameReplay* ClientInGameReplay;//[Offset: 0x5dc, Size: 4] DeathPlayback* DeathPlayback;//[Offset: 0x5e0, Size: 4] CompletePlayback* CompletePlayback;//[Offset: 0x5e4, Size: 4] ObservingReplay* ObservingReplay;//[Offset: 0x5e8, Size: 4] WonderfulPlayback* WonderfulPlayback;//[Offset: 0x5ec, Size: 4] MaterialInstanceDynamic* m_CustomTexMat;//[Offset: 0x5f0, Size: 4] AutoRobotModule* AutoModule;//[Offset: 0x5f4, Size: 4] FeatureSetCollection* FeatureSetCollection;//[Offset: 0x650, Size: 4] AvatarItemDownload* AssociatedAvatarItemDownload;//[Offset: 0x654, Size: 4] FadeDynamicStyleInfo FadeInfo;//[Offset: 0x658, Size: 12] float DefaultGray;//[Offset: 0x664, Size: 4] RemoteControlManager* RemoteControlManager;//[Offset: 0x6a4, Size: 4] void WaterReflectionSettingChanged__DelegateSignature(bool bOpenWaterReflection);// 0x2c90a38 void UserQualitySettingChanged__DelegateSignature(int UserQualitySettingLevel);// 0x2c90a38 void UserMsaaSettingChanged__DelegateSignature(bool UserMsaaSetting);// 0x2c90a38 void UpdateWorldCullDistanceVolumes();// 0x223ff18 void TestAyncLoad();// 0x223ff04 void SuperBattleWithPlayerName(FString IP, FString PlayerName, int PlayerKey);// 0x223fd80 void SuperBattle(FString IP);// 0x2090d88 void StopRemoteControl();// 0x1f6b840 void StartRemoteControlWithFile();// 0x1f6b840 void StartRemoteControl(FString Name, FString Host, int Port);// 0x223facc void SetWorldDoorCullDistance(int Distance);// 0x223fa54 void SetWorldCullDistanceVolumeEnable(FString Name, int Enable);// 0x223f8b8 void SetWorldCompositionRelativeDistance(int LODIndex, float Distance);// 0x223f7fc void SetWaterReflectionSetting(bool bDoOpen);// 0x223f77c void SetUserVulkanSetting(bool Enable);// 0x223f6fc void SetUserSetingShadowQuality(bool bShadow);// 0x223f67c void SetUserSetingMobilceContentSCale(float mcs);// 0x223f604 bool SetSoundEffectQuality(int Type);// 0x223f584 void SetRenderQuality(RenderQualitySettings RenderQualitySettings);// 0x223f4d8 void SetModeType(int ParamId);// 0x223f460 void SetModeID(int ParamId);// 0x223f3e8 void SetKillZValue(float KillZ);// 0x223f370 void SetHZBMobileState();// 0x1f6b840 void SetFOVScreenSizeCullingFactor(float FOV);// 0x223f2f8 void SetEnableCullDistanceVolumeOffset(FString Name, bool Enable);// 0x223f150 void SetEnableCullDistanceVolumeMovable(FString Name, bool Enable);// 0x223efa8 static void SetCustomRouteLine();// 0x223ef94 static void SetAutoMissionType();// 0x223ef80 void ScreenOrientationChangedDelegate__DelegateSignature(int inScreenOrientation);// 0x2c90a38 void ReSetFOVScreenSizeCullingFactor();// 0x223ef6c void RenderQualitySettingsChanged__DelegateSignature(RenderQualitySettings RenderQualitySettings);// 0x2c90a38 void RenderForLowFPS();// 0x223ef58 void RemovePPVBlendableMaterial(MaterialInterface* InMaterial);// 0x223eee0 void RefuseRenderForLowFPS();// 0x223eecc void RefreshObjectPoolConfig();// 0x223eeb8 void QuitGame();// 0x223eea4 void PreSetRenderQuality(RenderQualitySettings RenderQualitySettings, out bool renderLevelChanged);// 0x223eda4 void PreLoadBPGameSubsystem();// 0x223ed90 void OnStopAutoTest();// 0x223ed7c void OnStartAutoTest();// 0x1f6b840 void ObjectPoolServerSwitch(bool bOn);// 0x223ecfc void ModifyAllLandscapeStreamingDistance(int Distance);// 0x2032f5c void MakeLevelStreamingDistanceShorterWhenLanded();// 0x223ece8 bool IsViewedByReplay(const Actor* InActor);// 0x223ec68 bool isUsingAssumedNameInReplay();// 0x223ec40 bool IsSupportTagCulling();// 0x223ec24 bool IsSupportSwitchSoundEffectQuality();// 0x223ebfc bool IsSupportSwitchRenderLevelRuntime();// 0x223ebd4 bool IsSupportMSAA();// 0x223ebac bool IsSupportLDR();// 0x223eb84 static bool IsSecAutoRunTest();// 0x2151fe0 bool IsRunningOnVulkan();// 0x223eb5c bool IsPVENightChangeCullDistance();// 0x223eb34 bool IsPlayingObservingReplay();// 0x223eb0c bool IsOpenMSAA();// 0x223eae4 bool IsOpenHDR();// 0x223eabc bool IsIOSOneGigabyteDevice();// 0x207bd84 bool IsInTournamentMap();// 0x223ea94 static bool IsGAutomatorTest();// 0x223ea6c bool IsFoldingScreenDevice(float baseValue);// 0x223e9ec static bool IsAutoRunTestGamePVEProfile();// 0x223e9c4 static bool IsAutoRunTestGamePVE();// 0x223e99c static bool IsAutoRunTestGameBindCompoment();// 0x223e974 static bool IsAutoRunTestGame();// 0x223e94c void GVoiceCampRoomChanged__DelegateSignature(enum CampRoomType);// 0x2c90a38 void GMStandalone(FString Map);// 0x223e7f4 WonderfulRecordingCut* GetWonderfulRecordingCut();// 0x223e7cc WonderfulPlayback* GetWonderfulPlayback();// 0x223e7a4 bool GetWaterReflectionSetting();// 0x223e77c bool GetUserVulkanSetting();// 0x223e754 bool GetUserSetingShadowQuality();// 0x223e72c int GetUserQualitySettingLevel();// 0x223e710 int GetSuppotMSAA();// 0x223e6f4 int GetSoundEffectQuality();// 0x223e6cc RenderQualitySettings GetRenderQualityLastSet();// 0x223e674 RenderQualitySettings GetRenderQualityApplying();// 0x223e61c ObservingReplay* GetObservingReplay();// 0x223e5f4 int GetModeType();// 0x223e5cc int GetModeID();// 0x223e5a4 FString GetLoadWeatherName(FString InWeatherName);// 0x223e458 bool GetIsHighWeatherLevel(FString InWeatherLevelName);// 0x223e38c bool GetIsFirstInitWaterReflectionSetting();// 0x223e364 static STExtraGameInstance* GetInstance();// 0x223e33c int GetExactDeviceLevel();// 0x223e314 int GetDeviceUpdateVersionFlag();// 0x1fb395c FString GetDeviceProfilerLevel();// 0x223e254 byte GetDeviceMaxSupportSoundEffect();// 0x223e22c byte GetDeviceMaxSupportLevel();// 0x223e204 int GetDeviceMaxFPSByDeviceLevel(byte renderlevel);// 0x223e184 int GetDeviceLimit();// 0x223e15c int GetDeviceLevel();// 0x1fb3ee0 bool GetDefaultSoundEffectQuality();// 0x223e134 DeathPlayback* GetDeathPlayback();// 0x223e10c FString GetCurrentRHI();// 0x223e04c CompletePlayback* GetCompletePlayback();// 0x223e024 ClientInGameReplay* GetClientInGameReplay();// 0x223dffc static int GetAutoRunTestServerIdx();// 0x223dfd4 static FString GetAutoRunPassWD();// 0x223df1c static FString GetAutoRunLuaTest();// 0x223de64 static FString GetAutoRunAccount();// 0x223ddac AvatarItemDownload* GetAssociatedAvatarItemDownload();// 0x223dd84 bool GetApplyingShadowQuality();// 0x223dd5c FString GetActiveDeviceProfile();// 0x223dc9c void ExecuteCMD(FString CMDkey, FString CMDvalue);// 0x223da2c void EnableStreamingLevelLOD(bool bEnable);// 0x223d9ac void EnableObjectPoolByClassName(FName ClassName, bool Enable);// 0x223d8e0 void DrawMateritalToTexRenderTarget(TextureRenderTarget2D* TextureRenderTarget, Texture2D* tex1, Texture2D* tex2);// 0x223d7e0 bool DeleteSavedFiles(bool allfilesSaved);// 0x223d758 TextureRenderTarget2D* CreateTexRenderTarget(int Width, int Height);// 0x223d694 TextureRenderTarget2D* CreateCustomTex(Texture2D* TexResFirst, Texture2D* TexResSecond);// 0x223d5d0 void ChangeLevelFXActor(FString LevelName, bool isLoad);// 0x223d4c8 void ChangeCullDistanceVolume(bool UpdateCulldisImmediate);// 0x223d448 void bHideGroundLevels(bool Disable);// 0x223d3c8 void AutoActiveVerySmoothRenderItems(bool forceClose);// 0x223d348 void AutoActiveUltralHighRenderItems();// 0x223d334 void AutoActiveLDR();// 0x223d320 void AttachCameraViewToCharacter(STExtraBaseCharacter* Character);// 0x223d2a8 void AddOrUpdatePPVBlendableMaterial(MaterialInterface* InMaterial, float InWeight);// 0x223d1ec bool ActiveStyle_PPForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x223d0dc void ActiveStyle_PP(byte Level);// 0x223d05c bool ActiveStyle_ACESForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x223cf4c void ActiveStyle(byte Level);// 0x223cecc void ActiveNightVision(bool bSet);// 0x223ce4c void ActiveMSAA(bool bOpenMSAA, int MSAAValue);// 0x223cd84 void ActiveDynamicStyle(bool bSet, byte Type, float InterpSpeed, bool bNeedDestroyComp);// 0x223cc20 -------------------------------- Class: UAEGameInstance.GameInstance.Object ClientBaseInfo ClientBaseInfo;//[Offset: 0x1d0, Size: 224] delegate EnginePreTick;//[Offset: 0x2b0, Size: 12] FrontendHUD* AssociatedFrontendHUD;//[Offset: 0x2ec, Size: 4] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x2f4, Size: 4] bool bStandAloneFromLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] delegate OnPreBattleResult;//[Offset: 0x314, Size: 12] FString[] HighWeatherNames;//[Offset: 0x320, Size: 12] int HighWeatherMinRenderQuality;//[Offset: 0x32c, Size: 4] int HighWeatherMaxRenderQuality;//[Offset: 0x330, Size: 4] void SetLuaStateWrapper(LuaStateWrapper* TLuaStateWrapper);// 0x2481ac0 void OpenAssetLoadLog();// 0x1f6b840 void OnPreBattleResult__DelegateSignature();// 0x2c90a38 void LuaLeakDetect();// 0x2481aac void LuaDoString(FString LuaString);// 0x24819f0 float GetWeatherTime();// 0x24819d4 FString GetWeatherLevelName();// 0x24818bc int GetWeatherID();// 0x248189c LuaStateWrapper* GetLuaStateWrapper();// 0x2481874 FString GetLoadWeatherName(FString InWeatherName);// 0x223e458 bool GetIsHighWeatherLevel(FString InWeatherLevelName);// 0x223e38c FString GetGameId();// 0x24817a8 int GetDeviceLevel();// 0x1fb3ee0 UAEDataTable* GetDataTable_Mod(FString tableName);// 0x24816e4 UAEDataTable* GetDataTable(FString tableName);// 0x2481620 FrontendHUD* GetAssociatedFrontendHUD();// 0x24815f8 void EnableCheckMinFontSize(bool bEnable);// 0x1fed9c8 void CloseAssetLoadLog();// 0x1f6b840 void CheckTooSmallText();// 0x1f6b840 -------------------------------- Class: ClientBaseInfo FString OpenID;//[Offset: 0x0, Size: 12] uint64 RoleID;//[Offset: 0x10, Size: 8] FString GameSvrId;//[Offset: 0x18, Size: 12] FString GameAppID;//[Offset: 0x24, Size: 12] uint16 AreaID;//[Offset: 0x30, Size: 2] int8 PlatID;//[Offset: 0x32, Size: 1] FString ZoneID;//[Offset: 0x34, Size: 12] uint64 BattleID;//[Offset: 0x40, Size: 8] uint64 GameID;//[Offset: 0x48, Size: 8] FString BattleServerIP;//[Offset: 0x50, Size: 12] uint32 BattleServerPort;//[Offset: 0x5c, Size: 4] FString UserName;//[Offset: 0x60, Size: 12] FString PicUrl;//[Offset: 0x6c, Size: 12] uint32 PlayerKey;//[Offset: 0x78, Size: 4] int8 WeatherID;//[Offset: 0x80, Size: 1] FString WeatherLevelName;//[Offset: 0x84, Size: 12] float WeatherTime;//[Offset: 0x90, Size: 4] int[] MrpcsData;//[Offset: 0x94, Size: 12] AdvConfig;//[Offset: 0xa4, Size: 60] -------------------------------- Class: RenderQualitySettings byte RenderQualitySetting;//[Offset: 0x0, Size: 1] byte RenderStyleSetting;//[Offset: 0x1, Size: 1] bool RenderMSAASetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] int RenderMSAAValue;//[Offset: 0x4, Size: 4] -------------------------------- Class: UserDetailSetting int DeviceQualityLevel;//[Offset: 0x0, Size: 4] int TCQualityGrade;//[Offset: 0x4, Size: 4] int DeviceMaxSoundEffectLevel;//[Offset: 0x8, Size: 4] int DeviceMaxQualityLevel;//[Offset: 0xc, Size: 4] int UserQualitySetting;//[Offset: 0x10, Size: 4] int DeviceSupportHDR;//[Offset: 0x14, Size: 4] int IsOpenHDR;//[Offset: 0x18, Size: 4] int UserHDRSetting;//[Offset: 0x1c, Size: 4] int IsSupportMSAA;//[Offset: 0x20, Size: 4] bool UserMsaaSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] int UserMSAAValue;//[Offset: 0x28, Size: 4] float UserMCSSetting;//[Offset: 0x2c, Size: 4] int UserShadowSetting;//[Offset: 0x30, Size: 4] int UserShadowSwitch;//[Offset: 0x34, Size: 4] int UserTeamQualityEnhanceSetting;//[Offset: 0x38, Size: 4] int PUBGLimitSetting;//[Offset: 0x3c, Size: 4] int PUBGDeviceUpdateFlag;//[Offset: 0x40, Size: 4] int PUBGDeviceFPSDef;//[Offset: 0x44, Size: 4] int PUBGDeviceFPSLow;//[Offset: 0x48, Size: 4] int PUBGDeviceFPSMid;//[Offset: 0x4c, Size: 4] int PUBGDeviceFPSHigh;//[Offset: 0x50, Size: 4] int PUBGDeviceFPSHDR;//[Offset: 0x54, Size: 4] int PUBGDeviceFPSUltralHigh;//[Offset: 0x58, Size: 4] bool IsSupportTagCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] int PUBGTeamQualityEnhance;//[Offset: 0x60, Size: 4] int UserVulkanSetting;//[Offset: 0x64, Size: 4] -------------------------------- Class: SwitchesInMaps FString MapName;//[Offset: 0x0, Size: 12] SwitchesItem[] Switches;//[Offset: 0xc, Size: 12] -------------------------------- Class: SwitchesItem FString Key;//[Offset: 0x0, Size: 12] float Value;//[Offset: 0xc, Size: 4] FString DependKey;//[Offset: 0x10, Size: 12] float DependValue;//[Offset: 0x1c, Size: 4] -------------------------------- Class: RenderItem FString RenderKey;//[Offset: 0x0, Size: 12] float RenderValue;//[Offset: 0xc, Size: 4] -------------------------------- Class: RenderStyleParameterInMaps byte DynamicStyleName;//[Offset: 0x0, Size: 1] FString[] PostProcessParams;//[Offset: 0x4, Size: 12] ACESParameter ACESParams;//[Offset: 0x10, Size: 40] -------------------------------- Class: ACESParameter LinearColor TintColor;//[Offset: 0x0, Size: 16] float Bright;//[Offset: 0x10, Size: 4] float Gray;//[Offset: 0x14, Size: 4] float ShoulderStrength;//[Offset: 0x18, Size: 4] float ToeStrength;//[Offset: 0x1c, Size: 4] float LinearStrength;//[Offset: 0x20, Size: 4] float LinearAngle;//[Offset: 0x24, Size: 4] -------------------------------- Class: MaterialParametersStyle FString StyleName;//[Offset: 0x0, Size: 12] MaterialParameterFloat[] Floats;//[Offset: 0xc, Size: 12] MaterialParameterVector[] Vectors;//[Offset: 0x18, Size: 12] -------------------------------- Class: MaterialParameterFloat FName Name;//[Offset: 0x0, Size: 8] float Value;//[Offset: 0x8, Size: 4] -------------------------------- Class: MaterialParameterVector FName Name;//[Offset: 0x0, Size: 8] Vector Vector;//[Offset: 0x8, Size: 12] -------------------------------- Class: WonderfulRecordingCut.Object WonderfulCutOutputData[] WonderfulCutOutputDataList;//[Offset: 0x1c, Size: 12] WonderfulCutContinuousKillOutputData[] WonderfulCutContinuousKillOutputDataList;//[Offset: 0x28, Size: 12] bool bIsChickenDinner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] float ChickenDinnerTimeSecs;//[Offset: 0x60, Size: 4] bool bIsShowSmallCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] float ShowSmallCircleTimeSecs;//[Offset: 0x68, Size: 4] WonderfulCutShootDamageData[] ShootDamageDataList;//[Offset: 0x6c, Size: 12] void StopRecord(bool bRankFirst);// 0x23b2b50 void StartRecord();// 0x23b2b3c void SortShootDamageData(out WonderfulCutShootDamageSortData[] LargeCircleDataList, out WonderfulCutShootDamageSortData[] SmallCircleDataList);// 0x23b2900 void RemoveOutputDataInContinuousKillRange(out WonderfulCutShootDamageSortData[] SortDataList);// 0x23b27cc void CaptureRecordCut(byte CaptureType, int DamagePlayerID, bool bAI, byte ShootDamageType, float ShootDistance, FString CauserName);// 0x23b24f0 void BuildOutputData();// 0x23b24dc void BuildContinuousKillOutputData();// 0x23b24c8 -------------------------------- Class: WonderfulCutOutputData float BeginTimeSecs;//[Offset: 0x0, Size: 4] float EndTimeSecs;//[Offset: 0x4, Size: 4] byte WonderfulCutType;//[Offset: 0x8, Size: 1] float ShootDistance;//[Offset: 0xc, Size: 4] FString CauserName;//[Offset: 0x10, Size: 12] -------------------------------- Class: WonderfulCutContinuousKillOutputData float BeginTimeSecs;//[Offset: 0x0, Size: 4] float EndTimeSecs;//[Offset: 0x4, Size: 4] int KillNum;//[Offset: 0x8, Size: 4] float FarthestKillDistance;//[Offset: 0xc, Size: 4] -------------------------------- Class: WonderfulCutShootDamageData int DamagePlayerID;//[Offset: 0x0, Size: 4] WonderfulCut_OneShootDamage[] ShootDamageList;//[Offset: 0x4, Size: 12] -------------------------------- Class: WonderfulCut_OneShootDamage bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] byte CaptureType;//[Offset: 0x1, Size: 1] byte ShootDamageType;//[Offset: 0x2, Size: 1] float DamageTimeSecs;//[Offset: 0x4, Size: 4] float ShootDistance;//[Offset: 0x8, Size: 4] FString CauserName;//[Offset: 0xc, Size: 12] -------------------------------- Class: WonderfulCutShootDamageSortData float DamageIntervalSecs;//[Offset: 0x0, Size: 4] float DamageTimeSecs;//[Offset: 0x4, Size: 4] bool bVictimAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] byte CaptureType;//[Offset: 0x9, Size: 1] byte ShootDamageType;//[Offset: 0xa, Size: 1] float ShootDistance;//[Offset: 0xc, Size: 4] FString CauserName;//[Offset: 0x10, Size: 12] -------------------------------- Class: ClientInGameReplay.GameReplay.Object bool bGWonderfulPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] bool bDeathPlaybackEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9, Size: 1] bool bWonderfulPlaybackEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda, Size: 1] int ConditionKillNums;//[Offset: 0xdc, Size: 4] enum WonderfulKeepState;//[Offset: 0xe0, Size: 1] bool bCanKeepReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe1, Size: 1] DeathReplayData DeathReplayData;//[Offset: 0xe8, Size: 224] BattleDeathPlaybackInfo BattleDeathPlaybackInfo;//[Offset: 0x200, Size: 8] BattleWonderfulInfo BattleWonderfulInfo;//[Offset: 0x208, Size: 56] LobbyWonderfulInfo LobbyWonderfulInfo;//[Offset: 0x240, Size: 96] void SetSaveTimestamp(uint64 InCurrentTime);// 0x200b574 void SetGWonderfulPlaybackSwitch(bool bInSwitch);// 0x200b4f4 void SetDeathReplayData(out const DeathReplayData ReplayData);// 0x200b414 void SetClientVersion(FString InAppVersion, FString InSrcVersion);// 0x200b2d4 void OnPlayerRespawnNotify();// 0x200b2c0 void OnKillOrPutDownMessageEvent();// 0x200b2ac void OnBattleResultStopRecordingNotify();// 0x200b298 void MarkPlayerLastBeginInactiveTime(FString PlayerName);// 0x200b1dc void MarkPlayerLastBeginActiveTime(FString PlayerName);// 0x200b120 bool IsSwitchedOffByDevice();// 0x200b0f8 bool HaveWonderfulPlaybackData();// 0x200b0d0 bool HaveDeathPlaybackData();// 0x200b0a8 enum GetWonderfulKeepState();// 0x200b068 FString GetCompressedFileName();// 0x200afa8 int[] GetAllWonderfulPeriodType();// 0x200aee8 void EnableWonderfulPlayback(bool bEnable);// 0x200ae68 void EnableDeathPlayback(bool bEnable);// 0x200ade8 void DeleteWonderfulPeriod(int PeriodIndex);// 0x200ad70 void ClearWonderfulPeriod();// 0x200ad5c bool CheckKillNumsCondition();// 0x200ad34 void AddWonderfulPeriod(enum InWonderfulType, float InStartTime, float InEndTime, out const float[] InAdditionalData, int InPeriodIndex);// 0x200ab50 -------------------------------- Class: GameReplay.Object UserWidget* GMUI;//[Offset: 0x24, Size: 4] class UserWidget* GMUIClass;//[Offset: 0x28, Size: 40] enum ReplayType;//[Offset: 0x50, Size: 1] bool bIsPausePlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] STExtraPlayerController* PlayerController;//[Offset: 0xc8, Size: 4] KillInfoRecordData[] RecordKillInfoDataArray;//[Offset: 0xcc, Size: 12] bool StopRecordingReplay();// 0x20134f8 bool StopPlay();// 0x208b064 bool StartRecordingReplay();// 0x20134b4 void SetSpectatorName(FString SpectatorName, bool bGM);// 0x208aebc bool SetReplayTimeDilation(float InDilation);// 0x208ae3c void SetReplayStreamer(FString InReplayStreamer);// 0x208aca4 void SetIsGMSpectator(bool bGM);// 0x208ac28 void SetCurrentReplayTimeToSeconds(float Seconds);// 0x208abb0 void SetCanChangeViewTarget(bool bCanChange);// 0x208ab30 void ResetPlaybackData();// 0x208ab1c void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x208aaa4 void ReplayOnWeaponChanged();// 0x208aa90 void ReplayOnSimulatedWeaponChanged();// 0x208aa7c void ReplayOnBulletNumChanged();// 0x208aa68 void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x208a9f0 bool PlayReplay();// 0x208a9c0 bool PauseReplay(bool bPaused);// 0x208a930 bool IsInRecordState();// 0x208a908 bool IsInPlayState();// 0x208a8e0 bool IsGMSpectator();// 0x208a8c4 bool IsFastForwarding();// 0x208a89c bool HaveRecordingData();// 0x208a86c void HandleChangeStatePC();// 0x208a858 STExtraBaseCharacter* GetViewCharacter();// 0x208a830 FString GetSpectatorName();// 0x2027c68 float GetReplayRecordStartTime();// 0x208a808 PlayerCameraManager* GetPlayerCameraManager();// 0x208a7e0 float GetCurrentReplayTotalTimeInSeconds();// 0x208a7b8 float GetCurrentReplayCurTimeInSeconds();// 0x208a790 bool GetCanChangeViewTarget();// 0x208a768 void CreateGMUIIfNotExists();// 0x208a754 -------------------------------- Class: STExtraPlayerController.UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object float FreeCameraStartMinPitchMin;//[Offset: 0xccc, Size: 4] float FreeCameraStartMinPitchMax;//[Offset: 0xcd0, Size: 4] bool bTrackingKillerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd4, Size: 1] TouchIndexSet;//[Offset: 0xcd8, Size: 60] byte OnFireTouchFingerIndex;//[Offset: 0xd14, Size: 1] enum TouchEndTriggerSkillEntry;//[Offset: 0xd15, Size: 1] int TouchEndTriggerSkillID;//[Offset: 0xd18, Size: 4] delegate OnPlayerContollerTouchBegin;//[Offset: 0xd1c, Size: 12] delegate OnPlayerControllerTouchEnd;//[Offset: 0xd28, Size: 12] FriendOBRelevancyCharacterSet;//[Offset: 0xd74, Size: 60] float MinOBRelevancyJudgeDissquared;//[Offset: 0xdb0, Size: 4] FName FeatureActorName;//[Offset: 0xdb8, Size: 8] ValidTouchMoveFrameConfig[] ValidTouchMoveFrameConfig;//[Offset: 0xdc0, Size: 12] ValidTouchMoveFrameConfig CurValidTouchMoveFrameConfig;//[Offset: 0xdcc, Size: 24] byte[] IgnoreCameraMovingIndexArray;//[Offset: 0xde4, Size: 12] byte[] IgnoreCameraMovePendingArray;//[Offset: 0xdf0, Size: 12] byte[] AddTouchMoveFingerArray;//[Offset: 0xdfc, Size: 12] bool bNeedSetFireTouchFingerIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe08, Size: 1] byte OnFreeCameraFingerIndex;//[Offset: 0xe09, Size: 1] float FreeCameraSPL_Hor;//[Offset: 0xe0c, Size: 4] float FreeCameraSPL_Ver;//[Offset: 0xe10, Size: 4] float FreeCamera_FPP_MIN;//[Offset: 0xe14, Size: 4] float FreeCamera_FPP_MAX;//[Offset: 0xe18, Size: 4] float FreeCamera_FPP_PITCH_MIN;//[Offset: 0xe1c, Size: 4] float FreeCamera_FPP_PITCH_MAX;//[Offset: 0xe20, Size: 4] float FreeCamera_FPP_PITCH_MIN_LIMITED;//[Offset: 0xe24, Size: 4] float FreeCamera_FPP_PITCH_MAX_LIMITED;//[Offset: 0xe28, Size: 4] float FreeCameraSPL_Hor_Parachute;//[Offset: 0xe2c, Size: 4] float FreeCameraSPL_Ver_Parachute;//[Offset: 0xe30, Size: 4] float RecoverLagDelayTime;//[Offset: 0xe34, Size: 4] Vector2D StartPosition;//[Offset: 0xe38, Size: 8] Vector2D CurFreeCamPosition;//[Offset: 0xe40, Size: 8] Rotator EmoteFreeCamPrevFigureResultDelta;//[Offset: 0xe48, Size: 12] Rotator SelfieFreeCamPrevFigureResultDelta;//[Offset: 0xe54, Size: 12] FString FollowCandidateName;//[Offset: 0xe64, Size: 12] IsTeammatesAutoFollowing;//[Offset: 0xe70, Size: 60] Rotator FreeCameraStartRotation;//[Offset: 0xeac, Size: 12] Transform FPPModeSpringArmTrans;//[Offset: 0xec0, Size: 48] byte FreeCameraFigerIndex;//[Offset: 0xef0, Size: 1] bool GMShowVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef1, Size: 1] int8 CurrentBuildingIndex;//[Offset: 0xef2, Size: 1] int WeaponReconnectOpIndex;//[Offset: 0xef4, Size: 4] bool bHasInitUIFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef8, Size: 1] bool isShowVaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xefa, Size: 1] BattleSceneAvatarDisplayInfo[] BattleSceneAvatarDisplayInfoList;//[Offset: 0xefc, Size: 12] LinearColor CrossHairColor;//[Offset: 0xf08, Size: 16] byte AutoAimType;//[Offset: 0xf18, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf20, Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf21, Size: 1] bool bIsInResultView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf30, Size: 1] bool bForceHideConcentric;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf31, Size: 1] bool bForceShowBlueCircleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf32, Size: 1] FString[] ScreenAppearToBeRemovedInResult;//[Offset: 0xf34, Size: 12] ClientFatalDamageRecordData[] ClientFatalDamageRecords;//[Offset: 0xf40, Size: 12] ClientFatalDamageRecordData ClientFatalDamageLastRecords;//[Offset: 0xf4c, Size: 212] SensibilityConfig SensibilityConfig;//[Offset: 0x1020, Size: 236] bool bSingleShotWeaponShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1184, Size: 1] bool bShotGunShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1185, Size: 1] int UseMotionControlType;//[Offset: 0x1188, Size: 4] bool IsGyroReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118c, Size: 1] delegate OnCharacterNearDeathOrRescueingOtherNotifyDelegate;//[Offset: 0x1190, Size: 12] delegate OnPlayerEnterFlying;//[Offset: 0x119c, Size: 12] delegate OnPlayerChangeViewtargetToPlane;//[Offset: 0x11a8, Size: 12] delegate OnPlayerExitFlying;//[Offset: 0x11b4, Size: 12] delegate OnPlayerEnterJumping;//[Offset: 0x11c0, Size: 12] delegate OnPlayerExitJumping;//[Offset: 0x11cc, Size: 12] delegate OnPlayerEnterParachute;//[Offset: 0x11d8, Size: 12] delegate OnPlayerExitParachute;//[Offset: 0x11e4, Size: 12] delegate OnPlayerEnterWater;//[Offset: 0x11f0, Size: 12] delegate OnPlayerExitWater;//[Offset: 0x11fc, Size: 12] delegate OnPlayerEnterFighting;//[Offset: 0x1208, Size: 12] delegate OnPlayerExitFighting;//[Offset: 0x1214, Size: 12] delegate OnPlayerEnterFinished;//[Offset: 0x1220, Size: 12] delegate OnPlayerStartReloadWeapon;//[Offset: 0x122c, Size: 12] delegate OnPlayerEndReloadWeapon;//[Offset: 0x1238, Size: 12] delegate OnTeammateHPChangeDelegate;//[Offset: 0x1244, Size: 12] delegate OnShowHideSelfMarkDelegate;//[Offset: 0x1250, Size: 12] delegate OnShowAllTeammatePosDelegate;//[Offset: 0x125c, Size: 12] delegate OnShowAliasInfoDelegate;//[Offset: 0x1268, Size: 12] delegate OnCheckSignalPlaybackDelegate;//[Offset: 0x1274, Size: 12] delegate OnEnableSignalSystemChangedDelegate;//[Offset: 0x1280, Size: 12] delegate OnCongregationFlagDelegate;//[Offset: 0x128c, Size: 12] delegate OnTeamFollowStageChangeDelegate;//[Offset: 0x1298, Size: 12] delegate OnCharacterBreathChange;//[Offset: 0x12a4, Size: 12] delegate OnHideFollowPanelAndBtnDelegate;//[Offset: 0x12b0, Size: 12] delegate OnTeammateTemperatureChangeDelegate;//[Offset: 0x12bc, Size: 12] delegate OnRemindTeammateShoot;//[Offset: 0x12c8, Size: 12] delegate OnLocalCharacterTemperatureChangeDel;//[Offset: 0x12d4, Size: 12] delegate OnCharacterAntidoteChange;//[Offset: 0x12e0, Size: 12] delegate OnOneTeamPlayerHPChangeDelegate;//[Offset: 0x12ec, Size: 12] delegate OnNightBeggan;//[Offset: 0x12f8, Size: 12] delegate OnNightEnded;//[Offset: 0x1304, Size: 12] delegate OnPlayerHitInfoUpdate;//[Offset: 0x1310, Size: 12] delegate OnPlayerSwitchToDeadBox;//[Offset: 0x131c, Size: 12] int SelectedNightRenderConfig;//[Offset: 0x1328, Size: 4] delegate OnInitTaskData;//[Offset: 0x132c, Size: 12] delegate OnInitCollectionData;//[Offset: 0x1338, Size: 12] delegate OnPlayerDoEmote;//[Offset: 0x1344, Size: 12] delegate OnPlayerEnterArea;//[Offset: 0x1350, Size: 12] delegate OnPlayerKilling;//[Offset: 0x135c, Size: 12] delegate OnPickupItem;//[Offset: 0x1368, Size: 12] delegate OnDropItem;//[Offset: 0x1374, Size: 12] delegate OnDeathBoxSpawned;//[Offset: 0x1380, Size: 12] delegate OnTaskConditionActived;//[Offset: 0x138c, Size: 12] delegate OnTaskConditionDeactived;//[Offset: 0x1398, Size: 12] KillOrPutDownMessage KillOrPutDownMessageData;//[Offset: 0x13c4, Size: 128] delegate OnKillOrPutDownMessage;//[Offset: 0x1444, Size: 12] delegate OnStartFireEvent;//[Offset: 0x1450, Size: 12] delegate OnStopFireEvent;//[Offset: 0x145c, Size: 12] delegate OnReleaseFireBtn;//[Offset: 0x1468, Size: 12] delegate OnReleaseScreen;//[Offset: 0x1474, Size: 12] delegate OnFingerMove;//[Offset: 0x1480, Size: 12] delegate OnHandleCameraModeChanged;//[Offset: 0x148c, Size: 12] delegate OnSwitchCameraModeStart;//[Offset: 0x1498, Size: 12] delegate OnSwitchCameraModeEnd;//[Offset: 0x14a4, Size: 12] delegate OnPlayerPickUpActor;//[Offset: 0x14b0, Size: 12] delegate OnPlayerPutDownActor;//[Offset: 0x14bc, Size: 12] delegate OnPlayerPutDownAllProp;//[Offset: 0x14c8, Size: 12] delegate OnSwitchWeapon;//[Offset: 0x14d4, Size: 12] delegate OnEquipWeaponDel;//[Offset: 0x14e0, Size: 12] delegate OnUnequipWeaponDel;//[Offset: 0x14ec, Size: 12] delegate OnUseInventoryItem;//[Offset: 0x14f8, Size: 12] delegate OnChangeBattleOwnerDel;//[Offset: 0x1504, Size: 12] delegate OnDamageToOther;//[Offset: 0x1510, Size: 12] delegate OnLocalCharacterHPChangeDel;//[Offset: 0x151c, Size: 12] delegate OnLocalCharacterSignalHPChangeDelegate;//[Offset: 0x1528, Size: 12] delegate OnServerCharacterSignalHPChangeDelegate;//[Offset: 0x1534, Size: 12] delegate OnLocalCharacterSignalHPRemaingingTimeDelegate;//[Offset: 0x1540, Size: 12] delegate DelegatePlayerGoldChange;//[Offset: 0x154c, Size: 12] delegate DelegatePlayerLevelChange;//[Offset: 0x1558, Size: 12] delegate OnGameStartCountDownDelegate;//[Offset: 0x1564, Size: 12] delegate OnRank;//[Offset: 0x1570, Size: 12] delegate OnGameStartDelegate;//[Offset: 0x157c, Size: 12] delegate OnPlayerNameChange;//[Offset: 0x1588, Size: 12] delegate OnUseMainSlot;//[Offset: 0x1594, Size: 12] delegate OnBackpackMainSlot;//[Offset: 0x15a0, Size: 12] delegate OnRemoveMainSlot;//[Offset: 0x15ac, Size: 12] delegate OnRepPlayerState;//[Offset: 0x15b8, Size: 12] delegate OnRepTeammateChange;//[Offset: 0x15c4, Size: 12] delegate OnRepTeammateAvatarDisplayInfo;//[Offset: 0x15d0, Size: 12] delegate OnMapMarkChangeDelegate;//[Offset: 0x15e0, Size: 12] delegate OnShowSkillPrompt;//[Offset: 0x15ec, Size: 12] delegate OnStartAutoSprintCountDown;//[Offset: 0x15f8, Size: 12] delegate OnShowAutoSprintButton;//[Offset: 0x1604, Size: 12] delegate OnPlayerChangeWearingDone;//[Offset: 0x1610, Size: 12] delegate OnPlayerChangeWearingAnimFinished;//[Offset: 0x161c, Size: 12] delegate OnPlayerFinalAssistKill;//[Offset: 0x1628, Size: 12] delegate OnConsumableAvatarChange;//[Offset: 0x1634, Size: 12] delegate OnEquipmentAvatarChange;//[Offset: 0x1640, Size: 12] delegate OnEquipmentWeaponAvatarChange;//[Offset: 0x164c, Size: 12] delegate OnGameStateChange;//[Offset: 0x1658, Size: 12] delegate OnPlayerKilledOthersPlayer;//[Offset: 0x1664, Size: 12] delegate OnChangeCharacterBeforeDelegate;//[Offset: 0x1670, Size: 12] delegate OnChangeCharacterLogicDelegate;//[Offset: 0x167c, Size: 12] delegate OnInfectionSelectZombieDelegate;//[Offset: 0x1688, Size: 12] delegate OnSetChangeCharacterStateDelegate;//[Offset: 0x1694, Size: 12] delegate OnCacheRecvInfectionSelectZombie;//[Offset: 0x16b0, Size: 12] delegate OpenSequencerDelegate;//[Offset: 0x16bc, Size: 12] STExtraBaseCharacter* tmpAnchorCharacter;//[Offset: 0x16d8, Size: 4] delegate OnInterruptAutoSprintCountDown;//[Offset: 0x16dc, Size: 12] delegate OnAutoSprintActive;//[Offset: 0x16e8, Size: 12] delegate OnTakeDamagedDelegate;//[Offset: 0x16f4, Size: 12] delegate OnPostTakeDamageDelegate;//[Offset: 0x1700, Size: 12] delegate OnPostTakeDamageForBP;//[Offset: 0x170c, Size: 12] delegate OnLostConnection;//[Offset: 0x1718, Size: 12] delegate OnReconnected;//[Offset: 0x1724, Size: 12] delegate OnExitGame;//[Offset: 0x1730, Size: 12] delegate OnSpectatorChange;//[Offset: 0x173c, Size: 12] delegate OnCharacterRecoveryHealth;//[Offset: 0x1748, Size: 12] delegate RunOnNextFrameDelegate;//[Offset: 0x1754, Size: 12] NewbieGuideComponent* NewbieComponent;//[Offset: 0x1760, Size: 4] int MaternalZombieWeight;//[Offset: 0x1764, Size: 4] TimeLineSyncComponent* TimeLineSyncComponent;//[Offset: 0x1768, Size: 4] TimeWatchDogComponent* TimeWatchDogComponent;//[Offset: 0x176c, Size: 4] HiggsBosonComponent* HiggsBosonComponent;//[Offset: 0x1770, Size: 4] PlayerAntiCheatManager* AntiCheatManagerComp;//[Offset: 0x1774, Size: 4] bool bShouldReportAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1778, Size: 1] delegate NewbieShowCurGuide;//[Offset: 0x194c, Size: 12] delegate PlayerControllerEnterFightingStateDelegate;//[Offset: 0x1958, Size: 12] bool EnableAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1968, Size: 1] bool DisableNewStopFireLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1969, Size: 1] bool UseScreenStopFireCheckOnlyInModeTwo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x196a, Size: 1] bool EnableDebugRotatoInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x196b, Size: 1] bool EnableDebugRotatoInfoTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x196c, Size: 1] bool EnableNewUpdateTeamPlayerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x196d, Size: 1] bool EnableNetCullingDistOnVeryLowDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x196e, Size: 1] float PC_CameraMoveRateX;//[Offset: 0x1970, Size: 4] float PC_CameraMoveRateY;//[Offset: 0x1974, Size: 4] float Mobile_CameraMoveRateX;//[Offset: 0x1978, Size: 4] float Mobile_CameraMoveRateY;//[Offset: 0x197c, Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveDis;//[Offset: 0x1980, Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveSpeed;//[Offset: 0x1984, Size: 4] bool bUseDisCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1988, Size: 1] CommonCameraModeData NormalCameraModeData;//[Offset: 0x198c, Size: 36] CommonCameraModeData NearCameraModeData;//[Offset: 0x19b0, Size: 36] Vector2D NearCameraModeCameraMoveAdditionalRate;//[Offset: 0x19d4, Size: 8] Vector2D NearCameraModeCameraMoveMaxSpeed;//[Offset: 0x19dc, Size: 8] AimCameraModeData AimCameraModeData;//[Offset: 0x19e4, Size: 36] Vector2D AimCameraModeCameraMoveAdditionalRate;//[Offset: 0x1a08, Size: 8] Vector2D AimCameraModeCameraMoveMaxSpeed;//[Offset: 0x1a10, Size: 8] CommonCameraModeData PlaneCameraModeData;//[Offset: 0x1a18, Size: 36] CameraViewPitchLimitDataMap;//[Offset: 0x1a3c, Size: 60] float MoveCameraMinDistanceThreshold;//[Offset: 0x1a78, Size: 4] float MoveCameraMinTimeThreshold;//[Offset: 0x1a7c, Size: 4] float MoveCameraMaxDistanceThreshold;//[Offset: 0x1a80, Size: 4] PlayerClothLODLevel;//[Offset: 0x1a84, Size: 60] enum[] PlayerClothLODAvatarTypeList;//[Offset: 0x1ac0, Size: 12] bool ShouldShowPawnDetailInfoOnHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1acc, Size: 1] bool ShouldSpringUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1acd, Size: 1] Actor* BonfireUIAttachedActor;//[Offset: 0x1ad4, Size: 4] bool bShowSuperCodeUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ad8, Size: 1] byte CurCameraMode;//[Offset: 0x1ad9, Size: 1] FString BPClassOverrideTag;//[Offset: 0x1adc, Size: 12] FName AutoScopeAimCompName;//[Offset: 0x1ae8, Size: 8] float AutoScopeAimTraceDistance;//[Offset: 0x1af0, Size: 4] bool bMoveable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1af4, Size: 1] bool bMoveablePickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1af5, Size: 1] bool bMoveableAirborne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1af6, Size: 1] bool bMoveableLandHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1af7, Size: 1] float MoveableLandHardTime;//[Offset: 0x1af8, Size: 4] float CanMoveCDTime;//[Offset: 0x1afc, Size: 4] float CanSprintCDTime;//[Offset: 0x1b00, Size: 4] float SwitchPoseCDTime;//[Offset: 0x1b04, Size: 4] float MovealbeSwitchPoseTime;//[Offset: 0x1b08, Size: 4] float AutoSprintRequestCD;//[Offset: 0x1b0c, Size: 4] bool bCanGetTouchInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b10, Size: 1] Vector CurScreenMoveSpeed;//[Offset: 0x1b14, Size: 12] float Mobile_CameraMoveAdjustSensitiveValue;//[Offset: 0x1b20, Size: 4] float SpecialDeviceRate;//[Offset: 0x1b24, Size: 4] SpecialDeviceRateConfigs;//[Offset: 0x1b28, Size: 60] bool bIsBattleOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b64, Size: 1] bool bIsAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b65, Size: 1] bool bIsMeleeAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b66, Size: 1] STExtraBaseCharacter* STExtraBaseCharacter;//[Offset: 0x1b68, Size: 4] bool CharacterTouchMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b6c, Size: 1] bool IsDeadForLogout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b6d, Size: 1] ServerHitEnemyReplicatedData ServerHitEnemyReplicatedData;//[Offset: 0x1b70, Size: 8] bool bDebugShowYawInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b78, Size: 1] float AccumulateYawInput;//[Offset: 0x1b7c, Size: 4] float LandAfterJumpPlaneDelayMoveTime;//[Offset: 0x1b80, Size: 4] bool bLandAfterJumpPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b84, Size: 1] bool bIsLandingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b85, Size: 1] bool bIsNeedCheckPullPercentage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b86, Size: 1] float NoRespondArea;//[Offset: 0x1b88, Size: 4] float ComfortableSwipeAddition;//[Offset: 0x1b8c, Size: 4] bool bIsLeftScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b90, Size: 1] bool bIsRightScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b91, Size: 1] byte sprintOptType;//[Offset: 0x1b92, Size: 1] float JoystickSprintDisThreshold;//[Offset: 0x1b94, Size: 4] float JoystickSprintDisThresholdNew;//[Offset: 0x1b98, Size: 4] float JoystickSprintBtnHeight;//[Offset: 0x1b9c, Size: 4] int JoystickSprintSensitity;//[Offset: 0x1ba0, Size: 4] float JoystickSprintAngleThreshold;//[Offset: 0x1ba4, Size: 4] bool bIsUseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ba8, Size: 1] byte JoystickOperatingMode;//[Offset: 0x1ba9, Size: 1] float EasyGoStraightAngle;//[Offset: 0x1bac, Size: 4] float AssistAreaHalfHeight;//[Offset: 0x1bb0, Size: 4] float AssistAreaRadius;//[Offset: 0x1bb4, Size: 4] bool bIsTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb8, Size: 1] TouchForceMap;//[Offset: 0x1bbc, Size: 60] float TouchForceFireThreshold;//[Offset: 0x1bf8, Size: 4] float DoubleClickFireTimeThreshold;//[Offset: 0x1bfc, Size: 4] float DoubleClickFireDistanceThreshold;//[Offset: 0x1c00, Size: 4] float DoubleClickCancelDistanceThreshold;//[Offset: 0x1c04, Size: 4] int TouchForceWatchFrame;//[Offset: 0x1c08, Size: 4] bool bUseTouchForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0c, Size: 1] float InputTouchRepeatLastTime;//[Offset: 0x1c10, Size: 4] byte TouchFireType;//[Offset: 0x1c14, Size: 1] float TestForce;//[Offset: 0x1c18, Size: 4] delegate On3DTouchForceChange;//[Offset: 0x1c1c, Size: 12] delegate OnDoubleClickCheck;//[Offset: 0x1c28, Size: 12] bool bIsAutoAimOnlyInTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c34, Size: 1] bool bIsAutoAimOnlyOnFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c35, Size: 1] bool bMoveInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c36, Size: 1] bool bAutoSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c37, Size: 1] float AutoSprintBtnTime;//[Offset: 0x1c38, Size: 4] float AutoSprintWaitingTime;//[Offset: 0x1c3c, Size: 4] float AutoSprintThreshold;//[Offset: 0x1c40, Size: 4] float JoystickTriggerSprintDuration;//[Offset: 0x1c44, Size: 4] float InHouseSpringArmLengthModifier;//[Offset: 0x1c48, Size: 4] float InHouseSpringArmLengthModifierChangeSpeed;//[Offset: 0x1c4c, Size: 4] bool IsPlayerUnableToDoAutoSprintOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c50, Size: 1] float CurrentCameraFOV;//[Offset: 0x1c54, Size: 4] float MinFovChangeView;//[Offset: 0x1c58, Size: 4] WeaponSystemReconnectReplicateData WeaponSystemReconnectReplicateData;//[Offset: 0x1c60, Size: 40] int GameTipMsgID;//[Offset: 0x1c88, Size: 4] FString GameTipParam1;//[Offset: 0x1c8c, Size: 12] FString GameTipParam2;//[Offset: 0x1c98, Size: 12] float AutoSprintCD;//[Offset: 0x1ce0, Size: 4] TeamMateStates;//[Offset: 0x1ce4, Size: 60] DoubleClickLastTouchInfoMap;//[Offset: 0x1d20, Size: 60] DoubleClickCurTouchInfoMap;//[Offset: 0x1d5c, Size: 60] float TeamInfoForceUpdateInterval;//[Offset: 0x1d9c, Size: 4] bool bEnableSignalBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1da0, Size: 1] class GameMode[] AdditionalSignalBarDisplayGameModes;//[Offset: 0x1da4, Size: 12] delegate OnReceiveHasSignal;//[Offset: 0x1db0, Size: 12] Transform FPPCameraLerpStartTransformRelative;//[Offset: 0x1de0, Size: 48] CurveFloat* CurveFPPCameraLerp;//[Offset: 0x1ea8, Size: 4] CameraComponent* PreActiveCameraCache;//[Offset: 0x1eac, Size: 4] CameraComponent* CurrentActiveCameraCache;//[Offset: 0x1eb0, Size: 4] SpringArmComponent* CurrentActiveSpringArmCache;//[Offset: 0x1eb4, Size: 4] PlayerTombBox* DeadTombBox;//[Offset: 0x1ec4, Size: 4] FString[] ForbitPickList;//[Offset: 0x1ed0, Size: 12] bool bForbitPickupEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ee8, Size: 1] int pickupPlayerChoice;//[Offset: 0x1eec, Size: 4] bool bCanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef0, Size: 1] bool bShouldDisplayHitFinalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef1, Size: 1] float RescueRemainingSeconds;//[Offset: 0x1ef4, Size: 4] float RescueTotalSeconds;//[Offset: 0x1ef8, Size: 4] bool IsCurrentSpectatorFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1efc, Size: 1] float FreeViewUpRate;//[Offset: 0x1f00, Size: 4] byte MaxTouchMoveDelayFrame;//[Offset: 0x1f04, Size: 1] int MaxCacheInputSpeedNum;//[Offset: 0x1f08, Size: 4] bool bBleFreeCameraUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0c, Size: 1] bool IsCatchUpByMonster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0d, Size: 1] Vector PreMonsterCatchUpPos;//[Offset: 0x1f10, Size: 12] TeamateStateUAVChangedCompressData TeammateUAVStateChangeCompressedData;//[Offset: 0x1f1c, Size: 20] bool isPressingBtn_AimAndFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f30, Size: 1] byte CurTouchAimAndFireFingerIndex;//[Offset: 0x1f31, Size: 1] bool bOpeningBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f32, Size: 1] bool DiedisableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f33, Size: 1] byte CurSightZoomFingerIndex;//[Offset: 0x1f7c, Size: 1] byte CurAimFireFingerIndex;//[Offset: 0x1f7d, Size: 1] byte ValidTouchMove;//[Offset: 0x1fb8, Size: 1] STExtraBaseCharacter* closedAimTarget;//[Offset: 0x1fe4, Size: 4] BackpackComponent* BackpackComponent;//[Offset: 0x2070, Size: 4] CommonBtnComponent* CommonBtnComponent;//[Offset: 0x2074, Size: 4] ChatComponent* ChatComponent;//[Offset: 0x2078, Size: 4] GuideComponent* GuideComponent;//[Offset: 0x207c, Size: 4] QuickSignComponent* QuickSignComponent;//[Offset: 0x2080, Size: 4] BaseTaskComponent* TaskComponent;//[Offset: 0x2084, Size: 4] delegate ClientObserveCharacterDelegate;//[Offset: 0x208c, Size: 12] bool bEnableDeathPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20a5, Size: 1] int8 bEnableDeathPlaybackDelay;//[Offset: 0x20a6, Size: 1] int[] ObserveReplicateItems;//[Offset: 0x20a8, Size: 12] delegate OnOBPlayerItemChangedDelegate;//[Offset: 0x20b4, Size: 12] delegate OnOBPlayerWeaponChangedDelegate;//[Offset: 0x20c0, Size: 12] delegate OnOBPlayerBulletChangedDelegate;//[Offset: 0x20cc, Size: 12] delegate OnViewTargetAttachedToVehicleDelegate;//[Offset: 0x20d8, Size: 12] delegate OnViewTargetDetachedFromVehicleDelegate;//[Offset: 0x20e4, Size: 12] BattleItemData[] ObservedItemList;//[Offset: 0x210c, Size: 12] bool bIsSendingObserveReq;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2118, Size: 1] uint32[] FiringPlayerList;//[Offset: 0x21b4, Size: 12] delegate OnViewTargetPoseChangedDelegate;//[Offset: 0x21c0, Size: 12] delegate OnAboutToChangeViewTarget;//[Offset: 0x21cc, Size: 12] delegate OnFinishedChangeViewTarget;//[Offset: 0x21d8, Size: 12] delegate OnCharacterStatesChange;//[Offset: 0x21e4, Size: 12] bool bIsCheckLevelStreamingReturnBeforeFighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21f0, Size: 1] FriendObserver[] FriendObserverDetails;//[Offset: 0x21f4, Size: 12] bool bShowWhoObservingMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2200, Size: 1] delegate ObservedTargetDieDelegate;//[Offset: 0x2204, Size: 12] float GotoSpectatingDelayTime;//[Offset: 0x2214, Size: 4] PlayerBaseInfoInOB[] TotalPlayers;//[Offset: 0x2218, Size: 12] PlayerInfoInOB[] TotalPlayerList;//[Offset: 0x2224, Size: 12] PlayerInfoInOB[] TotalPlayerList_SortedByTeamID;//[Offset: 0x2230, Size: 12] PlayerInfoInOB[] NearPlayerList;//[Offset: 0x223c, Size: 12] AIPlayerInfoInOB[] NearAIPlayerList;//[Offset: 0x2248, Size: 12] FString TPPFollowAIPlayerKey;//[Offset: 0x2258, Size: 12] AllStarReportInfoCache;//[Offset: 0x2264, Size: 60] PlayerInfoInOB[] SameTeamPlayerList;//[Offset: 0x22a0, Size: 12] TeamInfoMap;//[Offset: 0x22ac, Size: 60] ObservedData ObservedData;//[Offset: 0x22e8, Size: 72] delegate OnSignalHPChanged;//[Offset: 0x233c, Size: 12] bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x234d, Size: 1] AirDropBoxInOb[] AirDropBoxList;//[Offset: 0x2350, Size: 12] delegate OnToggleOBMapShowHide;//[Offset: 0x2360, Size: 12] delegate OnInterruptGameButtonShow;//[Offset: 0x236c, Size: 12] delegate OnToggleOBPlayerList;//[Offset: 0x2380, Size: 12] delegate OnSwitchToPlayerByNumPressed;//[Offset: 0x238c, Size: 12] delegate OnSwitchToTeamByNumPressed;//[Offset: 0x2398, Size: 12] delegate OnToggleOBTeamList;//[Offset: 0x23a4, Size: 12] delegate WeaponEquipAttachment;//[Offset: 0x23b0, Size: 12] delegate OnVehicleExitFreeCamera;//[Offset: 0x23bc, Size: 12] delegate OnFreeViewChangedDelegate;//[Offset: 0x23c8, Size: 12] delegate OnOBVehicleViewChangedDelegate;//[Offset: 0x23d4, Size: 12] float OBTPPFreeViewArmLengthMax;//[Offset: 0x23f0, Size: 4] float OBTPPFreeViewArmLengthMin;//[Offset: 0x23f4, Size: 4] bool IsSmoothlyVehicleViewSpringArm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2404, Size: 1] bool NeedCheckChangeToVehicleView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2405, Size: 1] CurveVector* OBVehicleViewArmOffset;//[Offset: 0x2408, Size: 8] int OBVehicleViewAcceRecordsNum;//[Offset: 0x2410, Size: 4] class CameraShake* OnHitCameraShake;//[Offset: 0x2420, Size: 4] CurveVector* OBVehicleImpulseClamp;//[Offset: 0x242c, Size: 8] CurveFloat* OBVehicleImpulseRollClamp;//[Offset: 0x2434, Size: 8] float CurrentOBVehicleViewArmLength;//[Offset: 0x243c, Size: 4] float OBVehicleViewArmLengthMax;//[Offset: 0x2440, Size: 4] float OBVehicleViewArmLengthMin;//[Offset: 0x2444, Size: 4] Vector OBVehicleRelativeLocation;//[Offset: 0x2448, Size: 12] float OBVehicleViewFOV;//[Offset: 0x2454, Size: 4] float fPlayerAliasInfoDistanceLimit;//[Offset: 0x2458, Size: 4] byte iPlayerAliasInfoCount;//[Offset: 0x245c, Size: 1] bool IsCharacterInitFlushStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245d, Size: 1] bool IsAutoGetCircleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245e, Size: 1] delegate OnCharacterReceiveHealthChangeHistory;//[Offset: 0x2460, Size: 12] delegate OnLiveStateChanged;//[Offset: 0x246c, Size: 12] int FireMode;//[Offset: 0x2478, Size: 4] bool bNotMoveFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x247c, Size: 1] bool bAlreadyFired;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x247d, Size: 1] bool bFireNotToBuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x247e, Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x247f, Size: 1] STExtraBaseCharacter*[] nowNearCharacterList;//[Offset: 0x2480, Size: 12] STExtraVehicleBase*[] nowNearVehicleList;//[Offset: 0x248c, Size: 12] STExtraVehicleBase*[] nowNearBlowVehicleList;//[Offset: 0x2498, Size: 12] STExtraShootWeapon*[] nowShotWeaponList;//[Offset: 0x24a4, Size: 12] STExtraShootWeapon*[] nowOneShotWeaponList;//[Offset: 0x24b0, Size: 12] Actor*[] nowGrenadeList;//[Offset: 0x24bc, Size: 12] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c8, Size: 1] delegate triggerVoiceCheckDelegate;//[Offset: 0x24cc, Size: 12] delegate triggerMoveVoiceCheckDelegate;//[Offset: 0x24d8, Size: 12] delegate triggerShotVoiceCheckDelegate;//[Offset: 0x24e4, Size: 12] delegate triggerVehicleVoiceCheckDelegate;//[Offset: 0x24f0, Size: 12] delegate triggerGlassVoiceCheckDelegate;//[Offset: 0x24fc, Size: 12] delegate tirggerLandingVoiceCheckDelegate;//[Offset: 0x2508, Size: 12] bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2514, Size: 1] delegate OnPlayerCanJump;//[Offset: 0x2518, Size: 12] delegate OnPlayerCannotJump;//[Offset: 0x2524, Size: 12] bool bCanOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2530, Size: 1] delegate OnPlayerCanOpenParachute;//[Offset: 0x2534, Size: 12] delegate OnPlayerCannotOpenParachute;//[Offset: 0x2540, Size: 12] bool bCanCloseParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254c, Size: 1] float PlaneFlyHeightFromGameMode;//[Offset: 0x2550, Size: 4] float CanOpenParachuteHeight;//[Offset: 0x2554, Size: 4] float ForceOpenParachuteHeight;//[Offset: 0x2558, Size: 4] float CloseParachuteHeight;//[Offset: 0x255c, Size: 4] float RealTimePawnHeight;//[Offset: 0x2560, Size: 4] float OB_RotationLagSpeed;//[Offset: 0x2570, Size: 4] OwnerClientCreateWeaponCache OwnerClientCreateWeaponCache;//[Offset: 0x258c, Size: 20] WeaponMgrInfo[] SpawnAndBackpackWeaponReplicatedDataWithMgr;//[Offset: 0x25a0, Size: 12] Actor* ThePlane;//[Offset: 0x25ac, Size: 4] float GameAssistantJoyStickOpacity;//[Offset: 0x25b8, Size: 4] delegate OnNotifyServerOpenPickUpBox;//[Offset: 0x25bc, Size: 12] delegate OnNotifyServerFirstOpenPickUpBox;//[Offset: 0x25c8, Size: 12] delegate OnNotifyServerOpenAnyPickUpBox;//[Offset: 0x25d4, Size: 12] bool bClientCheckResetViewTargetToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e0, Size: 1] float ClientCheckResetViewTargetToCharacterConfigSeconds;//[Offset: 0x25e4, Size: 4] STExtraWeapon*[] TargetClientWeaponWaitForReconnectList;//[Offset: 0x25fc, Size: 12] class KillerTracker* KillerTrackerTemplate;//[Offset: 0x2610, Size: 4] FString LastBreathMurder;//[Offset: 0x2618, Size: 12] bool LastBreathMurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2624, Size: 1] uint64 LastBreathMurderUID;//[Offset: 0x2628, Size: 8] VehicleUserComponent* VehicleUserComp;//[Offset: 0x2630, Size: 4] FString murderName;//[Offset: 0x2634, Size: 12] FString FinalMurderName;//[Offset: 0x2640, Size: 12] uint64 MurderUID;//[Offset: 0x2650, Size: 8] bool MurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2658, Size: 1] bool LastBreathMurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2659, Size: 1] bool MurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x265a, Size: 1] ImpactEffectCachedListSimulateMap;//[Offset: 0x26a0, Size: 60] ImpactEffectCachedListLocalMap;//[Offset: 0x26dc, Size: 60] float OceanSideDetectDistance;//[Offset: 0x2720, Size: 4] float OceanSideDetectInterval;//[Offset: 0x2724, Size: 4] int CurrOBAirDropID;//[Offset: 0x2728, Size: 4] EndTouchScreenCommandMap;//[Offset: 0x272c, Size: 60] bool bCanRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2768, Size: 1] AkAudioEvent* HitVehicleSound;//[Offset: 0x283c, Size: 4] bool bIsPressingFireBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2840, Size: 1] FString ClientActivePlatformProfileName;//[Offset: 0x2844, Size: 12] float ZMoveDisCalcThreshold;//[Offset: 0x288c, Size: 4] bool bDebugDrawHUDCrossLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2890, Size: 1] StateMachineComponent* NewStateMachineComp;//[Offset: 0x2894, Size: 4] bool ExitFromHelicopterParachuteJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2898, Size: 1] enum ServerStateType;//[Offset: 0x2899, Size: 1] enum ClientStateType;//[Offset: 0x289a, Size: 1] enum GameStateMsgType;//[Offset: 0x289b, Size: 1] bool bSwitchesInMapsExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28b4, Size: 1] bool bIsEnterBattleResultStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28b5, Size: 1] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28b6, Size: 1] float ObservingTime;//[Offset: 0x28b8, Size: 4] KillerTracker* tracker;//[Offset: 0x28bc, Size: 4] bool bEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28d0, Size: 1] bool bEnableOBBulletTrackEffectSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28d1, Size: 1] MonsterTreasureBox* CurHUDMonsterTreasureBox;//[Offset: 0x291c, Size: 4] FString DefaultHUDClassPath;//[Offset: 0x2920, Size: 12] delegate OnClientReportPeerVisualFieldAcotrList;//[Offset: 0x2940, Size: 12] STExtraPlayerController* DieInstigator;//[Offset: 0x294c, Size: 4] bool IsImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2950, Size: 1] bool IsCharacterDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2951, Size: 1] AvatarCapture* AvatarCaptureInfo;//[Offset: 0x2954, Size: 4] int BOptimizeBulletHit;//[Offset: 0x2958, Size: 4] ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x295c, Size: 56] FootprintActorInfo[] FootprintActorInfo;//[Offset: 0x2994, Size: 12] int MaxTeamFootprintCount;//[Offset: 0x29a0, Size: 4] int MaxOtherFootprintCount;//[Offset: 0x29a4, Size: 4] FootprintActorLookupTable;//[Offset: 0x29a8, Size: 60] TrailMarkActorLookupTable;//[Offset: 0x29e4, Size: 60] IdeaDecalManager* IdeaDecalManager;//[Offset: 0x2a24, Size: 4] MaterialInstanceDynamic*[] BloodDecalMaterials;//[Offset: 0x2a28, Size: 12] LocalDecalHandleMap;//[Offset: 0x2a34, Size: 60] SupplySpot* CurrentSupplySpot;//[Offset: 0x2a88, Size: 4] EnhancerSpot* CurrentEnhancerSpot;//[Offset: 0x2a8c, Size: 4] PlayerRevivalComponent* PlayerRevivalComp;//[Offset: 0x2a90, Size: 4] delegate OnPlayerEnterRevivalStateDelegate;//[Offset: 0x2abc, Size: 12] delegate OnPlayerLeaveRevivalStateDelegate;//[Offset: 0x2ac8, Size: 12] delegate SetCaptureIDCardStatusDelegate;//[Offset: 0x2ad8, Size: 16] delegate OnPlayerExitGameDelegate;//[Offset: 0x2ae8, Size: 12] delegate OnEnterVehicleDelegate;//[Offset: 0x2b04, Size: 12] delegate ClientOnEnterVehicle;//[Offset: 0x2b10, Size: 12] delegate ClientOnLeaveVehicle;//[Offset: 0x2b1c, Size: 12] delegate ClientOnChangeVehicleSeatCompletedDelegate;//[Offset: 0x2b28, Size: 12] delegate OnVehicleWeaponIsReadyForFireDelegate;//[Offset: 0x2b34, Size: 12] delegate ClientOnDeathReplayDataWhenFatalDamagedDelegate;//[Offset: 0x2b40, Size: 12] delegate OnViewTargetChange;//[Offset: 0x2b4c, Size: 12] bool bEnableClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b58, Size: 1] bool bClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b59, Size: 1] float ControllerRelativeYawMin;//[Offset: 0x2b5c, Size: 4] float ControllerRelativeYawMax;//[Offset: 0x2b60, Size: 4] RevivalPointActor* CurOperatePlayerRevivalPoint;//[Offset: 0x2b6c, Size: 8] int IdCardMarkType;//[Offset: 0x2b78, Size: 4] bool DisableJoystickMultiControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b98, Size: 1] int VehicleControlMode;//[Offset: 0x2b9c, Size: 4] bool VehicleJoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ba0, Size: 1] delegate InfectionShowKillNumDelegate;//[Offset: 0x2ba4, Size: 12] delegate InfectionPlayerPawnInitType;//[Offset: 0x2bb0, Size: 12] float StreamingDistanceScaleFlying;//[Offset: 0x2bbc, Size: 4] bool bIsPlayerInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc0, Size: 1] delegate OnPlayerInOutWhiteCircleChangedDelegate;//[Offset: 0x2bc4, Size: 12] bool bIsPlayerOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bd0, Size: 1] delegate OnPlayerInOutBlueCircleChangedDelegate;//[Offset: 0x2bd4, Size: 12] float MoveDistanceThreshold;//[Offset: 0x2be0, Size: 4] float SpeedRecordTime;//[Offset: 0x2be4, Size: 4] float SpeedRecordAccTime;//[Offset: 0x2be8, Size: 4] delegate OnSelfPawnDeathDelegate;//[Offset: 0x2bec, Size: 12] delegate OnChangeToWalkingDead;//[Offset: 0x2bf8, Size: 12] bool bCanChangeToWalkingDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c04, Size: 1] delegate OnNotifyCanChangeToWalkingDead;//[Offset: 0x2c08, Size: 12] delegate OnChangeToWalkingDeadRes;//[Offset: 0x2c14, Size: 12] bool GMDisableLeftScreenControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c20, Size: 1] bool IsJoystickInLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c21, Size: 1] delegate OnWeakGuidEventDelegate;//[Offset: 0x2c24, Size: 12] delegate OnStopWeakGuidDelegate;//[Offset: 0x2c30, Size: 12] delegate OnEnableGuidActorDelegate;//[Offset: 0x2c3c, Size: 12] delegate OnInfectionShowTipMsgDelegate;//[Offset: 0x2c48, Size: 12] delegate OnInfectionPlaySoundEventDelegate;//[Offset: 0x2c54, Size: 12] class DamageType* GiveupDamageTypeClass;//[Offset: 0x2c60, Size: 4] uint32 LastKillerKey;//[Offset: 0x2c64, Size: 4] bool bAAlOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c68, Size: 1] bool bIsBackPackPanelOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c69, Size: 1] bool bUseAntiDataReportFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c74, Size: 1] bool bUseAntiDataReportFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c75, Size: 1] bool bUseAntiDataReportFilterCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c76, Size: 1] float LastReportAntiDataTime;//[Offset: 0x2c78, Size: 4] delegate RefreshPickupFlagStatusDelegate;//[Offset: 0x2c7c, Size: 12] delegate OnRevivalAndEnterAirplane;//[Offset: 0x2c88, Size: 12] delegate OnSpawnVehicleServerTimeUpdatedDelegate;//[Offset: 0x2c94, Size: 12] bool bDisableTouchMoveInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ca0, Size: 1] delegate OnPlayerControllerStateChangedDelegate;//[Offset: 0x2ca4, Size: 12] delegate OnPlayerNumOnPlaneChangedDelegate;//[Offset: 0x2cb0, Size: 12] delegate OnReconnectResetUIByPlayerControllerStateDelegate;//[Offset: 0x2cbc, Size: 12] delegate OnMemberVoiceDelegate;//[Offset: 0x2cc8, Size: 12] delegate HideAllUIAfterDeadTipsShowDelegate;//[Offset: 0x2cd4, Size: 12] Actor* InteractiveActor;//[Offset: 0x2ce0, Size: 4] delegate OnVehicleWarKilledTrackerStartDelegate;//[Offset: 0x2ce4, Size: 12] delegate OnVehicleWarKilledTrackerFinishDelegate;//[Offset: 0x2cf0, Size: 12] delegate OnVehicleWarVehicleRepawnDelegate;//[Offset: 0x2cfc, Size: 12] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0x2d08, Size: 12] FloatingTextComponent* FloatingTextComp;//[Offset: 0x2d14, Size: 4] delegate OnTouchInterfaceChangedDelegate;//[Offset: 0x2d2c, Size: 12] ParachuteAnimAssetCache;//[Offset: 0x2d38, Size: 60] enum CurrentWeaponFunction;//[Offset: 0x2d74, Size: 1] float WeaponFunctionChangingInterval;//[Offset: 0x2d78, Size: 4] bool bWeaponFunctionIsChanging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d7c, Size: 1] float WeaponFunctionLastChangingTime;//[Offset: 0x2d80, Size: 4] WeatherConfigComponent* WeatherConfigComponent;//[Offset: 0x2d84, Size: 4] DynamicWeatherExMgr* DynamicWeatherExMgr;//[Offset: 0x2d88, Size: 4] bool bDstWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d98, Size: 1] bool bDstWeatherFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2da8, Size: 1] delegate OnIndoorStateChangeDelegate;//[Offset: 0x2dac, Size: 12] double LastFlyLeapPlatfromTime;//[Offset: 0x3398, Size: 8] bool bEnableDSErrorLogReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33dc, Size: 1] bool InWateringRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33dd, Size: 1] ActivitdedIDMap;//[Offset: 0x33e0, Size: 60] WeaponHitDetailInfo ShowWeaponHitDetailInfo;//[Offset: 0x3430, Size: 16] WeaponHitDetailInfo CacheWeaponHitDetailInfo;//[Offset: 0x3440, Size: 16] LastGameRemainItemData LastGameRemainItemData;//[Offset: 0x3450, Size: 48] bool bAddMovementTickInSpect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3480, Size: 1] bool bIsOpenGraySceneOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3482, Size: 1] bool bSceneIsGrayOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3483, Size: 1] float FadeGrayInterpSpeed;//[Offset: 0x3484, Size: 4] PlayerAvatarHideState;//[Offset: 0x3488, Size: 60] float ParachuteSlideReportDuration;//[Offset: 0x34c4, Size: 4] float ParachuteReportLocationDiffSq;//[Offset: 0x34c8, Size: 4] ParachuteData ParachuteData;//[Offset: 0x34d0, Size: 128] float TrustClientSinceEnterParachuteJump;//[Offset: 0x3554, Size: 4] float ClientParachuteLandedFinishTimeMax;//[Offset: 0x355c, Size: 4] VehicleMoveDragData DragData;//[Offset: 0x3568, Size: 24] float ReportSimulatedDragInterval;//[Offset: 0x3580, Size: 4] void VW_Seat(int change);// 0x2298a98 void ViewVehicle(float YawAdd, float PitchAdd, Vector Loc);// 0x2298994 void ViewPlane();// 0x2298980 void VehicleWarOpenSequencerDelegate__DelegateSignature(out const BattleOpenSequencerInfo SequencerInfo);// 0x2c90a38 void VehicleWarFireTakeDamagedEvent(Vector CauserLocation);// 0x2298910 void VehicleResetTo(float X, float Y, float Z);// 0x2298810 void VehicleMoveTo(float X, float Y, float Z);// 0x2298710 void UseZombieModeSkill();// 0x22986fc void UserDropItemOperation(ItemDefineID DefineID);// 0x2298674 void UseItem(int ID);// 0x22985fc void UpdateSurfboardUI();// 0x22985e8 void UpdateSelfRevivalCountdown(int CurCountdown);// 0x2298568 void UpdatePoseViewPitchLimit();// 0x2298554 void UpdatePoseState(byte PoseType);// 0x22984dc void UpdateBodyIndoorState(bool BodyIndoor);// 0x2298414 void UnPossess();// 0x22983f8 void UnLoadAllCollision(bool Unload);// 0x2298378 void TryReqMoveToTarget(int FollowType, FString FollowUID);// 0x22981d8 void TriggerVehicleVoiceCheckFuction(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x2297f28 void TriggerShotVoiceCheckFuction(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x2298030 void TriggerMoveVoiceCheckFuction(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2297f28 void TriggerLandingVoiceCheckFuction(Vector posVector, float showTime);// 0x2297e58 void TriggerHunterRevival();// 0x2297f14 void TriggerGlassVoiceCheckFuction(Vector posVector, float showTime);// 0x2297e58 void TPPFollowAI(FString AIPlayerKey);// 0x1f8f3b0 void TouchMove(Vector Loc, byte FingerIndex);// 0x2297d9c bool TouchEnd(byte PressType);// 0x2297d1c void TouchBegin(byte PressType);// 0x2297ca4 void ToggleVehicleSync(bool Val);// 0x1fed9c8 void ToggleUserCmdDeltaSendAck(bool Val);// 0x1fed9c8 void ToggleUserCmdDeltaFlag(bool Val);// 0x1fed9c8 void ToggleUserCmdDeltaCheckSum(bool Val);// 0x1fed9c8 void ToggleUserCmdDelta(bool Val);// 0x1fed9c8 void ToggleServerAcknowledgePossession(bool Val);// 0x1fed9c8 void ToggleOBVehicleView();// 0x2297c90 void ToggleOBTPPFollowFreeView();// 0x2297c7c void ToggleEnableOBBulletTrackEffectSetting(bool bEnable);// 0x2297bfc void ToggleCheatLocation(bool Val);// 0x1fed9c8 void TestMapMarkClient(int inAlertID, int IconID, int testFuncIndex);// 0x2297afc void TestLowProbCircle(bool UseLowProb, int LoopCount);// 0x2297a34 void TestLaunchFly(float Speed);// 0x22979bc void TestAutoMoveToShootingMachine();// 0x22979a8 void TestAutoMoveToLocation(float X, float Y, float Z);// 0x22978a8 void TestAutoMoveToCharacter(FString TargetPlayerUID);// 0x2297750 void TempleStopMoving();// 0x229773c void TempleStartMoving();// 0x2297728 void TempleSpawnBoss();// 0x2297714 void TempleDisappear();// 0x2297700 void TeleportToTemple(byte bOutCollisionTeleportPoint);// 0x2297688 void TeleportAIToLoc(float X, float Y, float Z);// 0x2297588 void TeamNoAlwaysRelevant();// 0x2297574 void TeamMateUAVStateChanged(STExtraPlayerState* STPlayerState, TeamateStateUAVChangedCompressData ChangedCompressedData);// 0x2297498 void TeamMateStateChangedZNQ(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, float HealthMax, int VoiceID);// 0x2297270 void TeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, int VoiceID);// 0x2297090 void SwitchViewTarget();// 0x1f6b840 void SwitchToTeamByNumPressed();// 0x229707c void SwitchToPlayerByNumPressed();// 0x2297068 void SwitchToDeadBox();// 0x2297054 void SwitchShowUI();// 0x2297040 void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x2296f44 void SwitchPoseStateFailedResponse(STExtraBaseCharacter* TargetCharacter, byte FailedPoseState, byte CurPoseState, enum FailReason);// 0x2296df4 void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x2296d30 void SwitchMouseCursorShowState();// 0x2296d1c void SwitchGenerateItem();// 0x2296cc0 void SwitchCameraModeScope(byte Mode, STExtraBaseCharacter* InCharacter);// 0x2296c04 void SwitchCameraModeByOrder();// 0x2296bf0 void SwitchCameraMode(byte Mode, STExtraBaseCharacter* InCharacter, bool IsUseLerpFPP, bool IsForceSwitch);// 0x2296a94 void SwapWeaponByPropSlotOnServer(byte Slot1, byte Slot2, bool bForce);// 0x229698c void StopBuildingMode(bool HideUI, bool ShrinkMenu);// 0x22968b4 void StopAbsorb();// 0x2296858 void StartReadyCountDown();// 0x2296844 void StartLandOnGroundAfterJumpPlane();// 0x2296830 void StartInputCameraMoveTest(bool bIsStartInputCameraMoveTest, bool bIsStartTestAllTime, float IntervalTime);// 0x2296718 void StartGame();// 0x2296704 void StartFreeCamera(byte FigerIndex);// 0x229668c void StartAirDropSpecified(float X, float Y);// 0x22965d0 void StartAirDropBackupEnter(float X, float Y, int MaxPlaneNum);// 0x22964d0 void StartAirDrop(int Index);// 0x2296458 void StartAirAttackSpecified(float X, float Y, float Radius);// 0x2296358 void StartAirAttack(int Index);// 0x22962e0 void SpectatorCameraChange_Broadcast(bool bDie);// 0x2296218 void SpawnVehicleWithPathAndLoc(FString Path, float X, float Y, float Z, int Num);// 0x2296044 void SpawnVehicleWithPath(FString Path, int Num);// 0x2295f44 void SpawnVehicle();// 0x2295f30 void SpawnFloatingTemple();// 0x2295f1c void SpawnAllVehicle(FString Path);// 0x2295e60 void SpawnAITeam(int Num, int AITeamID, byte Difficulty);// 0x2295d60 void SpawnAI(int Num, bool bSpawnAll);// 0x2295c9c void SpawnActorWithPath(FString Path, float X, float Y, float Z);// 0x2295b10 void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x2295a98 bool SkipChangeViewTarget();// 0x2295a68 void ShutDownItemGenerate(bool IsOpen);// 0x22959e8 void ShowWeaponRecordInfo();// 0x1f6b840 void ShowVaultEnable();// 0x21d4744 void ShowStringMsg(const FString Message, FString FromPlayerName, int MsgID);// 0x2295734 void ShowResultWeaponRecordInfo();// 0x1f6b840 void ShowPoints(const Vector[] Points, const Color Color, float LifeTime);// 0x22955f0 void ShowOpenSequence(float Time);// 0x2295578 void ShowNavOperator();// 0x2295564 void ShowMovePath(const Vector[] Path);// 0x22954a0 void ShowGameTips(int TipsID, FString Params);// 0x2295398 void ShowFireBtn(bool bShow);// 0x2c90a38 void ShowBulletShoot(Vector StartLoc, Rotator Rot);// 0x22952d0 void ShowAnimationButton(bool IsShow, int NewUIType);// 0x2295200 void ShowAllRoles();// 0x1f6b840 bool ShouldSendFatalDamageToClient(UAECharacter* Causer, UAECharacter* Victim);// 0x2295134 bool ShouldForceFPPView(STExtraPlayerCharacter* InCharacter);// 0x22950b4 void SetVirtualStickVisibility(bool bJSVisiable);// 0x2295034 void SetVirtualStickAutoSprintStatus(bool bVirtualstickAutoSprint);// 0x2294fb4 void SetVirtualJoystickWidgetRender(enum Visible);// 0x2294f3c void SetViewYawLimit(float YawMin, float YawMax);// 0x2294e80 void SetViewTargetTest(Actor* NewViewTarget);// 0x2294e08 void SetVehicleWeakTickEnable(bool InVal);// 0x2294d88 void SetUAETriggerEnable(bool IsEnbale);// 0x2294d08 void SetTimeSpeedFactor(float Val);// 0x2032f5c void SetTimeSpeedCheck(bool Val);// 0x1fed9c8 void SetTeammateForbitPick(bool bForbit, int LogType);// 0x2294bf8 void SetStateLeftTime(int leftTime);// 0x2294b80 void SetSpeed(float Modifier);// 0x2294b08 void SetSnowBoradRotationInAir(float Pitch, float Yaw, float Roll);// 0x2294a08 void SetSkillFingerIndex(byte FingerIndex);// 0x2294990 void SetSingleThreadUpdateAnim(bool InIsSingleThread);// 0x2294910 void SetShoulderFingerIndex(bool TouchBegin, byte FingerIndex);// 0x2294848 void SetServerLevelLoadingMode(bool bNewLoadAll);// 0x1fed9c8 void SetScopeFingerIndex(bool TouchBegin, byte FingerIndex);// 0x2294780 void SetPlayerTeamBodyInstMask(int Mask);// 0x2294708 void SetPlayerMark(Vector Loc);// 0x229465c void SetPlayerMapMultiMark(Vector NewLoc, bool bAdd, int MaxNum, bool bClearAll);// 0x229449c void SetPlayerBodyInstMask(int Mask);// 0x2294424 void SetPlaneEnabled(bool InEnable);// 0x22943a4 void SetPlane(Actor* Plane);// 0x229432c void SetPeekFingerIndex(bool TouchBegin, byte FingerIndex, bool AutoCancelPeek);// 0x2294218 void SetParachuteAnimCached(byte AnimOverrideType, bool InValue);// 0x2294154 void SetOBVehicleView(bool IsActive);// 0x22940d4 void SetObservingTime(float Time);// 0x229405c void SetMovable(bool IsMovable);// 0x2293fdc void SetMaxHealth(float HP);// 0x2293f64 void SetLowProbCircle(float X, float Y, float R, float Prob);// 0x2293e1c void SetLocalUnPossesTest(bool bControllerSide, bool bPawnSide);// 0x2293d4c void SetLaunchFlyStateOnServer(enum StateType);// 0x2293cd4 void SetLaunchFlyState(enum StateType);// 0x2293c5c void SetJoyStickScale(float JSScale);// 0x2293be4 void SetJoyStickPtrFireMode(int FireMode);// 0x2293b6c void SetJoystickOperatingMode(byte OperatingMode, float GoStraightAngle);// 0x2293ab0 void SetJoyStickOpacity(float JSOpacity);// 0x2293a38 void SetJoyStickInteractionSize(Vector2D JSInteractionSize);// 0x22939c8 void SetJoyStickCenter(Vector2D JSCenter);// 0x2293958 void SetIsSnowy(bool bSnowy);// 0x22938d8 void SetIsShowBlood(bool InIsShowBlood);// 0x2293858 void SetIsRainy(bool bRainy);// 0x22937d8 void SetIsCacheReceiveRespawnZombie(bool isReceive);// 0x2293758 void SetIsBlizzard(bool bBlizzard);// 0x22936d8 void SetInfectResetPlayerInterTime(float InterTime);// 0x2293660 void SetIgnoreMoveInput(bool bNewMoveInput);// 0x22935d8 void SetHasResultState(bool InState);// 0x2293558 void SetGameStateReconnectInfoToClient(ReConnectGameStateInfo ReConnectInfo);// 0x2293384 void SetFuelByPercent(float percent);// 0x229330c void SetEnterInteractiveActor(Actor* IActor, bool IsIn);// 0x2293248 void SetEnableWingAvatar(bool Val);// 0x22931c8 void SetEnableVoiceByPlayerKey(STExtraPlayerState* State, bool Enable);// 0x2293104 void SetDisableTouchMoveInput(bool bDisable);// 0x2293084 void SetCustomSensibility(int WeaponId, int AttrIndex, float Value);// 0x2292f84 void SetCustomJumpPoint(float JmpX, float JmpY, float JmpRadius);// 0x2292e84 void SetCustomFlightRoute(float StartX, float StartY, float EndX, float EndY);// 0x2292d3c void SetCurrentCameraFOV(float FOV, byte Mode);// 0x2292c40 void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x2292b28 void SetClientSpawnAndBackpackWeaponReplicatedDataArray(uint32 CharacterGUID, const ItemDefineID[] DataList, int WeaponSyncTicket);// 0x22929a4 void SetCircleInfoToClient(GetCircleInfo ReConnectInfo);// 0x2292814 void SetCircleCenter(FString PointString);// 0x2292758 void SetCirCenterFixed(bool Enable, float X, float Y);// 0x229264c void SetCaptureIDCardStatusDelegate__DelegateSignature(bool IsCapture);// 0x2c90a38 void SetCanJump(bool CanJump);// 0x22925cc void SetCanGotoExPlane(bool bFlag);// 0x229254c void SetCanDropItem(bool bCanDrop);// 0x22924cc void SetBeKickedPlayerName(FString InPlayerName);// 0x2292374 void SetAngledSightFingerIndex(bool TouchBegin, byte FingerIndex);// 0x22922ac void SetAllStarReportDataByOpenID(FString InPlayerOpenID, out AllStarReportData InReportData);// 0x2292198 void SetAllInfectedAreaLevel(int LevelId);// 0x2292120 void SetAirDropEnable(bool Enable);// 0x22920a0 void SetAirAttackEnable(bool Enable);// 0x2292020 void Set2x2ForceCircleLastR(float R);// 0x2291fa8 void Set2x2ForceCircle(float X, float Y, float R);// 0x2291ea8 void Set2x2CircleCenter(int Index, float X, float Y);// 0x2291da8 void Set2x2Circle3Center(float x1, float y1, float x2, float y2, float x3, float y3);// 0x2291bd0 void ServerUseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x2291a14 void ServerUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation, float TimeStamp);// 0x22918ac void ServerUpdateCurrentBuildIndex(int8 idx);// 0x22917f8 void ServerTriggerSelectGrenade(int GrenadeID);// 0x2291744 void ServerTriggerCharacterSkillWithID(int SkillID, bool bEnable);// 0x2291634 void ServerTriggerCharacterEntryEvent(enum EntryEvent);// 0x2291580 void ServerTriggerCharacterCustomEvent(byte SkillEvent);// 0x22914cc void ServerTestPaintDecal(int ID, const PlayerDecalData DecalData);// 0x2291318 void ServerStopFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x2290fd8 void ServerStopFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x2290c98 void ServerStopFillGas(STExtraShootWeapon* TargetWeapon);// 0x2290be4 void ServerStartPreBarrel(STExtraBaseCharacter* TargetCharacter, float HandledTime);// 0x2290ae8 void ServerStartOnPlaneSurvive(float P_PlaneFlyHeight, float P_PlaneStartDistance, float P_PlaneFlySpeed, float P_HaveToJumpDistance, Vector P_MapCenterLoc, Vector P_PlaneStartLoc, float P_PlaneStartYaw);// 0x2290840 void ServerStartFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo, float MaxAimDistance, Vector2D ScreenAimRect);// 0x229065c void ServerStartFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo);// 0x2290518 void ServerStartFillGas(STExtraShootWeapon* TargetWeapon);// 0x2290464 void ServerStartBarrelNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* ShootWeapon);// 0x2290368 void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x22902b4 void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte ShootType);// 0x22901b8 void ServerSetSelfForceHideState(int SlotID, bool bSelfHide);// 0x22900a8 void ServerSetReloadMethod(Actor* TargetActor, byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x228ff64 void ServerSetObsverLocation(const Vector locat);// 0x228feb8 void ServerSetIsFreeView(bool isFreeView);// 0x228fdf0 void ServerSetFreeCameraRotationOnVehicle(Rotator InRotation, bool IsAutoReturn);// 0x228fcdc void ServerSetFreeCamera(Rotator InRotation);// 0x228fc30 void ServerSetControlRotationOnVehicle(Rotator InRotation, bool IsFreeCamera);// 0x228fb1c void ServerSetControlRotation(const Rotator NewRotation);// 0x228fa70 void ServerSendLogToLobby(FString ErrorLog);// 0x228f9b4 void ServerReportWatchGamePlayerInfoButtonClick(uint64 WatchPlayer_UID, uint64 WatchedPlayer_UID, float Duration);// 0x228f848 void ServerReportVehicleDrag(const VehicleMoveDragData InDragData);// 0x228f754 void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x228f4f0 void ServerRemoteDestroyAllActor();// 0x228f4dc void ServerRemoteDestroyActor(int SingleId);// 0x228f464 int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x228f308 void ServerReceiveThePlane(int64 TimeStamp);// 0x228f250 void ServerQuitSpectating();// 0x228f1f4 void ServerPickItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x228ee00 void ServerOpenParachute();// 0x228eda4 void ServerObserveKiller();// 0x228ed48 void ServerObserveCharacter(uint32 InPlayerKey);// 0x228ec94 void ServerObserveAirDropBox(int boxId);// 0x228ebe0 void ServerNotifyAutoFollowStatus(bool IsStartFollow, STExtraBaseCharacter* Target);// 0x228ead0 void ServerKickPlayerFromGame(uint32 InPlayerKey);// 0x228ea1c void ServerJumpFromPlane();// 0x228e9c0 void ServerInterruptGame();// 0x228e964 void ServerInternalSetTeammateForbidPick(bool bIsForbid, int TLogIndex);// 0x228e89c void ServerHearSound(int AkEventID, const Vector AkLocation);// 0x228e7a8 void ServerHandleMsg(enum Msg);// 0x228e6f4 void ServerHandleHitDataArrayFlowOpt(STExtraShootWeapon* TargetWeapon, SACData AntiCheatData, const BulletHitInfoWithoutDamage[] HitInfoWithoutDamageArray);// 0x228e4e8 void ServerHandleHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData);// 0x228e3b4 void ServerHandleExtraHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData, const HitTargetExtraData[] HitExtraDataArray);// 0x228e1f8 void ServerGetTotalPlayers();// 0x228e19c void ServerGetPlayerAliasInfoList();// 0x228e140 void ServerGetCircleInfo();// 0x228e0e4 void ServerFight();// 0x228e088 void ServerExitFromHelicopter(STExtraVehicleBase* ExitVehicle);// 0x228dfd4 void ServerExitFreeCamera();// 0x228df78 void ServerDropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x228de14 void ServerDriveFireBalloon(STExtraFireBalloon* FireBalloon, bool bNewDrive);// 0x228dd04 void ServerDoPickupRevivalFlag();// 0x228dca8 void ServerDisuseItem(ItemDefineID DefineID, enum Reason);// 0x228db8c void ServerControlFireBalloonMove(STExtraFireBalloon* FireBalloon, float MoveUpValue);// 0x228da90 void ServerCMD_RPC(FString Cmd);// 0x228d99c void ServerCMD(FString Cmd);// 0x1f8f3b0 void ServerClearTeammatesCache();// 0x228d940 void ServerChangeWeaponScheme(int Index);// 0x228d88c void ServerChangeWeaponFunction(enum NewWeaponFunction);// 0x228d7d8 void ServerChangeVehicleAvatar(const int AvatarID);// 0x228d724 void ServerChangeStatePC(enum TargetStateType);// 0x228d6ac void ServerChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x228d548 void ServerAutoSwitchSameSlotWeapon(byte CurrentSlot);// 0x228d4d0 void SendStringMsg(FString Message, int MsgID, int ItemId, FString PlayerKeyString, int msgExtraParam);// 0x228d2bc void SendStringDirect(FString Message);// 0x228d200 void SendLogToLobbyOnece(byte LogType);// 0x228d188 void SendGameStateInitOK();// 0x228d12c void SendEndTouchScreenUICommand(out FString UIMsg);// 0x228d060 void SendDeviceInfo(const FString PlatformProfileName, const DeviceInfo DeviceInfo);// 0x228cee4 void ScopeOut();// 0x228ced0 void ScopeIn();// 0x228cebc void S2C_ResponseSkillPrompt(bool bShow, float RemainingTime, FString PromptText, float TotalTime);// 0x228ccd4 void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x228cb7c void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x228ca24 void RunOnNextFrameEvent();// 0x228ca10 void RunOnNextFrame__DelegateSignature();// 0x2c90a38 void RspGetVehiclePos(STExtraVehicleBase* SimVehicle, Vector pos);// 0x228c94c void RPC_UseInteractiveActor();// 0x228c8f0 void RPC_Server_VehicleWarSetPlayerHasLogin();// 0x228c894 void RPC_Server_ShootSpecialBullet(Transform LaunchTrans, STExtraShootWeapon* TargetWeapon);// 0x228c710 void RPC_Server_ShootSeekAndLockProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf, const SeekAndLockRPGBulletUploadData UploadData);// 0x228c3a0 void RPC_Server_ShootProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf);// 0x228c090 void RPC_Server_ShootGrenadeBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf);// 0x228bd80 void RPC_Server_SetRemainBoxIsSearched(PlayerRemainTombBox* RemainBox);// 0x228bcc0 void RPC_Server_SetPlayerStateChoose(int choose);// 0x228bc0c void RPC_Server_SetMicphoneTLogToServer(const TLog_Micphone MicphoneTlog);// 0x228bb48 void RPC_Server_SendLog(FString ErrorLog);// 0x228ba54 void RPC_Server_RequestRefreshOwnerPawnHealth();// 0x228b9f8 void RPC_Server_ReqHealth();// 0x228b99c void RPC_Server_ReportPeerVisualFieldActorList(const Actor*[] VisualFieldActorList);// 0x228b8a8 void RPC_Server_RemovePhotonDestructibleFragment(const HitResult Hit);// 0x228b7e8 void RPC_Server_RemoveFracturedMeshFragment(Actor* ImpactActor, Actor* OtherActor, Vector NormalImpulse, const HitResult Hit);// 0x228b644 void RPC_Server_PrintHP();// 0x228b5e8 void RPC_Server_NotifySwapMainWeaponFinished(byte Slot1, byte Slot2);// 0x228b4ec void RPC_Server_NotifyServerUseSpot(SupplySpot* InSupplySpot);// 0x228b438 void RPC_Server_NotifyServerUseEnhancerSpot(EnhancerSpot* InEnhancerSpot);// 0x228b384 void RPC_Server_NotifyServerProjectileBulletImpact(const ExplosionProjectileHitInfo InExProjectileHitInfo, ProjectileBulletBase* Bullet);// 0x228b290 void RPC_Server_NotifyServerOpenAnyPickUpBox(PlayerTombBox* TombBox);// 0x228b1dc void RPC_Server_NotifyServerLaserProjectileBulletAutoExplode(ProjectileBulletBase* Bullet, const ExplosionProjectileHitInfo InExpProjectileInfo);// 0x228b0e8 void RPC_Server_NotifyServerEnemyStep(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x228af94 void RPC_Server_NotifyServerEnemyShoot(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience);// 0x228ade0 void RPC_Server_NotifyServerAddOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x228acec void RPC_Server_NotifyBreakWindow(UAEHouseActor* OwnerTarget, UAEWindowRepData Window);// 0x228a940 void RPC_Server_NorifyServerClientHasFinishReconnectedWeaponSystem();// 0x228a8dc void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeaponWithWeaponMgr(const ItemDefineID[] WeaponIDArray, WeaponManagerComponent* WeaponMgr);// 0x228a7a0 void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeapon(const ItemDefineID[] WeaponIDArray);// 0x228a6ac void RPC_Server_NorifyServerAddFirstOpenedTreasureBoxes(const int[] TreasureBoxIDArray);// 0x228a5b8 void RPC_Server_NorifyServerAddFirstOpenedPlayerTombBoxes(const int[] PlayerTombBoxIDArray);// 0x228a4c4 void RPC_Server_NorifyServerAddFirstOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x228a3d0 void RPC_Server_EquipWeaponBullet(STExtraShootWeapon* TargetWeapon, int BulletID);// 0x228a2d4 void RPC_Server_ConfirmMisKill(uint32 bConfirm, const GameBaseInfo ClientBaseInfo);// 0x228a18c void RPC_Server_ClientHasReactivated();// 0x228a130 void RPC_Server_ClientHasFinishedRecoverWeapon_New(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x2289fcc void RPC_Server_ClientHasFinishedRecoverWeapon(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x2289e68 void RPC_Server_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x2289d6c void RPC_Server_BattleStateTime(float InBattleStateTime);// 0x2289cb8 void RPC_ReviveState_GiveUpRevive();// 0x2289c5c void RPC_RequireDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr);// 0x2289ba8 void RPC_RemoteCustomEventWithObjects(FString EventTag, FString CustomParam, Object* TObject01, Object* TObject02);// 0x2289994 void RPC_RemoteCustomEventWithObject(FString EventTag, FString CustomParam, Object* TObject);// 0x22897d0 void RPC_RemoteCustomEvent(FString EventTag, FString CustomParam);// 0x2289654 void RPC_PushDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr, WeatherControllerRepData RepWeatherInfo);// 0x2289554 void RPC_OwnerClient_WeaponWarmUpEnd(STExtraWeapon* Weapon);// 0x22894a0 void RPC_OwnerClient_SwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x2289348 void RPC_OwnerClient_SetTeammatesYouAttackFirstToClient(const FString[] ListOnServer);// 0x22891ec void RPC_OwnerClient_SetMurderInfo(FString murderName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x2288fe4 void RPC_OwnerClient_SetLastBreathMurder(FString MurderPlayerName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x2288ddc void RPC_OwnerClient_SetCurrentWeaponVisible(bool bVisible);// 0x2288d14 void RPC_OwnerClient_PlayerEnableAttrModifier(bool bEnable, const AttrModifyItem ItemData);// 0x2288b3c void RPC_OwnerClient_PlayerConsumeItem(const ItemDefineID ID, int Count);// 0x2288a40 void RPC_OwnerClient_PlayerAddHealth(float AddVal, byte Reason);// 0x2288944 void RPC_OwnerClient_PlayerAddEnergy(float AddVal, byte Reason);// 0x2288848 void RPC_OwnerClient_NotifyClientEquipWeaponAttachment(byte WeaponPropSlot, const ItemDefineID DefineID, bool bEquip);// 0x22886f0 void RPC_OwnerClient_HandleAIShootBulletHit(Vector_NetQuantize10 BulletStart, Vector_NetQuantize10 BulletEnd);// 0x22885d8 void RPC_OwnerClient_FlushPlayerHealthChangeHistory(const float[] ChangeHistory, STExtraBaseCharacter* TargetPlayer);// 0x228849c void RPC_OwnerClient_ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x2288358 void RPC_GiveUpGame();// 0x22882fc void RPC_DrawDebug_Sphere(const Vector Center, float Radius, Color Color, float LifeTime);// 0x22881bc void RPC_DrawDebug_Line(const Vector Start, const Vector End, Color Color, float LifeTime);// 0x2288084 void RPC_ClientSetVehicleSpawnServerTime(float STime);// 0x2288004 void RPC_Client_UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x2287efc void RPC_Client_UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x2287ce8 void RPC_Client_UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x2287b1c void RPC_Client_UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x2287950 void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x2287784 void RPC_Client_ShowNewCommonCountDown(float TotalTime, int StringId, int TypeId);// 0x228767c void RPC_Client_RemoteDestroyAllActor();// 0x2287660 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x22875e0 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x228744c void RPC_Client_PreSetBulletListInClip(STExtraShootWeapon* TargetWeapon, BulletInClip CurBulletInClip);// 0x22871b4 void RPC_Client_PlayerBulletHitVehicleSound(Vector Loc, Rotator Rot);// 0x228709c void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x2286df4 void RPC_Client_NotifyHealth(float Health);// 0x2286d40 void RPC_Client_InfectionShowKillNum(int ShowKillNum);// 0x2286cc0 void RPC_Client_DestroyWeapon(FName LogicSocket, const ItemDefineID ID, bool bEnableBroadcast);// 0x2286b5c void RPC_Client_ClientDisplayScoreChangeTips(WarPlayerStateScore ScoreStruct);// 0x2286a68 void RPC_Client_CircleRun(int Index, int TotalNum);// 0x228696c void RPC_Client_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x2286870 void RPC_Client_BeginInteractiveProcess();// 0x2286854 void RPC_Client_AirAttack(const AirAttackOrder airAttackOrderSrc, const Vector AirAttackArea);// 0x22866cc void RPC_CancelUseInteractiveActor();// 0x2286670 void RevivalTemateSuccess();// 0x2286654 void RevivalTemateFailImpl(FString Reason);// 0x2286590 void RevivalTemateFail(FString Reason);// 0x22864cc float RetriveMobileContentScaleFactor();// 0x22864a4 void RetrievePlayerBattleResultData();// 0x1f6b840 void RestoreDefaultInteractionSize(int JSIndex);// 0x228642c void RespHasSignalBar(bool bHas);// 0x22863a4 void RespawnRecoverData(UAEPlayerController* PC);// 0x228632c void ResetVehicleEngine();// 0x2286318 bool ResetValidTouchMoveFrame();// 0x22862f0 void ResetMissingUIUpdate();// 0x2c90a38 void ResetIgnoreMoveInput();// 0x22862d4 void RequireNetCullingDistanceByDevice();// 0x2286278 void RequireDeviceInfo();// 0x228625c void RequestPlayerNewbieInfo();// 0x2286248 void RequestHasSignalBar();// 0x22861ec bool RequestChangeWearInBattle(int NewIndex);// 0x228616c bool RequestChangeWear(int NewIndex);// 0x22860ec void ReqSwitchPersonPerspective(bool IsNewFPP);// 0x2286024 void ReqRecordEnterIceMountain();// 0x2285fc8 void ReqLeaveVehicle();// 0x2285fb4 void ReqGetVehiclePos(STExtraVehicleBase* SimVehicle);// 0x2285f00 void ReqExchangeVehicleCharacter(int Param);// 0x2285e88 void ReqEnterVehicle(float dis);// 0x2285e10 void ReqEnterSnowBoard();// 0x2285dfc void ReportWatchGamePlayerInfoButtonClick(float DuriationTime);// 0x2285d84 void ReportVehicleMoveFlow(const VehicleMoveFlow VehicleMoveFlow);// 0x2285c28 void ReportClientParachuteData(ParachuteData InParachuteData);// 0x2285960 void ReportAntiCheatInfo();// 0x228594c void ReplaceVehicleWithPath(FString Path);// 0x2285890 void ReplaceVehicle();// 0x228587c void Rep_RefreshInteractiveActor();// 0x2285868 void RemoveTouchMoveFinger(byte FingerIndex);// 0x22857f0 void RemoveCustomSensibility(int WeaponId);// 0x2285778 void RemoveAllDoors();// 0x2285764 void ReleaseFire();// 0x2c90a38 void ReInitUIAfterReCreatePawn(UAEPlayerController* UAEPC);// 0x22856ec void ReInitParachuteItem();// 0x22856d8 void RefreshTopMostUIPanel(byte Type);// 0x2c90a38 void RefreshShootDetailInfo();// 0x22856c4 void RefreshPickupFlagStatusDelegate__DelegateSignature();// 0x2c90a38 void RecoverStatusAfterReconnecting();// 0x22856a8 void RecordPathPoint();// 0x2285694 void ReceiveClientRestart();// 0x2c90a38 void ReceiveBackpackComponent();// 0x2285678 void QuitSpectating();// 0x2285664 void PrintStringToScreen(FString inString, LinearColor TextColor, float Duration);// 0x2285514 void PrintMovementLog(int PrintLog);// 0x228549c void PrintDownCollision();// 0x2285488 void PrintAllPickupWarpper();// 0x2285474 void PressGrenade(bool isThrow);// 0x2c90a38 void PressFire(int FingerIndex);// 0x2c90a38 void PlayerLiveStateChangedInOB(enum State, Character* OwnerCharacter);// 0x22853b8 void PlayerKillingDelegate__DelegateSignature();// 0x2c90a38 void PlayerEnterAreaDelegate__DelegateSignature(int AreaID);// 0x2c90a38 void PlayerDoEmoteDelegate__DelegateSignature(int EmoteIndex);// 0x2c90a38 void PlayerControllerToggleDelegate__DelegateSignature(bool bOpen);// 0x2c90a38 void PlayerControllerSelfPawnDeathDelegate__DelegateSignature();// 0x2c90a38 void PlayerControllerNotifyChangeToWalkingDead__DelegateSignature(bool bCanChange, bool bIsWalkingDeadFinish);// 0x2c90a38 void PlayerControllerChangeToWalkingDeadRes__DelegateSignature(bool bSucc);// 0x2c90a38 void PlayerControllerChangeToWalkingDead__DelegateSignature();// 0x2c90a38 void PlayBattleSound(FString BankName, FString SoundName);// 0x2285278 void PickupInitialItemListForRobustness();// 0x2285264 void OpenParachute();// 0x2285250 void OnWeaponEquipAttachmentDelegate__DelegateSignature(STExtraShootWeapon* Weapon, enum Type, bool bEquip);// 0x2c90a38 void OnWeaponEquipAttachment(byte WeaponPropSlot, out const ItemDefineID DefineID, bool bEquip);// 0x2c90a38 void OnWeakGuidEventDelegate__DelegateSignature(int GuidID, Actor* GuidActor);// 0x2c90a38 void OnWallFeedBack(bool _WallFeedBack);// 0x22851d0 void OnViewTargetSignalHPChanged(float NewSignalHP);// 0x2285158 void OnViewTargetPoseChanged(byte LastPose, byte NewPose);// 0x228509c void OnViewTargetPlayerStateChanged();// 0x2285088 void OnViewTargetDetachedFromVehicle(STExtraVehicleBase* LastVehicle);// 0x2285010 void OnViewTargetChangeVehicleSeat();// 0x2284ffc void OnViewTargetChangePoseDelegate__DelegateSignature(byte LastPose, byte NewPose);// 0x2c90a38 void OnViewTargetChange__DelegateSignature(STExtraBaseCharacter* ViewTarget, STExtraBaseCharacter* LastViewTarget, bool bIsOnPlane);// 0x2c90a38 void OnViewTargetAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x2284f84 void OnVehicleWeaponIsReadyForFireDelegate__DelegateSignature();// 0x2c90a38 void OnVehicleWarVehicleRepawnDelegate__DelegateSignature();// 0x2c90a38 void OnVehicleWarKilledTrackerStartDelegate__DelegateSignature();// 0x2c90a38 void OnVehicleWarKilledTrackerFinishDelegate__DelegateSignature();// 0x2c90a38 void OnVehicleExitFreeCameraDelegate__DelegateSignature(bool bExit);// 0x2c90a38 void OnUseVehicleWarWeapon();// 0x2284f70 void OnUseVehicleWarItem();// 0x2284f5c void OnUseVehicleWarEyes();// 0x2284f48 void OnUseMainSlot__DelegateSignature(byte Slot);// 0x2c90a38 void OnUseInventoryItemDelegate__DelegateSignature();// 0x2c90a38 void OnUnequipWeaponDelegate__DelegateSignature();// 0x2c90a38 void OnUITouchMoveDelegate__DelegateSignature(Vector Loc);// 0x2c90a38 static void OnTryReqMoveToTarget(const Object* WorldContextObject, int FollowType, FString FollowUID);// 0x2284d68 void OnTouchInterfaceChangedDelegate__DelegateSignature();// 0x2c90a38 void OnTeammateTemperatureChangeDelegate__DelegateSignature();// 0x2c90a38 void OnTeammatesAllDie();// 0x2284d54 void OnTeammateLogin(int InTeamID);// 0x2284cdc void OnTeammateHPChangeDelegate__DelegateSignature();// 0x2c90a38 void OnTeamFollowStageChangeDelegate__DelegateSignature();// 0x2c90a38 void OnTaskConditionDeactivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2c90a38 void OnTaskConditionActivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2c90a38 void OnTakeDamaged__DelegateSignature(float DamageAngel);// 0x2c90a38 void OnSwitchWeaponDelegate__DelegateSignature();// 0x2c90a38 void OnSwitchToTeamByNumPressed__DelegateSignature();// 0x2c90a38 void OnSwitchToPlayerByNumPressed__DelegateSignature();// 0x2c90a38 void OnSwitchCameraModeStartDelegate__DelegateSignature(byte CameraMode);// 0x2c90a38 void OnSwitchCameraModeEndDelegate__DelegateSignature(byte CameraMode);// 0x2c90a38 void OnStopWeakGuidDelegate__DelegateSignature();// 0x2c90a38 void OnStopFireDelegate__DelegateSignature();// 0x2c90a38 void OnStartFireDelegate__DelegateSignature();// 0x2c90a38 void OnStartAutoSprintCountDown__DelegateSignature();// 0x2c90a38 void OnSpectatorChange__DelegateSignature();// 0x2c90a38 void OnSpectatorCameraChange(bool bDie);// 0x2c90a38 void OnSpawnVehicleServerTimeUpdatedDelegate__DelegateSignature();// 0x2c90a38 void OnShowSkillPromptDelegate__DelegateSignature(bool IsShowPrompt, float LastTime, FString PromptText, Object* PromptIcon, float TotalTime, bool bCanCancelSkill);// 0x2c90a38 void OnShowHideSelfMarkDelegate__DelegateSignature();// 0x2c90a38 void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2c90a38 void OnShowAutoSprintButton__DelegateSignature(bool Visible, Vector2D showPos, bool IsInside);// 0x2c90a38 void OnShowAnimationButton(bool IsShow, int NewUIType);// 0x2284c0c void OnShowAllTeammatePosDelegate__DelegateSignature(bool bShow);// 0x2c90a38 void OnShowAliasInfoDelegate__DelegateSignature();// 0x2c90a38 void OnSetChangeCharacterState__DelegateSignature(byte ChangeState);// 0x2c90a38 void OnServerFinishPickupRevivalFlag();// 0x2284bf0 void OnServerCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP);// 0x2c90a38 void OnRevivalAndEnterAirplane__DelegateSignature();// 0x2c90a38 void OnRepTeammateChange__DelegateSignature();// 0x2c90a38 void OnRepTeammateAvatarDisplayInfoChange__DelegateSignature();// 0x2c90a38 void OnRepPlayerState__DelegateSignature();// 0x2c90a38 void OnRepNotify_SetBattleOwner();// 0x2284bdc void OnRepNotify_ServerHitEnemyReplicatedData();// 0x1f6b840 void OnRep_WeatherFog();// 0x2284bc8 void OnRep_WeaponSystemReconnectReplicateData();// 0x2284bb4 void OnRep_WeaponFunctionChanged();// 0x2284ba0 void OnRep_WeaponAvatarDataList();// 0x2284b84 void OnRep_UsedSimulation();// 0x2284b68 void OnRep_SwitchWeather();// 0x2284b54 void OnRep_STExtraBaseCharacter();// 0x2284b40 void OnRep_SpawnAndBackpackWeaponReplicatedDataWithMgr();// 0x2284b2c void OnRep_ShowWeaponHitDetailInfo();// 0x2284b18 void OnRep_ServerStateType();// 0x2284b04 void OnRep_RefreshTotalPlayers();// 0x2284af0 void OnRep_RefreshAirDropBox();// 0x2284adc void OnRep_Plane();// 0x2284ac8 void OnRep_ObservedItemList();// 0x2284ab4 void OnRep_InWateringRangeBP();// 0x2c90a38 void OnRep_InWateringCRange();// 0x2284a60 void OnRep_InitialEquipmentAvatar();// 0x2284a44 void OnRep_InitialConsumableAvatar();// 0x2284a28 void OnRep_ImprisonmentTeammateSucess();// 0x2284a14 void OnRep_GameStateMsgType();// 0x2284a00 void OnRep_ForbitPickEffect();// 0x22849ec void OnRep_ForbitPick();// 0x22849d8 void OnRep_FiringPlayerList();// 0x22849c4 void OnRep_EnableDeathPlaybackDelay();// 0x22849b0 void OnRep_DeadTombBox();// 0x228499c void OnRep_CanOpenParachute();// 0x2284988 void OnRep_CanJump();// 0x2284974 void OnRep_CanImprisonmentTeammate();// 0x2284960 void OnRep_BattleSceneAvatarDisplayInfoList();// 0x228494c void OnRep_BackpackComponent();// 0x2284938 void OnRep_AutoAimType();// 0x2284924 void OnRemoveMainSlot__DelegateSignature(byte Slot);// 0x2c90a38 void OnRemindTeammateShoot__DelegateSignature(FString sPlayerKey, bool bShow, float nDist);// 0x2c90a38 void OnReleaseScreen__DelegateSignature(byte FingerIndex);// 0x2c90a38 void OnReleaseFireBtnDelegate__DelegateSignature();// 0x2c90a38 void OnReleaseFire();// 0x2284910 void OnReconnectResetUIByPlayerControllerStateDelegate__DelegateSignature();// 0x2c90a38 void OnReconnected__DelegateSignature();// 0x2c90a38 void OnReceiveHasSignal__DelegateSignature(bool HasSignal);// 0x2c90a38 void OnRank__DelegateSignature(int Kills, int Rank);// 0x2c90a38 void OnPressVehicleWarMatchData();// 0x22848fc void OnPressVampireClothSlotBtn();// 0x22848e8 void OnPressTurnplateQuickMsgBtn();// 0x22848d4 void OnPressTriggerEntireMapBtn();// 0x22848c0 void OnPressShowTagVehileSeatListBtn();// 0x22848ac void OnPressRolewearChangeBtn(int Index);// 0x2284834 void OnPressItemSKillBtn();// 0x2284820 void OnPressFire();// 0x228480c void OnPressBackpackBtn();// 0x22847f8 void OnPostTakeDamageForBP__DelegateSignature(float Damage, out const DamageEvent DamageEvent, Actor* Victim, Actor* DamageCauser);// 0x2c90a38 void OnPlayerUseRecoverItem();// 0x22847e4 void OnPlayerStateChanged();// 0x22847d0 void OnPlayerReConnected(int LostPlayerKey);// 0x228471c void OnPlayerPutDownAllPropDelegate__DelegateSignature();// 0x2c90a38 void OnPlayerPutDownActorDelegate__DelegateSignature(STExtraBaseCharacter* TargetPlayer, Actor* TargetActor);// 0x2c90a38 void OnPlayerPickUpActorDelegate__DelegateSignature(byte SurvivePickUpGlobalCategory, int ID);// 0x2c90a38 void OnPlayerNumOnPlaneChangedDelegate__DelegateSignature();// 0x2c90a38 void OnPlayerNameChange__DelegateSignature(FString changedplayername);// 0x2c90a38 void OnPlayerLostConnection(int LostPlayerKey);// 0x2284668 void OnPlayerLeaveRevivalStateDelegate__DelegateSignature();// 0x2c90a38 void OnPlayerKilledOthersPlayer__DelegateSignature(uint32 causerKey, uint32 victimKey, int Relationship, int CauserWeaponAvatarID);// 0x2c90a38 void OnPlayerInOutWhiteCircleChangedDelegate__DelegateSignature(bool bIsInWhiteCircle);// 0x2c90a38 void OnPlayerInOutBlueCircleChangedDelegate__DelegateSignature(bool bIsInBlueCircle);// 0x2c90a38 void OnPlayerHitFireBtn(bool bIsRightBtn);// 0x22845e8 void OnPlayerFinalAssistKill__DelegateSignature();// 0x2c90a38 void OnPlayerExitGameDelegate__DelegateSignature();// 0x2c90a38 void OnPlayerEnterRevivalStateDelegate__DelegateSignature();// 0x2c90a38 void OnPlayerControllerStateChangedDelegate__DelegateSignature(enum StateType);// 0x2c90a38 void OnPlayerClickDriveBtn();// 0x22845d4 void OnPlayerChangeWearingDone__DelegateSignature(int Index, float LastTime);// 0x2c90a38 void OnPlayerChangeWearingAnimFinished__DelegateSignature(int Reason);// 0x2c90a38 void OnPlayerCanGetInVehicle(bool CanGetInVehicle);// 0x2284490 void OnPickupItemDelegate__DelegateSignature(int ItemId, int Count, STExtraPlayerController* PC);// 0x2c90a38 void OnPickUpExpand();// 0x2284428 void OnPickUpCollapsed(bool isCollapsed);// 0x22843a8 void OnPickUpActor(int Guid, int PickupCount, int TotalCount);// 0x22842a8 void OnOneTeamPlayerHPChangeDelegate__DelegateSignature(int Index);// 0x2c90a38 void OnOneFloatValueDelegate__DelegateSignature(float TheValue);// 0x2c90a38 void OnOccupyNewbieGuide(int inGuideID);// 0x2284230 void OnOBVehicleHitActor(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x22840c8 void OnObserverLevelLoaded();// 0x22840b4 void OnObservedWeaponDataChanged(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x228400c void OnObservedUsingWeaponChanged();// 0x2283ff8 void OnObservedPoisonFogStageChanged();// 0x2283fe4 void OnObservedItemsChanged();// 0x2283fd0 void OnObservedBulletNumChanged();// 0x2283fbc void OnOBPawnExitVehicle(STExtraVehicleBase* InTargetVehicle);// 0x2283f44 void OnNightStateChangedDelegate__DelegateSignature();// 0x2c90a38 void OnNewbieGuideHandlePickUp(int inPickUpID);// 0x2283ecc void OnMemberVoiceDelegate__DelegateSignature(int member, int Status);// 0x2c90a38 void OnMapMarkChangeDelegate__DelegateSignature(int TeamMateSerialNumber);// 0x2c90a38 void OnLostConnection__DelegateSignature();// 0x2c90a38 void OnLocalCharacterTemperatureChangeDelegate__DelegateSignature(float currentTP, float ratioHP);// 0x2c90a38 void OnLocalCharacterSignalHPRemaingingTimeDelegate__DelegateSignature(float RemainingTime);// 0x2c90a38 void OnLocalCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP, float PreSignalHP, float RatioSignalHP);// 0x2c90a38 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2c90a38 void OnLiveStateChanged__DelegateSignature(enum LiveState);// 0x2c90a38 void OnLandOnGroundAfterJumpPlaneEnd();// 0x2c90a38 void OnKillerNotify(Actor* Killer);// 0x2283e54 void OnItemOperCount(ItemDefineID DefineID, enum OperationType, int Count);// 0x2283d44 void OnItemOperationInfo(BackpackComponent* Sender, out const ItemOperationInfo ItemOperationInfo);// 0x2283c64 void OnItemOperation(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x2283b54 void OnInterruptAutoSprintCountDown__DelegateSignature();// 0x2c90a38 void OnInfectionShowTipMsgDelegate__DelegateSignature(int MsgID, int IconID, float showTime, float DelayTime);// 0x2c90a38 void OnInfectionPlaySoundEvent__DelegateSignature(int SoundID);// 0x2c90a38 void OnIndoorStateChangeDelegate__DelegateSignature();// 0x2c90a38 void OnHideFollowPanelAndBtnDelegate__DelegateSignature();// 0x2c90a38 void OnHandleCameraModeChangedDelegate__DelegateSignature(byte CameraMode);// 0x2c90a38 void OnGameStateChange__DelegateSignature(FName GameState);// 0x2c90a38 void OnGameStartDelegate__DelegateSignature();// 0x2c90a38 void OnGameStartCountDownDelegate__DelegateSignature(float CountdownTime);// 0x2c90a38 void OnGameModeStateChanged();// 0x2c90a38 void OnFingerMove__DelegateSignature(byte FingerIndex, Vector Loc);// 0x2c90a38 void OnExitGame__DelegateSignature();// 0x2c90a38 void OnEquipWeaponDelegate__DelegateSignature();// 0x2c90a38 void OnEquipmentWeaponAvatarChange__DelegateSignature();// 0x2c90a38 void OnEquipmentAvatarChange__DelegateSignature();// 0x2c90a38 void OnEnterBattleResultStep();// 0x2283b40 void OnEnableSignalSystemChangedDelegate__DelegateSignature();// 0x2c90a38 void OnDropItemDelegate__DelegateSignature(int ItemId, int Count, STExtraPlayerController* PC);// 0x2c90a38 void OnDoubleClickCheckDelegate__DelegateSignature(byte FingerIndex);// 0x2c90a38 void OnDeathBoxSpawnedDelegate__DelegateSignature(Transform SpawnTransform);// 0x2c90a38 void OnDeadBoxExpand();// 0x2283b2c void OnDeadBoxCollapsed(bool isCollpased);// 0x2283aac void OnDamageToOtherDelegate__DelegateSignature(float damageToOther);// 0x2c90a38 void OnConsumableAvatarChange__DelegateSignature();// 0x2c90a38 void OnCongregationFlagDelegate__DelegateSignature();// 0x2c90a38 void OnClientWillGotoSpectating();// 0x2283a98 void OnClientReportPeerVisualFieldAcotrList__DelegateSignature(int CamId, Actor*[] PeerVisualFieldActorList);// 0x2c90a38 void OnClickVehicleWarBuff();// 0x2283a84 void OnClickToggleOBVehicleView();// 0x2283a70 void OnCheckSignalPlaybackDelegate__DelegateSignature();// 0x2c90a38 void OnCharacterVehicleCheckVoiceTriggerDelegate__DelegateSignature(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x2c90a38 void OnCharacterShotCheckVoiceTriggerDelegate__DelegateSignature(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x2c90a38 void OnCharacterRecoveryHealthEvent();// 0x2283a5c void OnCharacterRecoveryHealth__DelegateSignature();// 0x2c90a38 void OnCharacterReceiveHealthChangeHistory__DelegateSignature(out const float[] HealthChangeHistory);// 0x2c90a38 void OnCharacterNearDeathOrRescueingOtherNotifyDelegate__DelegateSignature(bool IsNearDeath, bool IsRescueingOther);// 0x2c90a38 void OnCharacterMoveCheckVoiceTriggerDelegate__DelegateSignature(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2c90a38 void OnCharacterLandingCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x2c90a38 void OnCharacterGlassCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x2c90a38 void OnCharacterCurrentActivityIDRep(int CurrentActivityID);// 0x22839dc void OnCharacterCheckVoiceTriggerDelegate__DelegateSignature(Actor* nowActor, float checkDis);// 0x2c90a38 void OnCharacterBreathChangeDelegate__DelegateSignature(float currentBR, float ratioBR, Character* OwnerCharacter, int HealthStatus);// 0x2c90a38 void OnCharacterAntidoteChangeDelegate__DelegateSignature(float FAntidoteExeTime, float FAntidoteMaxTime);// 0x2c90a38 void OnChangeBattleOwnerDelegate__DelegateSignature();// 0x2c90a38 void OnBuyRevivalTeammate(int TeammateIndex);// 0x228395c void OnBuyRevivalSign();// 0x2283940 void OnBackpackMainSlot__DelegateSignature(byte Slot);// 0x2c90a38 void OnAutoSprintActive__DelegateSignature();// 0x2c90a38 void OnAssociationOperation(ItemDefineID DefineID, ItemDefineID TargetDefineID, enum OperationType, byte Reason);// 0x22837d8 void On3DTouchForceChangeDelegate__DelegateSignature();// 0x2c90a38 void ObserveWhoKilledMe();// 0x22837c4 void ObserveClientSetPoisonSmogStage(int SmogStage);// 0x2283710 void ObserveCharacter(FString InPlayerName);// 0x22835b8 void ObserveAirDropBox(int boxId);// 0x2283540 void OBCameraTurnSlower();// 0x228352c void OBCameraTurnFaster();// 0x2283518 void OBCameraMoveSlower();// 0x2283504 void OBCameraMoveNear();// 0x22834f0 void OBCameraMoveFaster();// 0x22834dc void OBCameraMoveFar();// 0x22834c8 void NotifyOpenSequencer(BattleOpenSequencerInfo Info);// 0x22832b0 void NotifyIsInResultView(bool isInResultView);// 0x2283224 void NotifyInOutPickUpActorWrapperBP(bool bIsIn);// 0x2c90a38 void NotifyDeadBoxExpand();// 0x2c90a38 void NotifyDeadBoxCollapsed(bool isCollpased);// 0x2c90a38 void MoveUp(float Rate);// 0x22831ac void MoveToVehicle(int ItemId);// 0x2283134 void MoveToNearestVehicle(float IgnoreDistance);// 0x22830bc void MoveToItem(int ItemId);// 0x2283044 void MoveToAIWithClassName(FString AIClassName, float XOffset, float YOffset, float ZOffset);// 0x2282eb8 void MoveToAIByDropItem(int ItemId);// 0x2282e40 void MoveToAI();// 0x2282e2c void MoveTo(float X, float Y, float Z);// 0x2282d2c void MoveTempleToSelf();// 0x2282d18 void ModifyTouchIndex(Vector Loc, byte FingerIndex);// 0x2282c5c void ModifyStreamingDistance(int Distance);// 0x2282be4 void ModifyCameraViewPitchLimitWithPose(byte Pose, float PitchMin, float PitchMax);// 0x2282ae4 void MemberVoice(int member, int Status);// 0x2c90a38 void MarkStartFireFrame();// 0x2282ad0 void MakeVehicleFly(int isFly, bool bIsUp);// 0x209053c void LogAIItemCount(int ItemId, float Distance);// 0x2282a14 void LocalProfileFootprint();// 0x2282a00 void LocalGetGameStateReconnectInfo();// 0x22829ec void LoadAllLand(bool bLoadAll);// 0x228296c void LerpFPPCamera();// 0x2282958 void KillSomeOne(FString InPlayerName);// 0x228289c void KillAllEnermyVehicle();// 0x2282888 void KillAll();// 0x2282874 void Kill(int GivenNumber);// 0x22827fc void KickPlayerFromGame();// 0x22827e8 void JumpFromPlane();// 0x22827d4 void JoystickTriggerSprint(bool bIsSprint);// 0x2c90a38 bool IsViewTarget(const Actor* pActor);// 0x228274c bool IsUse3DTouch();// 0x2282724 bool IsTouchToRotControl();// 0x22826f4 bool IsTombBoxTeammate(const PlayerTombBox* TombBox);// 0x2282674 bool IsToggleOBBulletTrackEffect();// 0x228264c bool IsTeammate(const STExtraBaseCharacter* InCharacter);// 0x22825cc bool IsStandalone();// 0x2282598 bool IsShowBlood();// 0x2282578 bool IsSameTeam(Pawn* Other);// 0x22824f8 bool IsRevivalMode();// 0x22824c8 bool IsReleasePosInAimBtnRange(Vector Loc);// 0x2282448 bool IsParachuteAnimCached(byte AnimOverrideType);// 0x22823c8 bool IsMurderSelfDefense(FString InformMurderName);// 0x2282304 bool IsMoveable_DontConsiderFollowingState();// 0x22822dc bool IsMoveable();// 0x22822b4 bool IsLastBreathOrRescueingOther();// 0x228228c bool IsInRevival();// 0x2282264 bool IsInPlane();// 0x228223c bool IsInParachuteOpen();// 0x2282214 bool IsInParachuteJump();// 0x22821ec bool IsInParachute();// 0x22821c4 bool IsInObservingPlayback();// 0x228219c bool IsInInitial();// 0x2282174 bool IsInFreeCameraView();// 0x2282158 bool IsInFinish();// 0x2282130 bool IsInFight();// 0x2282108 bool IsInDeathReplay();// 0x22820e0 bool IsInDead();// 0x22820b8 bool IsForbitPickMakeEffect();// 0x2282090 bool IsForbitPick(out const FName TombName);// 0x2281ffc bool IsDsSwitchEnable(const int InSwitchId);// 0x2281f7c bool IsCharacterCanEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x2281eb0 bool IsCanViewEnemy();// 0x2281e88 bool IsCanSpectateTeammate();// 0x2281e60 bool IsCanImprisonmentTeammate();// 0x2281e38 bool IsCacheReceiveRespawnZombie();// 0x2281e10 bool IsAutoParachuteEnable();// 0x2281de8 bool IsAllowActorTouchMove();// 0x2281dc0 bool IsAGMPlayer();// 0x2281d98 void InsertGrenadeIDToName(int GrenadeID, FName Name);// 0x2281cdc void InsertGrenadeIDInOrder(int GrenadeID);// 0x2281c64 void InputCameraMoveTest(float DeltaSeconds);// 0x2281bec void InitWeatherConfigComponent();// 0x2281bd8 void InitVehicleAvatarSkinList();// 0x2281bbc void InitVehicleAvatarList();// 0x2281ba0 void InitTaskDatas(uint32 InPlayerKey);// 0x2281b28 void InitTaskDataDelegate__DelegateSignature(int TaskId, int process, FString ext_info);// 0x2c90a38 void InitTaskData(int TaskId, int process, FString ext_info);// 0x2281940 void InitTaskComponent();// 0x228192c void InitNewbieComponent(out const int[] FinishedGuide, out const int[] FinishedCounts, int PlayerLevel, int PlayerExperienceType);// 0x2c90a38 void InitJoyStickAfterActivation();// 0x2c90a38 void InitCollectionDataDelegate__DelegateSignature(int ItemId, int CurrentCount, int TotalCount);// 0x2c90a38 void InitCollectionData(int ItemId, int CurrentCount, int TotalCount);// 0x228182c void InfectionSelectZombieDelegate__DelegateSignature(enum TargetPawnType);// 0x2c90a38 void InfectionEndRound();// 0x2281818 void ImprisonmentTeammate(FString TeammateName);// 0x2281724 void HideGameTipForLowFPSWarning();// 0x2281710 void HideAllUIAfterDeadTipsShowDelegate__DelegateSignature();// 0x2c90a38 FString HawkEyesLocalize(int InPlayerKey);// 0x2281600 void HandleVirtualJoystickInput(out const Geometry Geometry, out const Vector2D ScreenPosition, int PointerIndex, bool MouseDown);// 0x2281488 void HandleUpdateShovelingRelease();// 0x2281474 void HandleUpdateShovelingPressed();// 0x2281460 void HandleUpdateShoveling();// 0x228144c void HandleTogglePlayerListInOB();// 0x2281438 void HandleToggleOBTeamList(bool InShow);// 0x22813b8 void HandleToggleMapInOB();// 0x22813a4 void HandleToggleHitDamageDisplay();// 0x2281390 void HandleToggleBulletTrack();// 0x228137c void HandleTipInfo(FString FullMsg);// 0x22812c0 void HandleSwitchToTeammatePrev();// 0x22812ac void HandleSwitchToTeammateNext();// 0x2281298 void HandleSwitchToTeam(int InTeamID);// 0x2281220 void HandleSwitchToPlayerIndex(int InPlayerIndex);// 0x22811a8 void HandleMsg(enum Msg);// 0x2281130 void HandleLeaveFreeViewInOB();// 0x228111c void HandleLandOnGroundEnd();// 0x2281108 void HandleFlyLeapPlatform();// 0x22810ac void HandleEnterFreeViewInOB();// 0x2281098 void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const WeatherChangeEvent Event);// 0x2280fc8 void HandleClientHasReactivated();// 0x2280fb4 void HandleChangeRolewearDone();// 0x2c90a38 void HandleCameraModeChanged(byte NewMode, STExtraBaseCharacter* InCharacter);// 0x2280ef8 int GotoSpectating(int TeammatePlayerid);// 0x2280e70 void GotoFlying();// 0x2280e5c void GotoDoubleCircleEdge(float Z);// 0x2280de4 void GMTeleport(FName Teleporter);// 0x2280d6c void GMSetScalarParam(FString Name, FString ShaderName, float Value);// 0x2280ab8 void GMSetCampId(int CamId);// 0x2280a40 void GMSetBoolPoisonCircle();// 0x2280a2c void GMSetBoolAirDrop();// 0x2280a18 void GMSetBoolAirAttack();// 0x2280a04 void GMSetBoolAI();// 0x22809f0 void GMSendDailyTaskReport();// 0x22809dc void GMOpenWeather(int OpenWeatherID);// 0x2280964 void GMEnableRandom();// 0x2280950 void GMEnableAllComponent();// 0x228093c void GMDisableRandom();// 0x2280928 void GMDisableAllComponent();// 0x2280914 void GMCloseWeather(int CloseWeatherID);// 0x228089c void GMBroastSyncTaskInfo();// 0x2280888 void GMBeginCircle(int CurIndex, float PosX, float PosY);// 0x2280788 int GetWriteCircleDistance();// 0x2280760 WeatherConfigComponent* GetWeatherConfigComponent();// 0x2280738 static WeaponHitDisanceSectionArray GetWeaponHitDistanceSectionByID(int ID);// 0x228063c int GetWeaponDIYPlanID(int WeaponId);// 0x22805bc int GetWeaponAvatarItemId(int BPID);// 0x2280534 int GetWeaponAvatarID(int WeaponId, bool isGrenade);// 0x2280468 float GetViewPortDPIScale();// 0x2280438 VehicleUserComponent* GetVehicleUserComp();// 0x2280410 bool GetUseMotionControlLog();// 0x22803e8 bool GetUseMotionControlEnable();// 0x22803c0 int GetUnlockWearCount();// 0x2280398 float GetTouchForce(byte FingerIndex);// 0x2280318 Actor* GetThePlane();// 0x22802f8 STExtraPlayerState* GetTeammatePlayerStateFromPlayerTombBox(const PlayerTombBox* TombBox);// 0x2280278 SpringArmComponent* GetTargetedSpringArm();// 0x2280250 int GetStatTriangles();// 0x1f96b70 FString GetStatMemory();// 0x2250de4 int GetStatDrawCalls();// 0x1f96b70 BattleItemData[] GetSpecialClothingInAllBackpack(int Index);// 0x22800f8 int[] GetSpecialClothingCountInAllBackpack(int Index);// 0x227fff0 int[] GetSpecialAreaList();// 0x227ff30 int GetSpecialAreaID();// 0x227ff08 SIslandInactiveClearComponent* GetSIslandInactiveClearComponent();// 0x227fee0 Rotator GetSensibilityRate(float YawInput, float PitchInput, bool bIsMotionControl);// 0x227fdbc BattleSceneAvatarDisplayInfo GetSelfAvatarDisplayInfo();// 0x227fc60 int GetRevivalCountDownTime();// 0x227fc38 FString GetRenderThreadTime();// 0x2250de4 FString GetRemarkNameByGID(FString actorName, FString actorUID);// 0x2c90a38 QuickSignComponent* GetQuickSignComponent();// 0x227fc10 STScreenAppearanceComponent* GetPlayerScreenAppearanceComponent();// 0x227fbe8 PlayerInfoInOB GetPlayerInfoInOBByName(FString InPlayerName);// 0x227fb00 STExtraBaseCharacter* GetPlayerCharacterSafety();// 0x227fad8 CharacterParachuteComponent* GetParachuteComponent();// 0x227fab0 AnimationAsset* GetParachuteAnimAsset(byte AnimType, byte AnimOverrideType);// 0x227f9ec Transform GetPaintDecalTargetTransform();// 0x227f98c ObservingReplay* GetObservingPlayback();// 0x227f964 Vector GetNewestAirDropBoxPos();// 0x227f91c PlayerInfoInOB[] GetNearPlayerList();// 0x227f80c STExtraPlayerController*[] GetMyObservers();// 0x227f7a4 FString GetMurderUIDStr();// 0x227f6a8 FString GetMurderName();// 0x227f5e8 bool GetMurderIsAI();// 0x227f5b0 BattleItemData[] GetMultiItemFromItemList(int[] ItemSpecifiedID);// 0x227f374 byte GetMaxTouchForceFinger();// 0x227f334 Vector2D GetJoyStickVisualSize();// 0x227f2f4 Vector2D GetJoyStickCenter();// 0x227f2b4 int GetItemUseSpecialAreaID(int ItemId);// 0x227f234 bool GetIsRespawn();// 0x227f214 bool GetIsMurderSameTeam();// 0x227f1dc bool GetIsFreeCamera();// 0x227f1bc enum GetInfectionPawnSubType();// 0x227f194 enum GetInfectionPawnMainType();// 0x227f16c IdeaDecalManager* GetIdeaDecalManager();// 0x227f144 FString GetGameThreadTime();// 0x2250de4 void GetGameStateReconnectInfoOnServer();// 0x227f0e8 void GetGameScreenSize();// 0x1f6b840 void GetGameResult();// 0x227f0d4 LastGameRemainItemData GetGameRemainItems();// 0x227efe4 int GetFriendDistance();// 0x1f96b70 Vector GetFocalLocation();// 0x227ef94 FString GetFinalMurderName();// 0x227ee74 WeaponHitDetailInfo GetDetailHitInfo();// 0x227ed40 void GetDailyTaskReportData(out DailyTaskReportInfo ResultData);// 0x227ebc4 enum GetCurrentStateType();// 0x227eb9c Vector GetCurrentLevelOffset();// 0x227eb54 STExtraPlayerState* GetCurPlayerState();// 0x227eb2c int GetCurPlayerId();// 0x227eb04 STExtraBaseCharacter* GetCurPlayerCharacter();// 0x227eadc Vector GetCurPawnLocation();// 0x227ea94 Pawn* GetCurPawn();// 0x227ea6c float GetCurFPS();// 0x1f96b70 Rotator GetControlLookRotation();// 0x227ea1c Vector GetControlLookPoint(int LineTraceRange, out bool HitTaget);// 0x227e930 BattleItemData[] GetClothingInAllBackpack(int Index);// 0x227e7d8 class Object GetClassFromBPClassManager(class Object BaseClass);// 0x227e758 ChatComponent* GetChatComponent();// 0x227e730 uint32 GetBeKickedPlayerKey();// 0x227e708 BackpackComponent* GetBackpackComponent();// 0x227e6e0 AllStarReportData GetAllStarReportDataByOpenID(FString InPlayerOpenID);// 0x227e614 void GenerateIdCardMark(out const Vector Loc);// 0x227e588 SearchedTombBoxAndWrapperListResult[] GenerateAirDropData(int boxId);// 0x227e424 void GameModeGotoNextState();// 0x227e410 void GameModeGotoFightingState();// 0x227e3fc void FreeCameraTouchMove(Vector Loc, byte FingerIndex);// 0x227e340 void ForceServerSetControlRotationOnVehicle();// 0x227e32c void ForceReleaseCurTouchMoveFinger();// 0x227e318 void ForceDropItemsWithTypeList(out const int[] TypeList);// 0x227e24c void ForceDropItemsWithType(int TypeItem);// 0x227e1d4 void ForceDropItemsWithoutTypeList(out const int[] IgnoreTypeList);// 0x227e108 void ForceDropItems(out const int[] ItemTableList);// 0x227e03c void ForceDropAllItem();// 0x227e028 bool ForbidSpectateTeamMateOnPlane();// 0x227dff8 void FlushItem(int onlyStatic);// 0x227df80 void FireTakeDamagedEvent(Vector CauserLocation);// 0x227df10 void FireOrGrenade();// 0x227defc void FindAIDropItem(int ItemId);// 0x227de84 void Fight();// 0x227de70 void FadeSceneToGrayOnDeath(bool bSet);// 0x227ddf0 BattleSceneAvatarDisplayInfo ExtractAvatarDisplayInfo(STExtraPlayerCharacter* TargetCharacter);// 0x227dc4c void ExitNightState();// 0x227dc38 void ExitFreeCamera(bool IsForceReset);// 0x227dbb8 void ExecDSCommand(const FString DSCommand);// 0x227daf4 void EquipIceDrinkItems(out const int[] ItemList);// 0x227da28 void EnterVehicleDelegate__DelegateSignature(bool IsEnter, Actor* Vehicle);// 0x2c90a38 void EnterNightState();// 0x227da14 void EnterExtreme(bool enterOrQuit);// 0x227d994 void EndTouchScreen(Vector Loc, byte FingerIndex, bool UseOldEndFireJudge);// 0x227d88c void EndForceTouchFire(Vector Loc);// 0x227d81c void EnablePlayerInHouse(bool bIsIn);// 0x227d79c void EnableMyLandscapeDraw();// 0x1f6b840 void EnableGuidActorDelegate__DelegateSignature(int GuidID, bool bNewEnable);// 0x2c90a38 void EnableAutoParachute(bool bEnable);// 0x227d71c void DynamicCreateComponents();// 0x227d708 void DsLuaGM(const FString CmdString);// 0x227d5b0 void DsLuaDoString(FString LuaString);// 0x227d4f4 void DropItemsWithType(int TypeItem);// 0x227d47c void DropItem(int ID);// 0x227d404 void DropAllItem();// 0x227d3f0 void DoUITouchMove(Vector Loc);// 0x2c90a38 void DoubleClickCancel(const byte FingerIndex);// 0x227d378 void DoTouchMove(float Yaw, float Pitch);// 0x2c90a38 void DoRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x227d2c4 void DoGiveUpRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x227d210 void DoAfterCanNotPickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x2c90a38 void DisplayLuaGameTipsWithTime(FString FunctionName, int ID, FString param1, FString param2, float ControlTime);// 0x227cfbc void DisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x227cdb0 void DisplayLowFPSCountingDown();// 0x227cd9c void DisplayGameWarningTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x227cae4 void DisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x227c82c void DisplayGameTipWithMsgID(int ID);// 0x227c7b4 void DisplayGameTipForLowFPSWarning(int ID, FString param1, FString param2);// 0x227c4fc void DisplayBattleGeneralTip(int ID, FString param1, FString param2);// 0x227c244 void DispatchPlayerRespawnedEvent(UAEPlayerController* PlayerController);// 0x227c1cc void DispatchPlayerReconnectedEvent();// 0x227c1b8 void DispatchPlayerLostEvent();// 0x227c1a4 void DispatchPlayerExitEvent();// 0x227c190 void DispatchPlayerAboutToRespawnEvent(UAEPlayerController* PlayerController);// 0x227c118 void DisableMyLandscapeDraw();// 0x1f6b840 void DelegatePlayerLevelChange__DelegateSignature(int Level);// 0x2c90a38 void DelegatePlayerGoldChange__DelegateSignature(int Gold);// 0x2c90a38 void DelayGotoSpectating();// 0x227c104 void DelayForceExitFreeCamera();// 0x227c0f0 void DebugWorldPlayerAvatarInfo();// 0x227c0dc void DebugSetUIVisibility(bool bUIVisibility);// 0x2c90a38 void DebugEnableFerrisWheelTick(bool bEnable);// 0x227c05c void DebugEnableDrawSearchLine(int bEnabled);// 0x2032f5c void DebugEnableBulletImpact(int bEnabled);// 0x2032f5c void DebugAirDropPickInfo(float DrawTime, float BoxDrawSize, float BoxDrawLineLength, float ListWrapperDrawSize, float ListWrapperDrawLineLength);// 0x227becc void DealGetAllNearShotWeapon(float disRate);// 0x227be54 void DealGetAllNearMoveVehicle(float checkDis, float minSpeed);// 0x227bd98 void DealGetAllNearMoveCharacter(float checkDis);// 0x227bd20 void DeactiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x227bc5c void CorrectVehicleState(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x227baa0 void ConsumeRevivalSign();// 0x227ba84 void CollectAllPlayerWeaponPosInfo();// 0x1f6b840 void ClientUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation);// 0x227b96c void ClientStopShoveling();// 0x227b910 void ClientStartOnlineGame();// 0x227b8f4 void ClientShowInfectAreaWarning();// 0x227b898 void ClientSetTotalPlayers(const PlayerStaticInfoInOB[] InPlayerStaticInfoList, const PlayerBaseInfoInOB[] InTotalPlayers);// 0x227b710 void ClientSetPoisonSmogStage(int SmogStage);// 0x227b65c void ClientSetOBData(uint32 InPlayerKey, int InTeamID, STExtraBaseCharacter* CurViewChar);// 0x227b554 void ClientSetControlRotation(const Rotator NewRotation);// 0x227b4dc void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x227b3e0 void ClientSetAIPosToTarget(Vector StartPos, Vector targetPos);// 0x227b318 void ClientSetAIPos(uint32 KeyID, Vector pos, bool isStart);// 0x227b204 void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds);// 0x227b134 void ClientRPC_TeamMateStateChanged(const TeamMateStateInfo TeamMateInfo);// 0x227b08c void ClientQuitViewEnemy();// 0x227b070 void ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x227af70 void ClientOnLeaveVehicleDelegate__DelegateSignature();// 0x2c90a38 void ClientOnHurt();// 0x227af54 void ClientOnEnterVehicleDelegate__DelegateSignature(int SeatType);// 0x2c90a38 void ClientOnDeathReplayDataWhenFatalDamaged__DelegateSignature(bool bIsDead, out const DeathReplayData DeathReplayData);// 0x2c90a38 void ClientOnDamageToOther(float _DamageToOther);// 0x227aed4 void ClientOnChangeVehicleSeatCompletedDelegate__DelegateSignature(enum SeatType);// 0x2c90a38 void ClientObserveCharacter(uint32 InPlayerKey, bool IsOnPlane, enum InServerStateType);// 0x227adc0 void ClientInterruptGame();// 0x227ad64 void ClientInitIngameUIAfterRespawn();// 0x227ad08 void ClientHearSound(int AkEventID, const Vector AkLocation);// 0x227ac4c void ClientHandleMsg(enum Msg, int64 TimeStamp);// 0x227ab84 void ClientGotoSpectating();// 0x227ab68 void ClientGiveUpRevivalTemmates();// 0x21fd6d4 void ClientGameStarted();// 0x227ab4c void ClientFriendBattleEnd(bool bIsShowWatchFriendBattleEndTips);// 0x227aac4 void ClientForbidLoadParahuteAnim(bool bCanForbid);// 0x227aa3c void ClientExitFromHelicopter(bool SkipOpenParachute);// 0x227a9b4 void ClientEnterViewBox(int boxId);// 0x227a934 void ClientEndOnlineGame();// 0x227a918 void ClientDisplayNormalTips(FString Content);// 0x227a854 void ClientDisplayLuaGameTipsWithTime(FString FunctionName, int ID, FString param1, FString param2, float ControlTime);// 0x227a5f8 void ClientDisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x227a3e4 void ClientDisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x227a220 void ClientDisplayGameTipWithMsgID(int ID);// 0x227a16c void ClientCheckStartShovelingFail();// 0x227a110 void ClientChangeWeaponFunction(enum NewWeaponFunction);// 0x227a05c void ClientChangeStatePC(enum TargetStateType);// 0x2279fdc void ClearParachuteAnimAssetCache();// 0x2279fc8 void ClearDeadTombBox();// 0x2279fb4 void ClearBossBornPoint();// 0x2279fa0 Vector2D ClampFreeCamIconOffset(out const Geometry MyGeometry);// 0x2279f00 bool CientRevivalTemmates();// 0x2279ed8 void CheckParachuteLandedFinish();// 0x2279ec4 bool CheckNeedReport(out const SACData InAntiCheatData);// 0x2279df4 void CheckConsumeGlideItem();// 0x2279de0 bool CheckAllVehicleWeaponIsReadyForFire(bool WithBroadEvent);// 0x2279d58 bool ChecCanChangeWeaponScheme();// 0x2279d28 bool ChangeWeaponSchemeIndex(int NewIndex);// 0x2279ca8 void ChangeWeaponFunction(enum NewWeaponFunction);// 0x2279c30 void ChangeToWalkingDead();// 0x2279c1c void ChangeStatePC(enum TargetStateType);// 0x2279ba4 void ChangeSpectatorStateToFreeView();// 0x2279b90 bool ChangeRolewearIndex(int NewIndex);// 0x2279b10 void ChangePVELevel(int Lv);// 0x2279a98 void ChangeCharacterLogicDelegate__DelegateSignature(enum TargetPawnType);// 0x2c90a38 void ChangeCharacterBeforeDelegate__DelegateSignature(enum TargetPawnType);// 0x2c90a38 void ChangeAIBehaviorTree(int TreeIndex);// 0x2279a20 void CanSeeAllUI(bool bUIVisibility);// 0x1fed9c8 bool CanBePickUpByItemID(out const ItemDefineID DefineID);// 0x2279980 bool CanBePickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x2279870 bool CanAutoSwitchGrenade(int GrenadeID);// 0x22797e8 void CallZombieFlowAirDrop(int ZombieID);// 0x2279770 void CallZombieAirDrop(int ZombieID);// 0x22796f8 void CallTeamMateUAVStateChanged(TeamMateStateInfo TeamMateInfo);// 0x2279614 void CallTeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector Location, Rotator Rotation, float Health, int VoiceID, float Temperature);// 0x2279430 void CallShowTouchInterface(bool InShow);// 0x22793a8 void CalInputFromRotaionRate(out float OutPitch, out float OutYaw, out bool bIsAddPitch, out bool bIsAddYaw, Vector CurMotionData, float PitchReverce, float MotionTouchRate_Pitch, float MotionTouchAimRate_Pitch, float MotionRate_Pitch, float MotionAimRate_Pitch, float MotionTouchRate_Yaw, float MotionTouchAimRate_Yaw, float MotionRate_Yaw, float MotionAimRate_Yaw, float MotionRate_Pitch_Threshold, float MotionRate_Yaw_Threshold, float Left, float Right, bool bLandScapeOrientation);// 0x2278dd8 Vector2D CalcAttactBtnPos(float LocX, float LocY, float SizeX, float SizeY);// 0x2278c78 void CacheShootDetailInfoShootNum(int ShootNum);// 0x2278c00 void CacheShootDetailInfoHitPos(byte HitPos);// 0x2278b88 void CacheRecvInfectionSelectZombie__DelegateSignature(bool bRecv);// 0x2c90a38 void C2S_RequestSkillPrompt();// 0x2278b2c void C2S_RequestBeingRescuedRemainingTime();// 0x2278ad0 void BroadcastFatalDamageToClientWithStruct(const FatalDamageParameter FatalDamageParameter);// 0x2278980 void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x2278710 SpringArmComponent* BPGetTargetedSpringArm();// 0x22786dc bool BPGetIsAndroidSimulator();// 0x22786b4 void BPCastUIMsgWithTwoParam(FString Func, FString module, FString param1, FString param2);// 0x2278468 void BPCastUIMsgWithParam(FString Func, FString module, FString param1);// 0x22782a4 void BP_OceanSideDetected(out const Vector OceansideLocation, bool bDetectedRiver);// 0x2c90a38 void BluePrintSetViewTarget(STExtraBaseCharacter* pCharacter);// 0x227822c void BindVoiceCheckFunction();// 0x2278218 void BindVirtualJoystickInputDelegates(bool bBind);// 0x2278198 void BeginTouchScreen(Vector Loc, byte FingerIndex);// 0x22780dc void BeginAbsorb();// 0x2278080 void BackToGameDataRefresh();// 0x227806c bool AutoSelectViewTarget();// 0x2278044 void AutoSelectTeammateToView();// 0x2278030 void AddWeaponPendantItem(int WeaponId, int pendantID);// 0x2277f74 void AddTouchMoveFinger(byte FingerIndex, byte Priority, out const Vector TouchLoc);// 0x2277e68 void AddParachuteAnimAssetCache(byte AnimType, AnimationAsset* AnimAsset, byte AnimOverrideType);// 0x2277d68 void AddItemAttachList(int BaseItemID);// 0x2277cf0 void AddItem(int ID, int Count, int PickupType);// 0x2277bf0 void AddCharacterVirtualItemToBackpack();// 0x2277bdc void AddBossBornPoint(float BornX, float BornY);// 0x2277b20 void AddAvatarItem(int ID, int Color, int Pattern, int Num);// 0x22779d8 void AddAIItem(int ID, int Count, float Distance);// 0x22778d8 void ActiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x2277814 void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x2277794 -------------------------------- Class: STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object delegate OnPlayerTeleport;//[Offset: 0xc8c, Size: 12] delegate OnDeath;//[Offset: 0xc98, Size: 12] delegate OnBulletChange;//[Offset: 0xca4, Size: 12] delegate OnPlayerPoseChange;//[Offset: 0xcb0, Size: 12] delegate OnAnimAssetSkeletonMatch;//[Offset: 0xcbc, Size: 12] delegate OnPlayerEnterRescueingStatus;//[Offset: 0xcc8, Size: 12] delegate OnPlayerEnterCallingForRevivalStatus;//[Offset: 0xcd4, Size: 12] delegate OnPlayerPickUp;//[Offset: 0xce0, Size: 12] delegate OnPlayerWeaponChangeState;//[Offset: 0xcec, Size: 12] delegate OnWeaponFireModeChangeDelegate;//[Offset: 0xcf8, Size: 12] delegate OnWeaponShootIntervalModeChangeDelegate;//[Offset: 0xd04, Size: 12] delegate OnHideUIAfterPlayerDeadDelegate;//[Offset: 0xd10, Size: 12] delegate OnPlayerHandFoldedChanged;//[Offset: 0xd1c, Size: 12] delegate IsEnterNearDeathDelegate;//[Offset: 0xd28, Size: 12] delegate OnFollowStateChanged;//[Offset: 0xd34, Size: 12] delegate OnCharacterAimModeChanged;//[Offset: 0xd74, Size: 12] delegate OnPerspectiveChanged;//[Offset: 0xd80, Size: 12] delegate OnDoSomethingDelaySomeFrames;//[Offset: 0xd8c, Size: 12] delegate OnDeathDelegate;//[Offset: 0xd98, Size: 12] delegate OnPostTakeDamage;//[Offset: 0xda4, Size: 12] delegate OnReconnectNotifyDelegate;//[Offset: 0xdb0, Size: 12] delegate OnStartInitDelegate;//[Offset: 0xdbc, Size: 12] delegate OnCharacterShootHitServerDelegate;//[Offset: 0xdc8, Size: 12] delegate OnUpdateForSleepComponent;//[Offset: 0xdd4, Size: 12] delegate AnimMontagePlayDelegate;//[Offset: 0xe10, Size: 12] delegate AnimPlaySlotAnimDelegate;//[Offset: 0xe1c, Size: 12] delegate OnCharacterStartFillGasDelegate;//[Offset: 0xe28, Size: 12] delegate OnCharacterStartFireDelegate;//[Offset: 0xe34, Size: 12] delegate OnCharacterStopFireDelegate;//[Offset: 0xe40, Size: 12] delegate OnCharacterShootDelegate;//[Offset: 0xe4c, Size: 12] delegate OnCharacterBecomeViewTarget;//[Offset: 0xe58, Size: 12] delegate OnCharacterEndViewTarget;//[Offset: 0xe64, Size: 12] delegate OnCharacterWeaponEquipDelegate;//[Offset: 0xe70, Size: 12] delegate OnCharacterWeaponUnEquipDelegate;//[Offset: 0xe7c, Size: 12] delegate OnPawnChangeFinishDelegate;//[Offset: 0xe88, Size: 12] delegate OnPawnRespawnDelegate;//[Offset: 0xe94, Size: 12] delegate OnRequestPaintDecalDelegate;//[Offset: 0xea0, Size: 12] delegate OnPawnExitParachute;//[Offset: 0xeac, Size: 12] delegate SetClimbAnimationDelegate;//[Offset: 0xeb8, Size: 12] delegate OnCanVaultFlagChangeDelegate;//[Offset: 0xec4, Size: 12] delegate OnPreRepAttachment;//[Offset: 0xed0, Size: 12] delegate OnPostRepAttachment;//[Offset: 0xedc, Size: 12] delegate OnCalcPickUpItemFlow;//[Offset: 0xee8, Size: 12] delegate OnCalcUseItemFlow;//[Offset: 0xef4, Size: 12] AkAudioEvent* DeathSound;//[Offset: 0xf00, Size: 4] AkAudioEvent* PickupSound;//[Offset: 0xf04, Size: 4] AkAudioEvent* ThrowawayWeaponSound;//[Offset: 0xf08, Size: 4] AkAudioEvent* SwitchFireModeSound;//[Offset: 0xf0c, Size: 4] AkAudioEvent* SwitchSightSound;//[Offset: 0xf10, Size: 4] AkAudioEvent* MountAccessoriesSound;//[Offset: 0xf14, Size: 4] bool IsInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf18, Size: 1] bool bShowName;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf18, Size: 1] bool bShowDamageToOther;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf18, Size: 1] float NetDelayMinAniCompensate;//[Offset: 0xf1c, Size: 4] bool bIsFPPOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf20, Size: 1] float Money;//[Offset: 0xf24, Size: 4] bool bHasHandleDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf28, Size: 1] bool bDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf29, Size: 1] bool bIgnoreInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf29, Size: 1] bool FriendThread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf2a, Size: 1] bool bUseSameTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf2b, Size: 1] bool bShootSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf2c, Size: 1] float MaxSwimSprintSpeed;//[Offset: 0xf30, Size: 4] bool IsFiveTimesWalkSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf34, Size: 1] bool bIsSelfieMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf35, Size: 1] bool bIsDrawLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf36, Size: 1] bool bAllowToggleADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf37, Size: 1] float AllowToggleADSCoolDownLength;//[Offset: 0xf3c, Size: 4] float PreviousValueToSetForHealthPredict;//[Offset: 0xf44, Size: 4] float PreviousValueToSetForEnergyPredict;//[Offset: 0xf48, Size: 4] float ValueLimitForHealthPredict;//[Offset: 0xf4c, Size: 4] float ValueLimitForSignalHPPredict;//[Offset: 0xf50, Size: 4] float ValueForSignalHPPredict;//[Offset: 0xf54, Size: 4] FName HeadSocketName;//[Offset: 0xf58, Size: 8] FName LFootSocketName;//[Offset: 0xf60, Size: 8] FName RFootSocketName;//[Offset: 0xf68, Size: 8] MoveAntiCheatComponent* MoveAntiCheatComponent;//[Offset: 0xf70, Size: 4] LagCompensationComponent* LagCompensationComponent;//[Offset: 0xf74, Size: 4] BaseCharacterEffectCom* EffectComponent;//[Offset: 0xf78, Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xf7c, Size: 4] CharacterParachuteComponent* ParachuteComponent;//[Offset: 0xf80, Size: 4] NavigationInvokerComponent* NavigationInvokerComponent;//[Offset: 0xf84, Size: 4] CapsuleComponent* DeltaRotationTestCapusle;//[Offset: 0xf88, Size: 4] GroupPhysicsComponent* GroupPhysics;//[Offset: 0xf8c, Size: 4] bool bIsWeaponFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf90, Size: 1] Rotator ServerControlRotation;//[Offset: 0xf94, Size: 12] byte PoseState;//[Offset: 0xfa0, Size: 1] float LastChangeCapsuleSizeTime;//[Offset: 0xfa4, Size: 4] Actor* ThePlane;//[Offset: 0xfa8, Size: 4] float ReplicatedNowShovelingSpeed;//[Offset: 0xfac, Size: 4] Rotator ReplicatedShovelingRotation;//[Offset: 0xfb0, Size: 12] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfbc, Size: 1] bool SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfbd, Size: 1] bool IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfbe, Size: 1] bool bIsHideCrossHairType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc8, Size: 1] float VaultCheckBroadcastInterval;//[Offset: 0xfcc, Size: 4] float RadialDamageScale;//[Offset: 0xfd4, Size: 4] float MoveOptimizeChangeCD;//[Offset: 0x10c4, Size: 4] byte LastPoseState;//[Offset: 0x10cc, Size: 1] float LastSwitchCharPoseTime;//[Offset: 0x10d0, Size: 4] bool bEnablePoseStateChangeOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d4, Size: 1] float ConstPoseStateOptimizeOfflineTime;//[Offset: 0x10d8, Size: 4] bool bUsePoseStateOfflineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e0, Size: 1] bool bUpdateCameraWhenShootInMovePlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e1, Size: 1] bool bEnableSwoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e2, Size: 1] float AnimDeathLifeSpan;//[Offset: 0x10e4, Size: 4] bool DestroyOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e8, Size: 1] bool bRespawnResetAnimBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e9, Size: 1] class STExtraShootWeapon* AutoEquipWeaponTemplate;//[Offset: 0x10ec, Size: 4] WeaponSlotSwitchTimeData[] SwitchSlotTimeDataList;//[Offset: 0x10f0, Size: 12] Actor*[] PlayerSlotData;//[Offset: 0x10fc, Size: 12] Actor*[] InventoryData;//[Offset: 0x1108, Size: 12] AkComponent* SoundComp;//[Offset: 0x116c, Size: 4] AkComponent* AmbientSoundComp;//[Offset: 0x1170, Size: 4] bool IsAmbientSoundPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1174, Size: 1] bool bEnableFootSoundOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1175, Size: 1] AkAudioEvent* FootstepSound;//[Offset: 0x1178, Size: 4] AkAudioEvent* AmbientSound;//[Offset: 0x117c, Size: 4] AkAudioEvent* AkHitHeadWithHelmet;//[Offset: 0x1180, Size: 4] AkAudioEvent* AkHitHeadWithoutHelmet;//[Offset: 0x1184, Size: 4] enum[] ModesIgnoreHitHead;//[Offset: 0x1188, Size: 12] SpecialMapAmbientSoundConfig;//[Offset: 0x1194, Size: 60] SceneComponent* MeshContainer;//[Offset: 0x11d0, Size: 4] Vector2D MeshContainerDefaultOffsetXY;//[Offset: 0x11d4, Size: 8] int CurrentTaskTriggerAreaID;//[Offset: 0x11dc, Size: 4] float SignalHPBeforeEnterBreath;//[Offset: 0x11e0, Size: 4] float ProduceSoundInterval;//[Offset: 0x11e4, Size: 4] float ProduceSoundVelocitySquared;//[Offset: 0x11e8, Size: 4] float HearRadius;//[Offset: 0x11ec, Size: 4] bool bVaultIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11f4, Size: 1] bool bIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11f5, Size: 1] Actor* WaterObj;//[Offset: 0x11f8, Size: 4] bool UseShootVerifyEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11fc, Size: 1] byte DSHitPartJudgment;//[Offset: 0x11fe, Size: 1] STCharacterNearDeathComp* NearDeatchComponent;//[Offset: 0x1200, Size: 4] STCharacterRescueOtherComp* RescueOtherComponent;//[Offset: 0x1204, Size: 4] STCharacterFollowComp* AutoFollowComponent;//[Offset: 0x1208, Size: 4] bool IsRescueingOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120c, Size: 1] float ReplciateRestoringDuraion;//[Offset: 0x1210, Size: 4] float NearDeathBreath;//[Offset: 0x1214, Size: 4] bool IsBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1218, Size: 1] float EnterNearDeathCDTimeInitValue;//[Offset: 0x121c, Size: 4] bool bIsCallingForRevival;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1224, Size: 1] float DistSquaredInterruptRevival;//[Offset: 0x1228, Size: 4] BodyTypeDef ProneBodyDef;//[Offset: 0x122c, Size: 8] BodyTypeDef StandBodyDef;//[Offset: 0x1234, Size: 8] BodyTypeDef CrouchBodyDef;//[Offset: 0x123c, Size: 8] BodyTypeDef DyingBodyDef;//[Offset: 0x1244, Size: 8] BodyTypeDef VechicleBodyDef;//[Offset: 0x124c, Size: 8] NewHitBodyPosMap;//[Offset: 0x1254, Size: 60] Vector ScopeNewIdleLoc;//[Offset: 0x1290, Size: 12] Vector ScopeNewAimLoc;//[Offset: 0x129c, Size: 12] float ScopeMoveInOutSpeed;//[Offset: 0x12a8, Size: 4] Vector ScopeAimShootSpreadDir;//[Offset: 0x12ac, Size: 12] float ScopeAimShootSpreadAddDirValSpeed;//[Offset: 0x12b8, Size: 4] float ScopeAimShootSpreadDecDirValSpeed;//[Offset: 0x12bc, Size: 4] float ScopeAimShootSpreadDirValMax;//[Offset: 0x12c0, Size: 4] Rotator ScopeAimShootSpreadRot;//[Offset: 0x12c8, Size: 12] float ScopeAimShootSpreadAddRotValSpeed;//[Offset: 0x12d4, Size: 4] float ScopeAimShootSpreadDecRotValSpeed;//[Offset: 0x12d8, Size: 4] float ScopeAimShootSpreadRotValMax;//[Offset: 0x12dc, Size: 4] float ScopeLagScale;//[Offset: 0x12e4, Size: 4] float ScopeAimCrosshairUIScale;//[Offset: 0x12e8, Size: 4] float ScopeFov;//[Offset: 0x12ec, Size: 4] bool bIsUseDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12f0, Size: 1] class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x12f4, Size: 4] class PlayerTombBox* DefaultDeadInventoryBoxTemplate;//[Offset: 0x12f8, Size: 4] float DeadInventoryBoxOverrideFindPutDownPointZThreshold;//[Offset: 0x12fc, Size: 4] int FirstDamageTypeSpesificID;//[Offset: 0x1300, Size: 4] float RefreshUITimeAfterSpawn;//[Offset: 0x1304, Size: 4] float RefreshUITimeAfterSpawnInterval;//[Offset: 0x1308, Size: 4] Vector ScopeNewTargetLoc;//[Offset: 0x1314, Size: 12] bool bMarkScopeLocDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1320, Size: 1] CustomSpringArmComponent* SpringArmComp;//[Offset: 0x1324, Size: 4] CameraComponent* ThirdPersonCameraComponent;//[Offset: 0x1328, Size: 4] SpringArmComponent* FPPSpringArmComp;//[Offset: 0x132c, Size: 4] CameraComponent* FPPCameraComp;//[Offset: 0x1330, Size: 4] SpringArmComponent* ScopeSpringArmComp;//[Offset: 0x1334, Size: 4] CameraComponent* ScopeCameraComp;//[Offset: 0x1338, Size: 4] SceneComponent* ShoulderCameraRoot;//[Offset: 0x133c, Size: 4] bool bHasStuckOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1340, Size: 1] SyncAKEvent SyncAKEvent;//[Offset: 0x1344, Size: 16] delegate OnJoyStickInteruptDelegate;//[Offset: 0x1354, Size: 12] delegate OnPlayerAttrChangeDelegate;//[Offset: 0x1360, Size: 12] delegate OnCharacterAttrChangedWithDetail;//[Offset: 0x136c, Size: 12] delegate OnMovementBaseChanged;//[Offset: 0x1378, Size: 12] bool bIsDelayingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1384, Size: 1] bool bDebugNewWeaponSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1385, Size: 1] bool bDebugPVEShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1386, Size: 1] BoxComponent* ProneBoxComponent;//[Offset: 0x1388, Size: 4] Vector ProneBoxRelativeLocation;//[Offset: 0x138c, Size: 12] DamageCauserRecordData[] DamageCauserRecords;//[Offset: 0x1398, Size: 12] DamageCauserRecordData[] DamageRecords;//[Offset: 0x13a4, Size: 12] STCharacterMovementComponent* STCharacterMovement;//[Offset: 0x13b0, Size: 4] bool AttackerNeedReceiveDamageRpc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13b4, Size: 1] float PickUpRadius;//[Offset: 0x13b8, Size: 4] SimLocalViewData SimulateViewData;//[Offset: 0x13bc, Size: 16] SimViewData NetSimulateViewData;//[Offset: 0x13cc, Size: 6] bool IsFakeOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13e0, Size: 1] AnchorPlatData AnchorPlat;//[Offset: 0x13e4, Size: 8] class TrailMarkActor* ProneTrailMarkClass;//[Offset: 0x1400, Size: 40] TrailMarkActor* WeakProneTrailMarkActor;//[Offset: 0x1428, Size: 8] delegate OnMoveBlockDelegate;//[Offset: 0x143c, Size: 12] PickUpItemData[] CacheDropItemDataList;//[Offset: 0x1448, Size: 12] float MaxDispalyFootprintDistance;//[Offset: 0x1458, Size: 4] Rotator DefaultMeshRot;//[Offset: 0x145c, Size: 12] InteractiveMoveActor* CurrentInteractiveMoveActor;//[Offset: 0x1468, Size: 4] class AnimInstance* MainCharAnimClass;//[Offset: 0x146c, Size: 4] class AnimInstance* MainCharFPPAnimClass;//[Offset: 0x1470, Size: 4] class AnimInstance* MainCharTPPAnimClass;//[Offset: 0x1474, Size: 4] class AnimInstance* AvatarAnimClassCache;//[Offset: 0x147c, Size: 4] bool IsNetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1480, Size: 1] bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1481, Size: 1] int CurrentEmoteIndex;//[Offset: 0x1484, Size: 4] delegate EmoteMontageFinishedEvent;//[Offset: 0x148c, Size: 12] delegate OnLoadAndStartPlayEmoteAnimEvent;//[Offset: 0x1498, Size: 12] delegate ReadyToPlayEmoteMontageFailedDelegate;//[Offset: 0x14a4, Size: 12] AnimationAsset* TempEmoteResource;//[Offset: 0x14b0, Size: 40] AnimSequenceBase* CurrentLoadedEmoteSequence;//[Offset: 0x14d8, Size: 4] float CurrentLoadedEmoteBlendTime;//[Offset: 0x14dc, Size: 4] bool bEnablePlayerPickUpAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14f8, Size: 1] bool bEnablePlayerDeadAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14f9, Size: 1] bool bRecordKillData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14fa, Size: 1] float AIThrowPitch;//[Offset: 0x14fc, Size: 4] Vector2D AISpeedScale;//[Offset: 0x1500, Size: 8] bool bValidCalculate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1508, Size: 1] PawnStateRelatedBuffMap;//[Offset: 0x150c, Size: 60] int[] ToRemoveBuffSkillIdListWhenOnPlane;//[Offset: 0x1548, Size: 12] bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1554, Size: 1] bool IsAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1555, Size: 1] STExtraBaseCharacter* WhoFollowMe;//[Offset: 0x1558, Size: 4] float[] HealthChangeHistoryPerFrame;//[Offset: 0x155c, Size: 12] float LastSyncHealthChange;//[Offset: 0x1568, Size: 4] Vector CurInputVector;//[Offset: 0x156c, Size: 12] StaticMeshComponent* ScopComp;//[Offset: 0x1578, Size: 4] PhysicsAsset* PhysicsAssetOverride_Dead;//[Offset: 0x1588, Size: 4] float voiceCheckCD;//[Offset: 0x158c, Size: 4] float voiceCheckShowCD;//[Offset: 0x1590, Size: 4] float VoiceCheckDis;//[Offset: 0x1594, Size: 4] float voiceCheckDisInParachute;//[Offset: 0x1598, Size: 4] bool voiceCheckInParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x159c, Size: 1] int voiceBeginCheckDisWhenUAV;//[Offset: 0x15a0, Size: 4] DanyinCompletedIDSet;//[Offset: 0x15bc, Size: 60] PlayerGunCollosionComp* PlayerGunCollosionComp;//[Offset: 0x15f8, Size: 4] STExtraPlayerState* STExtraPlayerState;//[Offset: 0x1608, Size: 4] byte MovementModeBeforeNearDeath;//[Offset: 0x160c, Size: 1] float MoveableSwitchPoseTime;//[Offset: 0x1610, Size: 4] STExtraPlayerState* WhoKillMeRecord;//[Offset: 0x1614, Size: 4] int HandFolderRatio;//[Offset: 0x1618, Size: 4] float SwimUpRate;//[Offset: 0x161c, Size: 4] PlayerSwimComponent* swimComponet;//[Offset: 0x1620, Size: 4] bool bEnableWorldPawnCollisionDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1625, Size: 1] bool bEnableWorldPawnCollisionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1626, Size: 1] bool SkipCirclePain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x162d, Size: 1] PickUpItemData[] CacheDropList;//[Offset: 0x1630, Size: 12] bool bForbidAiPronePull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x163c, Size: 1] bool bUpdateContainerLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x163d, Size: 1] Vector MoveInputState;//[Offset: 0x166c, Size: 12] byte MovementInputReplication;//[Offset: 0x1678, Size: 1] float SwitchPoseCD;//[Offset: 0x169c, Size: 4] bool hHasCallGameModeKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16b8, Size: 1] float CollideByTeammateCDConfig;//[Offset: 0x16d0, Size: 4] PoseChangeTime SwitchPoseTime;//[Offset: 0x16d8, Size: 16] Transform HitBoxLeanTransL;//[Offset: 0x16f0, Size: 48] Transform HitBoxLeanTransR;//[Offset: 0x1720, Size: 48] BaseCharacterPickupProxy* PickupProxy;//[Offset: 0x1768, Size: 4] PickupManagerComponent* PickupManagerComponent;//[Offset: 0x176c, Size: 4] CharacterWeaponManagerComponent* WeaponManagerComponent;//[Offset: 0x1770, Size: 4] float DelayHideDuration;//[Offset: 0x1774, Size: 4] float DelayResetStandDuration;//[Offset: 0x1778, Size: 4] float DelayHideDuration_SimulatePhysicsDead;//[Offset: 0x177c, Size: 4] bool bEnableRagdollAfterDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1780, Size: 1] float MaxRagdollActiveDuration;//[Offset: 0x1784, Size: 4] bool bEnableAnimFrameCounter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17a0, Size: 1] PlayerAnimList CurPlayerAnimList;//[Offset: 0x17a4, Size: 176] AnimParamList CurAnimParamList;//[Offset: 0x1854, Size: 308] PlayerVehAnimList CurPlayerVehAnimList;//[Offset: 0x1988, Size: 120] AnimVehParamList CurAnimVehParamList;//[Offset: 0x1a00, Size: 48] AnimStatusKeyList LastUpdateStatusKeyList;//[Offset: 0x1a30, Size: 32] AnimStatusKeyList CurUpdateStatusKeyList;//[Offset: 0x1a50, Size: 32] delegate ThrowGrenadeModeChangedDelegate;//[Offset: 0x1a70, Size: 12] byte ThrowGrenadeMode;//[Offset: 0x1a7c, Size: 1] byte PrevThrowGrenadeMode;//[Offset: 0x1a7d, Size: 1] bool IsPeekLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a8c, Size: 1] bool IsEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a8d, Size: 1] float PeekCheckCollisionTimer;//[Offset: 0x1a90, Size: 4] bool PeekHasCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a98, Size: 1] float AutoScopeDelayTimeWhenPeek;//[Offset: 0x1a9c, Size: 4] int IsEnableReportPlayerBehavior;//[Offset: 0x1aa0, Size: 4] float HighWalkSpeed;//[Offset: 0x1ab8, Size: 4] float WalkSpeedChangeRate;//[Offset: 0x1abc, Size: 4] float WalkSpeedThreshold;//[Offset: 0x1ac0, Size: 4] float MaxCrouchSpeed;//[Offset: 0x1ac4, Size: 4] float MaxProneSpeed;//[Offset: 0x1ac8, Size: 4] float MaxSprintSpeed;//[Offset: 0x1acc, Size: 4] float MaxSprintCrouchSpeed;//[Offset: 0x1ad0, Size: 4] float MaxSwimSpeed;//[Offset: 0x1ad4, Size: 4] float HealthPredict;//[Offset: 0x1ad8, Size: 4] float BreathAmount;//[Offset: 0x1adc, Size: 4] bool bShouldDrowningHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ae0, Size: 1] int PoisonSmogStage;//[Offset: 0x1ae4, Size: 4] float PoisonSmogProgress;//[Offset: 0x1ae8, Size: 4] float AntidoteExeTime;//[Offset: 0x1aec, Size: 4] float AntidoteMaxTime;//[Offset: 0x1af0, Size: 4] float SpeedDynamicScale;//[Offset: 0x1af4, Size: 4] float TurnInPlaceAngel;//[Offset: 0x1af8, Size: 4] delegate PoisonFogStageUpdatedDelegate;//[Offset: 0x1afc, Size: 12] byte HealthStatus;//[Offset: 0x1b08, Size: 1] BodyPartConfigMap;//[Offset: 0x1b0c, Size: 60] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b48, Size: 1] float SpeedRate;//[Offset: 0x1b4c, Size: 4] float EnergySpeedScale;//[Offset: 0x1b50, Size: 4] float RecoveryScale;//[Offset: 0x1b54, Size: 4] float DefaultSpeedValue;//[Offset: 0x1b58, Size: 4] float PawnBackpackCapacity;//[Offset: 0x1b5c, Size: 4] float SwitchWeaponSpeedScale;//[Offset: 0x1b60, Size: 4] CharacterEnergyData Energy;//[Offset: 0x1b64, Size: 48] CharacterEnergyPhase[] TemperaturePhaseList;//[Offset: 0x1b94, Size: 12] bool bCheckRelevantWithFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ba0, Size: 1] float FarDistanceAimFOV;//[Offset: 0x1ba4, Size: 4] float FarRelevantDistanceSqured;//[Offset: 0x1ba8, Size: 4] float MiddleDistanceAimFOV;//[Offset: 0x1bac, Size: 4] float MiddleRelevantDistanceSqured;//[Offset: 0x1bb0, Size: 4] float VerticalSpeedFallingDamageThrehod;//[Offset: 0x1bb8, Size: 4] float VerticalFallingDamageCoefficient;//[Offset: 0x1bbc, Size: 4] float PrachuteLandedFallingDamageMax;//[Offset: 0x1bc4, Size: 4] bool EnablePrachuteLandedFallingDamageMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bc8, Size: 1] float HorizontalSpeedFallingDamageThrehod;//[Offset: 0x1bcc, Size: 4] CurveFloat* CurveHorizontalSpeedFallingDamage;//[Offset: 0x1bd0, Size: 4] class STDamageCameraShake* DamageShakeClass;//[Offset: 0x1bd4, Size: 4] float StandHalfHeight;//[Offset: 0x1bd8, Size: 4] float CrouchHalfHeight;//[Offset: 0x1bdc, Size: 4] float ProneHalfHeight;//[Offset: 0x1be0, Size: 4] float CrouchEnableCheckTolerance;//[Offset: 0x1be4, Size: 4] float StandRadius;//[Offset: 0x1be8, Size: 4] float DyingRadius;//[Offset: 0x1bec, Size: 4] float DyingBeCarriedRadius;//[Offset: 0x1bf0, Size: 4] HealthPredictShowData[] HealthPredictShowDataList;//[Offset: 0x1bf4, Size: 12] HealthPredictShowData[] EnergyPredictShowDataList;//[Offset: 0x1c00, Size: 12] HealthPredictShowData[] SignalHPPredictShowDataList;//[Offset: 0x1c0c, Size: 12] SecuryInfoComponent* SecuryComponent;//[Offset: 0x1c18, Size: 4] bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c28, Size: 1] delegate InAssistantStateDelegate;//[Offset: 0x1c2c, Size: 12] bool bWasOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c38, Size: 1] RepVehicleAttachment VehicleReplication;//[Offset: 0x1c40, Size: 16] RepVehicleAttachment CurrentVehicleAttachment;//[Offset: 0x1c50, Size: 16] STExtraVehicleBase* LastAttachedVehicle;//[Offset: 0x1c64, Size: 4] float LastVehicleDamageCD;//[Offset: 0x1c68, Size: 4] float LastLeaveVehicleTime;//[Offset: 0x1c6c, Size: 4] int VehicleSeatIdx;//[Offset: 0x1c70, Size: 4] bool bForceSetRepMovLocationOnAttachmentRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c7a, Size: 1] float LeaveVehicleVelocityKeepTime;//[Offset: 0x1c7c, Size: 4] bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c98, Size: 1] CharacterAvatarComponent2* AvatarComponent2;//[Offset: 0x1c9c, Size: 4] STExtraUnderWaterEffectComp* UnderWaterEffectComponent;//[Offset: 0x1ca0, Size: 4] AvatarRectifyData;//[Offset: 0x1ca4, Size: 60] HalloweenVampireCloth HalloweenVampireCloth;//[Offset: 0x1ce0, Size: 8] delegate OnAttachedToVehicle;//[Offset: 0x1ce8, Size: 12] delegate OnDetachedFromVehicle;//[Offset: 0x1cf4, Size: 12] delegate OnChangedVehicleSeat;//[Offset: 0x1d00, Size: 12] delegate OnPlayerStateUpdated;//[Offset: 0x1d0c, Size: 12] float MaxLeaveVehicleVelocity;//[Offset: 0x1d24, Size: 4] delegate SwitchAngledSightEventDelegate;//[Offset: 0x1d34, Size: 12] Rotator AngledSightRotOffset;//[Offset: 0x1d40, Size: 12] STExtraWeapon* CurrentReloadWeapon;//[Offset: 0x1e50, Size: 4] bool EnableSprintSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e54, Size: 1] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x1e58, Size: 4] int DamageMagnifierIdx;//[Offset: 0x1e5c, Size: 4] DynamicComponentMap;//[Offset: 0x1e68, Size: 60] STParachuteState STReplicateParchuteState;//[Offset: 0x1ea4, Size: 24] STParachuteState LastReplicateParchuteState;//[Offset: 0x1ebc, Size: 24] STParachuteState STParachuteStateData;//[Offset: 0x1ed4, Size: 24] UAEChaParachuteAnimListComponent* CharParachuteAnimListComponentCache;//[Offset: 0x1eec, Size: 4] STReplicatedMoveState STReplicatedMoveState;//[Offset: 0x1ef0, Size: 32] bool bReplicatedIsStartParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f10, Size: 1] float MoveForwardInputValue;//[Offset: 0x1f14, Size: 4] float MoveRightInputValue;//[Offset: 0x1f18, Size: 4] bool bIsParachuteLandingAnimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f1c, Size: 1] float ParachuteLandingHeightAdded;//[Offset: 0x1f20, Size: 4] bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f24, Size: 1] bool bEnableAutoFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f25, Size: 1] float TargetPlayerAIPolicyDecisionLogInterval;//[Offset: 0x1f28, Size: 4] float RelevantPlayerAIPolicyDecisionLogInterval;//[Offset: 0x1f2c, Size: 4] ParachuteFollowComponent* ParachuteFollowComp;//[Offset: 0x1f34, Size: 4] STExtraBaseCharacter*[] FlyingTeam;//[Offset: 0x1f38, Size: 12] STExtraBaseCharacter* Leader;//[Offset: 0x1f44, Size: 4] enum FollowState;//[Offset: 0x1f48, Size: 1] ParachuteFollowState[] TeammateParachuteFollowState;//[Offset: 0x1f4c, Size: 12] STExtraBaseCharacter*[] Inviters;//[Offset: 0x1f58, Size: 12] STExtraPlayerState*[] InviterStateArr;//[Offset: 0x1f64, Size: 12] FString LatestInviter;//[Offset: 0x1f70, Size: 12] bool IsDuringTransferLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f7c, Size: 1] float MaxTemporaryNotAllowInvitedTime;//[Offset: 0x1fc0, Size: 4] float maxShowAlpha;//[Offset: 0x1fc8, Size: 4] float MoveMaxShowDis;//[Offset: 0x1fcc, Size: 4] float WeaponMaxShowDis;//[Offset: 0x1fd0, Size: 4] float VehicleMaxShowDis;//[Offset: 0x1fd4, Size: 4] float FPPPutDownWeaponCoolingStart;//[Offset: 0x2000, Size: 4] float FPPPutDownWeaponCoolingEnd;//[Offset: 0x2004, Size: 4] float FPPSprintWeaponSmoothTime;//[Offset: 0x2008, Size: 4] bool bDynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204c, Size: 1] LastEmoteInfo LastEmoteInfo;//[Offset: 0x205c, Size: 12] float CollectPlayerRouteInterval;//[Offset: 0x206c, Size: 4] int IsEnableReportRoute;//[Offset: 0x20f0, Size: 4] Vector EmoteColBox;//[Offset: 0x2138, Size: 12] int IsEnableLogAIPlayerPos;//[Offset: 0x214c, Size: 4] float CompVisionOpDis;//[Offset: 0x2150, Size: 4] float CompVisionOpDelay;//[Offset: 0x2154, Size: 4] bool bHasAppliedVisionCompOp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2158, Size: 1] CharacterCompOutOfVisionOptimizationDataMap;//[Offset: 0x2168, Size: 60] bool bEnableCompVisionOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21a4, Size: 1] float MaxRelavantDistance;//[Offset: 0x21ac, Size: 4] float MaxRelavantDistanceSquared;//[Offset: 0x21b0, Size: 4] int IsEnableReportPlayerKillFlow;//[Offset: 0x21b4, Size: 4] int IsEnableReportGameSetting;//[Offset: 0x21b8, Size: 4] int EnableReportGameSettingLevel;//[Offset: 0x21bc, Size: 4] int IsEnableReportMrpcsInCircleFlow;//[Offset: 0x21c0, Size: 4] int IsEnableReportMrpcsInPartCircleFlow;//[Offset: 0x21c4, Size: 4] int IsEnableReportMrpcsFlow;//[Offset: 0x21c8, Size: 4] bool CrowdAgentConsidered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21cc, Size: 1] BaseFPPComponent* FPPComp;//[Offset: 0x21d4, Size: 4] UAECharacterAnimListComponent* OwnedCharacterAnimComp;//[Offset: 0x21d8, Size: 4] float ClientSwitchWeaponDeltaTime;//[Offset: 0x21e4, Size: 4] float ClientCallSwitchWeaponDur;//[Offset: 0x21e8, Size: 4] bool bIsSwapingMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21ec, Size: 1] float EquipingScopeDelay;//[Offset: 0x21f0, Size: 4] bool bClientHasFinishedReloadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21f5, Size: 1] delegate OnEquipZoomScope;//[Offset: 0x21f8, Size: 12] WeaponOverrideAttrs WeaponOverrideAttrs;//[Offset: 0x2208, Size: 24] CharacterOverrideAttrs CharacterOverrideAttrs;//[Offset: 0x2220, Size: 16] float CharacterFallingVelocityZFactor;//[Offset: 0x2230, Size: 4] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x225c, Size: 1] bool IsOpenCommonShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x225d, Size: 1] int AloneDistance;//[Offset: 0x2264, Size: 4] int NearTeamPlayerDistance;//[Offset: 0x2268, Size: 4] AnimationAsset* ChangeWearingMontage;//[Offset: 0x2270, Size: 40] float ChangeWearingLastTime;//[Offset: 0x2298, Size: 4] int ChangeWearingPromptTextID;//[Offset: 0x229c, Size: 4] FString ChangeWearingPromptText;//[Offset: 0x22a0, Size: 12] AnimMontage* ChangeWearingAnimMontage;//[Offset: 0x22ac, Size: 4] delegate WearingMontageFinishedEvent;//[Offset: 0x22b0, Size: 12] SoftObjectPath ChangeWearingIconPath;//[Offset: 0x2300, Size: 24] Vector ChangeWearingColBox;//[Offset: 0x2318, Size: 12] float PaintDecalMaxDistance;//[Offset: 0x2324, Size: 4] float PuzzlePaintDecalMaxDistance;//[Offset: 0x2328, Size: 4] bool bDetectingPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x232c, Size: 1] bool bValidPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x232d, Size: 1] float RequestPaintDecalCD;//[Offset: 0x2330, Size: 4] float MaxRequestPaintDecalCD;//[Offset: 0x2334, Size: 4] ChildActorComponent* DecalComponent;//[Offset: 0x2338, Size: 4] Actor* DecalActor;//[Offset: 0x233c, Size: 4] ChildActorComponent* PuzzleLineTraceComponent;//[Offset: 0x2340, Size: 4] Actor* PuzzleTraceLineActor;//[Offset: 0x2344, Size: 4] bool bInBattleState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2348, Size: 1] float OutBattleStateTime;//[Offset: 0x234c, Size: 4] delegate OnBattleStateChange;//[Offset: 0x2354, Size: 12] BonfireActor* CurBonfire;//[Offset: 0x2360, Size: 4] BonfireActor* BuiltBonfire;//[Offset: 0x2364, Size: 4] class STCharacterBonfireLinkComp* BonfireLinkComponentTemplate;//[Offset: 0x2368, Size: 40] delegate OnCharacterPlayEmote;//[Offset: 0x2390, Size: 12] delegate OnCharacterWin;//[Offset: 0x239c, Size: 12] delegate OnCharacterFallingModeChange;//[Offset: 0x23a8, Size: 12] Vector LastServerHitImpactPoint;//[Offset: 0x23b4, Size: 12] byte RemainUseSupplySpotTimes;//[Offset: 0x23c0, Size: 1] byte RemainUseEnhancerSpotTimes;//[Offset: 0x23c1, Size: 1] bool IsShowHealthBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c2, Size: 1] int[] UseEnhanceSpotTip;//[Offset: 0x23c4, Size: 12] int MonsterDamageReduceSkillID;//[Offset: 0x23d0, Size: 4] InteractionEmoteConfig;//[Offset: 0x23d4, Size: 60] STExtraBaseCharacter* InteractionEmoteSender;//[Offset: 0x2410, Size: 4] bool IsInitCharacterSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2422, Size: 1] FString CharacterSkillTableName;//[Offset: 0x2424, Size: 12] STExtraVehicleBase* RelevantVehicleInReady;//[Offset: 0x2430, Size: 4] PhysicsAsset* DeathCachePhysicsAsset;//[Offset: 0x2434, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x2440, Size: 252] byte MeleeAutoAimType;//[Offset: 0x253c, Size: 1] bool bIsInObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2548, Size: 1] PlayerRespawnData PlayerRespawnData;//[Offset: 0x254c, Size: 32] bool bRespawnQuitSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x256c, Size: 1] bool bCharacterHideIngame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x256d, Size: 1] float CharacterShowWeaponTime;//[Offset: 0x2570, Size: 4] enum CharacterMainType;//[Offset: 0x2575, Size: 1] enum CharacterSubType;//[Offset: 0x2576, Size: 1] delegate ZombieModePropSkillUIShowDelegate;//[Offset: 0x2578, Size: 12] int ZombieModeCurrentSkillPropLevel;//[Offset: 0x2584, Size: 4] int ZombieModeCurrentSkillPropID;//[Offset: 0x2588, Size: 4] delegate BulletTrackShowDelegate;//[Offset: 0x258c, Size: 12] delegate OnClientHoldGrenadeStateChange;//[Offset: 0x2598, Size: 12] delegate MarkPlayerPosDelegate;//[Offset: 0x25a4, Size: 12] float Config_PlayerHurt_ResetTime;//[Offset: 0x25b0, Size: 4] BaseVaultComponent* VaultControllerComp;//[Offset: 0x25b4, Size: 4] bool EnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25b8, Size: 1] bool EnableBulletFlySound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25b9, Size: 1] bool bEnableSetMeshUpdateFlagInBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25ba, Size: 1] delegate OnUseSpringJump;//[Offset: 0x25bc, Size: 12] float LastSprintTriggerTime;//[Offset: 0x25c8, Size: 4] float FallingTime;//[Offset: 0x25d0, Size: 4] bool bInteractWithActivityActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25d4, Size: 1] bool IsShowRevivalPointIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25d5, Size: 1] float SignalHPRemainingTime;//[Offset: 0x25d8, Size: 4] bool bIsGiveupWhenMatchGoalAchieved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25dc, Size: 1] Actor* MyConstActor;//[Offset: 0x25e0, Size: 4] bool EnterSnowArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e4, Size: 1] byte[] ShowSnowAreaTypes;//[Offset: 0x25e8, Size: 12] float TickCanDriveSnowBoardInterval;//[Offset: 0x25f4, Size: 4] float ClientAttachToVehicleKeepTime;//[Offset: 0x25fc, Size: 4] float RefreshAnimListTimerMaxTime;//[Offset: 0x2608, Size: 4] float RealtimeVerifyInterval;//[Offset: 0x260c, Size: 4] float RealtimeVerifyIntervalRandomOffset;//[Offset: 0x2610, Size: 4] float FirstGuide_SafeZoneCountDownTime;//[Offset: 0x2624, Size: 4] bool isUsingEnergyPoison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2628, Size: 1] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2629, Size: 1] bool bTemperoryDisableFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x262a, Size: 1] float FixMovementOnVehicleInterval;//[Offset: 0x262c, Size: 4] float voiceCheckUAVOperatorDeltaTime;//[Offset: 0x2634, Size: 4] Transform DefaultParticleAttachTransform;//[Offset: 0x2640, Size: 48] byte DefaultParticleAttachLocationType;//[Offset: 0x2670, Size: 1] InjuryParticleAttachOffset[] ParticleAttachOffsetArray;//[Offset: 0x2674, Size: 12] float ParticleShowingInterval;//[Offset: 0x2680, Size: 4] bool bIsShowingInjuryEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2688, Size: 1] bool bIsShowingToxicEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2689, Size: 1] ParticleSystem* InjuryAndToxicParticleEffect;//[Offset: 0x2690, Size: 40] Vector MoveAdditionalSpeed;//[Offset: 0x26b8, Size: 12] int CharacterMovementReplicatID;//[Offset: 0x26c4, Size: 4] int CharacterReplicatID;//[Offset: 0x26c8, Size: 4] ParticleSystem* ProtectedInjuryAndToxicParticleEffect;//[Offset: 0x26cc, Size: 4] float RTNoDamageTime;//[Offset: 0x26d0, Size: 4] bool IsCanEnableWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d4, Size: 1] bool IsWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26dc, Size: 1] float MinWingUpControlTime;//[Offset: 0x26e8, Size: 4] WidgetComponent* PlayerInfoWidgetComp;//[Offset: 0x26ec, Size: 4] FString DebugInfoWidgetPath;//[Offset: 0x26f0, Size: 12] FString DebugInfoWidgetRefreshFunName;//[Offset: 0x26fc, Size: 12] Vector DebugInfoLocation;//[Offset: 0x2708, Size: 12] Actor* ACurrentFloor;//[Offset: 0x2714, Size: 8] bool IsMotifyAutoUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271c, Size: 1] bool IsMotifyAttackerByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271d, Size: 1] float WaitRefreshShootDetailInfoTime;//[Offset: 0x2720, Size: 4] float CurWaitRefreshShootDetailInfoTime;//[Offset: 0x2724, Size: 4] float[] AIHotValueDebugInfo;//[Offset: 0x2728, Size: 12] Actor*[] OverlapDarkAreas;//[Offset: 0x2734, Size: 12] float SwimmingSwitchMovementModeCD;//[Offset: 0x2740, Size: 4] int PrepareEmoteId;//[Offset: 0x2748, Size: 4] FString EmoteSouceEventName;//[Offset: 0x274c, Size: 12] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x2758, Size: 4] bool bIsInUnderGroundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275c, Size: 1] bool bIsAroundUndergroundEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275d, Size: 1] bool bIsSkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275e, Size: 1] uint32 SightVisionMask;//[Offset: 0x2760, Size: 4] bool bUnderWaterPoseCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2765, Size: 1] bool bReviseIgnoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2766, Size: 1] bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2767, Size: 1] bool bRepShoulderState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2768, Size: 1] bool bForceChangePersonPerspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2769, Size: 1] float SimulateFootstepQueryInternal;//[Offset: 0x27f8, Size: 4] bool bDisableAttachRepInBeCarried;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2801, Size: 1] NetCarryBackState NetCarryBackState;//[Offset: 0x2804, Size: 12] STCharacterCarryBackComp* CarryBackComponent;//[Offset: 0x2810, Size: 4] void VaultStartPosNotifyBPToCpp(bool isvaultting, bool IsValidVault, STExtraBaseCharacter* vaultCharacter, Vector StartPos);// 0x22092e4 void VaultFailPawnCPP(const FString Content);// 0x2209220 void VaultFailPawnBluePrint(out const FString Content);// 0x220914c bool ValidCalculate();// 0x2209124 void UseVehWeaponView(STExtraShootWeapon* OldVehWeapon, STExtraShootWeapon* NewVehWeapon);// 0x2209068 void UseSpringJump(int SpringID);// 0x2208ff0 void UserCancelRescue();// 0x2208fdc void UpdateUnderGroundArea(bool bEnterUnderGroundArea);// 0x2208f5c bool UpdateShovelingState();// 0x2208f34 void UpdateShovelingHoldStateRelease();// 0x2208f20 void UpdateShovelingHoldStatePressed();// 0x2208f0c void UpdatePoseCollisionCpp(byte CurState, byte PreState);// 0x2208e50 void UpdateFallingTime(float Delta);// 0x2208dd8 void UpdateDynamicHoldGunOption();// 0x2208dc4 void UpdateCurrentShootWeaponTick();// 0x2208db0 void UpdateAttrValue(FString AttrName, float Val, int Reason, bool bSet);// 0x2208c1c void UpdateAllInstanceBodyTransform(int Type);// 0x2208ba4 void UnequipWeaponFinish();// 0x1f6b840 void UnequipWeapon(byte Slot, bool bSwitchWeapon);// 0x2208ae0 void TryToBroadcastFatalDamageEvent(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x2208918 void TryPeek(bool IsLeft, bool ButtonDown);// 0x2208848 void TryFollowInitialParachuteLeader(FString Name);// 0x22086f0 bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x220861c bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x2208594 void ThrowGrenadeModeChangedDelegate__DelegateSignature(byte NewMode, byte PrevMode);// 0x2c90a38 void TakeDamageWhenThrowedDelegate__DelegateSignature();// 0x2c90a38 void SyncVoiceCellInfo(STExtraBaseCharacter* Char, int InVoice1, int InVoice2, int InVoice3);// 0x2208444 void SyncVisibilityFor(STExtraBaseCharacter* Char, bool bVisible);// 0x2208378 void SyncServerTagsChange(out const FName[] newTags, out const FName[] oldTags);// 0x2208214 void SyncFootVoice(STExtraBaseCharacter* Char, byte FootStepState, Vector_NetQuantize VoiceCheckVector);// 0x2208104 void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x2208084 bool SwitchWeaponCheck(byte Slot, bool bIgnoreState);// 0x2207fb0 bool SwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x2207e40 void SwitchToLastWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x2207d70 void SwitchToLastNoneGrenageWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x2207ca0 void SwitchShoulderStateServer(bool bShoulder);// 0x2207bd8 void SwitchShoulderStateLocal(bool bShoulder);// 0x2207b50 void SwitchShoulderState(bool bShoulder);// 0x2207ad0 bool SwitchPoseState(byte State, bool bIgnoreCD, bool bIgnoreCheck, bool ShouldShowPrompt, bool IsTriggerByPressBtn);// 0x2207910 void SwapMainWeapon();// 0x22078fc void STServerUpdateStateDirectly(float InThrottleInput, float InSteeringInput);// 0x2207800 void STServerUpdateState(float InThrottleInput, float InSteeringInput, int8 State, const Rotator CameraRotation);// 0x2207678 float StopSlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float blendTime);// 0x2207568 bool StopPlayEmoteAnim(int EmoteIndex);// 0x22074e8 void StopMove();// 0x22074d4 bool StopFireFilter();// 0x22074a4 void StopFire();// 0x2207490 void StopFillGas();// 0x220747c bool StopChangeWearingAnim();// 0x2207454 void StopCarryBack(enum InDetachMethod);// 0x22073dc void StopAnimMontageOriginal(AnimMontage* AnimMontage);// 0x2207364 void StartWaitRefreshShootDetailInfo();// 0x2207350 bool StartPlayEmoteAnim(int EmoteIndex);// 0x22072d0 void StartFireSimple(byte ShootMode);// 0x2207250 bool StartFireFilter(STExtraShootWeapon* ExtraWeapon);// 0x22071c8 void StartFire(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget, bool DoCheck, STExtraShootWeapon* ExtraWeapon);// 0x2206fdc void StartFillGas();// 0x2206fc8 bool StartChangeWearingAnim();// 0x2206fa0 void SpawnFootprint(enum FootprintType);// 0x2206f28 void SpawnAndSwithToGrenadeServerCall(int InGrenadeID);// 0x2206e74 STExtraWeapon* SpawnAndSwitchToGrenadeOnServer(FName SpesificLogicGrenadeSlot);// 0x2206df4 STExtraWeapon* SpawnAndSwitchToGrenadeOnClient(FName SpesificLogicGrenadeSlot);// 0x2206d74 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bResetBulletNum);// 0x2206bb8 void ShowPlayerDebugInfo(bool bShow);// 0x1fed9c8 void ShowNightVisionFrame();// 0x2206b9c void ShowInjuryScreenEffect();// 0x2206b88 void ShowDebugRole();// 0x2206b74 void ShowDebugRecordData();// 0x2206b60 void ShowDebugPickUpFlow();// 0x2206b4c void ShowDebugEquipOrUnequipFlow();// 0x2206b38 void ShowDebugBornLandFlow();// 0x2206b24 void ShowConfirmDialogOfMisKill();// 0x2206b08 bool ShouldUpdateHPOnUI();// 0x2206ad8 bool ShouldShowCorp();// 0x2206ab0 bool ShouldShowAnchor();// 0x2206a88 bool ShouldAutoScopeWhenPeek();// 0x2206a58 enum ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x220693c void SetWeaponShootType(byte ShootType);// 0x22068c4 void SetViewTargetAgainForOB();// 0x22068b0 void SetThrowGrenadeMode(byte ThrowMode);// 0x2206838 void SetTargetPlayer(STExtraBaseCharacter* InTargetPlayer);// 0x22067c0 void SetSightVision(bool Enable, enum Flag);// 0x22066f8 void SetSightCondition(bool Enable, enum Flag);// 0x22066f8 void SetRTNoDamageTimer(float Timer);// 0x2206680 void SetReloadMethod(byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x22065bc void SetPrepareEmoteId(int InEmoteID);// 0x2206544 void SetPawnReloadWeaponFinished(bool IsFinished);// 0x22064bc void SetMeshForceAnimLOD(int InNewForceAnimLOD);// 0x2206444 void SetMeshContainerOffsetZ(float Z);// 0x22063cc void SetMeshContainerOffsetY(float Y);// 0x2206354 void SetMeshContainerOffsetX(float X);// 0x22062dc void SetIsDuringTransferLeader(bool isTransfer);// 0x220625c void SetIsAutoFollow(bool Val, STExtraBaseCharacter* IFollowWho);// 0x2206194 void SetInsectCameraEnable(bool bEnable);// 0x2206114 void SetHighWalkSpeed(float WalkSpeed);// 0x220609c void SetHealthSafety(float NewHealth, byte Reason);// 0x2205fe0 void SetHandFoldRatio(int Ratio);// 0x2205f68 static void SetExpandDataContent(out const byte[] Content);// 0x2205ea4 void SetExitingParachute(bool ExitParachute);// 0x2205e24 void SetEnterSnowArea(bool IsEnterSnowArea);// 0x2205da4 void SetEmoteSouceEventName(FString EventName);// 0x2205c4c void SetDelayStateSwitchTime(float DelayTime);// 0x2205bd4 void SetCurScopeFov(float InFov);// 0x2205b5c void SetCurrentVehicle(STExtraVehicleBase* InVehicle);// 0x2205ae8 bool SetCurrentPersonPerspective(bool IsNewFPP, bool IsInitSetting);// 0x2205a10 void SetCurrentFloor(Actor* floor);// 0x2205998 void SetCurBonfire(BonfireActor* newBonfire);// 0x2205920 void SetComponentsActive(class Object ComponentClass, bool IsActive);// 0x2205854 void SetCheatSpeedModifier(float NewModifier);// 0x22057d4 void SetCharacterHideInGame(bool bHide);// 0x2205754 void SetChangeWearingPromptEnable(bool bShow);// 0x22056d4 void SetAttachment(Actor* InAttachParent, SceneComponent* InAttachComponent, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D, FName AttachSocket);// 0x22054e4 void SetAntidoteMaxTime(float MaxTime);// 0x220546c void SetAntidoteExeTime(float ExeTime);// 0x22053f4 void SetAnimParamIsRescueing(bool Val);// 0x2205374 void SetAnimParamIsNearDeathStatus(bool Val);// 0x22052f4 void SetAnimParamClimbAnimTime(float ExplicitTime, bool bFlag);// 0x2205230 void SetAnimParamClimbAnimSwitch(bool bFlag, float TransTime);// 0x2205168 void SetAnimParamCallingForRevival(bool bIsCalling);// 0x22050e8 void SetAnimMontagePlayRate(AnimMontage* AnimMontage, float InPlayRate);// 0x220502c void SetAmbientRTPC(FString RTPC, float Value);// 0x2204e90 void SetAIActive(bool bActive);// 0x2204e10 void SetActorLocationServerAndClient(Vector Location);// 0x2204da0 void ServerUpdateShovelingHoldState(bool ishold);// 0x2204cd8 void ServerTriggerJump();// 0x2204c7c void ServerSetPoisonSmogStage(int SmogStage);// 0x2204c04 void ServerSetPeekState(bool IsLeft, bool ButtonDown);// 0x2204ae0 void ServerSetPeekCollision(bool HasCollision);// 0x2204a18 void ServerSetMovementStateNew(byte Input);// 0x2204964 void ServerSetMovementState(Vector Input);// 0x22048b8 void ServerSendToLobbyServerUseItem(int ItemId, int Count);// 0x22047fc void ServerResponseInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x2204618 void ServerRequestPaintDecal(int DecalId, const PlayerDecalData DecalData);// 0x2204464 void ServerInviteTeammate(FString Name, enum InvitationType);// 0x2204328 void ServerHandleBulletHitData(STExtraWeapon* OwnerWeapon, out BulletHitInfoUploadData Data);// 0x2204214 void ServerFollowTeammate(FString Name);// 0x2204120 void ServerEndZombieModePropSkill();// 0x1f6b840 void ServerDropCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x220406c void ServerChangeThrowGrenadeMode(byte ThrowMode);// 0x2203fb8 void ServerCancelFollow();// 0x2203f5c void SendServerMoveToClientUnreliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x2203e24 void SendServerMoveToClientUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x2203cec void SendClientMoveToServerUnreliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x2203b74 void SendClientMoveToServerUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x22039fc void SendClientMoveToServerReliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x2203884 void SendClientMoveToServerReliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x220370c SearchedTombBoxAndWrapperListResult[] SearchTombBoxes();// 0x22035e8 SearchedPickUpItemResult[] SearchPickUpWrapperActors(bool bIncludeWrapprsOnGround, bool bIncludeWrapprsInBox);// 0x22034e4 void Scoping(byte NewType);// 0x220346c void ScopeOut(byte NewType);// 0x22033f4 void ScopeInterrupt(byte NewType);// 0x220337c void ScopeIn(byte NewType);// 0x2203304 void SaveMeshUpdateFlag();// 0x22032e0 void RspSetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x220322c void RspPlayInteractionEmote(int EmoteId);// 0x2203178 void RspClientSureLeaveVehicle(bool bCanLeave);// 0x22030f0 void RPC_Server_UseZombieModeSkill();// 0x2203094 void RPC_Server_TriggerEntryEventByID(int SkillID, bool bEnable);// 0x2202f84 void RPC_Server_TriggerEntryEvent(enum EntryEvent);// 0x2202ed0 void RPC_Server_SwitchWeaponShootInterval(STExtraShootWeapon* Weapon, enum Mode);// 0x2202dd4 void RPC_Server_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x2202c08 void RPC_Server_SwitchSkillProp(int SkillPropID);// 0x2202b54 void RPC_Server_SwapMainWeapon();// 0x2202af8 void RPC_Server_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x2202a44 void RPC_Server_SetHandFoldRatio(int Ratio);// 0x2202990 void RPC_Server_SetCurScopeFov(float InFov);// 0x22028dc void RPC_Server_ReportSimulateCharacterLocation(STExtraBaseCharacter* MoveCharacter, const Vector Location, float TargetTime, int MoveType);// 0x2202750 void RPC_Server_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x22026f4 void RPC_Server_ChangeToShootGrenade();// 0x2202698 void RPC_NetMulticast_HandlePlayerPickUpActor(float TargetZLoc);// 0x22025e4 void RPC_CollideByTeamMate(STExtraBaseCharacter* pOtherChar);// 0x2202530 void RPC_Client_TeleportToFinish(bool bSuccess, Vector DestLocation, Rotator DestRotation);// 0x22023b0 void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x22021e4 void RPC_Client_SwapMainWeapon();// 0x2202188 void RPC_Client_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x22020d4 void RPC_Client_ShowZombieModeSkillCD(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x2201f90 void RPC_Client_ShootVertifyRes(const enum VertifyRes, const BulletHitInfoUploadData HistoryShootData, const CharacterHistoryData HistoryChData, const Vector ServerVictmPos);// 0x2201d9c void RPC_Client_ShootVertifyFailAlarm(const enum VertifyRes, FString Tips);// 0x2201c60 void RPC_Client_SetReloadCurWeapon(STExtraWeapon* Weapon);// 0x2201bac void RPC_Client_ReportPlayerKillFlow(STExtraBaseCharacter* killedPlayer);// 0x2201af8 void RPC_Client_OnSkillPropCountChanged(int SkillPropID);// 0x2201a44 void RPC_Client_OnNearDeathRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x220193c void RPC_Client_OnNearDeathRecordingNotify(FString SpectatorName, bool bSpectatorIsAI);// 0x22017ec void RPC_Client_OnDeathStopRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x22016e4 void RPC_Client_OnDeathStopRecordingNotify(FString SpectatorName, bool bSpectatorIsAI, bool bForce);// 0x2201538 void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x2201290 void RPC_Client_NoticeSimulateMoveErrorRange(STExtraBaseCharacter* MoveCharacter, float ErrorRange);// 0x2201194 void RPC_Client_MarkPlayersOnUI(const PlayerPosMarkerParam[] PlayerMarkersParam);// 0x22010a0 void RPC_Client_DrawDebugSphere(Vector Center, float Radius, int Segments, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x2200e2c void RPC_Client_DrawDebugLine(Vector LineStart, Vector LineEnd, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x2200bfc void RPC_Client_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x2200ba0 void RPC_Client_ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x2200a48 void RestoreMeshUpdateFlag();// 0x2200a24 void ResponceInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x2200890 void ResetValueLimitForHealthPredict();// 0x220087c void ResetSignalOnServer(bool bRescued);// 0x22007fc void ResetCharacterEnergy();// 0x22007e8 void ResetCharacter();// 0x22007cc void ResetCamera();// 0x22007b8 void ResetAnimInstanceClass();// 0x22007a4 void RequestWeaponStopFire(STExtraShootWeapon* ShootWeapon);// 0x220072c void RequestUserCancleRescue();// 0x22006d0 void RequestServerSureLeaveVehicle();// 0x2200674 void RequestServerAssistantTrackVehicle(bool bEnterAssistant);// 0x22005ac void RequestPutOnHalloweenVampireCloth(int ClothItemID, bool bWear);// 0x220049c bool RequestPaintDecal(int DecalId);// 0x220041c void ReqStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x2200320 void ReqStartChangeWearing();// 0x22002c4 void ReqSetIsWingUpControl(bool IsUpControl);// 0x22001fc void ReqSetInteractionEmoteReceiver(STExtraBaseCharacter* Receiver);// 0x2200148 void ReqPlayInteractionEmote(STExtraBaseCharacter* OtherCharacter, int SelfEmoteId, int OtherEmoteId);// 0x2200004 void ReqInteruptPlayEmote(int EmoteIndex);// 0x21fff50 void ReqInteruptChangeWearing();// 0x21ffef4 void ReqEmotePlayFinished(int EmoteIndex);// 0x21ffe40 void ReqChangeWearingFinished(int Index);// 0x21ffd8c void ReqAcceptInteractionEmote();// 0x21ffd30 void ReportPVSException(Vector OwnPos, Vector OtherPos, Vector Vel);// 0x21ffbbc void ReportAntiCheatInfo();// 0x1f6b840 void RemoveClientLeaveStateCheck(enum State);// 0x21ffb44 void RemoveBuffWhenGotoPlane();// 0x21ffb30 bool ReloadWeaponFilter();// 0x21ffb00 bool ReloadCurrentWeapon();// 0x21ffad8 void RegisterPlayerPickUpList();// 0x21ffac4 void RefreshPersonPerspective();// 0x21ffab0 void RefreshPawnVaultTypeServer();// 0x21ffa54 void RefreshPawnVaultTypeAll(bool isFpsEnable);// 0x21ff9cc void RefreshMoveAttrModifier();// 0x21ff9b8 void RefreshAvatar(enum SlotType, bool IsEquipped, int ItemId);// 0x21ff8ac void RecordFinalParachuteLeader();// 0x21ff898 void PrintAIPolicyDecisionData();// 0x21ff884 bool PreSwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x21ff714 void PreDoDrop(STExtraBaseCharacter* DamageCauser);// 0x21ff69c void PostGetPlayerAnimation();// 0x2c90a38 void PostCollectDropWrapperList();// 0x2c90a38 bool PoseOnGround(byte InPoseState);// 0x21ff614 void PlayWeaponSound(AkAudioEvent* WeaponSound, STExtraWeapon* Weapon);// 0x21ff558 void PlaySwitchSightSound(bool IsScopeIn);// 0x21ff4d8 void PlaySwitchFireModeSound();// 0x21ff4c4 void PlaySpecialAmbientSound(AkAudioEvent* TargetSound);// 0x21ff44c float PlaySlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float InPlayRate, float blendTime);// 0x21ff2f4 void PlaySelfThrowAwayWeaponSound();// 0x21ff2e0 void PlayPullBoltSound();// 0x21ff2cc void PlayOperateItemSound(FString BankName, FString SoundName);// 0x21ff05c void PlayMountAccessoriesSound();// 0x21ff048 void PlayMagOUTSound();// 0x21ff034 void PlayMagINSound();// 0x21ff020 void PlayLocalShellDropFX();// 0x21ff00c void PlayLoadBulletSound();// 0x21feff8 void PlayFootstepSound(byte FootStepState);// 0x21fef78 bool PlayerConfirmToRescue();// 0x21fef50 void PlayChangeMagazineSound();// 0x21fef3c void PlayAmbientSound();// 0x21fef28 void PickUpWrapperAttachmentItem(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x21fecf4 void PickUpWrapperActor(Actor* Target, out const PickUpItemData ItemData, int pickCount, int BattleItemClientPickupType);// 0x21fead0 void PickUpActor(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x21fe988 void PawnVaultStopCPP();// 0x21fe96c void PawnVaultStopBluePrint();// 0x21fe950 void PawnVaultServerStopCheckCPP();// 0x21fe8f4 void PawnVaultServerStopCheckBluePrint();// 0x21fe8d8 void PawnVaultServerCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Actor* WindowActor, Rotator movedir);// 0x21fe450 void PawnVaultServerBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Actor* WindowActor, Rotator movedir);// 0x21fe074 void PawnVaultAllCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x21fdd00 void PawnVaultAllBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x21fd970 void PawnLeaveState(enum State);// 0x21fd8f0 bool PawnHasState(enum PawnState);// 0x21fd868 bool PawnEnterState(enum State);// 0x21fd7e0 bool PawnAllowState(enum State, bool withLog);// 0x21fd70c void OnWeaponEquipmentUpdateHandled();// 0x21fd6f0 void OnWeaponEquipmentUpdate();// 0x21fd6d4 void OnWeaponDropStart(STExtraShootWeapon* ShootWeapon);// 0x21fd65c void OnWeaponDropFinished(STExtraShootWeapon* ShootWeapon);// 0x21fd5e4 void OnUnEquipWeaponWithParams(STExtraShootWeapon* ShootWeapon, enum Reason);// 0x21fd520 void OnUnEquipWeapon();// 0x2c90a38 void OnUIZombieModeSkillCDShowDelegate(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x21fd420 void OnStateLeave(enum EnteredState);// 0x21fd3a0 void OnStateEnter(enum EnteredState);// 0x21fd320 void OnShowName(bool _IsShow, FString _Name);// 0x2c90a38 void OnServerCheckWarnSoundUAV(enum soundType);// 0x21fd2a0 void OnScopeNotHandFold();// 0x21fd28c void OnScopeHandFold();// 0x21fd278 void OnRep_ZombieModeSkillPropLevel();// 0x21fd264 void OnRep_ZombieModeSkillPropChanged();// 0x21fd250 void OnRep_WaterObj();// 0x21fd23c void OnRep_VehicleSeatIdx();// 0x21fd228 void OnRep_VehicleReplication();// 0x21fd214 void OnRep_UnmannedVehicleSyncData();// 0x21fd1f8 void OnRep_ThrowGrenadeMode(byte PrevMode);// 0x21fd180 void OnRep_Temperature(float LastValue);// 0x21fd100 void OnRep_SwitchWeaponSpeedScale();// 0x21fd0ec void OnRep_StatusChanged(byte prevStatus);// 0x21fd06c void OnRep_SignalHPRemainingTime();// 0x21fd058 void OnRep_SignalHP(float PrevVal);// 0x21fcfd8 void OnRep_SightVisionMask();// 0x21fcfc4 void OnRep_ShowRevivalPointIcon();// 0x21dd944 void OnRep_ShoulderStateChanged();// 0x21fcfa8 void OnRep_ServerLastTransformUpdateTimeStamp();// 0x21fcf94 void OnRep_ScopeFov();// 0x21fcf80 void OnRep_ResetDataOnRespawn();// 0x21fcf6c void OnRep_ReplicatedParachuteState();// 0x1f6b840 void OnRep_ReplicatedMoveState();// 0x21fcf58 void OnRep_ReplicatedMovement();// 0x202d6b0 void OnRep_ReplicatedIsStartParachute();// 0x21fcf44 void OnRep_RemainUseSupplySpotTimes();// 0x21fcf30 void OnRep_RemainUseEnhancerSpotTimes();// 0x21fcf1c void OnRep_PoseStateNotify(byte LastState);// 0x21fcea4 void OnRep_PoisonFogStageChange();// 0x21fce90 void OnRep_PlayerKey();// 0x21fce74 void OnRep_PeekHasCollision();// 0x21fce60 void OnRep_NetSimulateViewData();// 0x21fce4c void OnRep_MovementInputReplication();// 0x21fce38 void OnRep_MoneyNotify();// 0x21fce24 void OnRep_IsWingUpControl();// 0x21fce10 void OnRep_IsRescueingOtherStatusChange();// 0x21fcdfc void OnRep_IsInvincible();// 0x21fcde0 void OnRep_IsFPPChanged();// 0x21fcdc4 void OnRep_IsFakeOnVehicle();// 0x21fcda8 void OnRep_IsBeingRescuedStatusChange();// 0x21fcd94 void OnRep_InAssistantState();// 0x21fcd80 void OnRep_HealthPredict();// 0x21fcd6c void OnRep_HealthMax();// 0x21fcd50 void OnRep_Health(float PrevHealth);// 0x1f6dd88 void OnRep_HandFolderRatio();// 0x21fcd3c void OnRep_FollowState();// 0x21fcd28 void OnRep_EnergyChange();// 0x21fcd14 void OnRep_DamageMagnifierIdx();// 0x21fcd00 void OnRep_CurrentVehicle(STExtraVehicleBase* LastVehicle);// 0x21fcc88 void OnRep_CurrentStates(uint64 prevStates);// 0x21fcc04 void OnRep_CurBonFire();// 0x21fcbf0 void OnRep_CharacterHideInGame();// 0x21fcbdc void OnRep_CharacterFallingVelocityZFactor();// 0x21fcbc8 void OnRep_ChangeHalloweenVampireCloth();// 0x21fcbb4 void OnRep_CarryBackStateChanged();// 0x21fcb98 void OnRep_BreathAmmountChange();// 0x21fcb84 void OnRep_bIsCallingForRevival();// 0x21fcb70 void OnRep_AntidoteMaxTimeSync();// 0x1f6b840 void OnRep_AntidoteExeTimeSync();// 0x1f6b840 void OnRep_AngleSightRotOffsetChanged();// 0x21fcb5c void OnRep_AnchorPlat();// 0x21fcb48 void OnRep_AKEventNotify();// 0x21fcb34 void OnPreRepAttachmentDelegate__DelegateSignature(Actor* AttachParent, SceneComponent* AttachComponent, FName AttachSocket, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D);// 0x2c90a38 void OnPostRepAttachmentDelegate__DelegateSignature(Actor* AttachParent, SceneComponent* AttachComponent, FName AttachSocket, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D);// 0x2c90a38 void OnPostFlushHealthChangeHistoryOnServer();// 0x21fcb18 void OnPoseStateChange(byte LastState, byte CurState);// 0x2c90a38 void OnPlayEmoteStop(int EmoteIndex);// 0x21fcaa0 void OnPlayEmoteEnd(int EmoteIndex);// 0x21fca28 bool OnPlayEmote(int EmoteId);// 0x21fc9a8 void OnOverlapDarkArea(bool bIsBegin, Actor* DarkAreaActor);// 0x21fc8e0 void OnOpenDoor(PUBGDoor* door, int DoorState);// 0x21fc81c void OnNotifyHurt();// 0x2c90a38 void OnLoadEmoteAssetEnd(BackpackEmoteHandle* Handle, int EmoteIndex);// 0x21fc760 void OnLoadEmoteAssetBegin(BackpackEmoteHandle* Handle, int EmoteIndex, out SoftObjectPath[] OutAssetRefListToLoad);// 0x21fc5a4 void OnLeaveStateInChangeWearing(enum HasLeavedState);// 0x21fc52c void OnInterruptCurrentEmote();// 0x21fc518 void OnInterruptChangeWearing();// 0x21fc504 void OnHealthChangeFromRPC(float PrevHealth, float InHealth);// 0x21fc448 void OnFollowStateChangedDelegate__DelegateSignature(enum LastFollowState, enum NewFollowState);// 0x2c90a38 void OnFollowStateChange();// 0x21fc434 void OnFlushHealthChangeHistoryOnClient(out const float[] ChangeHistory);// 0x21fc360 void OnEquipWeapon(byte Slot);// 0x2c90a38 void OnEnterStateInChangeWearing(enum HasEnteredState);// 0x21fc2e8 void OnEndCurrentEmote(int EmoteIndex, int StopReason);// 0x21fc22c void OnEndChangeWearing(int StopReason);// 0x21fc1b4 void OnDetectPaintDecalTarget(bool bStart);// 0x2c90a38 void OnCurEquipedShootWeaponChangeState(byte LastState, byte State);// 0x21fc0f8 void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x21fbff8 void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x21fbef8 void OnChangeWearingAnimFinishedEvent(int Reason);// 0x21fbe80 bool OnChangeWearing(int Index);// 0x21fbe00 void OnBPMoneyChange();// 0x2c90a38 void OnBPIsInvincibleChange();// 0x2c90a38 void OnBPHealthChange();// 0x2c90a38 void OnBeforeGetUp();// 0x2c90a38 void OnAsyncLoadEmoteAnim(AnimationAsset* CurrentEmoteAnim, BackpackEmoteHandle* Handle, int EmoteIndex);// 0x21fbbf8 void OnAsyncLoadChangeWearingAnim();// 0x21fbbe4 void OnActorHitHandle(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x21fba7c void NM_SetPeekState(bool Enable, bool IsLeft);// 0x21fb9a4 void MulticastStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x21fb8a8 void MulticastStartChangeWearing();// 0x21fb84c void MulticastPlayerSoundByID(int SoundID);// 0x21fb798 void MulticastInteruptPlayEmoteOnServer(int EmoteIndex);// 0x21fb6e4 void MulticastInteruptPlayEmote(int EmoteIndex);// 0x21fb630 void MulticastInteruptChangeWearingOnServer();// 0x21fb5d4 void MulticastInteruptChangeWearing();// 0x21fb578 bool Montage_IsPlaying(AnimMontage* AnimMontage);// 0x21fb4f8 void MeleeServer();// 0x21fb49c void MeleeReleased();// 0x21fb488 void MeleeLocal();// 0x2c90a38 void MeleeBroadcastOtherClients();// 0x21fb42c void Melee(bool IsForCE);// 0x21fb3ac void LogWeaponsDataInWeaponManagerAndBackpack();// 0x21fb398 void LocalUnEquipWeapon(STExtraWeapon* Weapon);// 0x21fb320 bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool IsForceSwitch);// 0x21fb1f8 bool LocalStartPlayEmote(int EmoteIndex);// 0x21fb178 bool LocalStartChangeWearing();// 0x21fb150 bool LocalInteruptPlayEmote(int EmoteIndex);// 0x21fb0d0 bool LocalInteruptChangeWearing();// 0x21fb0a8 void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x21fafec void LevaveFire(STExtraShootWeapon* OwnerShootWeapon);// 0x21faf6c void LeaveState(enum State);// 0x21faeec void LeaveServerState(enum State);// 0x21fae38 void LeaveBattleState();// 0x21fae24 bool IsWeaponOwnerLocallyControlled();// 0x21fadf4 bool IsValidPuzzleElementTarget(out HitResult OutHitResult, out Vector OutStart, out Vector OutEnd);// 0x21facac bool IsValidPaintDecalTarget_Simple();// 0x21fac8c bool IsValidPaintDecalTarget(out enum OutvalidationType, out Vector OutStart, out Vector OutEnd);// 0x21fab54 bool IsUsingGrenade();// 0x21fab2c bool IsThermalImagingValid();// 0x21fab04 bool IsSwimOnWaterSuface();// 0x21faadc bool IsSameTeamWithPlayerState(PlayerState* otherPS);// 0x21faa5c bool IsSameTeamWithLocal();// 0x21faa34 bool IsSameTeam(Pawn* Other);// 0x21fa9ac bool IsReplayViewTarget();// 0x21fa984 bool IsProneMove();// 0x21fa95c bool IsOnVehicleNotUAV();// 0x21fa91c bool IsOnVehicle();// 0x21fa8f8 bool IsOnFireBalloon();// 0x21fa8d0 bool IsNowUpWater();// 0x21fa8a8 bool IsNightVisionValid();// 0x21fa880 bool IsNearDeath();// 0x21fa858 bool IsLocalViewed();// 0x21fa828 bool IsLocalControlorView();// 0x21fa800 bool IsInteractiveMoveComponentTakeOverJump();// 0x21fa7d8 bool IsInInteractiveMoveComponentState();// 0x21fa7b0 bool IsInFlyingTeam();// 0x21fa788 bool IsInExtreme();// 0x21fa760 bool IsInEditor();// 0x207bd84 bool IsInCarryBackState();// 0x21fa738 bool IsInBeCarriedBackState();// 0x21fa710 bool IsHealthyAlive();// 0x21fa6e8 bool IsHealthAlive();// 0x21fa6c0 bool IsHandleInFold();// 0x21fa698 bool IsGunADS();// 0x21fa668 bool IsFirstPerson();// 0x21fa640 bool IsExitingParachute();// 0x21fa618 bool IsEnableDamage(STExtraBaseCharacter* TargetBaseCharacter);// 0x21fa598 bool IsEnableBulletFlySound();// 0x21fa568 bool IsDropAvatar();// 0x21fa538 bool IsDetectingPaintDecalTarget();// 0x21fa518 bool IsDefaultCharType();// 0x21fa4e8 bool IsClientCarryBackViewTarget();// 0x21fa4c0 bool IsClient_WeaponOwner();// 0x21fa490 bool IsCharacterSprinting();// 0x21fa468 bool IsChangeWearingState();// 0x21fa440 bool IsCarryBackEnable();// 0x21fa418 bool IsCanDriveSnowBoard();// 0x21fa3f0 bool IsBattleState();// 0x21fa3c8 bool IsAttackerIgnoreDamage(int DamageEventType);// 0x21fa340 bool IsAngledSight();// 0x21fa318 bool IsAllowScopeIn();// 0x21fa2f0 bool IsAlive();// 0x21fa2c0 void InviteTeammate(FString Name, enum InvitationType);// 0x21fa1c0 void InteractiveMoveComponentHandleJumpInput();// 0x21fa1ac void InteractiveMoveComponentHandleEnterInput();// 0x21fa198 void InsertDelayStateRelation(enum OldState, enum NewState);// 0x21fa0dc void InitCharacterSkillList();// 0x21fa0c8 bool InDarkArea();// 0x21fa0a0 void InClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x21f9fe4 void HidePlayerMagOnGunReload();// 0x21f9fd0 void HideNightVisionFrame();// 0x21f9fb4 bool HaveAngledSight();// 0x21f9f8c bool HasState(enum State);// 0x21f9f04 bool HasSightCondition(enum Flags);// 0x21f9e84 bool HasCarryBackState(enum InState);// 0x21f9e04 bool HasAnyStates(enum[] States);// 0x21f9ca4 bool HasAnySightVision(enum Flags);// 0x21f9c24 bool HasAllStates(enum[] States);// 0x21f9ac4 void HandleWeaponShootLost();// 0x21f9aa8 void HandleWeaponOnShoot();// 0x21f9a94 void HandleUnmannedVehicleControlAnimLoadFinished(byte InAnimType, STExtraVehicleBase* Vehicle, float PlayRate);// 0x21f9994 void HandleStartFireDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x21f9914 void HandleStartFillGasDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x21f9894 void HandleShootDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x21f9814 void HandlePlayOperateItemSoundOnServer(int ItemSoundID, enum ItemOperation);// 0x21f9758 void HandlePlayerWeaponChangeState(byte WeaponStateType);// 0x21f96d8 void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x21f961c void HandlePlayerPickUpActor(Actor* WrapperActor, float TargetZLoc);// 0x21f9560 void HandlePlayEmoteCloseWeapon(byte TargetChangeSlot);// 0x21f94e8 void HandleOpenPickUpBoxAction();// 0x21f94d4 void HandleOnCharAnimLoadingFinished();// 0x21f94b8 void HandleMoveAntiShootVerifyMiss();// 0x21f949c void HandleConsumeItemSkillBreak();// 0x21f9488 void HandleBulletHitEvent(out const HitResult InImpactResult);// 0x21f93e4 void HandleAutoSwitchWeaponDelay();// 0x21f93d0 void GrenadeBackToWeaponServerCall();// 0x21f9374 void GMTestZengzuo();// 0x21f9360 void GMShowName();// 0x1f6b840 Actor* GetWeaponUserConst();// 0x21f9330 float GetWeaponOwnerPawnHealth();// 0x21f9300 WeaponManagerComponent* GetWeaponManager();// 0x21f92d0 Rotator GetViewRotation();// 0x21f9280 BaseVaultComponent* GetVaultComponent();// 0x21f9258 float GetValueLimitForHealthPredict();// 0x21f9230 STExtraUnderWaterEffectComp* getUnderWaterEffectComponent();// 0x21f9208 Vector GetUIHelmetPosition();// 0x21f91b8 enum GetUAVState();// 0x21f919c byte GetThrowGrenadeMode();// 0x21f917c int GetTeamMateIndex(STExtraBaseCharacter* Teammate);// 0x21f90fc STExtraBaseCharacter* GetTargetPlayer();// 0x21f90dc SkeletalMeshComponent* GetSpecialWeaponAttachMesh();// 0x21f90ac AkComponent* GetSoundComponent();// 0x21f9084 int[] GetSkillIdListByCharaSkillID(int[] CharSkillTableIDList);// 0x21f8ea4 float GetSimpleCollisionHalfHeightInStandPose();// 0x21f8e7c FString GetShootWeaponNameByWeapon(int ItemDefineID);// 0x2c90a38 Vector GetShootVertifyHitBoxScale(out const CharacterHistoryData CharacterHistotyData, out const MovementRecordData MovementRecordData);// 0x21f8d34 SecuryInfoComponent* GetSecuryComponent();// 0x21f8d0c STCharacterRescueOtherComp* GetRescueOtherComponent();// 0x21f8cec STExtraVehicleBase* GetRelevantVehicleInReady();// 0x21f8ccc int GetRedClothIDByEmote(int EmoteIndex);// 0x21f8c44 Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x21f8bac BoxComponent* GetProneShapeComponent();// 0x21f8b8c byte GetPlayerWeaponFireMode();// 0x211eb20 byte GetPlayerWeaponEquipSlot();// 0x21f8b64 AnimVehParamList GetPlayerVehAnimParam(float DeltaTime);// 0x21f8aa0 PlayerVehAnimList GetPlayerVehAnimation();// 0x21f8a6c int GetPlayerTeamIndex();// 0x21f8a44 STExtraPlayerState* GetPlayerStateSafety();// 0x21f8a1c STExtraPlayerState* GetPlayerState();// 0x21f89ec FString GetPlayerNameSafety();// 0x21f8924 Vector GetPlayerMovementDir();// 0x21f88d4 FString GetPlayerDetailInfo();// 0x21f8814 STExtraPlayerController* GetPlayerControllerSafety();// 0x21f87e4 STExtraPlayerController* GetPlayerControllerInReplay();// 0x21f87bc AnimParamList GetPlayerAnimParam(float DeltaTime);// 0x21f865c PlayerAnimData GetPlayerAnimationByEventType(byte AnimEventType);// 0x21f85d4 PlayerAnimList GetPlayerAnimation();// 0x21f84c8 PickupManagerComponent* GetPickupManager();// 0x21f84a0 Vector GetOwnerShootStartLocation();// 0x21f8450 int GetNearTeamPlayerNum();// 0x21f8428 Vector GetMoveInputLocalDir();// 0x21f83e0 MoveAntiCheatComponent* GetMoveAntiCheatComponentInterface();// 0x21f83b0 int GetMeshAnimLOD();// 0x21f8388 FString GetLatestInviter();// 0x21f82c8 STExtraPlayerState* GetLastInviterPlayerState();// 0x21f82a0 LagCompensationComponentBase* GetLagCompensationComponent();// 0x21f8270 float GetKdValue();// 0x21f8248 bool GetIsPlayingEmote();// 0x21f8228 bool GetIsFPP();// 0x21f81f8 bool GetIsChangeWearing();// 0x21f81d8 float GetInjuryFreeRate(int BodyPart);// 0x21f8150 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x21f7fdc Vector GetHeadLocation(bool bUseHeadBone);// 0x21f7f44 int GetHandFolderRatio();// 0x21f7f14 Vector GetGunOwnerHeadLocation();// 0x21f7ec4 GroupPhysicsComponent* GetGroupPhysicsComponent();// 0x21f7ea8 FString GetGrenadeNameByGrenadeID(int InGrenadeID);// 0x2c90a38 enum GetGender();// 0x21f7e8c bool GetFuzzyPosition(out Vector FuzzyPostion);// 0x21f7e00 BaseFPPComponent* GetFPPComp();// 0x21f7dd8 Vector GetFollowerLocOffset(STExtraBaseCharacter* follower);// 0x21f7d48 Vector GetFollowerLoc(STExtraBaseCharacter* follower);// 0x21f7cb8 float GetExtraDamageBySignalHP(float InDamge);// 0x21f7c38 FString GetEmoteHandlePath(int ItemId);// 0x2c90a38 BackpackEmoteHandle* GetEmoteHandle(int ItemId);// 0x2c90a38 FString GetEmote(int ItemDefineID);// 0x2c90a38 STExtraWeapon* GetCurrentWeapon();// 0x21f7c10 int GetCurrentVehicleAnimVehicleType();// 0x21f7be8 STExtraVehicleBase* GetCurrentVehicle();// 0x21f7bb8 uint64 GetCurrentStatesInterface();// 0x21f7b88 STExtraShootWeapon* GetCurrentShootWeapon();// 0x21f7b60 STExtraWeapon* GetCurrentShieldWeapon();// 0x21f7b38 InteractiveActorMoveComponent* GetCurrentInteractiveMoveComponent();// 0x21f7b10 int GetCurrentFloorType();// 0x21f7ae8 FString GetCorpName();// 0x21f7a28 Controller* GetControllerSafety();// 0x21f79f8 UAEChaParachuteAnimListComponent* GetCharParachuteAnimListComponent();// 0x21f79d0 float GetCharacterXYPlaneVelocity();// 0x21f79a8 enum GetCharacterSubType();// 0x21f7980 enum GetCharacterMainType();// 0x21f7958 CharacterEnergyData GetCharacterEnergy();// 0x21f776c UAECharacterAnimListComponent* GetCharacterAnimComponent();// 0x21f773c STCharacterCarryBackComp* GetCarryBackComp();// 0x21f7714 STExtraBaseCharacter* GetCarryBackCharacter();// 0x21f76ec CapsuleComponent* GetCapsuleComponentInterface();// 0x21f76bc Rotator GetCachedControlRotation();// 0x21f7674 STCharacterBonfireLinkComp* GetBonfireLinkComp();// 0x21f764c STExtraBaseCharacter* GetBeCarriedBackCharacter();// 0x21f7624 CharacterAvatarComponent2* getAvatarComponent2();// 0x21f75fc float GetAnimMontagePlayRate(AnimMontage* AnimMontage);// 0x21f757c float GetAdjustDurabilityReduce(float DurabilityReduce, enum HitPos);// 0x21f74b8 PickUpItemData[] GetAdditionalTombBoxItemBP(int InstanceIDCnt);// 0x21f7404 SpringArmComponent* GetActiveSpringArm();// 0x21f73d4 void GeneratePlayerBackpackWrappersToGround();// 0x21f73b8 void FpsPawnVaultToServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x21f70ec void FpsPawnVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x21f6ea8 void ForceWeaponFireInMuzzleDirection(bool bUseMuzzleDirection);// 0x21f6e28 void ForceSyncPosistion(STExtraBaseCharacter* Char, RepMovement RepMovement);// 0x21f6d14 void ForceSwitchWeaponBySlotOnServer(byte Slot, bool bUseAnimation);// 0x21f6c48 void ForceRepFPPChange(bool bSetSelf);// 0x21f6bc0 void ForcePlayerUpdateAnimation();// 0x21f6bac void ForceDestroyWeaponInventoryAndClearData();// 0x21f6b98 void ForceCorrectClient(const Vector Postion, const Rotator Rotation, const Vector Velocity);// 0x21f6aa8 void FollowTeammate(FString Name);// 0x21f6950 enum FindBuffRelatedPawnState(FName _buffName);// 0x21f68d0 void FillPlayerAnimRate(out PlayerAnimList InAnimList);// 0x21f6704 bool FillGasWeaponFilter();// 0x21f66dc void FaceRotation(Rotator NewControlRotation, float DeltaTime);// 0x21f6618 void ExitClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x21f65a0 void ExecFollowTeammate(FString Name);// 0x21f6448 void EquipZoomScope(int WeaponId, int ScopeID);// 0x21f638c void EquipWeaponFinish();// 0x1f6b840 void EquipWeapon(byte Slot, bool bSwitchWeapon);// 0x21f62c8 bool EnterState(enum State);// 0x21f6240 void EnterServerState(enum State);// 0x21f618c void EnterFire();// 0x21f6170 void EnterClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x21f60f8 void EnterBattleState();// 0x21f60e4 void EnterAssistantOnTrackVehicle(bool bEnter);// 0x21f6064 void EnableStanbyAnim(bool bIsEnable);// 0x21f5fe4 bool EmoteAnimFinishedSuccessfully();// 0x21f5fbc void DoPuzzleActorTickable(bool bStart);// 0x21f5f3c void DoDetectPaintDecalTarget(bool bStart);// 0x21f5ebc void DoAutoDropWeapon(STExtraShootWeapon* ShootWeapon);// 0x21f5e44 void DisappearOnDeath();// 0x21f5e30 void DettachWeapon();// 0x1f6b840 bool DestroyWeaponOnServerByPropSlot(byte Slot, bool bEnableBroadcast);// 0x21f5d64 bool DestroyWeaponOnServer(FName LogicSocket, bool bEnableBroadcast);// 0x21f5c90 void DestroyGrenadeAndSwitchBackToPreviousWeaponOnServer();// 0x21f5c7c void DelayResetStandState();// 0x21f5c68 void DelayMoveEnd();// 0x21f5c54 void DelayMove(float Time);// 0x21f5bdc void DelayHidden();// 0x21f5bc0 void DelayCustomDepth(float Time);// 0x21f5b48 void DelayChangeRectiftAvatar(float InDelayTime, enum InSlotType, int InItemID, bool bWear);// 0x21f59f8 CapsuleComponent* CreateCapsuleComponentForDeltaRotation(enum Why);// 0x21f5970 byte ConvertWeaponSlotToCharacterAnimType(byte WeaponSlot);// 0x21f58f0 byte ConvertWeaponFireModeToWeaponAnimType(byte FireMode);// 0x21f5870 byte ConvertCharacterPoseStateToPoseType(byte InPoseState);// 0x21f57f0 void CollectPlayerTombBoxIDCard(out PickUpItemData[] OutItemDataList, out int InstanceIDCnt);// 0x21f56e4 void ClientSyncServerTagsChange(const FName[] newTags, const FName[] oldTags);// 0x21f5568 void ClientSomeOneResponseMe(FString BeInvitedName, enum res, enum InivationType);// 0x21f541c void ClientSomeOneInviteMe(FString SomeOne, enum InvitationType);// 0x21f5314 void ClientShowVeteranRecruitParachuteTeamTip(const int TipsID, FString param1, FString param2);// 0x21f5188 void ClientShowAutoGroupParachuteTeamTips(bool bDoGroupSuccessfully, FString LeaderName);// 0x21f5074 void ClientSetLeaveVehicleLocation(Vector LeaveLocation);// 0x21f4ffc void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x21f4f38 void ClientSetActorLocation(Vector Location, bool bDeactiveMov);// 0x21f4e6c void ClientResponseFeedback(enum res);// 0x21f4dec void ClientPlayVehicleOverlapCameraShake();// 0x21f4d90 void ClientPlayInteractEmote(int EmoteId);// 0x21f4d10 void ClientOnPossessBy(Controller* NewController);// 0x21f4c5c void ClientFeedbackZombiePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x21f4a8c void ClientFeedbackZombieMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x21f48a8 void ClientFeedbackVehiclePointDamage(float Damage, const STPointDamageEvent DamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShot);// 0x21f46d8 void ClientChangeCharacterMesh(int MeshID);// 0x21f4658 void ClientBulletLineTrace(Vector_NetQuantize BornPos, Vector_NetQuantize EndPos, STExtraBaseCharacter* InstigatorCharacter);// 0x21f44f4 void ClientAttackerHandleShootDamageTips(const ShootDamageTipsStr ShootDamageTipsStr);// 0x21f4438 void ClientAIHotValueDebugInfo(const float[] Info);// 0x21f4374 void ClearOnDeath(Controller* EventInstigater, Actor* DamageCauser);// 0x21f42b0 void ClearHPUI();// 0x21f4294 void ClearClientJump();// 0x21f4280 bool CheckWeaponIsCurUsingWeapon(STExtraWeapon* CurWeapon);// 0x21f41f8 bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x21f4160 bool CheckPickWeaponCanAutoUse();// 0x21f4130 bool CheckOnMoveablePlatform();// 0x21f3cec void CheckNeedReload(STExtraShootWeapon* OwnerShootWeapon, Actor* WeaponOwnerActor);// 0x21f406c bool CheckIsWearingThoseClothes(out const int[] InClothIDList);// 0x21f3f98 bool CheckIsWearingThisCloth(int InClothID);// 0x21f3f18 bool CheckIsValidEmoteIDBP(int EmoteIndex);// 0x21f3e90 void CheckCharacterDelayHide();// 0x21f3e7c bool CheckCanShovelInSpringState();// 0x21f3e4c bool CheckCanAutoUseWeapon(STExtraWeapon* Weapon);// 0x21f3dc4 bool CheckBuffTarget(STBuff* Buff);// 0x21f3d3c bool CheckBaseIsMoving();// 0x21f3d14 bool CheckBaseIsMoveable();// 0x21f3cec void CharacterStateReset();// 0x21f3cd8 static byte CharacterPoseStateToPoseType(byte InPoseState);// 0x21f3c60 void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x21f3b54 bool ChangeWearingAnimFinishedSuccessfully();// 0x21f3b2c void ChangeVehWeaponCameraData(bool Enable);// 0x21f3aac void ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x21f39a4 bool CanRegisterToPickUpList(Actor* Actor);// 0x21f391c bool CanPlayHitAnim();// 0x21f38ec bool CanPaintDecal(int DecalId);// 0x21f386c bool CanHearWeaponLockSound();// 0x21f383c bool CanEnterWaterArea(enum[] disallowedState);// 0x21f36dc bool CanEnterState(enum NewState);// 0x21f365c bool CanChangeThrowMode();// 0x21f3634 void CancelFollow();// 0x21f3620 bool CanAutoUseWeaopon(int WeaponId);// 0x21f3598 void CalculateUseBuffFlow(int InBuffID);// 0x21f3520 void CalculateTakeItemFlow(int SpesificID, int Count);// 0x21f3464 float CalculateTakeDamageFinalDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x21f32f0 void CalculateShootPlayerHeadNum(int AddShootTimes, bool IsAI);// 0x21f3224 void CalculatePickUpItemFlowInstance(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam, uint64 InstanceID);// 0x21f3040 void CalculatePickUpItemFlow(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam);// 0x21f2eac void CalculateHeathRecoverVal(float RecoverVal);// 0x21f2e2c void CalculateHeathRecoverTimes();// 0x21f2e10 void CalculateBuildingEnterFlow(int InBuildingID, int InCount);// 0x21f2d54 void CalculateBornLandThrowGrenade(int ID);// 0x21f2cdc void CalculateBornLandGrenadeBattle(int ID, bool bHitOthers);// 0x21f2c18 void CalculateAreaUseItemFlow(int SpesificID, int Count);// 0x21f2b5c void CalculateActivityEventFlow(TLog_ActivityEventType InEventID, int InCount);// 0x21f2a84 void CalcKillDataDeferred(out const DamageCauserRecordData Record);// 0x21f29dc void BulletLineTrace(Vector BornPos, Vector EndPos, PrimitiveComponent* MeshComp, Actor* BulletActor);// 0x21f2890 void BulletChange();// 0x21f2834 void BroadcastOtherClientsDie(Controller* Killer, Actor* DamageCauser, const HitResult KillingHitInfo, Vector KillingHitImpulseDir, const DamageEvent DamageEvent, bool bIsPointDamage);// 0x21f25d0 void BroadcastFatalDamageInfoWrapper(UAECharacter* Causer, UAECharacter* VictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int PreviousHealthStatus, UAECharacter* WhoKillMe, int KillerKillCount);// 0x21f231c void BroadcastFatalDamageInfo(UAECharacter* Causer, UAECharacter* Victim, ClientFatalDamageRecordData Data);// 0x21f2148 void BroadcastClientsSimulateVehicleDamageDie(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21f1e7c void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21f1c00 void BroadcastClientsSimulateSTRadialDamage(float BaseDamage, const STRadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21f180c void BroadcastClientsSimulateRadialDamageDie(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21f14d4 void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21f11ec void BroadcastClientsSimulatePoisonDamageDie(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21f0f20 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21f0ca4 void BroadcastClientsSimulatePointDamageDie(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21f09d8 void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21f075c void BroadcastClientsSimulateMeleeDamageDie(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21f047c void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21f01ec void BroadcastClientsSimulateFallingDamageDie(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21eff20 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21efca4 void BroadcastClientsSimulateDrowningDamageDie(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21ef9d8 void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21ef75c void BroadcastClientsSimulateDotDamageDie(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21ef48c void BroadcastClientsSimulateDotDamage(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21ef20c void BroadcastClientsSimulateBurningDamageDie(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21eef34 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21eecac void BroadcastClientsSimulateAirAttackDamageDie(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x21ee974 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21ee68c float BPTakeDamage(float Damage, const Controller* EventInstigator, const Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x21ee510 void BPResetCharacter();// 0x2c90a38 void BPReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, float Radius, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser, out const Vector ImpulseDir);// 0x2c90a38 void BPReceivePointDamage(float Damage, const DamageType* DamageType, Vector HitLocation, Vector HitNormal, PrimitiveComponent* HitComponent, FName BoneName, Vector ShotFromDirection, Controller* InstigatedBy, Actor* DamageCauser, out const HitResult HitInfo);// 0x2c90a38 void BPReceiveMeleeDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2c90a38 void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2c90a38 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2c90a38 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2c90a38 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x21ee39c float BPCalFinalDamage(Controller* Killer, float FinalDamage, bool bHeadShoot, bool bBreathing);// 0x21ee230 void BP_SetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x2c90a38 void BP_ResetDataOnRespawn();// 0x21ee214 int BP_GetWeaponSyncTicket();// 0x21ee1e4 enum BP_CheckWeaponSyncTicket(int InTicket);// 0x21ee15c void AutoScopeWhenPeek();// 0x21ee148 void AttachWeapon();// 0x1f6b840 void AsyncAnimOpenDoorCallback(AnimationAsset* RetAsset);// 0x21ee0d0 void AsyncAnimListOpenDoorCallback(AnimationAsset*[] RetAssetList);// 0x21edf78 void ApplyLeaveVehicleVelocity(Vector InLeaveVelocity);// 0x21edf08 bool AllowState(enum State, bool withLog);// 0x21ede34 void AIStartFireOnServer(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget);// 0x21edce0 void AddOneDamageCauserRecord(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x21edb20 void AddMoveOffSet(float Forward, float Right, float Up);// 0x21eda20 void AddDamageRecord(Controller* Causer, float Damage, int HSChangeMargin, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x21ed86c void AddClientLeaveStateCheck(enum State, float Duration);// 0x21ed7b0 void ActivateParachuteFreeFallingShake(float FreeFallingShakeTime);// 0x21ed738 -------------------------------- Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object bool bForceOpenPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c4, Size: 1] delegate CharacterAnimEventDelegate;//[Offset: 0x8c8, Size: 12] delegate CharacterCommonEventDelegate;//[Offset: 0x8d4, Size: 12] delegate OnPushDamageDynamicDelegate;//[Offset: 0x908, Size: 12] delegate OnTakeDamageDynamicDelegate;//[Offset: 0x914, Size: 12] delegate OnClientPushDamageEvent;//[Offset: 0x920, Size: 12] float Health;//[Offset: 0x9a4, Size: 4] float HealthMax;//[Offset: 0x9a8, Size: 4] float SignalHP;//[Offset: 0x9ac, Size: 4] float PreSignalHP;//[Offset: 0x9b0, Size: 4] float PreviousSignalHP;//[Offset: 0x9b4, Size: 4] float SignalHPMax;//[Offset: 0x9b8, Size: 4] FString EnergyBuffListName;//[Offset: 0x9bc, Size: 12] float ResetSignalHP_FatalDamage;//[Offset: 0x9c8, Size: 4] float ResetSignalHP_Rescued;//[Offset: 0x9cc, Size: 4] int[] TypeIds;//[Offset: 0x9d0, Size: 12] float SwimSpeedDynamicScale;//[Offset: 0x9dc, Size: 4] bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9e0, Size: 1] float threatenValue;//[Offset: 0x9e4, Size: 4] float HurtParticleOffset;//[Offset: 0x9e8, Size: 4] delegate DoOnNextFrameEnsureSpawnActorTriggerSuccess;//[Offset: 0x9f4, Size: 12] STExtraVehicleBase* CurrentVehicle;//[Offset: 0xa00, Size: 4] UnmannedVehicleSyncData CurrentUnmannedVehicleSyncData;//[Offset: 0xa04, Size: 8] UnmannedVehicleSyncData LastUnmannedVehicleSyncData;//[Offset: 0xa0c, Size: 8] STExtraVehicleBase* CurrentRemoteControlledVehicle;//[Offset: 0xa14, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xa18, Size: 4] bool EnableStatesInterruptRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1c, Size: 1] FString CharacterStateType;//[Offset: 0xa24, Size: 12] bool bEnableDebugServiceInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa30, Size: 1] delegate OnHandleSkillStartDelegate;//[Offset: 0xa7c, Size: 12] delegate OnHandleSkillEndDelegate;//[Offset: 0xa88, Size: 12] float SkillPromptStartTime;//[Offset: 0xa98, Size: 4] float SkillPromptDuration;//[Offset: 0xa9c, Size: 4] STBaseBuffSystemComponent* BuffSystemComponent;//[Offset: 0xaac, Size: 4] STBuffSystemComponent* BuffSystem;//[Offset: 0xab0, Size: 4] UTSkillManagerComponent* SkillManager;//[Offset: 0xab4, Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0xab8, Size: 4] ActorAttributeComponent* ActorAttribute;//[Offset: 0xabc, Size: 4] delegate StateEnterHandler;//[Offset: 0xac0, Size: 12] delegate StateLeaveHandler;//[Offset: 0xacc, Size: 12] delegate StateInterruptedHandlerBP;//[Offset: 0xad8, Size: 12] delegate OnSimulateCharacterStatesChange;//[Offset: 0xae4, Size: 12] uint64 CurrentStates;//[Offset: 0xb08, Size: 8] uint64 DisabledStates;//[Offset: 0xb10, Size: 8] PawnStateDisable[] DisabledPawnStates;//[Offset: 0xb18, Size: 12] float RencentStatesValidRange;//[Offset: 0xb24, Size: 4] RencentStatesMap;//[Offset: 0xb28, Size: 60] delegate OnPawnStateDisabled;//[Offset: 0xb64, Size: 12] delegate OnPawnStateEnabled;//[Offset: 0xb70, Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0xb7c, Size: 12] PartHitComponent* PartHitComponent;//[Offset: 0xb88, Size: 4] bool bIsGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8d, Size: 1] byte TeamNum;//[Offset: 0xb9c, Size: 1] TickControlComponent* TickControlComp;//[Offset: 0xba0, Size: 4] float SpeedScale;//[Offset: 0xbac, Size: 4] float SpeedValue;//[Offset: 0xbb0, Size: 4] float Temperature;//[Offset: 0xbb4, Size: 4] float TemperatureMax;//[Offset: 0xbb8, Size: 4] float TemperatureMin;//[Offset: 0xbbc, Size: 4] bool bUseModifiedTargetLocIfNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbcc, Size: 1] bool bCanBePickByPicker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbcd, Size: 1] CharacterMaterialComponent* CharacterMaterialComponent;//[Offset: 0xbd4, Size: 4] float VehicleDetailedTraceDist;//[Offset: 0xbd8, Size: 4] float SpringArmTraceDist;//[Offset: 0xbdc, Size: 4] BodyRelativeOffsetConfig;//[Offset: 0xbe0, Size: 60] ActivitySyncData ActicitySyncData;//[Offset: 0xc1c, Size: 28] bool bDisableFaceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc40, Size: 1] bool TriggerSkillEvent(class UTSkill SkillClass, byte SkillEventType);// 0x2234f00 bool TriggerSkillCustomEvent(int SkillIndex, byte EventType);// 0x2234e34 bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x220861c bool TriggerEntryEventWithID_Implementation(int SkillID, byte SkillEventType);// 0x2234d68 bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x2208594 void TriggerCustomEvent_Implementation(byte EventType);// 0x2234ce8 bool SetSubAnimNodeAnimInstance(FName SubInstanceSlotName, AnimInstance* AnimInstance);// 0x2234c24 void SetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x2234b60 bool SetBuffExpiry(FName BuffName, float ExpirySecondsFromNow);// 0x2234a8c void S2C_InterruptState(int stateID, int InterruptedBy);// 0x22349c8 void RPC_Client_SetServiceDebugInfo(FString Info);// 0x2234904 bool ResetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x2234884 void ResetPawnStateDisabled(enum State);// 0x223480c bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x22346fc bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x22345a4 bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x2234480 void RemoveBaseBuffSystemComponent();// 0x223446c float PlayAnimMontageWithStartPos(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName, float StartPos);// 0x223430c void OnRep_UnmannedVehicleSyncData();// 0x21fd1f8 void OnRep_Temperature(float LastValue);// 0x21fd100 void OnRep_SignalHP(float PrevVal);// 0x21fcfd8 void OnRep_HealthMax();// 0x21fcd50 void OnRep_Health(float PrevHealth);// 0x1f6dd88 void OnRep_DisabledStates(uint64 prevStates);// 0x2234288 void OnRep_CurrentStates(uint64 prevStates);// 0x21fcc04 void OnRep_ActivitySyncData();// 0x2234274 void OnLeaveStateForBp(enum State);// 0x2c90a38 void OnHandleSkillStart__DelegateSignature(Character* OwnerCharacter, int SkillID);// 0x2c90a38 void OnHandleSkillEnd__DelegateSignature(Character* OwnerCharacter, enum StopReason, int SkillID);// 0x2c90a38 void OnEnterStateForBp(enum State);// 0x2c90a38 void LeaveState(enum State);// 0x21faeec bool IsPawnStateDisabledByWeapon(STExtraWeapon* Weapon, enum State);// 0x22341a8 bool IsPawnStateDisabled(enum State);// 0x2234128 bool IsCanDamageTeammate(out const DamageEvent DamageEvent);// 0x2234084 bool IsCanDamageSelf(out const DamageEvent DamageEvent);// 0x2233fe0 bool IsAlive();// 0x21fa2c0 bool HasState(enum State);// 0x21f9f04 bool HasBuffID(int BuffID);// 0x2233f58 bool HasBuff(FName BuffName);// 0x2233ed0 STExtraVehicleBase* GetUnmannedVehicle();// 0x2233eb4 UTSkillManagerComponent* GetSkillManager();// 0x2233e84 float GetScaledSpeed();// 0x2233e54 FString GetPlayerNameSafety();// 0x21f8924 STExtraPlayerController* GetPlayerControllerSafety();// 0x21f87e4 enum GetObserverType();// 0x2233e24 enum[] GetDamageableGameObjectType();// 0x2233d5c UTSkill* GetCurSkill();// 0x2233d2c STExtraVehicleBase* GetCurrentVehicle();// 0x21f7bb8 float GetBuffExpiry(FName BuffName);// 0x2233ca4 float GetBuffDuration(int BuffID, int CauseSkillID);// 0x2233bd8 UAEBlackboard* GetBuffBlackboard(int BuffID);// 0x2233b58 void FillBuffBlackboard(int BuffID, UAEBlackboardParameter[] ParamList);// 0x22339d0 int ExtractDamageParams(out const DamageEvent DamageEvent, Actor* DamagetCauser, out int DamagetType);// 0x2233890 int ExtractDamageAdditionType(out const DamageEvent DamageEvent, Actor* DamagetCauser);// 0x22337a4 bool EnterState(enum State);// 0x21f6240 bool DestroySubAnimInstance(AnimInstance* AnimInstance);// 0x2233724 void DelayHidden();// 0x21f5bc0 AnimInstance* CreateSubAnimInstance(class AnimInstance InstanceClass, FName InstanceName);// 0x2233660 void Client_ShowDebugString(Vector InLocation, FString InText, Actor* InActor, Color InColor, float InTime);// 0x223348c void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor, float InTime);// 0x2233340 void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float InTime);// 0x22331f4 void Client_ShowDebugCone(Vector InLocation, float InRadius, Color InColor, float InTime, Vector forwardDir, float ang);// 0x2233010 void Client_ShowDebugCapsule(Vector InLocation, float InRadius, float Length, Color InColor, float InTime, Rotator Rot, float ang);// 0x2232de4 void Client_ShowDebugBox(Vector Center, Color InColor, float InTime, Vector Extent, Quat Rot);// 0x2232c40 void ClearBuff();// 0x2232c24 void CheckSignalHP();// 0x2232c10 bool CanBeAttackedByWeapon(int WeaponId);// 0x2232b88 void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2c90a38 void BPOnRespawned();// 0x2c90a38 void BPOnRecycled();// 0x2c90a38 bool AllowState(enum State, bool withLog);// 0x21ede34 bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x2232a78 bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x2232920 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x223277c -------------------------------- Class: UAECharacter.Character.Pawn.Actor.Object int iRegionCharacter;//[Offset: 0x658, Size: 4] FName PlayerType;//[Offset: 0x660, Size: 8] FString PlayerName;//[Offset: 0x668, Size: 12] FString Nation;//[Offset: 0x674, Size: 12] uint32 PlayerKey;//[Offset: 0x680, Size: 4] FString PlayerUID;//[Offset: 0x684, Size: 12] FString MLAIPlayerUID;//[Offset: 0x690, Size: 12] int TeamID;//[Offset: 0x69c, Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a0, Size: 1] int CampID;//[Offset: 0x6a4, Size: 4] int resID;//[Offset: 0x6a8, Size: 4] enum DefaultCharacterGender;//[Offset: 0x6ac, Size: 1] GameModePlayerItem[] InitialItemList;//[Offset: 0x6b0, Size: 12] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x6bc, Size: 44] GameModePlayerPetInfo PetInfo;//[Offset: 0x6e8, Size: 24] int planeAvatarId;//[Offset: 0x700, Size: 4] int DyeDebugFlag;//[Offset: 0x704, Size: 4] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x708, Size: 12] bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x714, Size: 1] bool bIsMLAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x715, Size: 1] bool bIsAIWithPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x716, Size: 1] float RatingScore;//[Offset: 0x728, Size: 4] bool UseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72c, Size: 1] bool DefaultIsUseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72d, Size: 1] FString LuaFilePath;//[Offset: 0x73c, Size: 12] LuaNetSerialization LuaNetSerialization;//[Offset: 0x748, Size: 60] void SetNetCullDistanceSquared(float fNetCullDistanceSquared);// 0x1f584d8 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x289cbc0 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x289ca84 void OnRep_UseWholeModel();// 0x289ca70 void OnRep_TeamID();// 0x289ca5c void OnRep_PlayerUID();// 0x289ca48 void OnRep_PlayerKey();// 0x21fce74 void OnRep_MLAIPlayerUID();// 0x289ca34 void OnRep_CampID();// 0x289ca20 bool IsDefaultCharType();// 0x21fa4e8 int GetTeamId();// 0x289ca04 FString GetPlayerKey();// 0x289c944 ActorComponent*[] GetNonSimulatedComponents_OnFighting();// 0x289c87c ActorComponent*[] GetNonSimulatedComponents_NonTeammates();// 0x289c7b4 ActorComponent*[] GetNonSimulatedComponents();// 0x289c6ec ActorComponent*[] GetNonDedicatedComponents();// 0x289c624 int GetCampId();// 0x20ebd44 void ClientAcknowledgeReconnection(uint32 Token);// 0x1fb8360 -------------------------------- Class: STExtraVehicleBase.Pawn.Actor.Object int iRegionVehicle;//[Offset: 0x438, Size: 4] bool MeshAlwaysTickPoseAndRefreshBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c, Size: 1] bool AutoEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43d, Size: 1] enum VehicleType;//[Offset: 0x43e, Size: 1] enum VehicleShapeType;//[Offset: 0x43f, Size: 1] ItemDefineID AvatarDefaultCfg;//[Offset: 0x440, Size: 24] ItemDefineID AvatarDefaultCfgLOD;//[Offset: 0x458, Size: 24] MaterialInterface* BrokenMat;//[Offset: 0x470, Size: 4] ParticleSystem* AssetParticleExplosion;//[Offset: 0x478, Size: 40] ParticleSystem* PS_OnHitObstacles;//[Offset: 0x4a0, Size: 4] ParticleSoftWrapperMap;//[Offset: 0x4a4, Size: 60] ParticleRuntimeDataMap;//[Offset: 0x4e0, Size: 60] Texture2D* VehicleIcon;//[Offset: 0x51c, Size: 4] bool AdjustViewDistanceByHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x520, Size: 1] float AdjustViewDistanceBaseDist;//[Offset: 0x524, Size: 4] float AdjustViewDistanceBaseFactor;//[Offset: 0x528, Size: 4] bool IsUnmannedVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52c, Size: 1] bool bCanChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52d, Size: 1] float ShowGrainyScreenMinDist;//[Offset: 0x530, Size: 4] bool ImmuePassageDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x534, Size: 1] float FuelConsumptionModifierBoost;//[Offset: 0x538, Size: 4] bool bCanBoostSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53c, Size: 1] bool bUseSyncAtClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53d, Size: 1] bool bCheckOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53e, Size: 1] float LanscapeCheckDistance;//[Offset: 0x540, Size: 4] bool bLockZeroAngularDamping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544, Size: 1] float LockZeroAngularDampingValue;//[Offset: 0x548, Size: 4] bool bInvulnerableWhenHasRiders;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1] bool bRespawnNeedAdjustLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1] int MainMaterialIndex;//[Offset: 0x550, Size: 4] FText VehicleDisplayName;//[Offset: 0x554, Size: 12] bool ShowVehicleEnterButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x560, Size: 1] bool AdvanceVehicleShowAsStandardVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x561, Size: 1] Vector AirDropVelocity;//[Offset: 0x564, Size: 12] StaticMesh* AirDropParachuteMesh;//[Offset: 0x570, Size: 4] FName AirDropParachuteSocketName;//[Offset: 0x578, Size: 8] bool bAllowDifferentTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1] bool SupportMusicGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581, Size: 1] bool VehicleBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x582, Size: 1] float BackpackCapacity;//[Offset: 0x584, Size: 4] FName BackpackName;//[Offset: 0x588, Size: 8] FString[] BackpackSupportModeIDList;//[Offset: 0x590, Size: 12] int[] marr_MidIndexes;//[Offset: 0x59c, Size: 12] float EnterVehicleCameraBlendTime;//[Offset: 0x5a8, Size: 4] float ExitVehicleCameraBlendTime;//[Offset: 0x5ac, Size: 4] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x5b0, Size: 4] bool DisableTickVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4, Size: 1] float StaticForceFixInterval;//[Offset: 0x5b8, Size: 4] float voiceCheckCD;//[Offset: 0x5bc, Size: 4] float voiceCheckShowCD;//[Offset: 0x5c0, Size: 4] float VoiceCheckDis;//[Offset: 0x5c4, Size: 4] float voiceUsingHornCheckDis;//[Offset: 0x5c8, Size: 4] float voiceCheckSpeed;//[Offset: 0x5cc, Size: 4] bool EnableMapMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ec, Size: 1] Vector[] RouteList;//[Offset: 0x5f0, Size: 12] int[] AutoDrive_BestWaypoint;//[Offset: 0x5fc, Size: 12] int AutoDrive_CurrentTargetWaypointIdx;//[Offset: 0x608, Size: 4] Vector AutoDriverTargetPosition;//[Offset: 0x60c, Size: 12] Vector AutoDriverStartPosition;//[Offset: 0x618, Size: 12] delegate OnSeatAttached;//[Offset: 0x624, Size: 12] delegate OnSeatDetached;//[Offset: 0x630, Size: 12] delegate OnSeatChange;//[Offset: 0x63c, Size: 12] delegate OnStartResolveStuck;//[Offset: 0x648, Size: 12] delegate OnEndResolveStuck;//[Offset: 0x654, Size: 12] bool mb_ZeroLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x660, Size: 1] FString LuaFilePath;//[Offset: 0x664, Size: 12] bool bDebugDrawEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670, Size: 1] float PassengerInjuryAvoidance;//[Offset: 0x674, Size: 4] bool IsCanVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x678, Size: 1] bool CanPushUpCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x679, Size: 1] bool CanSimulatePhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67a, Size: 1] uint16 ReplicatedFuelRatio;//[Offset: 0x67c, Size: 2] ParticleSystem* ParticleExplosion;//[Offset: 0x6b8, Size: 4] enum VehicleHealthState;//[Offset: 0x6bc, Size: 1] bool bIsEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bd, Size: 1] bool bIsUsingHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6be, Size: 1] bool bIsBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bf, Size: 1] bool bIsVehicleSpringArmAutoReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c0, Size: 1] Vector BloodEffectScale;//[Offset: 0x6c4, Size: 12] SkeletalMeshComponent* Mesh;//[Offset: 0x6d0, Size: 4] VehicleSeatComponent* VehicleSeats;//[Offset: 0x6d4, Size: 4] VehicleDamageComponent* VehicleDamage;//[Offset: 0x6d8, Size: 4] VehicleCommonComponent* VehicleCommon;//[Offset: 0x6dc, Size: 4] BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x6e0, Size: 4] VehicleSyncComponent* VehicleSyncComponent;//[Offset: 0x6e4, Size: 4] LagCompensationComponentBase* VehicleShootAntiCheat;//[Offset: 0x6e8, Size: 4] VehicleComponent*[] TickedComponents;//[Offset: 0x6ec, Size: 12] VehicleComponent*[] WeakTickedComponents;//[Offset: 0x6f8, Size: 12] bool bClearComponentTickWhenDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x704, Size: 1] float EnActiveTimeThreshold;//[Offset: 0x70c, Size: 4] bool bFreezeNeedChangeVehiclePhysx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x718, Size: 1] float VehicleHitThreshold;//[Offset: 0x728, Size: 4] float VehicleHitCharacterThreshold;//[Offset: 0x72c, Size: 4] float AndroidGLES2TailLightScale;//[Offset: 0x73c, Size: 4] int EnableTickEffectsDevciveLevel;//[Offset: 0x740, Size: 4] VehBackpackItem[] VehicleBackpackItems;//[Offset: 0x74c, Size: 12] bool bServerPrecentPenetratingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x759, Size: 1] bool bServerClearLinearVelocityZEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75a, Size: 1] bool bPeneTerrainProtectionEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75b, Size: 1] float lastForwardSpeed;//[Offset: 0x75c, Size: 4] delegate OnClientEnterVehicleEvent;//[Offset: 0x760, Size: 12] delegate OnClientExitVehicleEvent;//[Offset: 0x76c, Size: 12] delegate OnClientChangeVehicleSeatEvent;//[Offset: 0x778, Size: 12] bool NeedCheckMovetoVehicleStraight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x784, Size: 1] float VehicleEnterDistance;//[Offset: 0x788, Size: 4] float TickEnterSphereInterval;//[Offset: 0x78c, Size: 4] float EnterSphereExtraHeight;//[Offset: 0x790, Size: 4] bool EnableTickEnterSphereAsyncLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79d, Size: 1] float AsyncLoadResDistance;//[Offset: 0x7a0, Size: 4] float TickEnterSphereAsyncLoadResInterval;//[Offset: 0x7a4, Size: 4] bool EnableCullWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ad, Size: 1] float TickEnterCullWaterSphereInterval;//[Offset: 0x7b0, Size: 4] float EnterCullWaterDistanceSq;//[Offset: 0x7b4, Size: 4] Vector CullWaterCapsuleA;//[Offset: 0x7b8, Size: 12] Vector CullWaterCapsuleB;//[Offset: 0x7c4, Size: 12] float CullWaterCapsuleRadius;//[Offset: 0x7d0, Size: 4] float CullWaterCapsuleBlendWidth;//[Offset: 0x7d4, Size: 4] float PeneTerrainProtectionInterval;//[Offset: 0x7e0, Size: 4] float SaveValidTransformInterval;//[Offset: 0x7e4, Size: 4] Vector PeneTerrainProtectionFixOffset;//[Offset: 0x7e8, Size: 12] bool bIsAirdroppingVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81c, Size: 1] StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x820, Size: 4] AkAudioEvent* Sfx_EngineLoop;//[Offset: 0x824, Size: 4] AkAudioEvent* Sfx_EngineLoop_Team;//[Offset: 0x828, Size: 4] AkAudioEvent* Sfx_Boost;//[Offset: 0x82c, Size: 4] AkAudioEvent* Sfx_FireLoop;//[Offset: 0x830, Size: 4] AkAudioEvent* Sfx_Landing;//[Offset: 0x834, Size: 4] AkAudioEvent* Sfx_Explosion;//[Offset: 0x838, Size: 4] AkAudioEvent* Sfx_HitBody;//[Offset: 0x83c, Size: 4] AkAudioEvent* Sfx_HitZombie;//[Offset: 0x840, Size: 4] AkAudioEvent* Sfx_HitMetal;//[Offset: 0x844, Size: 4] AkAudioEvent* Sfx_Horn;//[Offset: 0x848, Size: 4] AkAudioEvent* Sfx_Throttle;//[Offset: 0x84c, Size: 4] AkAudioEvent* Sfx_UnderWater_In;//[Offset: 0x850, Size: 4] AkAudioEvent* Sfx_UnderWater_Out;//[Offset: 0x854, Size: 4] AkAudioEvent* Sfx_CannotThrottle;//[Offset: 0x858, Size: 4] AkAudioEvent* Sfx_BodyOverlapDamage;//[Offset: 0x85c, Size: 4] AkAudioEvent* Sfx_EngineStart;//[Offset: 0x860, Size: 4] AkAudioEvent* Sfx_EngineStop;//[Offset: 0x864, Size: 4] AkAudioEvent*[] SfxArr_MusicLoops;//[Offset: 0x868, Size: 12] float EngineSfxEndDelayTime;//[Offset: 0x874, Size: 4] bool bAudioLogEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x878, Size: 1] STExtraVehicleSfxLoop EngineSfxLoop;//[Offset: 0x87c, Size: 92] STExtraVehicleSfxLoop FireSfxLoop;//[Offset: 0x8d8, Size: 92] STExtraVehicleSfxLoop HornSfxLoop;//[Offset: 0x934, Size: 92] STExtraVehicleSfxLoop MusicSfxLoop;//[Offset: 0x990, Size: 92] AkComponent* SoundComponent;//[Offset: 0x9ec, Size: 4] float RPMSfxScale;//[Offset: 0xa1c, Size: 4] float ThrottleSfxMinSpeed;//[Offset: 0xa20, Size: 4] float PlayMusicChance;//[Offset: 0xa2c, Size: 4] enum VehicleSyncTag;//[Offset: 0xa41, Size: 1] float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0xa44, Size: 4] VehicleSimViewData SimulateViewData;//[Offset: 0xa58, Size: 4] VehicleSimViewData SimulateFreeCameraViewData;//[Offset: 0xa5c, Size: 4] VehicleSpringArmComponent* mp_VehicleSpringArm;//[Offset: 0xa60, Size: 4] bool bAddVehicleRotationChangeOnPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa64, Size: 1] delegate OnVehicleHealthStateChanged;//[Offset: 0xaa0, Size: 12] bool bAlwaysIgnoreRideCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaac, Size: 1] float MinRideAngleDgree;//[Offset: 0xab0, Size: 4] bool bServerDetachApplyVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xab4, Size: 1] bool bCanUseSpeculativeCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac0, Size: 1] bool bUseSpeculativeCCDOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac1, Size: 1] float VehicleRadiusImulseScale;//[Offset: 0xac4, Size: 4] float VehicleAdditionalBlowUp;//[Offset: 0xac8, Size: 4] bool bResolvingStuckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaec, Size: 1] float StuckMinImpulse;//[Offset: 0xaf0, Size: 4] float ContinuousStuckInterval;//[Offset: 0xaf4, Size: 4] float ContinuousStuckTimeBeforeResoving;//[Offset: 0xaf8, Size: 4] float StuckResovingTime;//[Offset: 0xafc, Size: 4] float ContinuousStuckTimer;//[Offset: 0xb04, Size: 4] float StuckResovingTimer;//[Offset: 0xb08, Size: 4] float PenePercent;//[Offset: 0xb0c, Size: 4] bool bShouldRespawnSelfWhenUnusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb50, Size: 1] float RespawnWaitingTime;//[Offset: 0xb54, Size: 4] float RespawnTickInterval;//[Offset: 0xb58, Size: 4] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb5c, Size: 1] bool bServerDetachEveryoneWhenRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe0, Size: 1] bool bEnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbec, Size: 1] class VehicleAntiCheatTask[] VACTaskSetups;//[Offset: 0xbf0, Size: 12] VehicleAntiCheatTask*[] VACTasks;//[Offset: 0xbfc, Size: 12] VehicleAntiCheatTask*[] VacInstancedTasks;//[Offset: 0xc08, Size: 12] bool bEnableServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc44, Size: 1] bool EnableServerRecordWhenEnterCheatPunishMentNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4c, Size: 1] SkeletalMeshComponent* FPPMeshComponent;//[Offset: 0xc64, Size: 4] MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0xc68, Size: 4] SkeletalMesh* MeshAssetRef;//[Offset: 0xc70, Size: 40] SkeletalMesh* TPPMesh;//[Offset: 0xc98, Size: 4] bool bOnPlayerActiveRegionsChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd34, Size: 1] bool bInActiveRegions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd35, Size: 1] bool bEnableSkeletalMeshOptimizationDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd36, Size: 1] Vector SeekLockOffset;//[Offset: 0xd38, Size: 12] FName SeekLockSocket;//[Offset: 0xd48, Size: 8] float ProduceSoundInterval;//[Offset: 0xd50, Size: 4] delegate VehicleAnimEventDelegate;//[Offset: 0xd58, Size: 12] BattleItemHandleBase* BindingHandle;//[Offset: 0xd64, Size: 4] delegate OnEnterVehicle;//[Offset: 0xd68, Size: 12] float OverlapCameraShakeInterval;//[Offset: 0xd7c, Size: 4] float OverlapDamageRate;//[Offset: 0xd84, Size: 4] float OverlapImpulseRate;//[Offset: 0xd88, Size: 4] float OverlapImpulseRateZ;//[Offset: 0xd8c, Size: 4] float MaxOverlapImpulse;//[Offset: 0xd90, Size: 4] float MinOverlapSpeed;//[Offset: 0xd94, Size: 4] float OverlapSimpleCharacterInterval;//[Offset: 0xd98, Size: 4] float OverlapVehicleDamageRate;//[Offset: 0xda0, Size: 4] float MaxOverlapVehicleDamageRange;//[Offset: 0xda4, Size: 4] ESTAINoiseEventParams EngineParams;//[Offset: 0xdac, Size: 16] float EngineSoundCheckInterval;//[Offset: 0xdbc, Size: 4] float EngineSoundMinCheckSpeed;//[Offset: 0xdc4, Size: 4] ESTAINoiseEventParams LoudspeakerParams;//[Offset: 0xdc8, Size: 16] bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd9, Size: 1] class AttrModifyComponent* AttrModifyCompClass;//[Offset: 0xddc, Size: 4] class STBuffSystemComponent* BuffSystemCompClass;//[Offset: 0xde0, Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0xde4, Size: 4] STBuffSystemComponent* BuffSystemComp;//[Offset: 0xde8, Size: 4] enum[] DamageableGameObjectTypeList;//[Offset: 0xdec, Size: 12] delegate OnVehicleAvatarDataCopied;//[Offset: 0xdf8, Size: 12] VehicleAvatarComponent* VehicleAvatar;//[Offset: 0xe04, Size: 4] VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0xe08, Size: 4] bool bAdvanceAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0c, Size: 1] bool ForcePlayerUpdateAnimEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0d, Size: 1] int CandidateAvatarID;//[Offset: 0xe10, Size: 4] bool bNeedDelayProcessAvatarOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe14, Size: 1] bool bEnableWeakTickComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe1c, Size: 1] float WeakTickDoSomethingDuration;//[Offset: 0xe20, Size: 4] bool bSpawnedInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe24, Size: 1] IdeaDecalActor*[] AttachedDecalActors;//[Offset: 0xe28, Size: 12] float MaxLinearVelocity;//[Offset: 0xe34, Size: 4] bool bInBuffSpeedState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe38, Size: 1] int TeamID;//[Offset: 0xe3c, Size: 4] int CampID;//[Offset: 0xe40, Size: 4] float VehicleGoStraight;//[Offset: 0xe44, Size: 4] bool DamageIgnoreWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe48, Size: 1] STExtraPlayerCharacter* ReqExchangeCharacter;//[Offset: 0xe4c, Size: 4] float ExchangeVehicleSeatInterval;//[Offset: 0xe50, Size: 4] delegate OnHitSpecialEffectDelegate;//[Offset: 0xe58, Size: 12] WeaponManagerBaseComponent* WeaponManagerComponent;//[Offset: 0xe64, Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xe68, Size: 4] bool OpenShootVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe6c, Size: 1] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe6d, Size: 1] int WeaponReconnectIdx;//[Offset: 0xe70, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xe74, Size: 4] enum UAVOperateState;//[Offset: 0xe7c, Size: 1] float SingleMoveRate;//[Offset: 0xe80, Size: 4] SoftObjectPath VehicleStatesConfigClass;//[Offset: 0xe88, Size: 24] SoftObjectPath VehicleBloodMaxHpConfigClass;//[Offset: 0xea0, Size: 24] int CurrentVehicleStatesData;//[Offset: 0xeb8, Size: 4] PlayerTombBox*[] TombBoxOnVehicle;//[Offset: 0xec8, Size: 12] STExtraBaseCharacter*[] StandingVehiclePlayers;//[Offset: 0xed4, Size: 12] bool IsExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee0, Size: 1] FName ExplodedTombBoxPlaceSocket;//[Offset: 0xee8, Size: 8] float TombBoxTraceLength;//[Offset: 0xef0, Size: 4] float PlayerOutAngleCosin;//[Offset: 0xef4, Size: 4] bool bFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef8, Size: 1] bool bNeedFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef9, Size: 1] bool bInHouseSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xefa, Size: 1] float SleepVehicleTolerance;//[Offset: 0xefc, Size: 4] float StaticFixAngel;//[Offset: 0xf00, Size: 4] float ClientAwakeVehicleTolerance;//[Offset: 0xf04, Size: 4] float SleepVehicleTickTime;//[Offset: 0xf08, Size: 4] float ServerInitForceSleepPhysicsDelay;//[Offset: 0xf10, Size: 4] float ClientInitForceSleepPhysicsDelay;//[Offset: 0xf14, Size: 4] int CannotEnterTips;//[Offset: 0xf20, Size: 4] bool CanLeaveVehicleVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf24, Size: 1] float LeaveVehicleVelocity;//[Offset: 0xf28, Size: 4] int CannotLeaveTips_HighSpeed;//[Offset: 0xf2c, Size: 4] int CannotDriveTips;//[Offset: 0xf30, Size: 4] delegate VehicleBeforeWheelDestroy;//[Offset: 0xf38, Size: 12] Vector AttachedRelLoc;//[Offset: 0xf44, Size: 12] Actor* AttachedActor;//[Offset: 0xf50, Size: 4] int HasAttachedActorTips;//[Offset: 0xf54, Size: 4] bool bEnableTickSafeSpawnInternalNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf60, Size: 1] VehicleAIComponent* VehicleAIComponent;//[Offset: 0xf64, Size: 4] float LandTraceMaxHeight;//[Offset: 0xf68, Size: 4] FName ChassisBoneName;//[Offset: 0xf70, Size: 8] byte CameraDataType;//[Offset: 0xf78, Size: 1] bool ShowUpDownGUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf79, Size: 1] bool ShowHeightUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7a, Size: 1] bool ShowFuelCapacity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7b, Size: 1] bool ShowSeatUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7c, Size: 1] bool bEnableMoveForwardInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7d, Size: 1] void WeakTick(float DeltaTime);// 0x22da45c void VehicleBeenDestroyedCleanInfoDisplay(enum InVehicleHealthState);// 0x22da3e4 void UpdateHeightToLand();// 0x22da3d0 void UnregisterComponentWeakTick(VehicleComponent* InComponent);// 0x22da358 void UnregisterComponentTick(VehicleComponent* InComponent);// 0x22da2e0 void TickVehicleHealthState();// 0x22da2c4 void TickEnableAvatarOutline();// 0x22da2b0 void StopEngine();// 0x22da294 void StopAutoDriving();// 0x22da280 void StartFireSimple(byte ShootMode);// 0x22da208 void StartEngine();// 0x22da1ec void StartAirDrop();// 0x22da1d8 void SpawnItemForVehicleBackpack(out const PickUpItemData[] ItemList);// 0x22da12c void ShowBoostingEffect(bool bShow);// 0x2c90a38 bool ShouldUseSpecialHitEffect();// 0x22da0fc enum ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x22d9fe0 void SetWeaponReconnectIdx(int ReconnectOpIndex);// 0x22d9f60 void SetVehicleStates(int ID, bool bEnable, float fTime);// 0x22d9e54 void SetVehicleReplicatedFuelRatio(float InFuel);// 0x22d9ddc void SetUsingHorn(bool bUse);// 0x22d9d5c void SetUAVOperateState(enum NewState);// 0x22d9ce4 void SetSpawnedInReady(bool bFlag);// 0x22d9c68 void SetSimulatePhysics(bool bSimulate);// 0x22d9be8 void SetRegionBasedNetConsideration(bool bUseRegion);// 0x22d9b68 void SetPhysActive(bool bActive, float Delay);// 0x22d9aa0 void SetJoystickMoveVelocity(Vector2D moveVelocity);// 0x22d9a30 void SetHandBrake(float Rate);// 0x22d99b0 void SetDefaultMusic(out const FString[] InMusic);// 0x22d987c void SetBoosting(bool bEnalbed);// 0x22d97f4 void SetAirControlF(float Rate);// 0x22d9774 void SetAirControlB(float Rate);// 0x22d96f4 void ServerSetUsingHorn(bool bUse);// 0x22d962c void ServerSetIsVehicleSpringArmAutoReturn(bool bEnalbed);// 0x22d9564 void ServerSetBoosting(bool bEnalbed);// 0x22d949c void ServerSetAttachedActor(Actor* InAttachTarget);// 0x22d9424 void ServerSetAirControlF(float Rate);// 0x22d9370 void ServerSetAirControlB(float Rate);// 0x22d92bc void ServerResetToPosition(Vector NewLocation, Rotator NewRotation);// 0x22d91f4 void ServerDetachEveryoneFromSeat(bool bMustExit, bool bApplyVehicleVelocity);// 0x22d9124 void SendVehicleInAirChangedTimeToServer();// 0x22d90c8 void SendTriggerEventToServer(VehicleTriggerComponent* VTComp);// 0x22d9014 void SendCreateDamage(STExtraSimpleCharacter* Target);// 0x22d8f60 void SendClient_ForceUpdate_ControlRotationOnVehicle_SimulateViewData();// 0x20fcb9c void SafeSleepVehicle();// 0x22d8f4c void RestartAntiCheat();// 0x22d8f38 void ResetJoystickMove();// 0x22d8f24 void RequestChangeVehicleAvatar();// 0x22d8ec8 bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x22d8db8 bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x22d8c60 void RemoveAntiStuckBox();// 0x22d8c4c void RegisterItemHandle(BattleItemHandleBase* BindingHandle);// 0x22d8bd4 void RegisterComponentWeakTick(VehicleComponent* InComponent);// 0x22d8b5c void RegisterComponentTick(VehicleComponent* InComponent);// 0x22d8ae4 void RecordValidTransform();// 0x22d8ad0 void RecordInAirTime();// 0x22d8abc void ProcessAvatarOutline();// 0x1fc6f30 void PrintStats();// 0x22d8aa0 bool PreChangeVehicleFPPAvatar();// 0x22d8a78 bool PreChangeVehicleBrokenAvatar();// 0x22d8a50 bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x22d898c void PostLoadFPPMesh();// 0x22d8970 void PlaySfxOneShot(AkAudioEvent* AkEvent);// 0x22d88f8 bool PawnHasState(enum PawnState);// 0x22d8870 void OnUserSwitchWeapon(STExtraBaseCharacter* InUser, byte Slot);// 0x22d87ac void OnUpdateEffects();// 0x2c90a38 void OnStopFire();// 0x2c90a38 void OnSkeletalMeshSleep(PrimitiveComponent* WakingComponent, FName BoneName);// 0x22d86f0 void OnSkeletalMeshAwake(PrimitiveComponent* WakingComponent, FName BoneName);// 0x22d8634 void OnSetTailLightValue(float LightValue);// 0x2c90a38 void OnServerPlayerChangeVehicleSeat(enum LastSeatType, enum NewSeatType);// 0x2c90a38 void OnRep_VehicleSyncFlag();// 0x22d8620 void OnRep_VehicleHealthState();// 0x22d860c void OnRep_TeamID();// 0x22cd534 void OnRep_SimulateViewData();// 0x22d85f8 void OnRep_SimulateFreeCameraViewData();// 0x22d85e4 void OnRep_ServerLastReplicatedServer();// 0x22d85d0 void OnRep_ReplicatedFuelRatio();// 0x22d85bc void OnRep_IsVehicleSpringArmAutoReturn();// 0x22d85a8 void OnRep_IsForbidNightVehicle();// 0x22d8594 void OnRep_IsEngineStarted();// 0x22d8580 void OnRep_IsBoosting();// 0x22d856c void OnRep_IsAirdroppingVehicle();// 0x22d8558 void OnRep_FrozenStatic();// 0x22d8544 void OnRep_CurrentVehicleStatesData(int OldVehicleStatesData);// 0x22d84cc void OnRep_CandidateAvatar();// 0x2c90a38 void OnRep_CampID();// 0x1f6b840 void OnRep_AttachedRelLoc();// 0x22d84b8 void OnRep_AttachedActor();// 0x22d84a4 void OnPlayerReqExitVehicle(STExtraPlayerCharacter* Player);// 0x22d8424 void OnPlayerExitVehicle(bool IsDriver, const STExtraPlayerCharacter* Character);// 0x2c90a38 void OnPlayerEnterVehicle(bool IsSuccess, enum SeatType);// 0x2c90a38 void OnMeshLoaded(SoftObjectPath AssetRef);// 0x22d82b8 void OnFireBeginOverlapEvent(Actor* OtherActor);// 0x22d8240 void OnEngineStop();// 0x2c90a38 void OnEngineStart();// 0x2c90a38 void OnBoostingChanged();// 0x2c90a38 void NotifyServerProjectileBulletImpact(out const ExplosionProjectileHitInfo InExpProjectileInfo, ProjectileBulletBase* Bullet);// 0x22d816c void MultiCast_ApplyImpulse(const Vector Origin, float DamageOuterRadius, float BaseMomentumMag);// 0x22d806c void LoadFPPVehicleModel();// 0x22d8058 bool IsVehicleWarVehicle();// 0x1fcf3c8 bool IsValidYawInput(float YawInput, VehicleSpringArmComponent* SpringArm);// 0x22d7f8c bool IsUsingFPPModel();// 0x22d7f64 bool IsUCAV();// 0x22d7f3c bool IsUAV();// 0x22d7f0c bool IsSpawnedInReady();// 0x22d7ef0 bool IsSimulatePhysics();// 0x22d7ec8 bool IsNotInWater();// 0x22d7e98 bool IsMotorbike();// 0x22d7e70 bool IsInMidAir();// 0x22d7e40 bool IsInBuffSpeedState();// 0x22d7e24 bool IsHelicopter();// 0x22d7dfc bool IsEntirelyUnderWater();// 0x22d7dd4 bool IsElectronic_Failure();// 0x22d7dac bool IsClient_WeaponOwner();// 0x1fc72a4 bool IsCanEnter();// 0x22d7d7c bool IsAutoDriving();// 0x22d7d54 bool IsArmedVehicle();// 0x22d7d2c bool IsAmphibiousVehicle();// 0x22d7d04 bool IsAlive();// 0x22d7cd4 bool IsAirVehicle();// 0x1fcf428 bool IsAI();// 0x22d7ca4 bool IsActiveEffect(FName EffectName);// 0x22d7c24 void InitVehicle(int FuelPercent, bool bEngineOn, bool bInHouse);// 0x22d7b08 SkeletalMeshComponent* InitSkeletalMesh(FName SubobjectName);// 0x22d7a88 bool HasVehicleStates(int ID, int srcVehicleStatesData);// 0x22d79c4 bool HasSkillID(int SkillID);// 0x22d7944 bool HasBuffID(int BuffID);// 0x22d78bc bool HasAutoDriveTarget();// 0x22d7894 void HandlePlayerAttachedToVehcicle(STExtraBaseCharacter* Player);// 0x22d7814 void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x22d7794 void HandleOnVehicleAvatarDataCopied();// 0x22d7780 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x22d7678 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x22d74e0 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x22d73d8 void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x22cc1c0 void HandleMoveAntiShootVerifyMiss();// 0x22d73bc void HandleLocalPlayerLeaveVehicle(STExtraPlayerCharacter* Player);// 0x22d733c void HandleLocalPlayerEnterVehicle(STExtraPlayerCharacter* Player);// 0x22d72bc void HandleLocalPlayerDeadth(STExtraBaseCharacter* Player);// 0x22d7244 Actor* GetWeaponUserConst();// 0x1fc639c Actor* GetWeaponUser();// 0x22d7214 int GetWeaponReconnectIdx();// 0x22d71e4 WeaponOwnerProxy* GetWeaponOwnerProxy();// 0x22d71b4 uint32 GetWeaponOwnerPlayerKey();// 0x22d7184 float GetWeaponOwnerPawnHealth();// 0x22d7154 WeaponManagerBaseComponent* GetWeaponManagerBase();// 0x22d7124 WeaponManagerComponent* GetWeaponManager();// 0x22d70f4 SkeletalMeshComponent* GetVehicleWheelMesh();// 0x22d70cc VehicleShootWeapon* GetVehicleWeapon(int SeatId, int WeaponListID);// 0x22d7008 VehicleSyncComponent* GetVehicleSync();// 0x22d6fec VehicleSpringArmComponent* GetVehicleSpringArm();// 0x22d6fc4 int GetVehicleSkinItemID();// 0x22d6f9c VehicleSeatComponent* GetVehicleSeats();// 0x22d6f80 float GetVehicleReplicatedFuelRatio();// 0x22d6f58 VehicleDamageComponent* GetVehicleDamage();// 0x22d6f3c VehicleCommonComponent* GetVehicleCommon();// 0x22d6f20 Vector GetVehicleCenter();// 0x22d6ed8 VehicleAvatarComponent* GetVehicleAvatar();// 0x22d6eb0 VehicleAIComponent* GetVehicleAIComponent();// 0x22d6e94 VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x22d6e6c bool GetUsingHorn();// 0x22d6e44 int GetTeamId();// 0x22d6e1c MaterialInstanceDynamic* GetTailLightDIM();// 0x22d6df4 AkComponent* GetSoundComponent();// 0x22d6dd8 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x20bf398 Vector GetRotationInputDir();// 0x21dce70 float GetReloadAllWeaponTime();// 0x22d6db0 Actor*[] GetQueryIgnoreActors();// 0x22d6ce8 SkeletalMeshComponent* GetMesh();// 0x22d6ccc LagCompensationComponentBase* GetLagCompensationComponent();// 0x22d6c9c BattleItemHandleBase* GetItemHandle();// 0x22d6c80 bool GetIsPhysSleep();// 0x22d6c50 bool GetIsOpenVertify();// 0x22d6c34 Vector GetGunOwnerHeadLocation();// 0x22d6be4 MaterialInstanceDynamic* GetFrontLightDIM();// 0x22d6bbc float GetForwardSpeed();// 0x21185d4 STExtraPlayerCharacter* GetFirstPassenger();// 0x22d6b94 MaterialInstanceDynamic* GetFFPLightDIM();// 0x22d6b6c SkeletalMeshComponent* GetEquipWeaponAttachMesh();// 0x22d6b3c bool GetEnableTickEnterSphereAsyncLoadRes();// 0x22d6b20 STExtraPlayerCharacter* GetDriver();// 0x22d6af8 uint64 GetCurrentStatesInterface();// 0x22d6ac8 void GetCurrentOverlapActors(out STExtraSimpleCharacter*[] Result);// 0x22d69fc void GetCullWaterCapsule(out Vector OutCapsulePointA, out Vector OutCapsulePointB, out float OutCullWaterCapsuleRadius, out float OutCullWaterCapsuleBlendWidth);// 0x22d6870 int GetCampId();// 0x22d6848 BuoyancyForceComponent* GetBuoyancyForce();// 0x22d682c Vector GetBoxExtent();// 0x22d67e4 int GetAvatarId();// 0x22d67bc void GetAllVehicleWeaponList(out VehicleShootWeapon*[] OutList);// 0x22d66f0 void GetAllSkeletalMeshList(out SkeletalMeshComponent*[] OutList);// 0x22d6624 void ExitFPPVehicle();// 0x22d6610 void EnterFPPVehicle();// 0x22d65fc void EnableWeakTick(bool Enabled);// 0x22d6574 void EnablePlayMusic(bool InEnable);// 0x22d64f8 void EnableMoveForwardInput(bool InEnable);// 0x22d647c void EnableAvatarOutline(enum OutlineType);// 0x22d6404 void DestroyAndRespawnSelf();// 0x22d63f0 void DeactiveEffect(FName EffectName);// 0x22d6378 void CreateAntiStuckBox();// 0x22d6364 void ClientPlayVehicleCameraShake();// 0x22d6308 void ClientFeedbackPointDamage(Actor* DamageCauser);// 0x22d6254 void ClearInputs();// 0x22d6240 void ClearDecals();// 0x22d622c void ClearBuff();// 0x22d6210 void ClearAllInputState();// 0x22d61f4 void ClearAllComponentWeakTick();// 0x22d61e0 void ClearAllComponentTick();// 0x22d61cc bool CheckHaveSpecialAttachActor();// 0x22c72c4 void CheckEnableAvatarOutline();// 0x2c90a38 bool CheckAllWeaponIsReadyForFire();// 0x22d61a4 void ChangeVehicleAvatar(STExtraPlayerController* MainPlayerController);// 0x22d6124 void ChangeAssetBy(BackpackVehicleAvatarHandle* InAvatarHandle);// 0x22d60ac bool CanVehicleJump();// 0x2255a44 bool CanPushUpCharacterWhenPenetrating();// 0x22d6090 bool CanLeaveVehicle();// 0x224b558 bool CanDrive(STExtraPlayerCharacter* Character);// 0x22d6008 bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);// 0x22d5f80 bool CanAutoDrivingNoDriver();// 0x22d5f58 bool CanAutoDriving();// 0x22d5f30 void CallbackLoadedParticleExplosion();// 0x22d5f1c void BroadCastEnterVehicleEvent(bool IsSucc, enum SeatType);// 0x22d5e54 void BroadcastClientVehicleExplosionEffect();// 0x22ad5e8 void BPPostLoadFPPMesh();// 0x2c90a38 void BPPlayOverlapDamageCameraShake();// 0x2c90a38 void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x22d5dd4 void AutoLoadEffect();// 0x22d5dc0 bool ApplyAnimation();// 0x22d5d98 void AfterBeginPlay();// 0x2c90a38 void AddHealthSafety(float AddVal);// 0x22d5d18 bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x22d5c08 bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x22d5ab0 void ActiveEffectAsync(FName EffectName);// 0x22d5a38 void ActiveEffect(FName EffectName);// 0x22d59c0 -------------------------------- Class: ParticleSoftWrapperArray ParticleSoftWrapper[] WrapperArray;//[Offset: 0x0, Size: 12] -------------------------------- Class: ParticleSoftWrapper ParticleSystem* Template;//[Offset: 0x0, Size: 40] Vector Location;//[Offset: 0x28, Size: 12] Rotator Rotation;//[Offset: 0x34, Size: 12] Vector Scale;//[Offset: 0x40, Size: 12] FName AttachSocketName;//[Offset: 0x50, Size: 8] bool bAutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] int ValidDeviceLevel;//[Offset: 0x5c, Size: 4] -------------------------------- Class: ParticleRuntimeDataArray ParticleRuntimeData[] DataArray;//[Offset: 0x0, Size: 12] -------------------------------- Class: ParticleRuntimeData ParticleSystemComponent* SpawnedComponent;//[Offset: 0x0, Size: 4] -------------------------------- Class: VehicleSeatComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object float VaildExitVehicleHeight;//[Offset: 0x14c, Size: 4] STExtraVehicleSeat[] Seats;//[Offset: 0x150, Size: 12] STExtraPlayerCharacter*[] SeatOccupiers;//[Offset: 0x15c, Size: 12] STExtraVehicleWeaponsOnSeat[] VehicleWeapons;//[Offset: 0x168, Size: 12] STExtraVehicleAttachment[] VehicleAttachmentsConfig;//[Offset: 0x174, Size: 12] VehicleAttachmentBase*[] VehicleAttachments;//[Offset: 0x180, Size: 12] delegate OnSeatOccupiersChanged;//[Offset: 0x18c, Size: 12] delegate OnSeatSocketChanged;//[Offset: 0x198, Size: 12] FName[] AlternativeLeaveVehicleSockets;//[Offset: 0x1a4, Size: 12] FName[] AlternativeEnterVehicleSockets;//[Offset: 0x1b0, Size: 12] float LeaveVehicleVelocityScale;//[Offset: 0x1bc, Size: 4] bool bCheckValidLeaveLocationBySweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0, Size: 1] bool bEnableForceLeave;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c1, Size: 1] byte[] SeatGUITypes;//[Offset: 0x1cc, Size: 12] delegate OnSeatAttached;//[Offset: 0x1d8, Size: 12] delegate OnSeatDetached;//[Offset: 0x1e4, Size: 12] delegate OnSeatChanged;//[Offset: 0x1f0, Size: 12] delegate OnUpdateSeatGUI;//[Offset: 0x1fc, Size: 12] FString LatestDriverPlayerName;//[Offset: 0x208, Size: 12] delegate OnDriverChange;//[Offset: 0x214, Size: 12] FString LatestDriverPlayerUID;//[Offset: 0x220, Size: 12] int MaxInUseSeatGUIIndex;//[Offset: 0x230, Size: 4] STExtraPlayerController* RemoteController;//[Offset: 0x238, Size: 4] bool bDelayOnRepOccupiersInReConnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c, Size: 1] STExtraPlayerCharacter* mp_CurDriver;//[Offset: 0x240, Size: 4] void TestReleaseSeatAnim();// 0x2375a34 void SeatOccupiersChangedDelegate__DelegateSignature();// 0x2c90a38 void ReAttachCharacterOnSeat(STExtraBaseCharacter* InCharacter);// 0x23759bc void ReAttachAllCharacters();// 0x23759a8 void ProcessPawnUseVehWeaponRotation(STExtraBaseCharacter* InChar, FName AttachSocketName);// 0x23758ec void OnSeatSocketChanged__DelegateSignature();// 0x2c90a38 void OnRep_VehicleWeapons();// 0x23758d8 void OnRep_Occupiers();// 0x23758c4 void OnRep_Attachments();// 0x23758b0 bool IsSeatIndexAvailable(int SeatIndex);// 0x2375830 bool IsSeatAvailableTeam(STExtraBaseCharacter* InCharacter);// 0x23757b0 bool IsSeatAvailable(enum SeatType);// 0x2375730 bool IsDriver(STExtraBaseCharacter* InCharacter);// 0x23756b0 bool HasCharacter(const STExtraBaseCharacter* Character);// 0x2375630 int GetSeatNum();// 0x223b314 int GetSeatIndexBySocket(out const FName AttachSocket);// 0x237559c bool GetPlayerSeatInfo(STExtraPlayerCharacter* InPlayer, out STExtraVehicleSeat SeatInfo);// 0x2375380 STExtraBaseCharacter* GetPassenger(int SeatIndex);// 0x2375300 int GetInUseSeatNum();// 0x23752d8 STExtraBaseCharacter* GetFirstSeatCharacterBySeatType(enum SeatType);// 0x2375258 STExtraPlayerCharacter* GetFirstPassenger();// 0x2375230 int GetDriverSeatIndex();// 0x2375208 STExtraPlayerCharacter* GetDriver();// 0x23751e0 int GetChracterSeatIndex(STExtraBaseCharacter* Character);// 0x2375160 int GetAvailableSeatIndex(enum SeatType);// 0x23750e0 void ClientSetLocalWeaponWillCtr(STExtraPlayerCharacter* Character, VehicleShootWeapon* VehShootWeapon);// 0x2374fe4 void ClientSetLeaveVehicleLocation(STExtraPlayerCharacter* Character, Vector LeaveLocation);// 0x2374f20 void ClientChangeSeatCameraData(STExtraPlayerCharacter* Character, int OldIndex, int NewIndex);// 0x2374ddc void ChangeCharacterSeatSocket(out const FName[] InSeatSockets);// 0x2374d10 -------------------------------- Class: VehicleComponent.LuaActorComponent.ActorComponent.Object -------------------------------- Class: STExtraVehicleSeat enum SeatType;//[Offset: 0x0, Size: 1] FName AnimCompTagName;//[Offset: 0x8, Size: 8] FName EnterVehicleSocket;//[Offset: 0x10, Size: 8] FName LeaveVehicleSocket;//[Offset: 0x18, Size: 8] byte OccupyMovementMode;//[Offset: 0x20, Size: 1] byte HoldWeaponType;//[Offset: 0x21, Size: 1] byte SeatSpecialType;//[Offset: 0x22, Size: 1] bool IsCanLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23, Size: 1] bool NarrowSeatNeedUseCommomAimAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] int GUIDisplayIndex;//[Offset: 0x28, Size: 4] CurveFloat* MinViewPitchCurve;//[Offset: 0x2c, Size: 4] Rotator CharRotVsVehiRot;//[Offset: 0x30, Size: 12] byte SeatSideType;//[Offset: 0x3c, Size: 1] bool bEnableVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] bool bEnableUsedAsFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e, Size: 1] bool bEnableChangeFreeFireSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f, Size: 1] STExtraVehicleWeaponConfig[] VehicleWeaponConfig;//[Offset: 0x40, Size: 12] bool bDefaultControlWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] FName VehicleWeaponSeatSocket;//[Offset: 0x50, Size: 8] bool bAddDynamicCapsuleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] float Radius;//[Offset: 0x5c, Size: 4] float HalfHeight;//[Offset: 0x60, Size: 4] Transform CollisionOffset;//[Offset: 0x70, Size: 48] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] -------------------------------- Class: STExtraVehicleWeaponConfig FName VehicleWeaponSocket;//[Offset: 0x0, Size: 8] class VehicleShootWeapon* VehicleWeaponClass;//[Offset: 0x8, Size: 4] Vector2D ViewYawLimit;//[Offset: 0xc, Size: 8] Vector2D ViewPitchLimit;//[Offset: 0x14, Size: 8] bool bVerifyMuzzleDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] float MuzzleDirTor;//[Offset: 0x20, Size: 4] bool bVerifyMuzzleLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] float MuzzleVehicleTore;//[Offset: 0x28, Size: 4] bool bVerifyMuzzleBoxRanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1] Box MuzzleRangeBox;//[Offset: 0x30, Size: 28] float DistTorSquared;//[Offset: 0x4c, Size: 4] -------------------------------- Class: VehicleShootWeapon.STExtraShootWeapon.STExtraWeapon.Actor.Object float RotateSpeedOnVehicle;//[Offset: 0xde8, Size: 4] bool bUseVehWeaponDisableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdec, Size: 1] bool bUseVehWeaponView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xded, Size: 1] bool bAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdee, Size: 1] FName VehWeaponBindSocket;//[Offset: 0xdf0, Size: 8] CameraOffsetData VehWeaponViewCameraData;//[Offset: 0xdf8, Size: 28] bool bNeedCalcMuzzleSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe14, Size: 1] FName OnBlockMuzzleSocket;//[Offset: 0xe18, Size: 8] AnimSequence* VehicleWeaponIdle;//[Offset: 0xe20, Size: 4] AnimSequence* VehicleWeaponReload;//[Offset: 0xe24, Size: 4] AnimSequence* VehicleWeaponUnuseIdle;//[Offset: 0xe28, Size: 4] float VehicleWeaponReloadRate;//[Offset: 0xe2c, Size: 4] AnimMontage* VehicleWeaponFireMontage;//[Offset: 0xe30, Size: 4] bool bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe34, Size: 1] FName VehicleWeaponGripSocketR;//[Offset: 0xe38, Size: 8] FName VehicleWeaponGripSocketL;//[Offset: 0xe40, Size: 8] bool bControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe48, Size: 1] bool bEnableControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe49, Size: 1] bool bEnableAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4a, Size: 1] bool bEnableFreeCameraWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4b, Size: 1] bool bEnableExitWeaponViewWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4c, Size: 1] bool bEnableReturnBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5c, Size: 1] bool bEnableRotateCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5d, Size: 1] bool bEnableScopeAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5e, Size: 1] bool bAnimFollowCameraOnlyInADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe61, Size: 1] FName CharacterSocket;//[Offset: 0xe68, Size: 8] bool bEnableShowVehicleWeaponUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe70, Size: 1] bool bEnableShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe71, Size: 1] bool bEnableShowSlotUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe72, Size: 1] bool bEnableShowInterferenceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe73, Size: 1] bool bEnableShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe74, Size: 1] bool bUsePredictLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe75, Size: 1] class GrenadePredictLine* GrenadePredictLineClass;//[Offset: 0xe78, Size: 4] FName GrenadePredictLineSocket;//[Offset: 0xe80, Size: 8] GrenadePredictLine* GrenadePredictLine;//[Offset: 0xe88, Size: 4] bool bCanConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8c, Size: 1] float FuelConsumptionRate;//[Offset: 0xe90, Size: 4] float StartReloadDelayTime;//[Offset: 0xea8, Size: 4] float EndReloadDelayTime;//[Offset: 0xeb8, Size: 4] STExtraPlayerCharacter* RefSeatPlayer;//[Offset: 0xebc, Size: 4] bool bLocalUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec0, Size: 1] Actor* OwnerActor;//[Offset: 0xec4, Size: 4] STExtraVehicleBase* OwnerVehicle;//[Offset: 0xec8, Size: 4] int BulletTypeTipMsgID;//[Offset: 0xed0, Size: 4] int NotEnoughEnergyTipMsgID;//[Offset: 0xed4, Size: 4] int CantUseFireWeaponTipMsgID;//[Offset: 0xed8, Size: 4] void StartReloadAnim();// 0x2377498 void SetUsePawnControlRotation(STExtraPlayerCharacter* Character, bool IsUse, bool IsThirdPerson);// 0x2377384 void OnVehicleExplode();// 0x2377368 void OnRep_OwnerActor();// 0x2377354 void NetMulticastReturnBullets();// 0x23772f8 void MulUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed, const WeaponSyncData SyncData);// 0x237719c void K2_SetSpecialMeshHide(bool isHide);// 0x2c90a38 void K2_OnUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed);// 0x2c90a38 void K2_OnReturnBullets();// 0x2c90a38 MeshComponent* K2_GetWeaponMeshComp();// 0x2c90a38 void HnadleScopeInAfterReload();// 0x2377188 void HandleWeaponStateChanged(byte LastState, byte NewState);// 0x23770cc void HandleWeaponStartReload();// 0x23770b8 void HandleWeaponEndReload();// 0x23770a4 void HandleEndTouchScreenInReloading(byte FingerIndex);// 0x2377024 void HandleBeginTouchScreenInReloading(out const Vector2D Loc);// 0x2376fa0 STExtraPlayerCharacter* GetPlayerCharacter();// 0x2376f78 STExtraVehicleBase* GetOwnerVehicle();// 0x2376f50 Rotator GetOwnerCameraRotator();// 0x2376f08 Transform GetCharacterSocketTransform();// 0x2376ea8 void DoAutoReloadVehicleWeapon(STExtraShootWeapon* ShootWeapon);// 0x2376e30 bool CheckIsAutonomousOrObTarget();// 0x2376e08 void AfterReloadEnd();// 0x2376df4 -------------------------------- Class: STExtraShootWeapon.STExtraWeapon.Actor.Object bool CloseLowLevelDeviceHitEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b0, Size: 1] bool bUseAdjusetImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b1, Size: 1] float voiceCheckCD;//[Offset: 0x8b4, Size: 4] float voiceCheckShowCD;//[Offset: 0x8b8, Size: 4] bool isDefaultSlienceWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bc, Size: 1] WeaponVerifyConfig ShootVerifyConfig;//[Offset: 0x8d8, Size: 60] bool bIsPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x914, Size: 1] bool bIsAIOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x915, Size: 1] delegate OnShootWeaponAutoReloadDel;//[Offset: 0x918, Size: 12] delegate OnCurBulletChange;//[Offset: 0x924, Size: 12] delegate OnCurBarrelBulletChangeDelegate;//[Offset: 0x930, Size: 12] delegate OnStartFireDelegate;//[Offset: 0x93c, Size: 12] delegate OnStopFireDelegate;//[Offset: 0x948, Size: 12] delegate OnWeaponShootDelegate;//[Offset: 0x954, Size: 12] delegate OnWeaponShootHitDelegate;//[Offset: 0x960, Size: 12] delegate OnWeaponReloadStartDelegate;//[Offset: 0x96c, Size: 12] delegate OnWeaponReloadEndDelegage;//[Offset: 0x978, Size: 12] delegate OnWeaponEquipDelegate;//[Offset: 0x984, Size: 12] delegate OnWeaponUnEquipDelegate;//[Offset: 0x990, Size: 12] delegate OnWeaponEquipAnimProcessDelegate;//[Offset: 0x99c, Size: 12] delegate OnWeaponUnEquipAnimProcessDelegate;//[Offset: 0x9a8, Size: 12] delegate OnLeftLastBulletWhenReloadOneByOneDelegate;//[Offset: 0x9b4, Size: 12] delegate OnBulletNumChangeDelegate;//[Offset: 0x9c0, Size: 12] delegate OnShootIntervalModeChangeDelegate;//[Offset: 0x9cc, Size: 12] delegate OnWeaponShootPlayerNotifyDelegate;//[Offset: 0x9e4, Size: 12] delegate OnWeaponDurabilityChangedDelegate;//[Offset: 0x9f0, Size: 12] delegate OnWeaponSecurityLogShootActorDelegate;//[Offset: 0x9fc, Size: 12] delegate OnShootWeaponAutoDrop;//[Offset: 0xa08, Size: 12] delegate OnWeaponDropStart;//[Offset: 0xa14, Size: 12] delegate OnWeaponDropFinished;//[Offset: 0xa20, Size: 12] delegate OnBulletLaunch;//[Offset: 0xa2c, Size: 12] delegate OnBulletImpact;//[Offset: 0xa38, Size: 12] delegate OnBulletImpactFX;//[Offset: 0xa44, Size: 12] delegate OnSpawnBulletImpactFX;//[Offset: 0xa50, Size: 12] delegate OnChangeShootType;//[Offset: 0xa5c, Size: 12] CrossHairComponent* CachedCrossHairComponent;//[Offset: 0xa68, Size: 4] BulletHitInfoUploadComponent* CachedBulletHitInfoUploadComponent;//[Offset: 0xa6c, Size: 4] BulletTrackComponent* CachedBulletTrackComponent;//[Offset: 0xa70, Size: 4] delegate OnScopeIn;//[Offset: 0xa74, Size: 12] delegate OnScopeOut;//[Offset: 0xa80, Size: 12] delegate OnScopeInContinue;//[Offset: 0xa8c, Size: 12] STExtraShootWeaponComponent* ShootWeaponComponent;//[Offset: 0xa98, Size: 4] MultiBulletComponent* MultiBulletComponent;//[Offset: 0xa9c, Size: 4] GrenadeLaunchComponent* GrenadeLaunchComponent;//[Offset: 0xaa0, Size: 4] FillGasComponent* FillGasComponent;//[Offset: 0xaa4, Size: 4] int CurBulletNumInClip;//[Offset: 0xaa8, Size: 4] BulletInClip CurBulletInClip;//[Offset: 0xaac, Size: 16] int CurMaxBulletNumInOneClip;//[Offset: 0xabc, Size: 4] int CurBulletNumInBarrel;//[Offset: 0xac0, Size: 4] byte ShootMode;//[Offset: 0xac4, Size: 1] byte CurShootType;//[Offset: 0xac5, Size: 1] int CurShootTotalType;//[Offset: 0xac8, Size: 4] float VoiceCheckDis;//[Offset: 0xacc, Size: 4] float SilenceVoiceCheckDis;//[Offset: 0xad0, Size: 4] float nowVoiceCheckDis;//[Offset: 0xad4, Size: 4] Vector ShootTargetLoc;//[Offset: 0xad8, Size: 12] int AngledSightID;//[Offset: 0xaf0, Size: 4] byte TraceChannel;//[Offset: 0xaf4, Size: 1] Vector LastImpactEffectLocation;//[Offset: 0xaf8, Size: 12] float LastImpactEffectTime;//[Offset: 0xb04, Size: 4] int CurBurstShootIndex;//[Offset: 0xb0c, Size: 4] Transform BoltActionTransform;//[Offset: 0xb10, Size: 48] bool bHasFinishConfirmedFromServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb40, Size: 1] int ClientShootTimes;//[Offset: 0xb44, Size: 4] AkAudioEvent* BulletFlySound;//[Offset: 0xb48, Size: 4] AkAudioEvent* LoadBulletSound;//[Offset: 0xb4c, Size: 4] AkAudioEvent* ChangeMagazineSound;//[Offset: 0xb50, Size: 4] AkAudioEvent* MagazineINSound;//[Offset: 0xb54, Size: 4] AkAudioEvent* MagazineOUTSound;//[Offset: 0xb58, Size: 4] AkAudioEvent* PullBoltSound;//[Offset: 0xb5c, Size: 4] Vector BulletDecalScale;//[Offset: 0xb60, Size: 12] BulletInClip CurBulletInClipOnSimulatedClients;//[Offset: 0xb6c, Size: 16] bool CurAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb7d, Size: 1] float DropDuration;//[Offset: 0xb80, Size: 4] NormalProjectileComponent* NormalProjectileComponent;//[Offset: 0xb84, Size: 4] float AIShootLoudness;//[Offset: 0xb88, Size: 4] float AIShootStartAttenuationDis;//[Offset: 0xb8c, Size: 4] float AIShootMaxDis;//[Offset: 0xb90, Size: 4] float AISilenceShootLoudness;//[Offset: 0xb94, Size: 4] float AISilenceShootStartAttenuationDis;//[Offset: 0xb98, Size: 4] float AISilenceShootMaxDis;//[Offset: 0xb9c, Size: 4] bool bEnableSwitchToGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xba0, Size: 1] byte CurShootWeaponState;//[Offset: 0xba1, Size: 1] ShootWeaponEntity* ShootWeaponEntityComp;//[Offset: 0xbb0, Size: 4] ShootWeaponEffectComponent* ShootWeaponEffectComp;//[Offset: 0xbb4, Size: 4] ShootWeaponAutoTestHandle* AutoTestHandle;//[Offset: 0xbb8, Size: 4] int md_MaxBulletArraySize;//[Offset: 0xbbc, Size: 4] enum CurShootIntervalMode;//[Offset: 0xbc0, Size: 1] bool IsEquipSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc1, Size: 1] bool IsEquipACCore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc2, Size: 1] bool IsEquipFiringSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc3, Size: 1] bool IsEquipCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc4, Size: 1] Vector OffsetFPPLocation;//[Offset: 0xbc8, Size: 12] Rotator OffsetFPPRotation;//[Offset: 0xbd4, Size: 12] Vector OffsetFPPCrouchLocation;//[Offset: 0xbe0, Size: 12] Rotator OffsetFPPCrouchRotation;//[Offset: 0xbec, Size: 12] Vector OffsetFPPProneLocation;//[Offset: 0xbf8, Size: 12] Rotator OffsetFPPProneRotation;//[Offset: 0xc04, Size: 12] Rotator OffsetFPPScopeRotation;//[Offset: 0xc10, Size: 12] Vector OffsetAngledFPPLocation;//[Offset: 0xc1c, Size: 12] Rotator OffsetAngledFPPRotation;//[Offset: 0xc28, Size: 12] Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xc34, Size: 12] Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xc40, Size: 12] Vector OffsetAngledFPPProneLocation;//[Offset: 0xc4c, Size: 12] Rotator OffsetAngledFPPProneRotation;//[Offset: 0xc58, Size: 12] Rotator OffsetAngledFPPScopeRotation;//[Offset: 0xc64, Size: 12] bool DefaultScopeVisiable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70, Size: 1] enum[] AvailableWeaponAttachmentSocketTypeList;//[Offset: 0xc80, Size: 12] AttrModifyComponent* AttrModifierCompoment;//[Offset: 0xc8c, Size: 4] WeaponAttrModifyConfig[] WeaponAttrModifyConfigList;//[Offset: 0xc90, Size: 12] int[] AttachedAttachmentID;//[Offset: 0xc9c, Size: 12] int[] DefaultAttachedAttachmentID;//[Offset: 0xca8, Size: 12] uint32 ShootID;//[Offset: 0xcb4, Size: 4] WeaponAntiCheatComp* AntiCheatComp;//[Offset: 0xcb8, Size: 4] SimulateBulletHitInfoData[] SimulateHitDataArray;//[Offset: 0xcbc, Size: 12] bool IsInitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xccc, Size: 1] bool IsRegisterCanModifyAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xccd, Size: 1] bool bIsResettedMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd70, Size: 1] bool bUnlimitBulletWhenStandAlone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb0, Size: 1] bool bEnableReloadADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb8, Size: 1] bool bCanAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb9, Size: 1] delegate OnSetRearSightIndexDelegate;//[Offset: 0xdbc, Size: 12] int WeaponDurability;//[Offset: 0xdc8, Size: 4] int8 CurRearSightIndex;//[Offset: 0xdcc, Size: 1] bool bEquipmentModifierOnlyRepOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd4, Size: 1] int UpgradeInfoID;//[Offset: 0xdd8, Size: 4] bool bUseNewUploadData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xddc, Size: 1] void UpdateComponentTick();// 0x22b731c bool StopFireFilter();// 0x21a16b4 void StopFire(byte ToState);// 0x22b729c void StopFillGas();// 0x22b7288 int StartReload();// 0x22b7258 bool StartFireFilter();// 0x22b7228 void StartFire();// 0x22b720c void StartFillGas();// 0x22b71f8 void StartDoPreBarrel(float HandledTime);// 0x1f652d4 void StartDoBarrel();// 0x1fcf91c void ShowDefaultScope(bool bShow);// 0x22b7178 void ShowDefaultAttachmentComponentByType(enum Type, bool bVisible);// 0x22b70b4 void ShootIDIsNotValid();// 0x22ab028 void SetWeaponAttrModifierEnable(FString AttrModifierID, bool Enable, bool ClientSimulate);// 0x22b6f5c void SetUpgradeInfoID(int ID);// 0x22b6ee4 void SetReloadWithNoCostFromEntity(bool bReloadWithNoCost);// 0x22b6e64 void SetRearSightIndex(int Index);// 0x22b6dec void SetCurShootType(byte ShootType);// 0x22b6d74 void SetCurrentBulletNumInClipOnServer(BulletInClip InBulletInClip);// 0x22b6c10 void SetCurrentBulletNumInClipOnClient(BulletInClip InBulletInClip);// 0x22b6aac void SetCurReloadMethod(byte method);// 0x22b6a34 void SetBulletInClip(out BulletInWeapon[] InCurBulletList, int Count);// 0x22b6920 void SetBaseImpactDamageEntity(float Damage);// 0x2032f5c void SetAvailableWeaponAttachmentSocketTypeList(out enum[] List);// 0x22b6814 bool ScopeOut();// 0x22b67e4 void ScopeInContinue();// 0x22b67d0 bool ScopeIn();// 0x21a1684 void S2C_SyncAllClientsBulletsNum(int BulletsNum);// 0x22b6750 void RPC_ServerStopReload(int InterruptState);// 0x22b669c void RPC_ServerSetMaxBulletNum();// 0x22b6640 void RPC_ServerSetBaseImpactDamageEntity(float Damage);// 0x22b658c void RPC_Server_SetRearSightIndex(int Index);// 0x22b64d8 void RPC_ClientSetCurShootType(byte ShootType);// 0x22b6424 void RPC_ClientSetCurReloadMethod(byte method);// 0x22b6370 void RPC_ClientNotifyLeftLastBulletWhenReloadOneByOne(int RemainBulletNumToReload);// 0x22ab044 void RPC_ClientChangeFreshWeaponState_WithParams(byte State, byte Parameter);// 0x22b6274 void RPC_Client_SetBulletNumInClip(BulletInClip InBulletInClip);// 0x22b602c void RotateCrossHair(Rotator Rot);// 0x22b5fbc void ResetInitialBulletNumInClip(bool bSetZero);// 0x22b5f3c void ReSetBulletInClip(BulletInClip NewBulletInClip);// 0x22b5dd8 void RemoveGrenadeLaunchBullet(int RemoveNum);// 0x22b5d60 void RemoveBulletInClip(int RemoveNum, bool IsRevert);// 0x22b5c9c void RefreshBulletInClip(int Count);// 0x22b5c24 void ReduceWeaponDurability(int ReduceAmount);// 0x22b5bac void PreSetBulletListInClip(BulletInClip NewBulletInClip);// 0x22b5a48 byte PopNextSpecialBulletID();// 0x22b5a18 void OnWeaponUnEquipDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponUnEquipAnimProcessDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponShootPlayerNotifyDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponShootHitDelegate__DelegateSignature(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x2c90a38 void OnWeaponShootDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponSecurityLogShootActorDelegate__DelegateSignature(Actor* InHitActor, out const SecurityLogHitTargetInfo TargetInfo);// 0x2c90a38 void OnWeaponReloadStartDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponReloadEndDelegage__DelegateSignature();// 0x2c90a38 void OnWeaponEquipDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponEquipAnimProcessDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponDurabilityChangeDelegate__DelegateSignature();// 0x2c90a38 void OnStopFireDelegate__DelegateSignature();// 0x2c90a38 void OnStartFireDelegate__DelegateSignature();// 0x2c90a38 void OnSpawnBulletImpactFX__DelegateSignature(out const BulletHitInfoUploadData ImpactResult, STEShootWeaponBulletImpactEffect* ImpactEffect);// 0x2c90a38 void OnShootWeaponDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2c90a38 void OnShootWeaponAutoReloadDelegate__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2c90a38 void OnShootWeaponAutoDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2c90a38 void OnShootIntervalModeChangeDelegate__DelegateSignature();// 0x2c90a38 void OnSetRearSightIndexDelegate__DelegateSignature(int PrevIndex, int PostIndex);// 0x2c90a38 void OnScopeInContinue__DelegateSignature();// 0x2c90a38 void OnRep_WeaponDurability();// 0x22b5a04 void OnRep_UpgradeInfoID();// 0x22b59f0 void OnRep_SimulateHitDataArray();// 0x22b59dc void OnRep_IsEquipACCore();// 0x22b59c8 void OnRep_CurRearSightIndex(int8 PrevIndex);// 0x22b5950 void OnRep_CurMaxBulletNumChange();// 0x22b593c void OnRep_CurCurShootIntervalMode();// 0x22b5928 void OnRep_CurBulletInClipOnSimulatedClients();// 0x22b5914 void OnMaxBulletChange__DelegateSignature();// 0x2c90a38 void OnLeftLastBulletWhenReloadOneByOne__DelegateSignature(int RemainNum);// 0x2c90a38 void OnCurBulletChange__DelegateSignature();// 0x2c90a38 void OnCurBarrelBulletChangeDelegate__DelegateSignature();// 0x2c90a38 void OnChangeShootType__DelegateSignature(STExtraShootWeapon* ShootWeapon, byte ShootType);// 0x2c90a38 void OnBulletNumChangeDelegate__DelegateSignature();// 0x2c90a38 void OnBulletLaunch__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet);// 0x2c90a38 void OnBulletImpactFX__DelegateSignature(out const BulletHitInfoUploadData ImpactResult, STEShootWeaponBulletImpactEffect* ImpactEffect);// 0x2c90a38 void OnBulletImpact__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet, out const HitResult HitRet);// 0x2c90a38 void NotifyServerNoneShootAction();// 0x22b58b8 void NotifyLeftLastBulletWhenReloadOneByOneOnServer(int RemainBulletNumToReload);// 0x22b5840 void NotifyClientNoneShootAction();// 0x22b57e4 void LocalSetBulletNumInClip(BulletInClip InBulletInClip);// 0x22b5680 bool IsWeaponDurabilityLoss();// 0x22b5658 bool IsWeaponAttachmentFullEquiped();// 0x22b5630 bool IsVehicleWeapon();// 0x22b5608 bool IsUsingGrenadeLaunch();// 0x22b55e0 bool IsUseNewUploadData();// 0x22b55b8 bool IsSwallowBulletTarget(Actor* TargetActor);// 0x22b5530 bool IsSupportBolt();// 0x22ac9fc bool IsSupportAutoAim();// 0x22b5508 bool IsInPreFire();// 0x22b54e0 static bool IsGHasInfiniteBullets();// 0x22b54b8 bool IsForbidShootTarget(Actor* TargetActor);// 0x22b5430 bool IsEnableReloadADS();// 0x22b5414 bool IsEnableDropBullet();// 0x22b53ec bool IsDriverVehicleWeapon();// 0x22b53c4 bool IsAutoDrop();// 0x22b539c void InitWeaponDurability(int NewVal);// 0x22b5324 bool HasUpgrade();// 0x22b52fc bool HasMultiBullet();// 0x22b52d4 void HandleWeaponScopeUnEquiped(enum Type);// 0x22b525c void HandleWeaponScopeEquiped(enum Type);// 0x22b51e4 void HandleWeaponAvatarPutOnSlot(int SlotID);// 0x2032f5c void HandleWeaponAvatarLoaded(int SlotID, ItemDefineID DefineID);// 0x22b5114 void HandleWeaponAvatarClearSlot(int SlotID);// 0x2032f5c void HandleScopeOut(bool bIsBegin);// 0x22b5094 void HandleScopeIn(bool bIsBegin);// 0x22b5014 void HandlePartsEquipped(int WeaponSlotID, bool IsEquipped);// 0x22b4f50 void HandleAllWeaponAvatarLoaded();// 0x22b4f3c byte GetWeaponReloadType();// 0x22b4f14 int GetWeaponIDFromEntity();// 0x22b4eec int GetWeaponID();// 0x22b4ebc int GetWeaponDurability();// 0x22b4e94 float GetWeaponBodyLength();// 0x22b4e6c Vector GetVolleyShootDirection(Vector TargetLoc, Vector OldStartLoc, Vector NewStartLoc, Vector BulletDir);// 0x22b4cd4 ParticleSystem* GetVisualBulletTrackFX();// 0x22b4cac bool GetVisualBulletTrackEnabled();// 0x22b4c84 WeaponVisualBulletItemConfig GetVisualBulletItemConfig();// 0x22b4c44 FName GetVerifyScopeSocketNameFromEntity();// 0x22b4c04 bool GetUseSpecificBulletNumOnReloadFromEntity();// 0x22b4bdc float GetTraceDistanceFromEntity();// 0x22b4bb4 FName GetSilencerSocketNameFromEntity();// 0x22b4b74 ShootWeaponEntity* GetShootWeaponEntityComponent();// 0x22b4b4c ShootWeaponEffectComponent* GetShootWeaponEffectComponent();// 0x22b4b24 byte GetShootTypeFromEntity();// 0x22b4afc int GetShootReduceDurabilityAmount();// 0x22b4ad4 int GetShootIntervalShowNumberFromEntity();// 0x22b4aac float GetShootIntervalFromEntity(int BulletIndex);// 0x22b4a2c FName GetShellDropSocketNameFromEntity();// 0x22b49ec MeshComponent* GetScopeMeshByType(FName SocketName, enum Type, int SocketIndex);// 0x22b48dc int GetScopeID(bool bIsAngledOpticalSight);// 0x22b484c MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x22b4728 MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x22b4610 bool GetReloadWithNoCostFromEntity();// 0x22b45e8 float GetReloadTimeMagOutFromEntity();// 0x22b45c0 float GetReloadTimeMagInFromEntity();// 0x22b4598 float GetReloadTimeFromEntity();// 0x22b4570 FName GetReloadTIDName(byte method);// 0x22b44e0 float GetReloadTacticalTimeFromEntity();// 0x22b44b8 int GetReloadSpecificBulletNumFromEntity();// 0x22b4490 float GetReloadRateFromEntity();// 0x22b4468 float GetReloadDurationStartFromEntity();// 0x22b4440 float GetReloadDurationLoopFromEntity();// 0x22b4418 Transform GetRelativeMuzzleTransform();// 0x22b43b0 float GetReferenceDistance();// 0x22b4388 FName GetRearSightSocket(int Index);// 0x22b4300 Rotator GetRearSightRot();// 0x22b42b8 int GetRearSightIndex();// 0x22b4290 Rotator GetRearSightHandRotOffset();// 0x22b4248 float GetRangeModifier();// 0x22b4220 SRangeAttenuateConfig[] GetRangeAttenuateFromEntity();// 0x22b4160 float GetPreFireTimeFromEntity();// 0x22b4138 float GetPreFireAnimScaleFromEntity();// 0x22b4110 float GetPostReloadTimeFromEntity();// 0x22b40e8 float GetPostFireTimeFromEntity();// 0x22b40c0 float GetPostFillGasTime();// 0x22b4098 FName GetOverrideScopeAimSocketName();// 0x22b4058 Transform GetMuzzleTransform();// 0x22b3ff0 FName GetMuzzleSocketNameFromEntity();// 0x22b3fa8 float GetMinShootIntervalFromEntity();// 0x22b3f80 float GetMaxVelocityOffsetAddRateFromEntity();// 0x22b3f58 float GetMaxValidHitTimeFromEntity();// 0x22b3f30 float GetMaxImpactEffectSkipTimeFromEntity();// 0x22b3f08 int GetMaxBulletNumInOneClipFromEntity();// 0x22b3ee0 int GetMaxBulletNumInBarrelFromEntity();// 0x22b3eb8 bool GetIsNeedOffsetVelocityFromEntity();// 0x22b3e90 bool GetIsEnableScopeInFromEntity();// 0x22b3e68 float GetImpactEffectSkipDistanceFromEntity();// 0x22b3e40 float GetIgnoreRangeAttenuatDis();// 0x22b3e18 WeaponHitPartCoff GetHitPartCoff(Actor* Victim);// 0x22b3d84 AkAudioEvent* GetGrenadeLaunchShootSound();// 0x22b3d5c WeaponCrossHairPerformData[] GetGrenadeLaunchCrossHairData();// 0x22b3c00 float GetGasAddDamageRate();// 0x22b3bd8 float GetGameDeviationFactor();// 0x22b3bb0 FName GetFiringSuppressorSocketNameFromEntity();// 0x22b3b70 float GetFireSensitiveYawRate();// 0x22b3b48 float GetFireSensitivePitchRate();// 0x22b3b20 int GetExtraShootIntervalShowNumberFromEntity();// 0x22b3af8 float GetExtraShootIntervalFromEntity();// 0x22b3ad0 GetEquipAttachSlotMap();// 0x22b3900 MeshComponent* GetDefaultAttachmentComponentByType(enum Type);// 0x22b3874 byte GetCurSightVisionType();// 0x22b384c byte GetCurSightType();// 0x22b381c enum GetCurShootIntervalMode();// 0x22b3800 int GetCurrentBulletNumInClip();// 0x22b37e4 float GetCurReloadTime();// 0x22b37bc byte GetCurReloadMethod();// 0x22b3794 float GetCurGasRate();// 0x22b376c float GetCurGasAngle();// 0x22b3744 int GetCurBulletNumInClip();// 0x22b371c float GetCrossHairInitSize();// 0x22b36f4 float GetCrossHairBurstSpeed();// 0x22b36cc float GetCrossHairBurstIncreaseSpeed();// 0x22b36a4 byte GetControllerRole();// 0x206578c int GetConstantWeaponDurabilityFromEntity();// 0x22b367c bool GetClipHasInfiniteBulletsFromEntity();// 0x22b3654 MeshComponent* GetChildMeshComp(FName compTag);// 0x22b35d4 bool GetCanRecordHitDetailFromEntity();// 0x22b35ac float GetBurstShootIntervalFromEntity();// 0x22b3584 float GetBurstShootCDFromEntity();// 0x22b355c int GetBurstShootBulletsNumFromEntity();// 0x22b3534 ItemDefineID GetBulletTypeFromEntity();// 0x22b34e8 BulletTrackComponent* GetBulletTrackComponent();// 0x22b34c0 float GetBulletRangeEntity();// 0x22b3498 float GetBulletNumSingleShotFromEntity();// 0x22b3470 float GetBulletMomentumFromEntity();// 0x22b3448 float GetBulletFireSpeedFromEntity();// 0x22b3420 float GetBaseReloadTime(bool bTactical);// 0x22b3398 float GetBaseImpactDamageEntity();// 0x22b3370 enum[] GetAvailableWeaponAttachmentSocketTypeList();// 0x22b3258 float GetAutoShootCDFromEntity();// 0x22b3230 bool GetAutoReloadFromEntity();// 0x22b3208 bool GetADSManualStop();// 0x22b31e0 float GetAccessoriesVRecoilFactor();// 0x22b31b8 float GetAccessoriesRecoveryFactor();// 0x22b3190 float GetAccessoriesHRecoilFactor();// 0x22b3168 float GetAccessoriesDeviationFactor();// 0x22b3140 void ForceSyncAllClientsBulletsNumOnServer();// 0x22b312c void FixBulletNumWithValideData();// 0x22b3118 void EnableInfiniteBullets(bool bEnableInfiniteBullets);// 0x22b3098 void DoGrenadeLaunchStartReload();// 0x22b3084 byte CostSpecialBulletID(byte SpecialBulletID);// 0x22b2ffc void CostGasByOneShoot();// 0x22b2fe8 bool ConditionForbidShootTarget();// 0x224bb40 void ClearWeaponAttrModifier();// 0x22b2fd4 void ClampBulletInClip(int MinCount, int MaxCount);// 0x22b2f18 void CheckReloadAttr();// 0x22b2f04 bool CheckNeedClientSetMaxBulletNum();// 0x22b2edc bool CanSwitchToGrenade();// 0x22b2ec0 void BP_OnSyncSimulatedClientsCurBullets();// 0x2c90a38 void AddWeaponDurability(int AddAmount);// 0x22b2e48 bool AddWeaponAttrModifierConfig(FString ConfigId, out const WeaponAttrModifyData[] AttrModifiers, int UnquieID);// 0x22b2c40 void AddOwnerOffsetVelocity(out Vector OrginalVelocity);// 0x22b2bbc void AddFillGas(float AddTime);// 0x22b2b44 void AddBulletInClip(BulletInWeapon[] InCurBulletList, int Count);// 0x22b29a8 -------------------------------- Class: STExtraWeapon.Actor.Object int iRegionWeapon;//[Offset: 0x38c, Size: 4] float MaxWaitHandleAvatarMeshChangedTime;//[Offset: 0x390, Size: 4] bool GM_DisableHandleAvatarMeshChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] bool GM_UseAsyncMeshLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395, Size: 1] bool GM_EnableNewWeaponInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396, Size: 1] bool GM_EnableCheckReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x397, Size: 1] bool GM_EnableCheckReInitSimWeaponOwnerProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] MainWeaponTableStruct WeaponCfg;//[Offset: 0x39c, Size: 16] Transform WeaponAttachMeshOffset;//[Offset: 0x3b0, Size: 48] Transform FPPWeaponOffset;//[Offset: 0x3e0, Size: 48] Transform FPPWeaponOffsetNonShooting;//[Offset: 0x410, Size: 48] Transform FPPWeaponOffsetSprint;//[Offset: 0x440, Size: 48] Transform TDModeFPPWeaponOffset;//[Offset: 0x470, Size: 48] Transform TDModeFPPWeaponOffsetNonShooting;//[Offset: 0x4a0, Size: 48] Transform TDModeFPPWeaponOffsetSprint;//[Offset: 0x4d0, Size: 48] int CrossHairType;//[Offset: 0x500, Size: 4] float UnMatchStateSyncCheckInterval;//[Offset: 0x504, Size: 4] WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x508, Size: 4] PredictLineComponent* PredictLine;//[Offset: 0x50c, Size: 4] FName WeaponStaticMeshCompTag;//[Offset: 0x510, Size: 8] WeaponOwnerProxy* OwnerProxy;//[Offset: 0x518, Size: 4] delegate WeaponEffectActionDelegate;//[Offset: 0x51c, Size: 12] delegate FireOneShotEffectDelegate;//[Offset: 0x528, Size: 12] delegate OnShootWeaponChangeState;//[Offset: 0x534, Size: 12] delegate OnWeaponChangeStateCommon;//[Offset: 0x540, Size: 12] delegate OnWeaponAttachToBackDelegate;//[Offset: 0x54c, Size: 12] delegate OnWeaponDrawHUDDelegate;//[Offset: 0x558, Size: 12] delegate OnDisconnectToClientOnServerDelegate;//[Offset: 0x564, Size: 12] delegate OnReconnectToClientOnServerDelegate;//[Offset: 0x570, Size: 12] delegate OnRecoverOnClientDelegate;//[Offset: 0x57c, Size: 12] delegate OnWeaponTriggerEventDelegate;//[Offset: 0x588, Size: 12] delegate OnWeaponBaseEquipDelegate;//[Offset: 0x594, Size: 12] delegate OnWeaponBaseUnEquipDelegate;//[Offset: 0x5a0, Size: 12] WeaponEntity* WeaponEntityComp;//[Offset: 0x5ac, Size: 4] WeaponSpecificHandler* WeaponSpecHandler;//[Offset: 0x5b0, Size: 4] byte CurFreshWeaponState;//[Offset: 0x5b4, Size: 1] delegate OnGetOwnerActorDelegate;//[Offset: 0x5b8, Size: 12] byte SyncFreshWeaponStateForRep;//[Offset: 0x5c4, Size: 1] FName WeaponAttachSocketName;//[Offset: 0x5c8, Size: 8] bool bNeedReconnct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d0, Size: 1] bool bClientHasFinishedCteate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d1, Size: 1] bool GM_CloseMaxWeaponReconnetTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d2, Size: 1] float MaxReconnectTime;//[Offset: 0x5d4, Size: 4] float StartReconnectTime;//[Offset: 0x5d8, Size: 4] WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x5e0, Size: 104] SceneComponent*[] UpdateOptimizationList;//[Offset: 0x650, Size: 12] bool bEnableCompUpdateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65c, Size: 1] SpawnAndBackpackWeaponReplicatedData OwnerClientCreateWeaponData;//[Offset: 0x660, Size: 88] bool bPlayBackpackToIdleAnimWhenGet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b8, Size: 1] WeaponTriggerEventHandleSkill* SkillHandleComp;//[Offset: 0x6bc, Size: 4] StaticMeshComponent* WeaponStaticMeshComp;//[Offset: 0x6c4, Size: 4] byte CurWeaponState;//[Offset: 0x6c8, Size: 1] Actor* SimulatedOwnerActor;//[Offset: 0x6cc, Size: 4] Pawn* SimulatedOwnerPawn;//[Offset: 0x6d0, Size: 4] SceneCompsUpdateOpCatche;//[Offset: 0x6d8, Size: 60] WeaponStateManager* _WeaponStateManager;//[Offset: 0x720, Size: 4] MeshSynData[] synData;//[Offset: 0x728, Size: 12] bool IsMeshInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x734, Size: 1] float MaxWaitMeshInitTime;//[Offset: 0x738, Size: 4] float WaitMeshInitTime;//[Offset: 0x73c, Size: 4] bool UseReplaceBulletType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740, Size: 1] bool bNeedUpdateWeaponAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x741, Size: 1] WeaponLogicBaseComponent*[] TickComponentList;//[Offset: 0x744, Size: 12] bool IsNeedReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x758, Size: 1] GrenadeAvatarComponent* GrenadeAvatarComponent;//[Offset: 0x75c, Size: 4] bool EnableWeaponReloadAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x760, Size: 1] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x761, Size: 1] delegate ForceHideWeaponWidget;//[Offset: 0x764, Size: 12] bool bNeedHiddenWhenCameraModeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x770, Size: 1] ActorComponent*[] CrossHairComps;//[Offset: 0x774, Size: 12] byte WeaponUIType;//[Offset: 0x780, Size: 1] Transform DefaultRelativeTransform;//[Offset: 0x790, Size: 48] Rotator RotForSimulate;//[Offset: 0x7c0, Size: 12] int FuncFlag;//[Offset: 0x7cc, Size: 4] bool bTriggerWeaponEffectWhenAppActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d4, Size: 1] byte AppActiveWeaponAction;//[Offset: 0x7d5, Size: 1] WeaponCompOutOfVisionOptimizationDataMap;//[Offset: 0x7d8, Size: 60] FString LuaFilePath;//[Offset: 0x814, Size: 12] FString[] ComponentTickWhiteList;//[Offset: 0x820, Size: 12] void WeaponNotifyChangeStateDelegate__DelegateSignature(byte State);// 0x2c90a38 void WeaponEffectActionDelegate__DelegateSignature(byte Action);// 0x2c90a38 void UpdateWeaponAvatar(float DeltaTime);// 0x2c90a38 void TriggerWeaponEvent(enum Event);// 0x216b874 void SpecialResetForWeaponCrosshair();// 0x2c90a38 void RPC_ClientSyncPostFireHandledTime(float InPostFireHandledTime);// 0x22e3d94 void RPC_ClientChangeFreshWeaponState(byte State);// 0x22e3ce0 void RespawnData();// 0x2c90a38 void ResetData();// 0x2c90a38 void PlayLocalShellDropFX();// 0x2c90a38 void OnWeaponTriggerEventDelegate__DelegateSignature(enum Event);// 0x2c90a38 void OnWeaponDrawHUD__DelegateSignature(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x2c90a38 void OnWeaponBaseUnEquipDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponBaseEquipDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponAttachToBackDelegate__DelegateSignature(FName SocketName);// 0x2c90a38 void OnShootWeaponChangeStateDelegate__DelegateSignature(byte LastState, byte NewState);// 0x2c90a38 void OnRep_WeaponReconnectReplicateData();// 0x22e3ccc void OnRep_WeaponAttachSocketName();// 0x22e3cb8 void OnRep_SimulatedOwnerPawn();// 0x22e3ca4 void OnRep_OwnerClientCreateWeaponData();// 0x22e3c90 void OnRep_bPlayBackpackToIdleAnimWhenGet();// 0x22e3c7c void OnRep_AvatarMeshChanged();// 0x22e3c68 void OnRep_AttachmentReplication();// 0x20885ac void OnReleaseTrigger();// 0x1f5bf3c void OnRecoverOnClientDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2c90a38 void OnReconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2c90a38 void OnPushTrigger();// 0x1ff7550 void OnGetOwnerActorDelegate__DelegateSignature(Actor* OwnerActor);// 0x2c90a38 void OnDisconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2c90a38 void NewInitWeapon();// 0x22e3c54 bool JudgeHasEquipedComponentSlot(byte Slot);// 0x22e3bd4 bool IsUseAttrModify();// 0x22e3ba4 bool IsSimulated();// 0x22e3b7c bool IsLocalOrSpectorPlayer();// 0x22e3b54 bool IsAutonomous();// 0x22e3b2c void InitWeapon();// 0x22e3b18 bool HasComponentSlot(byte Slot);// 0x22e3a98 void HandleReconnectNew(Actor* WeaponOwner);// 0x22e3a20 byte GetWeaponTypeNew();// 0x22e39f8 byte GetWeaponType();// 0x22e39d0 StaticMeshComponent* GetWeaponStaticMeshComponent();// 0x22e39a8 byte GetWeaponStateType();// 0x22e3980 byte GetWeaponSlot();// 0x22e3958 int GetWeaponSkillID();// 0x22e3930 SkeletalMeshComponent* GetWeaponSkeletalMeshComponent();// 0x22e3908 enum GetWeaponOwnerObserverType();// 0x22e38e0 FString GetWeaponName();// 0x22e3820 MeshComponent* GetWeaponMeshComponent();// 0x22e37f0 int GetWeaponID();// 0x22b4ebc byte GetWeaponHoldType();// 0x22e37c8 byte GetWeaponFireMode();// 0x22e3798 WeaponEntity* GetWeaponEntityComponent();// 0x22e3770 FString GetWeaponDetailInfo();// 0x22e36b0 FName GetWeaponAttachSocket();// 0x22e3668 WeaponSpecificHandler* GetSpecificHandler();// 0x22e3640 float GetSpecialScopeFov();// 0x1f6354c int GetScopeID(bool bIsAngledOpticalSight);// 0x22b484c MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x22b4728 MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x22b4610 FString GetOwnerPlayerName();// 0x22e3580 PlayerController* GetOwnerPlayerController();// 0x22e3550 Pawn* GetOwnerPawn();// 0x22e3528 FString GetOwnerName();// 0x22e3468 Controller* GetOwnerController();// 0x22e3438 Actor* GetOwnerActor();// 0x22e3408 ItemDefineID GetItemDefineID();// 0x22e33bc GrenadeAvatarComponent* GetGrenadeAvatar();// 0x22e3394 byte GetCurSightType();// 0x22b381c WeaponComponentItemData GetComponentSlotTarget(byte Slot);// 0x22e3250 LinearColor GetColorByTeamID(int TeamID);// 0x2c90a38 ItemHandleBase* GetBackpackItemHandle();// 0x22e3228 void ForceHideWeaponWidget__DelegateSignature(bool bIsBegin);// 0x2c90a38 void DelayHandleAvatarMeshChanged();// 0x22e3214 void CreateWeaponHandleCallback(ItemDefineID DefineID, BattleItemHandleBase* BattleItemHandle);// 0x22e3148 void ClientLoadDefaultMesh();// 0x22e3134 void CheckNeedReInitWeaponOwnerData(Actor* OwnerActor);// 0x22e30bc bool CheckHasFuncByInt(int Func);// 0x22e303c bool CheckHasFunc(enum Func);// 0x22e303c void ChangeSequenceState(byte StateType);// 0x22e2fbc void CallForceHideWeaponWidgetDel();// 0x22e2fa8 -------------------------------- Class: MainWeaponTableStruct int KeyID;//[Offset: 0x0, Size: 4] int[] SkillIDList;//[Offset: 0x4, Size: 12] -------------------------------- Class: WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1] bool SetAutonomousLoadRes();// 0x1f7eadc void SelectWeaponGunOnePart(int WeaponGunPart);// 0x239976c void EnableDIYPatternMirro(bool bMirro, bool bLeftToRight);// 0x239969c -------------------------------- Class: WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0x448, Size: 4] delegate OnScopeEquipDelegate;//[Offset: 0x450, Size: 12] delegate OnScopeUnequipDelegate;//[Offset: 0x45c, Size: 12] delegate OnWeaponAvatarLoaded;//[Offset: 0x468, Size: 12] delegate OnWeaponAttachAvatarLoaded;//[Offset: 0x474, Size: 12] delegate OnWeaponAvatarClearSlot;//[Offset: 0x480, Size: 12] delegate OnWeaponAvatarPutOnSlot;//[Offset: 0x48c, Size: 12] bool bIsEquipScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x498, Size: 1] delegate OnWeaponPartsEquipped;//[Offset: 0x49c, Size: 12] delegate OnWeaponPartsRender;//[Offset: 0x4a8, Size: 12] DefaultAttachmentMesh;//[Offset: 0x4cc, Size: 60] DefaultAttachmentMeshOverride;//[Offset: 0x508, Size: 60] MeshSynData[] DefaultSynData;//[Offset: 0x544, Size: 12] WeaponDIYData WeaponDIYData;//[Offset: 0x564, Size: 60] DIYEnableLevel[] EnableLevelMap;//[Offset: 0x5a8, Size: 12] bool bShouldFindItemSkipInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4, Size: 1] ItemDefineID WeaponDefineID;//[Offset: 0x5b8, Size: 24] bool ShouldDisplayByQuality(int SlotID);// 0x239bb58 void SetPendantSocketType(enum SocketType);// 0x239bae0 bool SetAutonomousLoadRes();// 0x1f7eadc void ResponWeaponDIYData(FString InPlayerUID, int WeaponAvatarID);// 0x239b944 void ResetAttachmentSocket();// 0x239b930 void ResetAttachmentParent();// 0x239b91c void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x239b7d8 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1f7c08c void RemoveDefaultAttachmentOverride(int SlotID);// 0x239b760 BattleItemHandleBase* ReloadItemHandle(BattleItemHandleBase* InHandle);// 0x239b6e0 void RefreshAvatarStateChanged();// 0x1f7e744 void RecreateMeshByHandle(BattleItemHandleBase* PendingRecreateHandle);// 0x239b668 bool PutOnMasterComponentByItemHandle(BattleItemHandleBase* WeaponHandle);// 0x239b5e8 void PutOnEquipmentDIYData(int WeaponAvatarID, int InDIYPlanID);// 0x239b52c bool PutOnEquipmentByResID(int resID);// 0x239b4a4 bool PutOnEquipmentByItemHandle(BattleItemHandleBase* ItemHandle);// 0x239b424 bool PutOffEquimentByResID(int resID);// 0x239b39c void ProcessWeaponDIYDataAction(out const WeaponDIYData InWeaponDIYData);// 0x239b2d8 void ProcessLoadAllMesh();// 0x1f7e728 bool PreFiltHandles(BattleItemHandleBase* AvatarHandle, out MeshSynData OutSyncData);// 0x239b1fc void OnWeaponPartsRenderEvent__DelegateSignature(int WeaponSlotID);// 0x2c90a38 void OnWeaponPartsEquipEvent__DelegateSignature(int WeaponSlotID, bool IsEquipped);// 0x2c90a38 void OnWeaponAvatarPutOnSlot__DelegateSignature(int SlotID);// 0x2c90a38 void OnWeaponAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2c90a38 void OnWeaponAvatarClearSlot__DelegateSignature(int SlotID);// 0x2c90a38 void OnWeaponAttachAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2c90a38 void OnScopeUnequipDelegate__DelegateSignature(enum AttachmentSocketType);// 0x2c90a38 void OnScopeEquipDelegate__DelegateSignature(enum AttachmentSocketTypeD);// 0x2c90a38 void OnRespawned();// 0x1f7c070 void OnRep_NetAvatarDataChanged(out const MeshSynData[] InSyncData);// 0x239b130 void OnRecycled();// 0x1f4942c void OnAsyncLoadBattleHandlesDone(int AsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles);// 0x239b018 void NetSyncData(int InSlotID, enum InOperationType, BattleItemHandleBase* InHandle);// 0x1f7e398 bool LoadMeshListAsync(out BattleItemHandleBase*[] InHandleList, bool bNeedDirectLoad);// 0x239aeec bool IsTeammate();// 0x1f7c040 bool IsSelf();// 0x1f7bfe8 void InitMasterComponent();// 0x239aed8 void InitialAvatarParam();// 0x239aec4 void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x239ae4c void InitDefaultAvatar(BattleItemHandleBase* Handle);// 0x239add4 void InitDefaultAttachment(BattleItemHandleBase* WeaponHandle);// 0x239ad5c int GetWeaponParentID(int InSlotID, out const ItemDefineID InItemDefineID);// 0x239ac80 Controller* GetWeaponController();// 0x239ac58 STExtraWeapon* GetOwnerWeapon();// 0x239ac30 STExtraBaseCharacter* GetOwnerCharacter();// 0x239ac08 ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x239ab74 BattleItemHandleBase* GetEquippedHandle(int InSlotID);// 0x239aaf4 bool GetEquipmentMeshBySlot(int InSlotID, out MeshData OutMeshPack);// 0x239a9fc AvatarDIYEntityFactory* GetEntityFactory();// 0x1f7df24 MeshComponent* GetAttachmentSocketTransform(int InSlotID);// 0x1f7dfc4 AnimationAsset* GetAttachmentAnim(enum InSlotType, int AnimIdx);// 0x239a938 WeaponAvatarDIYEntity* FindAvatarEntityByMesh(MeshComponent* InMeshComp);// 0x239a8b8 void DestroyWeapon();// 0x239a8a4 void ClearMeshBySlot(int SlotID, bool putDefault, bool bClearMesh);// 0x239a788 void ClearMeshByItemHandle(BattleItemHandleBase* ItemHandle);// 0x21a9a90 bool CheckSlotIsEquipped(int InSlotID, bool bIncludingDefault);// 0x239a6bc bool CheckIsAlreadyEquipped(ItemDefineID InDefineID);// 0x239a62c void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs);// 0x239a560 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1f7bbd0 void ApplyAttachmentOverride(BattleItemHandleBase* InAttachHandle);// 0x239a4e8 void ApplyAttachment(BattleItemHandleBase* InAttachHandle);// 0x239a470 void AddUnlockWeaponAttachmentAvatarList(int WeaponBPID, out OutAttachmentSkinIDList);// 0x239a320 void AddDefaultAttachmentOverride(int AttchmentID);// 0x239a2a8 int AddAction_ParticleByName(int SlotID, out const FName ParticleName);// 0x239a1d0 int AddAction_MatParamModify(int SlotID, int CfgIndex);// 0x239a10c -------------------------------- Class: AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object AvatarDIYEntity*[] EntityTickList;//[Offset: 0x1e8, Size: 12] AvatarEntityMap;//[Offset: 0x1f4, Size: 60] int[] PendingDeleteSlotID;//[Offset: 0x230, Size: 12] AvatarDIYEntityFactory* EntityFactory;//[Offset: 0x23c, Size: 4] SlotToSocket;//[Offset: 0x240, Size: 60] int StepCount;//[Offset: 0x27c, Size: 4] delegate AsyncLoadAvatarAllMeshDone;//[Offset: 0x280, Size: 12] ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x28c, Size: 12] int AsyncLoadReqID;//[Offset: 0x330, Size: 4] int LastAsyncLoadReqID;//[Offset: 0x334, Size: 4] bool bSyncDIYDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] enum DisplayQuality;//[Offset: 0x349, Size: 1] DefaultAvataConfig;//[Offset: 0x34c, Size: 60] bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] OutlineEnableList;//[Offset: 0x3b0, Size: 60] bool NeedUpdateTransformOption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] DIYRTCacheMap;//[Offset: 0x3f0, Size: 60] int CurrentDecalBakingRequestID;//[Offset: 0x42c, Size: 4] delegate OnAvatarDIYDecalBakingFinished;//[Offset: 0x430, Size: 12] delegate OnAvatarAllMeshLoaded;//[Offset: 0x43c, Size: 12] void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1f7ee80 void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);// 0x1f7edac bool SetMeshVisibleByID(int InSlotID, bool bIsVisible, bool bForceShow);// 0x1f7ec88 void SetMaster(MeshComponent* InComponent, FName InName, enum InType);// 0x1f7eb80 void SetDisplayQuality(enum Quality);// 0x1f7eb0c bool SetAutonomousLoadRes();// 0x1f7eadc void RequestSyncLoadMeshes();// 0x1f7eac8 void RequestSyncLoadHandles();// 0x1f7eab4 void RequestAsyncLoadMeshes();// 0x1f7ea98 void RequestAsyncLoadHandles();// 0x1f7ea7c void RemoveDIYRTCacheInBattle(int InSlotID);// 0x1f7ea04 void RemoveAllDIYRTCacheInBattle();// 0x1f7e9f0 void RemoveActionByType(int SlotID, enum InActionType, bool bDelayClear);// 0x1f7e8e8 void RemoveAction(int SlotID, int ActionInstanceID, bool bDelayClear);// 0x1f7e7e0 void ReloadAllEquippedAvatar(bool ForceAutonoumous);// 0x1f7e760 void RefreshAvatarStateChanged();// 0x1f7e744 void ProcessLoadAllMesh();// 0x1f7e728 void PreProcessBeforeLoadMesh();// 0x1f7e70c void PostProcessAfterLoadMesh();// 0x1f7e6f0 void OnRespawned();// 0x1f7c070 void OnRecycled();// 0x1f4942c void OnEngineDecalBakingFinished(out const DecalBakingRequest InRequestStruct);// 0x1f7e610 void OnAvatarDIYDecalBakingFinished__DelegateSignature(int RequestID, TextureRenderTarget2D* RenderTarget);// 0x2c90a38 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2c90a38 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1f7e590 void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x1f7e4bc void OnAllAvatarHandleLoadedDone();// 0x1f7e4a0 void NetSyncData(int SlotID, enum OperationType, BattleItemHandleBase* Handle);// 0x1f7e398 bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x1f7e2cc bool IsAutonomousAvatar();// 0x1f7e2a4 AvatarDIYEntity* GetOrCreateAvatarEntity(int SlotID, int SubSlotID);// 0x1f7e1e0 GetMeshComponentList();// 0x1f7e050 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x1f7dfc4 ItemHandleBase*[] GetLoadedItemHandlePool();// 0x1f7df54 AvatarDIYEntityFactory* GetEntityFactory();// 0x1f7df24 TextureRenderTarget2D* GetDIYRTCacheInLobby(int InSlotID);// 0x1f7dea4 enum GetDisplayQuality();// 0x1f7de88 void GetCurMeshComponents(out MeshComponent*[] OutMeshComponets);// 0x1f7ddb4 AvatarDIYEntity* GetAvatarEntity(int SlotID, int SubSlotID);// 0x1f7dcf0 void EnableSyncLoadDIYDecal(bool bInSyncDIYDecal, int InMaxDecalProcessPreFrame);// 0x1f7dc28 void EnableSyncLoadAvatar(bool bInSyncAvatar);// 0x1f7dba8 void DrawOutlineEffect(bool Enable, int SlotID);// 0x1f7dad8 AvatarDIYEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x1f7da14 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x1f7d940 void AsyncLoadAvatarAllMeshDone__DelegateSignature(AvatarDIYComponent* AvatarDIYComponent);// 0x2c90a38 void AddDIYRTCacheInBattle(int InSlotID, TextureRenderTarget2D* InTexture2D);// 0x1f7d884 int AddAction_Modle(int SlotID, int ModleID);// 0x1f7d7c0 int AddAction_Material(int SlotID, int MaterialID);// 0x1f7d6fc int AddAction_DIYSlotMatParam(out const int[] InSlotMatParam);// 0x1f7d628 int AddAction_DIYPattern(int SlotID, out const DIYMergedTexData[] InDIYMergeData);// 0x1f7d4a8 int AddAction_DIYMirroParam(int SlotID, out const int[] InMirroParam);// 0x1f7d390 int AddAction_DIYMatParam(int SlotID, out const int[] InMatIDList);// 0x1f7d278 int AddAction(int SlotID, out const AvatarActionBase InActionBase);// 0x1f7d184 -------------------------------- Class: AvatarComponentBase.ActorComponent.Object MeshComponent* MasterBoneComponent;//[Offset: 0x160, Size: 4] bool bIsLobbyAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x164, Size: 1] bool bIsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x165, Size: 1] bool bForceClientMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x166, Size: 1] bool bNeedUpdateLightMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x167, Size: 1] FName LightVectorName;//[Offset: 0x168, Size: 8] DirectionalLight* DirectionalLight;//[Offset: 0x170, Size: 4] delegate OnItemDownloadDelegate;//[Offset: 0x178, Size: 16] delegate OnBatchItemDownloadDelegate;//[Offset: 0x188, Size: 16] ItemsRequestDownloadTimes;//[Offset: 0x198, Size: 60] bool bSyncAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4, Size: 1] FString LuaFilePath;//[Offset: 0x1d8, Size: 12] void RequestDownloadItemInBattle(int InItemID);// 0x1f7c160 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1f7c08c void OnRespawned();// 0x1f7c070 void OnRecycled();// 0x1f4942c bool IsTeammate();// 0x1f7c040 bool IsServerMode();// 0x1f7c018 bool IsSelf();// 0x1f7bfe8 bool IsLogicRunningMode();// 0x1f7bfc0 bool IsLobbyAvatar();// 0x1f7bfa4 bool IsLobbyActor();// 0x1f7bf88 bool IsForceClientMode();// 0x1f7bf6c uint32 GetPlayerKey();// 0x1f7bf3c GameInstance* GetGameInstance();// 0x1f7bf0c void DownloadItemInBattleCallBack(uint32 ItemId, uint32 ErrorCode);// 0x1f7be48 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1f7bbd0 -------------------------------- Class: AvatarDIYEntity.Object AvatarDIYComponent* AvatarComponent;//[Offset: 0x1c, Size: 4] MeshComponent* MeshComponent;//[Offset: 0x20, Size: 4] MeshGroup MeshGroup;//[Offset: 0x24, Size: 36] ItemDefineID ParentDefineID;//[Offset: 0x48, Size: 24] SubEntityMap;//[Offset: 0x60, Size: 60] int SlotID;//[Offset: 0xb4, Size: 4] int SubSlotID;//[Offset: 0xb8, Size: 4] FName SocketName;//[Offset: 0xc0, Size: 8] enum meshType;//[Offset: 0xc8, Size: 1] BattleItemHandleBase* LoadedHandle;//[Offset: 0xcc, Size: 4] BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0xd0, Size: 4] MeshData EntityMeshData;//[Offset: 0xd8, Size: 96] MeshData CachedEntityMeshData;//[Offset: 0x138, Size: 96] bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198, Size: 1] bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x199, Size: 1] bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a, Size: 1] bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19b, Size: 1] bool bHasDeaclTexture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c, Size: 1] ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x1a0, Size: 12] SoftObjectPath MeshAssetPath;//[Offset: 0x1b0, Size: 24] SubEntityList;//[Offset: 0x1c8, Size: 60] void UpdateVisibility();// 0x1f80e98 void UnRegisterTick();// 0x1f80e7c void TickEntity(float DeltaTime);// 0x1f80dfc void SetSocketName(FName InName);// 0x1f80d7c void SetParentDefineID(ItemDefineID ParentID);// 0x1f80cf0 void SetLoadedHandle(BattleItemHandleBase* ItemHandle);// 0x1f80c70 void SetAvatarVisibility(bool bIsVisible, bool bForce);// 0x1f80b98 void SetAvatarEntityParticleVisibility(bool visibie);// 0x1f80b10 void RevertEntityMeshData();// 0x1f80afc void RenderEntity();// 0x1f80ae0 void RegisterTick();// 0x1f80ac4 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1f80a3c void PutOnDefaultEquipment(int InSlotID);// 0x1f809bc void PrepareEntity();// 0x1f809a0 void OnPreRender();// 0x1f80984 void OnPostRender();// 0x1f80968 void MaskActionDirty(bool bFlag);// 0x1f808e8 bool IsEntityAvailable(enum VisibilityType);// 0x1f80860 CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1f80794 void Init(int InSlotID, int InSubSlotID, AvatarDIYComponent* InAvatarComponent);// 0x1f8068c bool HasSomeAction(enum InActionType);// 0x1f8060c bool HasMainAction();// 0x1f805e4 FName GetSocketName();// 0x1f8059c enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1f80514 ItemDefineID GetParentDefineID();// 0x1f804c0 MeshData GetMeshData();// 0x1f8045c BattleItemHandleBase* GetLoadedHandle();// 0x1f80434 ItemDefineID GetDefineID();// 0x1f803e0 void EnterRenderPipeline();// 0x1f803c4 void EnterLogicPipeline();// 0x1f803a8 void DrawOutline(bool bEnable);// 0x1f80320 bool CreateAndApplyResource();// 0x1f802f0 void ClearRenderEntity();// 0x1f802d4 void ClearEquipmentRenderData(int CurrSlotID, bool bPutDefault);// 0x1f80208 void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1f80130 void ClearEntity(bool ForceClear);// 0x1f800a8 -------------------------------- Class: MeshGroup MeshAsset[] MeshAssetList;//[Offset: 0x0, Size: 12] Object*[] MeshObjectList;//[Offset: 0xc, Size: 12] MeshComponent*[] MeshCompList;//[Offset: 0x18, Size: 12] -------------------------------- Class: MeshAsset Transform Transform;//[Offset: 0x0, Size: 48] SkeletalMesh* SkeletalMesh;//[Offset: 0x30, Size: 40] StaticMesh* StaticMesh;//[Offset: 0x58, Size: 40] FName AttachSocket;//[Offset: 0x80, Size: 8] enum meshType;//[Offset: 0x88, Size: 1] bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89, Size: 1] class AnimInstance* animBP;//[Offset: 0x8c, Size: 4] class AnimInstance* animBPClass;//[Offset: 0x90, Size: 40] bool bAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1] bool bUpdateTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9, Size: 1] -------------------------------- Class: BattleItemHandleBase.ItemHandleBase.Object FString LuaFilePath;//[Offset: 0xc8, Size: 12] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] enum ItemStoreArea;//[Offset: 0xd5, Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0xd8, Size: 12] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] float UnitWeight;//[Offset: 0xe8, Size: 4] bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec, Size: 1] bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed, Size: 1] bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee, Size: 1] int ItemAttrsFlag;//[Offset: 0xf0, Size: 4] void UpdateAttributeModify(bool bEnable);// 0x2006e34 bool UnEquip();// 0x246a0f4 bool HanldePickupAssociationData(out const BattleItemAdditionalData[] PickupAdditionalData);// 0x2469fb0 bool HanldeDropAssociationData();// 0x2469f80 bool HanldeCleared();// 0x2102db0 bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1f945e4 bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1f941c0 bool HandleEnable(bool bEnable);// 0x1f93ca8 bool HandleDrop(int InCount, enum Reason);// 0x1f93bdc bool HandleDisuse(enum Reason);// 0x1f848c0 bool HandleChangeItemStoreArea(enum InItemStoreArea);// 0x2469ef8 bool HandleBindToTargetItem();// 0x208a86c World* GetWorldInternal();// 0x2469ec8 World* GetCurrentWorld();// 0x2469ea0 BattleItemData ExtractItemData();// 0x1f9a4d0 void ClearAdditionalData();// 0x2469e8c bool CheckCanUse(out const interface classNone ItemContainer, BattleItemUseTarget Target, enum Reason);// 0x2469d2c -------------------------------- Class: ItemHandleBase.Object int Count;//[Offset: 0x1c, Size: 4] int MaxCount;//[Offset: 0x20, Size: 4] bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool bSingle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] AssociationMap;//[Offset: 0x28, Size: 60] ItemDefineID DefineID;//[Offset: 0x68, Size: 24] void SetAssociation(FName Name, ItemAssociation Association);// 0x246f3cc void RemoveAssociation(FName Name);// 0x246f354 void Init(ItemDefineID InDefineID);// 0x246f2c4 ItemDefineID GetDefineID();// 0x246f280 GetAssociationMap();// 0x246f100 ItemAssociation[] GetAssociationListByTargetType(int Type);// 0x246efec ItemAssociation GetAssociationByTargetDefineID(ItemDefineID TargetDefineID);// 0x246ef40 ItemAssociation GetAssociation(FName Name);// 0x246eea0 void Constuct(out const ItemDefineID InDefineID);// 0x246ee08 void AddAssociation(FName Name, ItemAssociation Association);// 0x246ed00 -------------------------------- Class: BattleItemAdditionalData FName Name;//[Offset: 0x0, Size: 8] float FloatData;//[Offset: 0x8, Size: 4] FString StringData;//[Offset: 0xc, Size: 12] int IntData;//[Offset: 0x18, Size: 4] -------------------------------- Class: BattleItemUseTarget ItemDefineID TargetDefineID;//[Offset: 0x0, Size: 24] FName TargetAssociationName;//[Offset: 0x18, Size: 8] Actor* TargetActor;//[Offset: 0x20, Size: 4] -------------------------------- Class: ItemAssociation FName AssociationName;//[Offset: 0x0, Size: 8] ItemDefineID AssociationTargetDefineID;//[Offset: 0x8, Size: 24] ItemHandleBase* AssociationTargetHandle;//[Offset: 0x20, Size: 4] -------------------------------- Class: BattleItemPickupInfo Object* Source;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x8, Size: 12] bool bAutoEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] BattleItemUseTarget AutoEquipTarget;//[Offset: 0x18, Size: 40] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] -------------------------------- Class: BattleItemData.ItemData int Count;//[Offset: 0x48, Size: 4] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x50, Size: 12] int Durability;//[Offset: 0x5c, Size: 4] enum ItemStoreArea;//[Offset: 0x60, Size: 1] BattleItemFeatureData FeatureData;//[Offset: 0x64, Size: 44] ItemAssociation[] Associations;//[Offset: 0x90, Size: 12] -------------------------------- Class: ItemData ItemDefineID DefineID;//[Offset: 0x8, Size: 24] FString Name;//[Offset: 0x20, Size: 12] FString Desc;//[Offset: 0x2c, Size: 12] FString Icon;//[Offset: 0x38, Size: 12] ItemHandleBase* ItemHandle;//[Offset: 0x44, Size: 4] -------------------------------- Class: BattleItemFeatureData float UnitWeight;//[Offset: 0x0, Size: 4] int MaxCount;//[Offset: 0x4, Size: 4] int CountLimit;//[Offset: 0x8, Size: 4] bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe, Size: 1] bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf, Size: 1] bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int ItemAttrsFlag;//[Offset: 0x14, Size: 4] int SortingPriority;//[Offset: 0x18, Size: 4] int Worth;//[Offset: 0x1c, Size: 4] int ItemCapacity;//[Offset: 0x20, Size: 4] int ItemDurability;//[Offset: 0x24, Size: 4] int itemType;//[Offset: 0x28, Size: 4] -------------------------------- Class: MeshData StaticMesh* stMesh;//[Offset: 0x0, Size: 4] SkeletalMesh* skMesh;//[Offset: 0x4, Size: 4] MaterialInstance* matIns;//[Offset: 0x8, Size: 4] MaterialInstance*[] additionalMats;//[Offset: 0xc, Size: 12] enum meshType;//[Offset: 0x18, Size: 1] int[] hiddenSlots;//[Offset: 0x1c, Size: 12] ReplacedSlotInfo[] replacedSlots;//[Offset: 0x28, Size: 12] HideBoneData[] hideBoneSlots;//[Offset: 0x34, Size: 12] ItemDefineID definedID;//[Offset: 0x40, Size: 24] bool functionValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] -------------------------------- Class: ReplacedSlotInfo -------------------------------- Class: HideBoneData -------------------------------- Class: CustomWidgetComponent.WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Actor* OwnerActor;//[Offset: 0x6a4, Size: 4] MeshComponent* AttachedMeshComponent;//[Offset: 0x6a8, Size: 4] ParticleSystemComponent* UIParticleComp;//[Offset: 0x6ac, Size: 4] StaticMeshComponent* SurfaceEffectMesh;//[Offset: 0x6b0, Size: 4] void SetupAttachMeshComponent(MeshComponent* MeshComp, FName AttachSocket, out const Transform RelativeTrans);// 0x201cdd0 Actor* GetBindOwner();// 0x201cdac MeshComponent* GetAttachedMeshComponent();// 0x201cd90 void CreateParticle(ParticleSystem* ParticleRes, MeshComponent* MeshComp, FName SocketName, out const Transform RelativeTrans);// 0x201cbe0 void BindOwner(Actor* Owner);// 0x201cb60 void BindEvent(bool bShowWidget);// 0x201cad8 -------------------------------- Class: AvatarDIYEntityFactory.Object AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1f81a50 -------------------------------- Class: DecalBakingRequest Object* Mesh;//[Offset: 0x4, Size: 4] DecalParameter[] DecalParams;//[Offset: 0xc, Size: 12] TextureRenderTarget2D* RenderTarget;//[Offset: 0x18, Size: 4] -------------------------------- Class: DecalParameter Texture2D* DecalTexture;//[Offset: 0x0, Size: 4] -------------------------------- Class: AvatarActionBase -------------------------------- Class: HandleMeshPack BattleItemHandleBase* Handle;//[Offset: 0x0, Size: 4] WeaponMeshCfg MeshCfg;//[Offset: 0x8, Size: 328] -------------------------------- Class: WeaponMeshCfg StaticMesh* stMesh;//[Offset: 0x0, Size: 40] SkeletalMesh* skMesh;//[Offset: 0x28, Size: 40] StaticMesh* stMeshLod;//[Offset: 0x50, Size: 40] SkeletalMesh* skMeshLod;//[Offset: 0x78, Size: 40] MaterialInterface* MeshMat;//[Offset: 0xa0, Size: 40] FName MeshMatSlotName;//[Offset: 0xc8, Size: 8] MaterialInterface* OverrideMatByGameMode;//[Offset: 0xd0, Size: 40] MaterialInterface* baseMat;//[Offset: 0xf8, Size: 4] MaterialInterface* baseMatClass;//[Offset: 0x100, Size: 40] ParticleRes[] ParticleEffects;//[Offset: 0x128, Size: 12] UIWidgetRes[] WidgetList;//[Offset: 0x134, Size: 12] enum meshType;//[Offset: 0x140, Size: 1] -------------------------------- Class: ParticleRes ParticleSystem* ParticleRes;//[Offset: 0x0, Size: 4] FName AttachSocket;//[Offset: 0x8, Size: 8] -------------------------------- Class: UIWidgetRes class UserWidget* UserWidget;//[Offset: 0x0, Size: 4] FName AttachSocket;//[Offset: 0x8, Size: 8] Transform Trans;//[Offset: 0x10, Size: 48] Vector2D DrawSize;//[Offset: 0x40, Size: 8] bool bShowDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48, Size: 1] bool bUseScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49, Size: 1] -------------------------------- Class: MeshSynData ItemDefineID DefineID;//[Offset: 0x0, Size: 24] int gender;//[Offset: 0x18, Size: 4] enum OperationType;//[Offset: 0x1c, Size: 1] int AdditionalItemID;//[Offset: 0x20, Size: 4] int DIYPlanID;//[Offset: 0x24, Size: 4] -------------------------------- Class: DIYEnableLevel int DeviceLevel;//[Offset: 0x0, Size: 4] int EnableLevel;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeaponAvatarDIYEntity.AvatarDIYEntity.Object void SetWeaponEntityVisibility(bool visibie);// 0x239cdf4 void SetSocketName(FName InName);// 0x1f80d7c void SetLoadedHandle(BattleItemHandleBase* ItemHandle);// 0x1f80c70 void RenderEntity();// 0x1f80ae0 void RemoveParticleEffect();// 0x239cdd8 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1f80a3c void PrepareEntity();// 0x1f809a0 void OnPreRender();// 0x1f80984 void OnPostRender();// 0x1f80968 bool IsForceEnableAnim();// 0x239cda8 enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1f80514 ItemDefineID GetDefineID();// 0x1f803e0 void EnterLogicPipeline();// 0x1f803a8 void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1f80130 void BroadcastWeaponRenderEvent();// 0x239cd94 void BroadcastWeaponEquipEvent(bool IsEquipped);// 0x239cd14 void ApplyParticleEffect();// 0x239ccf8 void AddWeaponHandleAction();// 0x239cce4 -------------------------------- Class: PredictLineComponent.SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object class Actor* PredictActorTemplate;//[Offset: 0x684, Size: 4] StaticMesh* MeshTemplate;//[Offset: 0x688, Size: 40] ParticleSystem* PredictEndPointFX;//[Offset: 0x6b0, Size: 40] CurveFloat* PredictEndPointScaleCurve;//[Offset: 0x6d8, Size: 40] PredictProjectilePathParams PredictProjectilePathParams;//[Offset: 0x700, Size: 100] delegate InitNewSplineMeshDelegate;//[Offset: 0x764, Size: 12] PredictLineMaterialParams Param_StartPointLocation;//[Offset: 0x770, Size: 16] PredictLineMaterialParams Param_EndPointLocation;//[Offset: 0x780, Size: 16] PredictLineMaterialParams Param_EndPointFalloff;//[Offset: 0x790, Size: 16] PredictLineMaterialParams Param_PredictLineColor;//[Offset: 0x7a0, Size: 16] LinearColor PredictLineColor;//[Offset: 0x7b0, Size: 16] PredictProjectilePathResult PredictResult;//[Offset: 0x7d0, Size: 176] CurveFloat* Curve_PredictEndPointScale;//[Offset: 0x880, Size: 4] ParticleSystem* FX_PredictEndPoint;//[Offset: 0x884, Size: 4] StaticMesh* SplineMeshTemplate;//[Offset: 0x888, Size: 4] SplineMeshComponent*[] CachedSplineMeshes;//[Offset: 0x890, Size: 12] int RedrawCounter;//[Offset: 0x89c, Size: 4] void SetPredictParams(out const Vector InStartPoint, out const Vector InVelocity);// 0x2149054 void SetPredictActorTemplate(class Actor InActorTemplate);// 0x2148fdc -------------------------------- Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineCurves SplineCurves;//[Offset: 0x5bc, Size: 80] InterpCurveVector SplineInfo;//[Offset: 0x60c, Size: 20] InterpCurveQuat SplineRotInfo;//[Offset: 0x620, Size: 20] InterpCurveVector SplineScaleInfo;//[Offset: 0x634, Size: 20] InterpCurveFloat SplineReparamTable;//[Offset: 0x648, Size: 20] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65c, Size: 1] int ReparamStepsPerSegment;//[Offset: 0x660, Size: 4] float Duration;//[Offset: 0x664, Size: 4] bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x668, Size: 1] bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x669, Size: 1] bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66a, Size: 1] bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66b, Size: 1] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c, Size: 1] bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66d, Size: 1] bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66e, Size: 1] float LoopPosition;//[Offset: 0x670, Size: 4] Vector DefaultUpVector;//[Offset: 0x674, Size: 12] bool bUseConfigRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680, Size: 1] void UpdateSpline();// 0x4715280 void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector InLocation);// 0x47151ac void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector, byte CoordinateSpace, bool bUpdateSpline);// 0x471504c void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x47148a4 void SetTangentsAtSplinePoint(int PointIndex, out const Vector InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x4714e98 void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x4714d38 void SetSplineWorldPoints(out const Vector[] Points);// 0x4714c64 void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);// 0x4714b5c void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool bUpdateSpline);// 0x47149fc void SetSplineLocalPoints(out const Vector[] Points);// 0x4714928 void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x47148a4 void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation, byte CoordinateSpace, bool bUpdateSpline);// 0x4714744 void SetDrawDebug(bool bShow);// 0x47146c4 void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);// 0x47145f8 void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline);// 0x47144e4 void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x4714414 void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x4714350 bool IsClosedLoop();// 0x4714328 Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x4714294 Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);// 0x47141b0 Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x471411c Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);// 0x4714038 Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x4713fa4 Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x4713f10 Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);// 0x4713e2c Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x4713d98 Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4713c74 Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4713ba0 Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4713acc Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity, bool bUseScale);// 0x4713940 Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace, bool bUseScale);// 0x4713804 Transform GetTransformAtDistanceAlongSpline(float Distance, byte CoordinateSpace, bool bUseScale);// 0x47136c8 Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x47135a4 Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x47123a8 Vector GetTangentAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x47134d0 byte GetSplinePointType(int PointIndex);// 0x4713450 float GetSplineLength();// 0x4713428 Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x471334c Vector GetScaleAtSplinePoint(int PointIndex);// 0x47132bc Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x471322c Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4713108 Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4713034 Rotator GetRotationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4712f60 float GetRollAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4712e50 float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4712d8c float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4712cc8 Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4712ba4 Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4712ad0 Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x47129fc int GetNumberOfSplinePoints();// 0x47129d4 Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x47128b0 Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x47127dc Vector GetLocationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4712708 void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location, out Vector Tangent, byte CoordinateSpace);// 0x47125a0 void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector LocalLocation, out Vector LocalTangent);// 0x471247c Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x47123a8 float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x4712328 float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x47122a8 float GetDistanceAlongSplineAtSplineInputKey(float InKey);// 0x4712228 Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x4712104 Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4712030 Vector GetDirectionAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x4711f5c Vector GetDefaultUpVector(byte CoordinateSpace);// 0x4711ecc float GetCurvatureAtSplinePoint(int PointIndex);// 0x4711e4c float GetCurvatureAtDistance(float Distance);// 0x4711dcc Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x4711cf8 Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4711c14 Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace, bool bUseScale);// 0x4711ac8 Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x47119e4 Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);// 0x4711948 Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4711864 float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4711790 Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x47116ac Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x47115c8 float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);// 0x471153c Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x4711458 void ClearSplinePoints(bool bUpdateSpline);// 0x47113d8 void AddSplineWorldPoint(out const Vector Position);// 0x471134c void AddSplinePointAtIndex(out const Vector Position, int Index, byte CoordinateSpace, bool bUpdateSpline);// 0x47111ec void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool bUpdateSpline);// 0x47110d4 void AddSplineLocalPoint(out const Vector Position);// 0x4711048 void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);// 0x4710f2c void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x4710e24 -------------------------------- Class: SplineCurves InterpCurveVector Position;//[Offset: 0x0, Size: 20] InterpCurveQuat Rotation;//[Offset: 0x14, Size: 20] InterpCurveVector Scale;//[Offset: 0x28, Size: 20] InterpCurveFloat ReparamTable;//[Offset: 0x3c, Size: 20] -------------------------------- Class: InterpCurveQuat InterpCurvePointQuat[] Points;//[Offset: 0x0, Size: 12] bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] float LoopKeyOffset;//[Offset: 0x10, Size: 4] -------------------------------- Class: InterpCurvePointQuat float InVal;//[Offset: 0x0, Size: 4] Quat OutVal;//[Offset: 0x10, Size: 16] Quat ArriveTangent;//[Offset: 0x20, Size: 16] Quat LeaveTangent;//[Offset: 0x30, Size: 16] byte InterpMode;//[Offset: 0x40, Size: 1] -------------------------------- Class: InterpCurveFloat InterpCurvePointFloat[] Points;//[Offset: 0x0, Size: 12] bool bIsLooped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] float LoopKeyOffset;//[Offset: 0x10, Size: 4] -------------------------------- Class: InterpCurvePointFloat float InVal;//[Offset: 0x0, Size: 4] float OutVal;//[Offset: 0x4, Size: 4] float ArriveTangent;//[Offset: 0x8, Size: 4] float LeaveTangent;//[Offset: 0xc, Size: 4] byte InterpMode;//[Offset: 0x10, Size: 1] -------------------------------- Class: PredictProjectilePathParams Vector StartLocation;//[Offset: 0x0, Size: 12] Vector LaunchVelocity;//[Offset: 0xc, Size: 12] bool bTraceWithCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] float ProjectileRadius;//[Offset: 0x1c, Size: 4] float MaxSimTime;//[Offset: 0x20, Size: 4] bool bTraceWithChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] byte TraceChannel;//[Offset: 0x25, Size: 1] byte[] ObjectTypes;//[Offset: 0x28, Size: 12] Actor*[] ActorsToIgnore;//[Offset: 0x34, Size: 12] float SimFrequency;//[Offset: 0x40, Size: 4] float OverrideGravityZ;//[Offset: 0x44, Size: 4] float GravityScale;//[Offset: 0x48, Size: 4] float IgnoreGravityDis;//[Offset: 0x4c, Size: 4] byte DrawDebugType;//[Offset: 0x50, Size: 1] float DrawDebugTime;//[Offset: 0x54, Size: 4] bool bTraceComplex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] -------------------------------- Class: PredictLineMaterialParams MaterialParameterCollection* MaterialParamCollection;//[Offset: 0x0, Size: 4] FName ParamName;//[Offset: 0x8, Size: 8] -------------------------------- Class: PredictProjectilePathResult PredictProjectilePathPointData[] PathData;//[Offset: 0x0, Size: 12] PredictProjectilePathPointData LastTraceDestination;//[Offset: 0xc, Size: 28] HitResult HitResult;//[Offset: 0x28, Size: 136] -------------------------------- Class: PredictProjectilePathPointData Vector Location;//[Offset: 0x0, Size: 12] Vector Velocity;//[Offset: 0xc, Size: 12] float Time;//[Offset: 0x18, Size: 4] -------------------------------- Class: SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineMeshParams SplineParams;//[Offset: 0x6ac, Size: 88] Vector SplineUpDir;//[Offset: 0x704, Size: 12] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x710, Size: 1] bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x710, Size: 1] byte ForwardAxis;//[Offset: 0x711, Size: 1] float SplineBoundaryMin;//[Offset: 0x714, Size: 4] float SplineBoundaryMax;//[Offset: 0x718, Size: 4] BodySetup* BodySetup;//[Offset: 0x71c, Size: 4] Guid CachedMeshBodySetupGuid;//[Offset: 0x720, Size: 16] bool bMeshDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x730, Size: 1] void UpdateMesh();// 0x4718384 void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x47182c0 void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x4718200 void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x471813c void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x4718078 void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x4717fb8 void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos, Vector EndTangent, bool bUpdateMesh);// 0x4717e18 void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);// 0x4717d44 void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x4717c80 void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x4717bbc void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x4717afc void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x4717a38 void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x4717974 void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x47178b4 void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x47177f0 void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x471772c Vector GetStartTangent();// 0x47176e4 Vector2D GetStartScale();// 0x47176a4 float GetStartRoll();// 0x471767c Vector GetStartPosition();// 0x4717634 Vector2D GetStartOffset();// 0x47175f4 Vector GetSplineUpDir();// 0x47175ac byte GetForwardAxis();// 0x4717584 Vector GetEndTangent();// 0x471753c Vector2D GetEndScale();// 0x47174fc float GetEndRoll();// 0x2255a6c Vector GetEndPosition();// 0x47174b4 Vector2D GetEndOffset();// 0x4717474 float GetBoundaryMin();// 0x471744c float GetBoundaryMax();// 0x21d79e8 -------------------------------- Class: SplineMeshParams Vector StartPos;//[Offset: 0x0, Size: 12] Vector StartTangent;//[Offset: 0xc, Size: 12] Vector2D StartScale;//[Offset: 0x18, Size: 8] float StartRoll;//[Offset: 0x20, Size: 4] Vector2D StartOffset;//[Offset: 0x24, Size: 8] Vector EndPos;//[Offset: 0x2c, Size: 12] Vector EndTangent;//[Offset: 0x38, Size: 12] Vector2D EndScale;//[Offset: 0x44, Size: 8] float EndRoll;//[Offset: 0x4c, Size: 4] Vector2D EndOffset;//[Offset: 0x50, Size: 8] -------------------------------- Class: SplinePoint float InputKey;//[Offset: 0x0, Size: 4] Vector Position;//[Offset: 0x4, Size: 12] Vector ArriveTangent;//[Offset: 0x10, Size: 12] Vector LeaveTangent;//[Offset: 0x1c, Size: 12] Rotator Rotation;//[Offset: 0x28, Size: 12] Vector Scale;//[Offset: 0x34, Size: 12] byte Type;//[Offset: 0x40, Size: 1] -------------------------------- Class: WeaponOwnerProxy.Object Actor* OwnerActor;//[Offset: 0x28, Size: 4] Pawn* OwnerPawn;//[Offset: 0x2c, Size: 4] Controller* OwnerController;//[Offset: 0x30, Size: 4] STExtraWeapon* BindedWeapon;//[Offset: 0x34, Size: 4] void OnWeaponStopFireDelegate__DelegateSignature();// 0x2c90a38 void HandlePlayerSwitchCameraMode(byte Mode);// 0x23a89bc void HandlePlayerChangePose(byte LastPose, byte NewPose);// 0x23a8900 STExtraPlayerController* GetOwnerSTExtraPlayerController();// 0x23a88d8 STExtraBaseCharacter* GetOwnerSTExtraPlayerCharacter();// 0x23a88b0 PlayerController* GetOwnerPlayerController();// 0x23a8888 Pawn* GetOwnerPawn();// 0x23a8860 Controller* GetOwnerController();// 0x23a8838 Actor* GetOwnerActor();// 0x23a881c -------------------------------- Class: WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object int WeaponId;//[Offset: 0x100, Size: 4] int SkillID;//[Offset: 0x104, Size: 4] byte WeaponType;//[Offset: 0x108, Size: 1] byte weaponTypeNew;//[Offset: 0x109, Size: 1] byte WeaponHoldType;//[Offset: 0x10a, Size: 1] FName WeaponAttachSocket;//[Offset: 0x110, Size: 8] bool bUseCustomWeaponBackpackAttachSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1] FName CustomWeaponBackpackAttachSocket;//[Offset: 0x120, Size: 8] bool ShowBulletTraceWhenScoped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128, Size: 1] int MaxNoGravityRange;//[Offset: 0x12c, Size: 4] float LaunchGravityScale;//[Offset: 0x130, Size: 4] bool bEnableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1] int UnableProneHoldingTipID;//[Offset: 0x138, Size: 4] bool bEnableVehicleHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c, Size: 1] bool bEnableLeanOutHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d, Size: 1] bool bEnableShovelHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13e, Size: 1] bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13f, Size: 1] int UnableShovelHoldingTipID;//[Offset: 0x140, Size: 4] bool bEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144, Size: 1] int UnablePeekTipID;//[Offset: 0x148, Size: 4] bool bEnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c, Size: 1] bool GuidedMissileVehicleRenderIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14d, Size: 1] PlugComponentSlotMap;//[Offset: 0x150, Size: 60] PlugComponentSlotDataMap;//[Offset: 0x18c, Size: 60] float SwitchFromIdleToBackpackTime;//[Offset: 0x1c8, Size: 4] float SwitchFromBackpackToIdleTime;//[Offset: 0x1cc, Size: 4] enum[] DisableWeaponPlayerStateList;//[Offset: 0x1d0, Size: 12] int DisableUseWeaponPlayerStateMsgIDDefault;//[Offset: 0x1dc, Size: 4] int DisableUseWeaponPlayerStateMsgIDSpecific;//[Offset: 0x1e0, Size: 4] Transform AttachToBackRelativeTransform_NoBagL;//[Offset: 0x1f0, Size: 48] Transform AttachToBackRelativeTransform_NoBagR;//[Offset: 0x220, Size: 48] Transform AttachToBackRelativeTransform_Lv1BagL;//[Offset: 0x250, Size: 48] Transform AttachToBackRelativeTransform_Lv1BagR;//[Offset: 0x280, Size: 48] Transform AttachToBackRelativeTransform_Lv2BagL;//[Offset: 0x2b0, Size: 48] Transform AttachToBackRelativeTransform_Lv2BagR;//[Offset: 0x2e0, Size: 48] Transform AttachToBackRelativeTransform_Lv3BagL;//[Offset: 0x310, Size: 48] Transform AttachToBackRelativeTransform_Lv3BagR;//[Offset: 0x340, Size: 48] AttachToBackRelativeTransform_BagL_Map;//[Offset: 0x370, Size: 60] AttachToBackRelativeTransform_BagR_Map;//[Offset: 0x3ac, Size: 60] MaterialInstance* WeaponMaterialUsedForDisplay;//[Offset: 0x3e8, Size: 4] bool bIsShieldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] bool bCanBeHoldedWithShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1] bool bHasTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ee, Size: 1] byte[] AutoCheckCreateSkillCompWeaponTypeList;//[Offset: 0x3f0, Size: 12] bool bAutoCheckCreateSkillComp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc, Size: 1] -------------------------------- Class: WeaponLogicBaseComponent.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0xf4, Size: 4] STExtraPlayerController* GlobalController;//[Offset: 0xfc, Size: 4] void UpdateComponentTick();// 0x2011998 STExtraWeapon* TryGetOwnerWeapon();// 0x23a00b8 STExtraShootWeapon* TryGetOwnerShootWeapon();// 0x23a0090 void MarkWeaponLogicComponentTickRoleEnable(byte Role, bool bTickEnable);// 0x239ffcc bool IsWeaponOwnerOBTarget();// 0x239ffa4 bool IsWeaponLogicComponentTickRoleEnabled(byte Role);// 0x239ff24 bool IsWeaponLogicComponentTickEnabled();// 0x239fefc bool IsLocalOrSpectorPlayer();// 0x239fed4 FString GetWeaponDetailInfo();// 0x239fe14 byte GetOwnerPawnRole();// 0x239fdec -------------------------------- Class: WeaponComponentItemData PickUpGlobalDataTableRow PickUpGlobalDataTableRow;//[Offset: 0x0, Size: 352] WeaponComponentDataTableRow WeaponComponentDataTableRow;//[Offset: 0x160, Size: 24] -------------------------------- Class: PickUpGlobalDataTableRow.SurviveTableRowBase.TableRowBase byte SurvivePickUpGlobalCategory;//[Offset: 0xc, Size: 1] SlateBrush SmallProfileImage;//[Offset: 0x10, Size: 152] SlateBrush LargerProfileImage;//[Offset: 0xa8, Size: 152] FString Name;//[Offset: 0x140, Size: 12] FString Description;//[Offset: 0x14c, Size: 12] int DisplayPriority;//[Offset: 0x158, Size: 4] -------------------------------- Class: SurviveTableRowBase.TableRowBase int ID;//[Offset: 0x4, Size: 4] int PickUpSoundID;//[Offset: 0x8, Size: 4] -------------------------------- Class: WeaponComponentDataTableRow.SurviveTableRowBase.TableRowBase int WeaponComponentID;//[Offset: 0xc, Size: 4] byte Type;//[Offset: 0x10, Size: 1] StaticMesh* ShowMesh;//[Offset: 0x14, Size: 4] -------------------------------- Class: WeaponSpecificHandler.WeaponLogicBaseComponent.ActorComponent.Object ItemDefineID ItemDefineID;//[Offset: 0x100, Size: 24] FName LogicSocket;//[Offset: 0x118, Size: 8] FName AttachSocket;//[Offset: 0x120, Size: 8] byte SurviveWeaponPropSlot;//[Offset: 0x128, Size: 1] float AIMinAttackDist;//[Offset: 0x12c, Size: 4] float AIMaxAttackDist;//[Offset: 0x130, Size: 4] float AIAttackDist;//[Offset: 0x134, Size: 4] ItemHandleBase* GetBackpackItemHandle();// 0x23a9de8 int GetAvailableBulletsNumInBackpack();// 0x23a9dc0 -------------------------------- Class: WeaponReconnectReplicateData STExtraPlayerController* OwnerPlayerController;//[Offset: 0x0, Size: 4] Actor* WeaponOwner;//[Offset: 0x4, Size: 4] bool UseNewReconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] FString OwnerPlayerName;//[Offset: 0xc, Size: 12] FName WeaponInventoryLogicSocket;//[Offset: 0x18, Size: 8] BulletInClip WeaponBulletInClip;//[Offset: 0x20, Size: 16] uint32 WeaponShootID;//[Offset: 0x30, Size: 4] uint32 WeaponClipID;//[Offset: 0x34, Size: 4] byte CurWeaponState;//[Offset: 0x38, Size: 1] byte CurShootType;//[Offset: 0x39, Size: 1] int CurShootTotalType;//[Offset: 0x3c, Size: 4] ItemDefineID DefineID;//[Offset: 0x40, Size: 24] int BackpackPistolListIndex;//[Offset: 0x58, Size: 4] bool bIsCurrentWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] int OperationIndex;//[Offset: 0x60, Size: 4] -------------------------------- Class: BulletInClip int CurBulletNumInClip;//[Offset: 0x0, Size: 4] BulletInWeapon[] CurBulletIDList;//[Offset: 0x4, Size: 12] -------------------------------- Class: BulletInWeapon int BulletID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: SpawnAndBackpackWeaponReplicatedData STExtraWeapon* TargetWeapon;//[Offset: 0x0, Size: 4] FName LogicSocket;//[Offset: 0x8, Size: 8] bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool bNeedSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] ItemDefineID ID;//[Offset: 0x18, Size: 24] bool bResetBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] int ClientResetBulletNum;//[Offset: 0x34, Size: 4] int OperationIndex;//[Offset: 0x38, Size: 4] Actor* WeaponOwnerActor;//[Offset: 0x3c, Size: 4] FString OwnerCharacterName;//[Offset: 0x40, Size: 12] bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] int SyncTicket;//[Offset: 0x50, Size: 4] -------------------------------- Class: WeaponTriggerEventHandleSkill.WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x21ce8e4 static int GetWeaponSkillID(STExtraWeapon* Weapon);// 0x23ab2c0 -------------------------------- Class: WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x21ce8e4 void ProcessTriggerEvent(enum Event);// 0x2183e84 -------------------------------- Class: SceneCompUpdateOptimizationItem -------------------------------- Class: WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.Object WeaponStateBase* CurrentState;//[Offset: 0x100, Size: 4] WeaponStateBase* DefaultState;//[Offset: 0x104, Size: 4] StateMap;//[Offset: 0x108, Size: 60] WeaponStateBase* GetCurrentState();// 0x23aa3e0 byte GetCurrentFreshWeaponStateType();// 0x23aa3b8 -------------------------------- Class: WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object delegate OnBeginState;//[Offset: 0x100, Size: 12] delegate OnEndState;//[Offset: 0x10c, Size: 12] bool bNeedConditionGateCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1] byte FreshWeaponStateType;//[Offset: 0x119, Size: 1] -------------------------------- Class: GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object delegate GrenadeAvatarEqiuped;//[Offset: 0x36c, Size: 12] void PreChangeGrenadeAvatar(int InItemID);// 0x20a22e0 void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x20a2258 FString GetItemAvatarHandlePath(int ItemId);// 0x2c90a38 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemId);// 0x2c90a38 int GetDefaultAvatarID(int InAvatarID);// 0x2c90a38 void AddAssetSoftObject(out SoftObjectPath[] FSoftObjectPathList);// 0x20a211c -------------------------------- Class: ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object delegate VehicleEquipedDefaultAvatarEvent;//[Offset: 0x1e4, Size: 12] bool bNeedCheckResExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0, Size: 1] ItemDefineID DefaultCfg;//[Offset: 0x1f8, Size: 24] bool bEnableLobbyMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] MeshComponent* ItemBodyMesh;//[Offset: 0x214, Size: 4] NetItemAvatarData NetAvatarData;//[Offset: 0x218, Size: 32] BackpackCommonAvatarHandle* ItemAvatarHandle;//[Offset: 0x2d0, Size: 4] BackpackCommonAvatarHandle* DefaultItemAvatarHandle;//[Offset: 0x2d4, Size: 4] int itemType;//[Offset: 0x2d8, Size: 4] SkeletalMesh* MasterSkeletalMesh;//[Offset: 0x2e0, Size: 40] StaticMesh* MasterStaticMesh;//[Offset: 0x308, Size: 40] AssetObjectMap;//[Offset: 0x330, Size: 60] void VehicleEquipedDefaultAvatar__DelegateSignature(int AvatarID, int DefaultAvatarID);// 0x2c90a38 void SyncChangeItemAvatar(int InItemID);// 0x20234ac void SetMasterStaticMeshPath(FString InPath, bool bForce);// 0x20bf5fc void SetMasterSkeletalMeshPath(FString InPath, bool bForce);// 0x20bf4f4 void ResetItemAvatar();// 0x20bf4e0 void RequestDownloadItemInBattle(int InItemID);// 0x1f7c160 void PreChangeItemAvatar(int InItemID);// 0x2023418 void OnRep_ItemAvatarChanged();// 0x20bf4cc bool IsValidAvatar();// 0x20bf4a4 BackpackCommonAvatarHandle* GetValidAvatarHandle();// 0x20bf474 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x20bf398 MeshComponent* GetItemBodyMesh();// 0x20bf37c MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance, MaterialInterface* MatBase);// 0x1fcc26c void DownloadItemInBattleCallBack(uint32 ItemId, uint32 ErrorCode);// 0x1f7be48 void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x20232a0 void ChangeItemAvatar(int InItemID, bool bUpdateFlag);// 0x20bf2b0 void AsyncChangeItemAvatar(int InItemID);// 0x20231f8 bool ApplyMesh(MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x2023024 bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x2022f24 void AddAssetSoftObject(out SoftObjectPath[] ObjectPathList);// 0x20a211c -------------------------------- Class: BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object ItemAvatarData[] ItemAvatarMats;//[Offset: 0xf4, Size: 12] SkeletalMesh* ItemSkletalMesh;//[Offset: 0x100, Size: 40] StaticMesh* ItemStaticMesh;//[Offset: 0x128, Size: 40] class AnimInstance* ItemAnimBPPath;//[Offset: 0x150, Size: 40] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1f945e4 bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1f941c0 bool HandleDrop(int InCount, enum Reason);// 0x1f93bdc bool HandleDisuse(enum Reason);// 0x1f848c0 BackpackComponent* GetBackpackComponent();// 0x1f96b70 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1f96aac -------------------------------- Class: ItemAvatarData FName SlotID;//[Offset: 0x0, Size: 8] MaterialInterface* MatInstance;//[Offset: 0x8, Size: 40] MaterialInterface* LobbyMatInstance;//[Offset: 0x30, Size: 40] -------------------------------- Class: BackpackComponent.ActorComponent.Object delegate ItemListUpdatedDelegate;//[Offset: 0x108, Size: 12] delegate SingleItemUpdatedDelegate;//[Offset: 0x114, Size: 12] delegate SingleItemDeleteDelegate;//[Offset: 0x120, Size: 12] delegate CapacityUpdatedDelegate;//[Offset: 0x12c, Size: 12] delegate ItemOperationDelegate;//[Offset: 0x138, Size: 12] delegate ItemOperationInfoDelegate;//[Offset: 0x144, Size: 12] delegate AssociationOperationDelegate;//[Offset: 0x150, Size: 12] delegate ItemOperCountDelegate;//[Offset: 0x15c, Size: 12] delegate ItemOperationFailedDelegate;//[Offset: 0x168, Size: 12] delegate BackPackTipsToPlayerDelegate;//[Offset: 0x174, Size: 12] delegate ItemHandleAddDelegate;//[Offset: 0x180, Size: 12] PickupLimitSetting;//[Offset: 0x18c, Size: 60] delegate ItemUpdatedDelegate;//[Offset: 0x1c8, Size: 12] delegate ItemRemovedDelegate;//[Offset: 0x1d4, Size: 12] CustomAccessoriesData[] CustomAccessoriesData;//[Offset: 0x1e0, Size: 12] BattleItemPickupAfterLand[] BattleItemPickupAfterLandList;//[Offset: 0x1ec, Size: 12] SpecialPickInfo[] specialCountLimit;//[Offset: 0x1f8, Size: 12] IncNetArray ItemListNet;//[Offset: 0x210, Size: 24] BattleItemData[] CachItemList;//[Offset: 0x228, Size: 12] IncNetArray ItemListNetCache;//[Offset: 0x234, Size: 24] bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c, Size: 1] ItemHandleBase*[] ItemHandleList;//[Offset: 0x254, Size: 12] ItemHandleMap;//[Offset: 0x260, Size: 60] int CapacityThreshold;//[Offset: 0x29c, Size: 4] float Capacity;//[Offset: 0x2a0, Size: 4] float OccupiedCapacity;//[Offset: 0x2a4, Size: 4] float SafetyBoxCapacity;//[Offset: 0x2a8, Size: 4] float SafetyBoxOccupiedCapacity;//[Offset: 0x2ac, Size: 4] int virtualitemid;//[Offset: 0x2c0, Size: 4] delegate ZombieModeSkillPropLevelChangedDelegate;//[Offset: 0x2c8, Size: 12] delegate ZombieModeSkillPropCDDelegate;//[Offset: 0x2d4, Size: 12] bool IsForbidAutoEquipAttachments;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8, Size: 1] int[] NeedToShowTypeList;//[Offset: 0x2ec, Size: 12] bool bVerifyWeaponPackageData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] bool bShowBounty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9, Size: 1] delegate BackpackShowBountyDelegate;//[Offset: 0x2fc, Size: 12] FString LuaFilePath;//[Offset: 0x308, Size: 12] bool UseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x286f844 float UpdateCapacity();// 0x1f7bf0c void UnlockUpdateItemListReceive();// 0x286f830 void UnequipItem(ItemDefineID DefineID);// 0x286f7a8 void TryMergeItemHandles(ItemDefineID DefineID, enum InItemStoreArea);// 0x286f6dc int TakeItem(ItemDefineID DefineID, int Count, bool bCallHandleDrop);// 0x286f5b8 bool SwapItem(ItemDefineID DefineID1, ItemDefineID DefineID2);// 0x286f4cc void ServerSetShowBounty(bool bInShowBounty);// 0x286f404 void ServerSetCustomAccessories(int WeaponItemID, int Index, int ItemId);// 0x286f2c0 void ServerEnableItem(ItemDefineID DefineID, bool bUse);// 0x286f190 int ReturnItem(ItemDefineID DefineID, int Count, bool bCallHandlePickup);// 0x286f06c bool RemoveItemHandle(ItemDefineID DefineID);// 0x286efd4 void ReceiveItemList();// 0x217fb40 void ReceiveCapacity();// 0x21ce8c8 bool PickupItemFromWrapperDetail(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x286ec8c bool PickUpItem_Default(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x286e98c bool PickupItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x286e644 void PickupBattleItemOnPlane();// 0x286e630 bool PickItem_IntoSafetyBox(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x286e330 bool PickItem_IntoBackpack(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x286e030 void OnRep_specialCountLimit();// 0x286e01c void OnRep_ItemListNet();// 0x286e008 void OnRep_ItemList();// 0x286dff4 void OnRep_Capacity();// 0x286dfe0 void NotifyItemUpdated(ItemDefineID DefineID);// 0x286df50 void NotifyItemRemoved(ItemDefineID DefineID);// 0x286dec0 void NotifyItemListUpdated();// 0x286dea4 void NotifyCapacityUpdated();// 0x22c8aa4 BattleItemHandleBase* NewItemHandle(ItemDefineID DefineID);// 0x286de0c void ModifyItemHandleEquippingState(ItemHandleBase* ItemHandle, bool bEquipping);// 0x286dd48 void ModifyItemHandleCount(ItemHandleBase* ItemHandle, int Count);// 0x286dc8c void ModifyAutoPickClipType(int InAutoPickClipType);// 0x286dbd8 void ModifyAimNotAutoUse(bool bAdd);// 0x286db10 void LockUpdateItemListReceive();// 0x286dafc BattleItemData ItemNet2Data(out const NetArrayUnit netItem);// 0x286d938 bool IsNeedToShowInBackpack(int TypeDefineID);// 0x286d8b8 bool IsItemExist(out const ItemDefineID DefineID);// 0x286d818 bool IsEnableWeaponAttachmentBindToWeapon();// 0x286d7e8 bool IsCustomIgnoreAccessories(int WeaponId, int Index);// 0x286d724 bool IsCustomAccessories(int WeaponId, int ItemId);// 0x286d660 bool IsAutoUse(int ItemId);// 0x2c90a38 bool HasUnEquipItemByDefindIdRange(int LowValue, int HighValue);// 0x286d59c bool HasTagSub(int ItemId, out const FName TagName);// 0x2c90a38 bool HasItemBySubType(int SubType);// 0x286d51c bool HasItemByDefineID(ItemDefineID DefineID);// 0x286d48c bool HasItemByDefindIdRange(int LowValue, int HighValue);// 0x286d3c8 void HandleDropInDisuse(out const ItemDefineID DefineID, BattleItemHandleBase* ItemHandle, enum Reason, float OccupiedCapacityBeforeDisuse);// 0x286d260 World* GetWorld_BP();// 0x286d238 int GetUnEquipItemNumByItemId(int ItemId);// 0x286d1b8 SpecialPickInfo GetSpecialItemNow(ItemDefineID DefineID);// 0x286d118 SpecialPickInfo GetSpecialItemBefore(int ItemResId);// 0x286d088 BattleItemData GetLeastElectrictyBattleItemData(ItemDefineID DefineID, FString AdditionalDataName);// 0x286ceb4 int GetItemSubType(int ItemId);// 0x2c90a38 BattleItemData[] GetItemListByDefineID(ItemDefineID DefineID);// 0x286cd44 GetItemHandleMap();// 0x286cd0c ItemHandleBase*[] GetItemHandleList();// 0x286cc9c int GetItemCountByType(int InItemType);// 0x286cc1c int GetItemCountByItemSpecialID(int InItemSpecialID);// 0x286cb9c BattleItemData GetItemByDefineID(ItemDefineID DefineID);// 0x286cae0 float GetItemAssociateWeights(BattleItemData InItemData);// 0x286ca1c BattleItemData GetFirstItemBySubType(int SubType);// 0x286c970 BattleItemData GetFirstItemByDefineIDIgnoreInstance(ItemDefineID DefineID);// 0x286c8b4 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(ItemDefineID DefineID);// 0x286c7f8 BattleItemData[] GetAllItemList(enum InItemStoreArea);// 0x286c6a0 enum GetAIPickupType(int ItemId);// 0x286c618 void ForceNetUpdate();// 0x2123c8c void EquipItem(ItemDefineID DefineID);// 0x286c590 bool DropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x286c470 bool DisuseItem(ItemDefineID DefineID, enum Reason);// 0x286c394 BattleItemHandleBase* CreateItemHandleInternal(ItemDefineID DefineID);// 0x286c2fc ItemHandleBase* CreateItemHandle(ItemDefineID DefineID);// 0x286c264 int ConsumeItem(ItemDefineID DefineID, int Count);// 0x286c190 void ClientUpdateSingleItem(const ItemDefineID DefineID);// 0x286c110 void ClientUpdateItemData(const BattleItemData InItemData);// 0x286c074 void ClientRemoveItemData(const BattleItemData InItemData);// 0x286bfd8 void ClientBroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x286bec0 void ClientBroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x286bda8 int CheckSpecialMaxCountForItem(ItemDefineID DefineID, int Count);// 0x286bcd4 bool CheckSkillPropItemCanBePickup(BackpackComponent* BackpackComp, ItemDefineID DefineID);// 0x286bbf4 bool CheckPickUpItemDefaultSuccess(out const ItemDefineID DefineID, bool bPickupSucc, bool bAutoEquip);// 0x286bab8 int CheckLeftLimitCountForItem(int InItemID, int InCount);// 0x286b9ec void CheckItemEmptyInBackpack(int InItemID);// 0x286b974 int CheckCapacityForItem(ItemDefineID DefineID, int Count, enum InItemStoreArea);// 0x286b85c bool ChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x286b73c bool CanDisuseToBackpack(ItemDefineID DefineID);// 0x286b6a4 bool CacheItemAssociationBeforeDisuse(ItemDefineID DefineID, enum Reason);// 0x286b5c8 void BroadcastItemOperCountDelegate(ItemDefineID DefineID, enum OperationType, int Count);// 0x286b4b8 void BroadcastItemOperationInfoDelegate(out const ItemOperationInfo ItemOperationInfo);// 0x286b41c void BroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x286b30c void BroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x286b1fc bool AddItemHandle(ItemDefineID DefineID, ItemHandleBase* ItemHandle);// 0x286b120 void AddBattleItemPickupOnPlane(out ItemDefineID DefineID, out BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x286ae80 -------------------------------- Class: CustomAccessoriesData int WeaponId;//[Offset: 0x0, Size: 4] int Index;//[Offset: 0x4, Size: 4] int ItemId;//[Offset: 0x8, Size: 4] -------------------------------- Class: BattleItemPickupAfterLand ItemDefineID DefineID;//[Offset: 0x0, Size: 24] BattleItemPickupInfo pickupInfo;//[Offset: 0x18, Size: 72] enum Reason;//[Offset: 0x60, Size: 1] enum BattleItemClientPickupType;//[Offset: 0x61, Size: 1] -------------------------------- Class: SpecialPickInfo int item_id;//[Offset: 0x0, Size: 4] int cur_count;//[Offset: 0x4, Size: 4] int total_count;//[Offset: 0x8, Size: 4] -------------------------------- Class: IncNetArray NetArrayUnit[] incArray;//[Offset: 0x0, Size: 12] -------------------------------- Class: NetArrayUnit BattleItemNet Unit;//[Offset: 0x0, Size: 64] bool markDelete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] -------------------------------- Class: BattleItemNet ItemDefineID DefineID;//[Offset: 0x0, Size: 24] int Count;//[Offset: 0x18, Size: 4] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] enum ItemStoreArea;//[Offset: 0x1d, Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x20, Size: 12] ItemAssociation[] Associations;//[Offset: 0x2c, Size: 12] int Durability;//[Offset: 0x38, Size: 4] -------------------------------- Class: ItemOperationInfo ItemDefineID DefineID;//[Offset: 0x0, Size: 24] enum BattleItemOperationType;//[Offset: 0x18, Size: 1] byte Reason;//[Offset: 0x19, Size: 1] int Count;//[Offset: 0x1c, Size: 4] -------------------------------- Class: CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object SlotTypeToSocket;//[Offset: 0x6c8, Size: 60] SubSlotTypeToSocket;//[Offset: 0x704, Size: 60] int gender;//[Offset: 0x740, Size: 4] delegate OnAvatarEquipped;//[Offset: 0x744, Size: 12] AvatarSlotNameConfig DefaultSlotNameConfig;//[Offset: 0x750, Size: 120] SlotNameMap;//[Offset: 0x7c8, Size: 60] int HeadAvatarID;//[Offset: 0x818, Size: 4] int PreHeadAvatarID;//[Offset: 0x81c, Size: 4] SoftObjectPath HeadMeshSoftPath;//[Offset: 0x820, Size: 24] class AnimInstance* HeadAniminstanceClass;//[Offset: 0x838, Size: 4] bool isEnable2PassHairMarkDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x83d, Size: 1] bool forceLodMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84c, Size: 1] bool bEnableCameraModeLODControll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84d, Size: 1] HadHideBoneNames;//[Offset: 0x850, Size: 60] enum[] OpenResetHideBone;//[Offset: 0x88c, Size: 12] AvatarHideBoneMap;//[Offset: 0x898, Size: 60] int[] ignoreSlots;//[Offset: 0x8d4, Size: 12] int WholeBodyModelID;//[Offset: 0x8e0, Size: 4] int CurrentClothID;//[Offset: 0x8e4, Size: 4] int[] NeedRemoveSlot;//[Offset: 0x8e8, Size: 12] bool bWearingSuit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8f4, Size: 1] ClothMaterialColorName;//[Offset: 0x8f8, Size: 60] ClothMaterialSkinName;//[Offset: 0x934, Size: 60] RunningColorHandle;//[Offset: 0x970, Size: 60] RunningPatternHandle;//[Offset: 0x9ac, Size: 60] LoadedEffectGroup;//[Offset: 0x9e8, Size: 60] delegate OnAvatarAttachEquipped;//[Offset: 0xa24, Size: 12] delegate OnClothParticleEquipped;//[Offset: 0xa30, Size: 12] LoadedAttachMeshGroup;//[Offset: 0xa3c, Size: 60] int ConfigMinDistFromMainChar;//[Offset: 0xa78, Size: 4] int ConfigMaxDistFromMainChar;//[Offset: 0xa7c, Size: 4] int ConfigBaseNonRenderedUpdateRate;//[Offset: 0xa80, Size: 4] float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0xa84, Size: 12] AvatarAttachMeshFrameSkipMap[] ConfigLODToFrameSkipMap;//[Offset: 0xa90, Size: 12] int EnableEquipAvatarPendant;//[Offset: 0xa9c, Size: 4] bool bConsiderDefaultReplaceModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa0, Size: 1] bool bAllowSetInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa1, Size: 1] AdditionalAvatarMap;//[Offset: 0xaa4, Size: 60] FakeHeadInfo FakeHeadInfo;//[Offset: 0xae0, Size: 56] class AnimInstance* SoftAnimBPClass;//[Offset: 0xb18, Size: 40] bool EnableCachedAvatarRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb40, Size: 1] bool bEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb43, Size: 1] bool HasVehicleAjustHandle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb44, Size: 1] int BodySlotStateChangeCount;//[Offset: 0xb48, Size: 4] float CutPlaneW;//[Offset: 0xb4c, Size: 4] bool EnableClothPlaneCut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb50, Size: 1] SkinnedMeshComponent* ClothSkinMeshTobeCut;//[Offset: 0xb70, Size: 4] bool bEnableAvatarReAttachFeature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb74, Size: 1] bool bVisibleChangeRefreshAvatarReAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb75, Size: 1] enum[] AlwaysResetReAttachSlotList;//[Offset: 0xb78, Size: 12] PendingAvatarReAttachCollectionMap;//[Offset: 0xb84, Size: 60] FinalWorkingAvatarReAttachMap;//[Offset: 0xbc0, Size: 60] int TypeToInt(enum InSlotType);// 0x1ff9d84 void TemporarySetHidedBonesVisibility(bool Visible);// 0x1ff9d04 void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1ff9bc8 void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1ff9af4 void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1ff9a20 bool SetSkinMaterial(int SlotID, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x1ff9900 void SetNormalMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, int SlotID, BackpackAvatarHandle* InAvatarHandle);// 0x1ff9788 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x1ff9610 void SetIgnoreSlots(BackpackAvatarHandle* avatar);// 0x1ff9598 void SetClothParticleVisibility(int SlotID, bool Visible, bool IsForCE);// 0x1ff9484 void SetCastPhotonShadow(bool Enable);// 0x1ff9404 bool SetBodySuitsMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, BackpackAvatarHandle* InAvatarHandle);// 0x1ff92c8 void SetAvatarVisibility(enum SlotType, bool Visible, bool IsForCE);// 0x1ff91b4 void SetAvatarGender(int AGender);// 0x1ff74d8 void SetAvatarForceLOD(enum SlotType, int LODLevel);// 0x1ff90f8 void SetAllMeshCharMode(bool bMainChar);// 0x1ff9078 void ResetOnReCycle();// 0x1ff9064 void ResetBackpackPendant(int InSlotID, BackpackAvatarHandle* AvatarHandle);// 0x1ff8fa8 void ResetAnimDynamicsByMeshComp(MeshComponent* MeshComp);// 0x1ff8f28 void ResetAllAnimDynamics();// 0x1ff8f0c void RequestSyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1ff8e40 void RemoveForceReplaceOnVehicle(int SlotID);// 0x1ff8dc8 void RemoveClothParticleEffect(int SlotID);// 0x1ff8d50 void RemoveAvatarReAttach(const enum InTriggerSlot);// 0x1ff8cd8 void RemoveAttachMesh(int SlotID);// 0x1ff8c60 void RefreshAvatarReAttachForAssociatedSlot(const enum InScaledSlot, const enum InAssociatedSlot);// 0x1ff8ba4 void RefreshAvatarReAttach();// 0x1ff8b90 void ProcessClothSuits();// 0x1ff8b74 void ProcessChangedVehicleSeat();// 0x2c90a38 void ProcessAvatarRectify();// 0x1ff8b58 void PreProcessBeforeLoadMesh();// 0x1f43244 void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2c90a38 void PostProcessAfterLoadMesh();// 0x1ff8b3c void OnSyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1ff8a70 void OnRespawned();// 0x1f7c070 void OnRep_EnableClothPlaneCut();// 0x1ff8a5c void OnRep_BodySlotStateChangedInternal();// 0x1ff8a48 void OnRep_BodySlotStateChanged();// 0x1ff8a2c void OnRecycled();// 0x1f4942c void OnPlayerLeaveState(enum State);// 0x1ff89b4 void OnPlayerEnterState(enum State);// 0x1ff893c void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1ff8868 void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x1ff8794 void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x1ff86e4 void OnEnterOrLeaveVehicle();// 0x2c90a38 void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1ff85c4 void OnClothParticleEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemId);// 0x2c90a38 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1ff8498 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1ff83bc void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1ff8284 void OnAvatarEquippedCall(enum SlotType, bool bEquipped, int ItemId);// 0x1ff8178 void OnAvatarEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemId);// 0x2c90a38 void OnAvatarAttachEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemId);// 0x2c90a38 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1ff80f8 void OnAsyncLoadBattleHandlesDone_Download(int InAsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles);// 0x1ff7fe0 void OnAsyncLoadBattleHandlesDone(int InBodySlotStateChangeCount, out const BattleItemHandleBase*[] AvatarHandles);// 0x1ff7ec8 void MarkAvatarBoneRetargetLODFeature(const enum InAvatarSlot, const bool InIsUseEnable);// 0x1ff7dfc bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1ff7cd4 bool IsWearingAvatarNeedParachuteWind();// 0x2c90a38 bool IsUseDefaultReplaceModel(int InSlotID, out const ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle);// 0x1ff7bac bool IsTeammate();// 0x1f7c040 bool IsSelf();// 0x1f7bfe8 bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1ff7ab0 bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1ff79b4 bool IsPendantExistAndBackpackHided(int SlotType);// 0x1ff7934 bool IsNeedModifyVehicle(int TemplateID);// 0x1ff78b4 bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1ff77e8 bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1ff76b8 bool IsInVehicleTemplateConfig(int VehicleID, int TemplateID);// 0x1ff75f4 bool IsCutPlaneOnVehicleOpen();// 0x2c90a38 enum IntToType(int InSlotID);// 0x1ff7580 void InitMasterComponent();// 0x1ff756c void Initialize();// 0x1ff7550 void InitialAvatarParam(int AGender);// 0x1ff74d8 void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x1ff7460 void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x1ff7360 bool InitBodyMeshByHead(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1ff727c bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh);// 0x2c90a38 bool HandleUnEquipCloth(out const ItemDefineID InItemID);// 0x1ff71e4 bool HandleUnEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1ff7108 void HandleHeadEquipped(BattleItemHandleBase* Handle);// 0x1ff7090 void HandleEquipInitalCloth(BattleItemHandleBase* InItemHandle);// 0x1ff7018 bool HandleEquipCloth(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1ff6f3c bool HandleEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1ff6e60 StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x1ff6dac enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1ff6c9c SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x1ff6be8 int GetRepalceIDOnVehicle(int OriginID);// 0x2c90a38 enum GetPendantSlotType();// 0x1ff6bb8 MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1ff6b30 MaterialInstanceDynamic* GetMaterialBySlotName(enum InSlotType, FName SlotName);// 0x1ff6a6c MaterialInstance* GetMaterial(out const MeshPackage MeshPack);// 0x1ff69b8 BackpackAvatarHandle* GetLoadedHandle(int SlotID);// 0x1ff6938 int GetEquipmentSkinItemID(int InItemID);// 0x1ff68b0 bool GetEquimentMeshBySlot(int Slot, out MeshData MeshPack);// 0x1ff67b8 int[] GetDefaultBodyItemIDList();// 0x1ff66f8 FName GetClothMaterialSkinName(enum SlotType, bool bSuit);// 0x1ff6624 FName GetClothMaterialColorName(enum SlotType, bool bSuit);// 0x1ff6550 MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, BackpackAvatarHandle* InAvatarHandle);// 0x1ff6448 enum GetBPSlotNameConfigType(BackpackAvatarHandle* InAvatarHandle);// 0x2c90a38 BackpackAvatarItemPattern* GetAvatarItemPattern(enum InSlotType, int InPatternID, int InNumID);// 0x1ff6340 BackpackAvatarItemColor* GetAvatarItemColor(enum InSlotType, int InColorID);// 0x1ff627c int GetAvatarIDBySlotID(int SlotID);// 0x1ff61fc enum GetAttachPartSlotType();// 0x1ff61cc MeshComponent* GetAttachParentMesh(int SlotID);// 0x1ff6144 bool GetAttachMeshResRef(out const AvatarAttachMeshData MeshPack, out SoftObjectPath OutAssetRef);// 0x1ff5fc0 void GetAllEquipItems(out int[] EquipItems);// 0x1ff5ef4 void GenerateVehicleTemplateConfig();// 0x2c90a38 bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle);// 0x2c90a38 void ForceReplaceAvatarOnVehicle(int SlotID);// 0x1ff5e7c void FillVehicleTemplateConfig(int TemplateID, int VehicleID);// 0x1ff5dc0 bool EnableEquipAvatarPendantFeature();// 0x1ff5d98 bool DeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x1ff5cc4 BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID);// 0x2c90a38 BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID);// 0x2c90a38 ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1ff5be0 void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x1ff5b48 bool CheckShouldEquipDefaultItem(int InSlotID);// 0x1ff5ac0 bool CheckIsHiddenByOther(int InItemResID);// 0x1ff5a40 void CheckAvatarReAttachForSlotAssociation(const enum InSlot);// 0x1ff59c8 void CheckAvatarReAttachForSlot(const enum InScaledSlot);// 0x1ff5950 void CheckAvatarReAttachCancelForSlotAssociation(const enum InScaledSlot);// 0x1ff58d8 void CancelAvatarReAttach(out const ReAttachConfig InAvatarReAttachInfo);// 0x1ff56e0 void BPOnRemoveAvatarReAttach();// 0x2c90a38 void BPOnDeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x2c90a38 bool BPIsNeedModifyVehicle(int VehicleID, int TemplateID, int SeatIdx);// 0x2c90a38 void AsyncLoadClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1ff5624 void AsyncLoadAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1ff5568 void ApplyMeshCompCollision(int SlotID);// 0x1ff54f0 bool ApplyMaterial(MeshComponent* InMeshComponent, ItemHandleBase* InItemHandle);// 0x1ff5424 void ApplyClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1ff5368 void ApplyAvatarReAttach(out const ReAttachConfig InAvatarReAttachInfo);// 0x1ff5170 void ApplyAvatarCustomInfo(int InSlotID, MaterialInstanceDynamic* InMatDynamic, BackpackAvatarItemColor* InColorHandle, BackpackAvatarItemPattern* InPatternHandle);// 0x1ff501c void ApplyAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1ff4f60 void ApplyAnimListOverride(ItemHandleBase* InItemHandle, bool IsPutOn);// 0x1ff4e94 void AddAvatarReAttach(const enum InTriggerSlot, out const AvatarReAttachConfigCollection InAvatarReAttachCollection);// 0x1ff4da4 void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x1ff4d24 -------------------------------- Class: SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object SlotToSocket;//[Offset: 0x3ec, Size: 60] DefaultAvataConfig;//[Offset: 0x428, Size: 60] LoadedMeshComps;//[Offset: 0x464, Size: 60] LoadedHandleDescs;//[Offset: 0x4a0, Size: 60] delegate OnAvatarBeginLoadMesh;//[Offset: 0x4dc, Size: 12] delegate OnAvatarAllMeshLoaded;//[Offset: 0x4e8, Size: 12] delegate OnAvatarMeshEquipped;//[Offset: 0x4f4, Size: 12] delegate OnAvatarMeshMaterialApplyed;//[Offset: 0x500, Size: 12] bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c, Size: 1] bool EnableMeshOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50d, Size: 1] bool IsGameStateValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50e, Size: 1] ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x510, Size: 12] int AsyncLoadReqID;//[Offset: 0x5b4, Size: 4] int LastAsyncLoadReqID;//[Offset: 0x5b8, Size: 4] bool bAutonomousLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d0, Size: 1] AvatarEntity*[] EntityTickList;//[Offset: 0x5d4, Size: 12] AvatarEntityList;//[Offset: 0x5e0, Size: 60] AvatarEntityFactory* EntityFactory;//[Offset: 0x61c, Size: 4] bool bLoadWithBatchBody;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x620, Size: 1] enum[] LoadWithBatchBodyFilterTypes;//[Offset: 0x624, Size: 12] int[] LoadWithBatchBodyFilterTemplateIDs;//[Offset: 0x630, Size: 12] void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1ff9bc8 void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1ff9af4 void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1ff9a20 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x1ff9610 void SetLoadMeshWithBatchBody(bool bFlag);// 0x2198f64 void ResetSlotSyncData();// 0x2198f48 void RequestSyncLoadMeshesWithPath(out const SoftObjectPath[] AssetPathList);// 0x2198e14 void RequestSyncLoadMeshes();// 0x2198e00 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1f7c08c void RequestAsyncLoadMeshes();// 0x2198dec void RequestAsyncLoadHandles();// 0x2198dd8 void RemoveEquippedAvatar(int InSlotID);// 0x2198d58 void RemoveAllEquippedAvatar(bool bClearMasterMesh);// 0x2198cd0 void ReloadLogicAvatar(int SlotID, enum ReloadType, bool bReBuild);// 0x2198bc0 void ReloadAllLogicAvatar(enum ReloadType);// 0x2198b40 void ReloadAllEquippedAvatar(enum ReloadType);// 0x2198ac0 bool PutOnEquipmentByResID(int resID);// 0x2198a38 bool PutOffEquimentByResID(int resID);// 0x21989b0 void PreProcessBeforeLoadMesh();// 0x1f43244 void PostProcessAfterLoadMesh();// 0x1ff8b3c void OnSyncLoadMeshesDone();// 0x219899c void OnRespawned();// 0x1f7c070 void OnRep_BodySlotStateChanged();// 0x1ff8a2c void OnRecycled();// 0x1f4942c void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x1ff8794 void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x1ff86e4 void OnAvatarMeshMaterialApplyed__DelegateSignature(MeshComponent* MeshComponent);// 0x2c90a38 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1ff8498 void OnAvatarMeshEquipped__DelegateSignature(int SlotID, bool bEquipped, int ItemId);// 0x2c90a38 void OnAvatarBeginLoadMesh__DelegateSignature();// 0x2c90a38 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2c90a38 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1ff80f8 void OnAsyncLoadHandlesDone_Download(out const ItemHandleBase*[] AvatarHandles);// 0x21988c8 void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x21987f4 void OnAllAvatarHandleLoadedDoneSync();// 0x21987e0 void OnAllAvatarHandleLoadedDone();// 0x21987cc bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x2194674 bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1ff7cd4 bool IsValidStateToRequestDownload();// 0x21987a4 bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x21986d8 bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1ff77e8 bool IsItemHasEquipped(int InItemID);// 0x2193ccc bool IsForceRecreateMeshBoneRetargetAdaptSlot(const enum InTestSlot);// 0x2198650 bool IsEnableItemDownload(int ItemId);// 0x2c90a38 bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x2193b94 bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x21985c8 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x1f42674 void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x2198504 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1ff6c9c enum GetMeshTypeBySlot(int InSlotID);// 0x2198484 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x2198404 MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1ff6b30 ItemHandleBase*[] GetLoadedItemHandlePool();// 0x2198394 int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID);// 0x2198284 int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID);// 0x2198174 AvatarEntityFactory* GetEntityFactory();// 0x2198144 SoftObjectPath GetBatchDefaultBodyPath();// 0x2c90a38 ItemHandleBase* GetAvatarHandleExternal(out const ItemDefineID InItemID, bool bDirectCreate);// 0x2198060 AvatarEntity* GetAvatarEntity(int SlotID, FName Option, int SubSlotID);// 0x2197f58 MeshComponent* GetAttachParentMesh(int SlotID);// 0x1ff6144 MeshComponent*[] GetAllMeshComponents(bool CheckVisible);// 0x2197e48 int GetAdvanceVehicleInsideSlotID();// 0x2197e18 bool GenerateDefaultAvatarConfig(int InBaseSkinID);// 0x2c90a38 bool DeleteAvatarMeshData(int InSlotID, bool DestroyComp);// 0x1ff5cc4 ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1ff5be0 AvatarEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x2197d54 bool CheckSlotInfo(int InSlotID, out bool isHide, out bool isReplace, out bool bVisable, out ItemDefineID OutItemID);// 0x2197b6c bool CanLoadItemWithBatchBody(out const ItemDefineID InItemID);// 0x2197ad4 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x2197a00 void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs, out ItemDefineID[] OutRequestItemList);// 0x2197894 enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x2197784 void BPCreateAvatarCustomHandle(int SlotID, int ItemId, out const AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle);// 0x2c90a38 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1f7bbd0 -------------------------------- Class: SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object LogicSlotDesc;//[Offset: 0x1e4, Size: 60] ViewSlotDesc;//[Offset: 0x220, Size: 60] NetAvatarSyncData NetAvatarData;//[Offset: 0x25c, Size: 24] AvatarSlotDesc[] PendingEquipItemLogic;//[Offset: 0x274, Size: 12] AvatarSlotDesc[] PendingUnEquipItemLogic;//[Offset: 0x280, Size: 12] delegate OnAvatarEquippedEvent;//[Offset: 0x28c, Size: 12] delegate OnAvatarUnequippedEvent;//[Offset: 0x298, Size: 12] delegate OnAvatarEquippedFailedEvent;//[Offset: 0x2a4, Size: 12] int itemType;//[Offset: 0x2b0, Size: 4] enum CustomType;//[Offset: 0x2b4, Size: 1] ForceEquipItemLogic;//[Offset: 0x2b8, Size: 60] bool bEnableRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc, Size: 1] bool bEnableBPModifyRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fd, Size: 1] bool bEnableBPModifySlotType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fe, Size: 1] bool bEnableBPModifySlotName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ff, Size: 1] int SubSlotStartNum;//[Offset: 0x300, Size: 4] int SubSlotIntervalNum;//[Offset: 0x304, Size: 4] SlotHideStateMap;//[Offset: 0x308, Size: 60] int[] AlawysHideResetOperation;//[Offset: 0x3c8, Size: 12] bool bEnableConflictRule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4, Size: 1] delegate OnAvatarConflictProcess;//[Offset: 0x3d8, Size: 12] void SetForceHideState(int InSlotID, enum InForceHideState);// 0x21948c0 void RemoveForceEquipItem(int SlotID);// 0x2194848 void RemoveAllEquippedItem();// 0x2194834 void OnRespawned();// 0x1f7c070 void OnRep_BodySlotStateChanged();// 0x1ff8a2c void OnRecycled();// 0x1f4942c void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1ff8868 void OnHandleUnequipSlot(int InSlotID);// 0x21947bc void OnHandleUnequipItem(out const AvatarSyncData InSyncData);// 0x2194714 void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x1ff86e4 void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1ff85c4 void OnAvatarUnequippedEvent__DelegateSignature(int SlotID, ItemDefineID OldItemID);// 0x2c90a38 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1ff83bc void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1ff8284 void OnAvatarEquippedFailedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2c90a38 void OnAvatarEquippedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2c90a38 void OnAvatarConflictProcess__DelegateSignature(int SlotID, ItemDefineID NewItemID, int[] ConflictSlotID);// 0x2c90a38 bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x2194674 bool ModifyViewDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x2194564 bool ModifyViewDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x2194454 bool ModifyViewDataByForceHide(int InSlotID, bool bHide);// 0x2194388 bool ModifySyncDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x2194278 bool ModifySyncDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x2194168 bool ModifySyncDataByForceHide(int InSlotID, enum HideState);// 0x21940a4 int MakeStateInfo(out const int[] InSlotDesc);// 0x2193fd0 AvatarTableData MakeAvatarTableData(out const ItemDefineID InItemID);// 0x2193f04 bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1ff7ab0 bool IsItemHasMutilReplaceMesh(int InSlotID, out const ItemDefineID InItemID);// 0x2193e20 bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1ff76b8 bool IsEquippedThoseItemList(out const int[] InItemListID);// 0x2193d4c bool IsEquippedItemID(int InItemID);// 0x2193ccc bool IsEquippedItemDefineID(out const ItemDefineID InItemID);// 0x2193c34 bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x2193b94 bool HasLogicEquipped(out const ItemDefineID InItemID);// 0x2193afc bool HandleUnequipSlot(int InSlotID);// 0x2193a7c bool HandleUnequipItem(out const ItemDefineID InItemID);// 0x21939e4 void HandleItemSlotState(out OutHideMap, out OutReplaceMap);// 0x2193804 void HandleItemResetOrderDesc();// 0x21937f0 void HandleItemResetOperation();// 0x21937dc void HandleItemReplaceRelation();// 0x21937c8 void HandleItemHideRelation();// 0x21937b4 bool HandleEquipItem(out const ItemDefineID InItemID, out const AvatarCustom InCustomInfo);// 0x21936b8 void GetViewDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2193510 void GetViewDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2193368 bool GetViewDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x219328c bool GetViewDataBySlot(const int InSlotID, out AvatarSlotDesc OutSlotDesc);// 0x2193174 void GetSyncDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2192fcc void GetSyncDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2192e24 bool GetSyncDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x2192d48 bool GetSyncDataBySlot(const int InSlotID, out AvatarSyncData OutSlotDesc);// 0x2192c54 int GetLogicEquippedSlot(out const ItemDefineID InItemID);// 0x2192bbc int GetItemTemplateID(out const ItemDefineID InItemID);// 0x2192b1c enum GetForceHideState(int InSlotID);// 0x2192a94 void GetEquippedItemDefineID2(int InSlotID, out ItemDefineID ItemDefineID, out ItemDefineID RealShowItemDefineID);// 0x2192964 ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x21928d0 int GetAvatarSlotID(int InSubSlotID);// 0x2192850 void ClientPostProcessViewDataMiddle();// 0x2192834 void ClientPostProcessViewDataBefore();// 0x2018fd0 void ClientPostProcessViewDataAfter();// 0x20bb0e8 void ClientBuildAvatarRelationData();// 0x2192820 void ClientBodySlotStateChanged();// 0x219280c bool CheckItemConflictRule(out const ItemDefineID InItemID, out const AvatarTableData InAvatarData);// 0x21926c4 void BuildAvatarItemMap(out OutHideMap, out OutReplaceMap);// 0x21924e4 bool BPClientPostProcessViewDataMiddle();// 0x217f4d4 bool BPClientPostProcessViewDataBefore();// 0x21924b4 bool BPClientPostProcessViewDataAfter();// 0x2192484 void AddForceEquipItem(int SlotID, int ItemId, enum HideState);// 0x2192384 -------------------------------- Class: AvatarSlotDesc int SlotID;//[Offset: 0x0, Size: 4] int SubSlotID;//[Offset: 0x4, Size: 4] ItemDefineID ItemDefineID;//[Offset: 0x8, Size: 24] ItemDefineID RealShowItemDefineID;//[Offset: 0x20, Size: 24] int gender;//[Offset: 0x38, Size: 4] int HideState;//[Offset: 0x3c, Size: 4] int ReplaceState;//[Offset: 0x40, Size: 4] bool IsExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] AvatarCustom CustomInfo;//[Offset: 0x48, Size: 20] bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] enum SlotDescDiff;//[Offset: 0x5d, Size: 1] ItemDefineID OldItemDefineID;//[Offset: 0x60, Size: 24] -------------------------------- Class: AvatarCustom enum CustomType;//[Offset: 0x0, Size: 1] int ColorID;//[Offset: 0x4, Size: 4] int PatternID;//[Offset: 0x8, Size: 4] int NumID;//[Offset: 0xc, Size: 4] int ParticleID;//[Offset: 0x10, Size: 4] -------------------------------- Class: NetAvatarSyncData AvatarSyncData[] SlotSyncData;//[Offset: 0x0, Size: 12] int gender;//[Offset: 0xc, Size: 4] int BaseID;//[Offset: 0x10, Size: 4] int UpdateFlag;//[Offset: 0x14, Size: 4] -------------------------------- Class: AvatarSyncData int ItemId;//[Offset: 0x0, Size: 4] int AdditionalItemID;//[Offset: 0x4, Size: 4] int SlotID;//[Offset: 0x8, Size: 4] int SubSlotID;//[Offset: 0xc, Size: 4] int HideState;//[Offset: 0x10, Size: 4] int ReplaceState;//[Offset: 0x14, Size: 4] int FakeItemID;//[Offset: 0x18, Size: 4] enum ForceDescDiff;//[Offset: 0x1c, Size: 1] enum OperationType;//[Offset: 0x1d, Size: 1] AvatarCustom CustomInfo;//[Offset: 0x20, Size: 20] enum ForceHideState;//[Offset: 0x34, Size: 1] -------------------------------- Class: ForceEquipSlotInfo -------------------------------- Class: AvatarTableData int SlotID;//[Offset: 0x0, Size: 4] int SubSlotID;//[Offset: 0x4, Size: 4] int[] HideFlags;//[Offset: 0x8, Size: 12] int[] ReplaceFlags;//[Offset: 0x14, Size: 12] int[] RecoverHideFlagsWhenSelfHidden;//[Offset: 0x20, Size: 12] int[] RecoverReplaceFlagsWhenSelfHidden;//[Offset: 0x2c, Size: 12] int[] RecoverHideFlagsWhenSelfReplaced;//[Offset: 0x38, Size: 12] int[] RecoverReplaceFlagsWhenSelfReplaced;//[Offset: 0x44, Size: 12] int[] ConflictConfig;//[Offset: 0x50, Size: 12] int[] ConflictConfigWhenSelfReplaced;//[Offset: 0x5c, Size: 12] int HideBoneSlotID;//[Offset: 0x68, Size: 4] int HideBoneType;//[Offset: 0x6c, Size: 4] FName[] HideBoneNames;//[Offset: 0x70, Size: 12] -------------------------------- Class: SlotMeshDesc int SlotID;//[Offset: 0x0, Size: 4] MeshComponent* MeshComp;//[Offset: 0x4, Size: 8] ParticleGroup ParticleGroup;//[Offset: 0xc, Size: 36] -------------------------------- Class: ParticleGroup ParticleSystem*[] ParticleSystemList;//[Offset: 0x0, Size: 12] ParticleSystemComponent*[] ParticleCompList;//[Offset: 0xc, Size: 12] ParticleAsset[] ParticleAssetList;//[Offset: 0x18, Size: 12] -------------------------------- Class: ParticleAsset Transform Transform;//[Offset: 0x0, Size: 48] ParticleSystem* ParticleSystem;//[Offset: 0x30, Size: 40] FName AttachSocket;//[Offset: 0x58, Size: 8] FName ComponentTag;//[Offset: 0x60, Size: 8] ParticleSysParam[] InstanceParameters;//[Offset: 0x68, Size: 12] bool bLimitCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74, Size: 1] bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75, Size: 1] -------------------------------- Class: SlotHandleDesc int SlotID;//[Offset: 0x0, Size: 4] ItemHandleBase* EquipHandle;//[Offset: 0x4, Size: 8] AvatarCustomBase*[] CustomHandles;//[Offset: 0xc, Size: 12] SoftObjectPath EquipMeshAssetPath;//[Offset: 0x18, Size: 24] -------------------------------- Class: AvatarCustomBase.CustomBase.Object CustomMatConfig[] MatConfigs;//[Offset: 0x30, Size: 12] void SetCustomMatParam(MaterialInterface* InMaterial, out const CustomMatConfig InMatConfig, bool bSetTexture);// 0x20149b8 void AsyncLoadCustomAssetDone();// 0x20149a4 bool ApplyCustomInfo();// 0x20134b4 -------------------------------- Class: CustomBase.Object int CustomID;//[Offset: 0x1c, Size: 4] ActorComponent* OwnerComp;//[Offset: 0x20, Size: 8] MeshComponent* OwnerMeshComp;//[Offset: 0x28, Size: 8] void SetCustomID(int InCustomID);// 0x201462c MeshComponent* GetOwnerMeshComp();// 0x2014604 ActorComponent* GetOwnerComp();// 0x20145dc bool ClearCustomInfo();// 0x20134f8 bool ApplyCustomInfo();// 0x20134b4 -------------------------------- Class: CustomMatConfig FName SlotName;//[Offset: 0x0, Size: 8] CustomMatScalar[] ScalarConfig;//[Offset: 0x8, Size: 12] CustomMatColor[] ColorConfig;//[Offset: 0x14, Size: 12] CustomMatTextrue[] TextrueConfig;//[Offset: 0x20, Size: 12] -------------------------------- Class: CustomMatScalar FName ParamName;//[Offset: 0x0, Size: 8] FName Tips;//[Offset: 0x8, Size: 8] float Scalar;//[Offset: 0x10, Size: 4] -------------------------------- Class: CustomMatColor FName ParamName;//[Offset: 0x0, Size: 8] FName Tips;//[Offset: 0x8, Size: 8] LinearColor Color;//[Offset: 0x10, Size: 16] -------------------------------- Class: CustomMatTextrue FName ParamName;//[Offset: 0x0, Size: 8] FName Tips;//[Offset: 0x8, Size: 8] Texture* Textrue;//[Offset: 0x10, Size: 40] FString TextruePath;//[Offset: 0x38, Size: 12] -------------------------------- Class: AvatarEntity.Object int SlotID;//[Offset: 0x1c, Size: 4] int SubSlotID;//[Offset: 0x20, Size: 4] BattleItemHandleBase* LoadedHandle;//[Offset: 0x24, Size: 4] BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0x28, Size: 4] SlotViewAvatarComponent* AvatarComponent;//[Offset: 0x2c, Size: 4] MeshComponent* MeshComponent;//[Offset: 0x30, Size: 4] MeshData EntityMeshData;//[Offset: 0x38, Size: 96] MeshData CachedEntityMeshData;//[Offset: 0x98, Size: 96] bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf9, Size: 1] bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa, Size: 1] bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb, Size: 1] FName SocketName;//[Offset: 0x100, Size: 8] ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x108, Size: 12] SoftObjectPath MeshAssetPath;//[Offset: 0x118, Size: 24] ItemDefineID ParentDefineID;//[Offset: 0x130, Size: 24] SubEntityList;//[Offset: 0x148, Size: 60] void UpdateVisibility();// 0x1f84c70 void UnRegisterTick();// 0x1f84c54 void TickEntity();// 0x1f80ac4 void SetSocketName();// 0x1f802d4 void SetParentDefineID(ItemDefineID ParentID);// 0x1f84bc8 void SetAvatarVisibility(bool visibie, bool IsForCE);// 0x1f84af0 void RevertEntityMeshData();// 0x1f84adc void RenderEntity(out SoftObjectPath SoftPath);// 0x1f84a00 void RegisterTick();// 0x1f849e4 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1f83474 void PutOnDefaultEquipment(enum SlotType);// 0x1f84964 void OnPostRender();// 0x1f84948 bool IsEntityAvailable(enum VisibilityType);// 0x1f848c0 CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1f847f4 void Init(int SlotID, int SubSlotID, SlotViewAvatarComponent* AvatarComponent);// 0x1f846ec enum GetMeshType();// 0x1f846bc MeshData GetMeshData();// 0x1f84658 BattleItemHandleBase* GetLoadedHandle();// 0x1f84630 ItemDefineID GetDefineID();// 0x1f845dc void EnterRenderPipeline();// 0x1f845c0 void EnterLogicPipeline();// 0x1f845a4 void DrawOutline(bool bEnable);// 0x1f8451c bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x1f84438 void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x1f8436c void ClearEquipmentLogic(bool putDefault);// 0x1f842e4 void ClearEntity(bool ForceClear);// 0x1f8425c void ApplyAnimation();// 0x1f84240 void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);// 0x1f841c0 -------------------------------- Class: BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object enum SlotID;//[Offset: 0xf4, Size: 1] enum SubSlot;//[Offset: 0xf5, Size: 1] enum specialType;//[Offset: 0xf6, Size: 1] enum ForceMeshType;//[Offset: 0xf7, Size: 1] enum ForceLODMeshType;//[Offset: 0xf8, Size: 1] SuitConfig;//[Offset: 0xfc, Size: 60] MeshPackage MeshPack;//[Offset: 0x138, Size: 568] MeshPackage replacedMeshPack;//[Offset: 0x370, Size: 568] MeshPackage[] MutilReplacedMeshPack;//[Offset: 0x5a8, Size: 12] enum[] hiddenFlags;//[Offset: 0x5b4, Size: 12] enum[] subHiddenFlags;//[Offset: 0x5c0, Size: 12] enum[] ReplaceFlags;//[Offset: 0x5cc, Size: 12] enum[] ignoreFlags;//[Offset: 0x5d8, Size: 12] AvatarPostOperation[] postOperation;//[Offset: 0x5e4, Size: 12] BackpackComponent* pBackpackComp;//[Offset: 0x5f0, Size: 4] int ItemCapacity;//[Offset: 0x5f4, Size: 4] int Durability;//[Offset: 0x5f8, Size: 4] BodyAttachmentConfig BodyAttachmentConfig;//[Offset: 0x604, Size: 36] enum hideBoneSlot;//[Offset: 0x628, Size: 1] FName hideBoneName;//[Offset: 0x630, Size: 8] FName[] hideBoneNameArray;//[Offset: 0x638, Size: 12] enum HideBoneType;//[Offset: 0x644, Size: 1] PendantSpecialConfigMap;//[Offset: 0x648, Size: 60] AvatarPendantConfig[] PendantConfigList;//[Offset: 0x684, Size: 12] int PendantConfigIndex;//[Offset: 0x690, Size: 4] float PendantScale;//[Offset: 0x694, Size: 4] int DefaultExtendPendantID;//[Offset: 0x698, Size: 4] AvatarAnimOverrideData[] CharacterAnimListOverrideList;//[Offset: 0x69c, Size: 12] byte CharacterAnimOverrideType;//[Offset: 0x6a8, Size: 1] BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x6b0, Size: 72] BattleItemAdditionalData[] ArmorAttachmentAdditionalDataList;//[Offset: 0x6f8, Size: 12] ArmorAttachItemUnit[] CachedArmorAttachmentListBeforeDrop;//[Offset: 0x704, Size: 12] AvatarReAttachConfigCollection AvatarReAttachCollection;//[Offset: 0x710, Size: 12] bool bForceUseClothAnimBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71c, Size: 1] void SetItemDurability(int InDurability);// 0x1f94928 void SetItemCapacity(int InCapacity);// 0x1f948b0 void PreLocalHandleDisuse();// 0x1f9489c void OnCharacterAttrChangedWithDetailEvent(Actor* Owner, FString AttrName, float deltaVal, float resultVal);// 0x1f94710 bool HasCustomInfo();// 0x1f946e8 bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1f945e4 bool HandleRealShowMeshpack(out const AvatarSlotDesc InSlotDesc, Object* Outer);// 0x1f944cc bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1f941c0 bool HandleMutilReplaceMeshPack(int ReplaceState, out MeshPackage OutMeshPack, Object* Outer);// 0x1f9407c bool HandleMutilMeshPack(out MeshPackage OutMeshPack, Object* Outer);// 0x1f93f7c bool HandleMeshpackPostProcess(out const MeshPackage InMeshPack, out MeshPackage OutMeshPack, Object* Outer);// 0x1f93e04 bool HandleMeshAttached(MeshComponent* SkeletalMeshComp, Object* Outer);// 0x1f93d38 bool HandleEnable(bool bEnable);// 0x1f93ca8 bool HandleDrop(int InCount, enum Reason);// 0x1f93bdc bool HandleDisuse(enum Reason);// 0x1f848c0 BackpackComponent* GetBackpackComponent();// 0x1f93bb4 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity, enum Reason, enum DisuseReason);// 0x1f93a5c bool BPNeedCheckCapacityInHandleDisuse(enum Reason);// 0x1f939d4 void AutoEquipChips();// 0x1f80ae0 -------------------------------- Class: MeshPackage.AssetPackage StaticMesh* maleStMesh;//[Offset: 0x8, Size: 40] StaticMesh* femaleStMesh;//[Offset: 0x30, Size: 40] StaticMesh* maleLODStMesh;//[Offset: 0x58, Size: 40] StaticMesh* femaleLODStMesh;//[Offset: 0x80, Size: 40] SkeletalMesh* maleSkMesh;//[Offset: 0xa8, Size: 40] SkeletalMesh* femaleSkMesh;//[Offset: 0xd0, Size: 40] SkeletalMesh* maleLODSkMesh;//[Offset: 0xf8, Size: 40] SkeletalMesh* femaleLODSkMesh;//[Offset: 0x120, Size: 40] MaterialInterface* maleMat;//[Offset: 0x148, Size: 40] MaterialInterface* femaleMat;//[Offset: 0x170, Size: 40] MaterialSet[] additionalMaleMats;//[Offset: 0x198, Size: 12] MaterialSet[] additionalFemaleMats;//[Offset: 0x1a4, Size: 12] MaterialInterface* baseMat;//[Offset: 0x1b0, Size: 4] class AnimInstance* animBP;//[Offset: 0x1b4, Size: 4] AnimSequence* LobbyIdleAnim;//[Offset: 0x1b8, Size: 40] bool IsEffectOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] enum EffectCreateType;//[Offset: 0x1e1, Size: 1] AvatarEffectData[] EffectDataList;//[Offset: 0x1e4, Size: 12] AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0x1f0, Size: 12] class AnimInstance* animBPClass;//[Offset: 0x200, Size: 40] -------------------------------- Class: AssetPackage -------------------------------- Class: MaterialSet MaterialInterface* targetMat;//[Offset: 0x0, Size: 40] enum targetSlot;//[Offset: 0x28, Size: 1] MaterialInterface* targetBaseMat;//[Offset: 0x30, Size: 40] -------------------------------- Class: AvatarEffectData Transform Transform;//[Offset: 0x0, Size: 48] ParticleSystem* ParticleSystem;//[Offset: 0x30, Size: 40] FName AttachSocket;//[Offset: 0x58, Size: 8] FName ComponentTag;//[Offset: 0x60, Size: 8] enum ValidMethod;//[Offset: 0x68, Size: 1] enum ValidDevice;//[Offset: 0x69, Size: 1] bool bIsActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a, Size: 1] ParticleSysParam[] InstanceParameters;//[Offset: 0x6c, Size: 12] -------------------------------- Class: AvatarAttachMeshData.AssetPackage Transform Transform;//[Offset: 0x10, Size: 48] FName AttachSocket;//[Offset: 0x40, Size: 8] FName SlotName;//[Offset: 0x48, Size: 8] StaticMesh* StaticMesh;//[Offset: 0x50, Size: 40] SkeletalMesh* SkeletalMesh;//[Offset: 0x78, Size: 40] SkeletalMesh* LODSkeletalMesh;//[Offset: 0xa0, Size: 40] MaterialInterface* MatInstance;//[Offset: 0xc8, Size: 40] class AnimInstance* AttachAnimBP;//[Offset: 0xf0, Size: 4] bool bUseScreenFactorOptimizeAnimRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4, Size: 1] -------------------------------- Class: AvatarPostOperation enum SlotID;//[Offset: 0x0, Size: 1] enum operationWhenReplaced;//[Offset: 0x1, Size: 1] enum operationWhenHidden;//[Offset: 0x2, Size: 1] -------------------------------- Class: BodyAttachmentConfig FText AttachmentID;//[Offset: 0x0, Size: 12] BodyAttachmentAttrModify[] BodyAttachmentAttrModifiers;//[Offset: 0xc, Size: 12] FString BodyDurabilityIndexName;//[Offset: 0x18, Size: 12] -------------------------------- Class: BodyAttachmentAttrModify FString ModifyAttr;//[Offset: 0x0, Size: 12] enum Op;//[Offset: 0xc, Size: 1] float ModifyValue;//[Offset: 0x10, Size: 4] -------------------------------- Class: AvatarPendantConfig_SpecialParam FName SpecialUseExplanation;//[Offset: 0x0, Size: 8] Transform AdditionalTransform2SocketRelativeTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: AvatarPendantConfig FString ConfigName;//[Offset: 0x0, Size: 12] Transform SocketRelativeTransform;//[Offset: 0x10, Size: 48] Vector AngularLimitsMin;//[Offset: 0x40, Size: 12] Vector AngularLimitsMax;//[Offset: 0x4c, Size: 12] -------------------------------- Class: AvatarAnimOverrideData byte Layer;//[Offset: 0x0, Size: 1] class UAECharAnimListCompBase* AnimListCompClass;//[Offset: 0x4, Size: 4] UAECharAnimListCompBase* AnimListCompInstance;//[Offset: 0x8, Size: 4] -------------------------------- Class: UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharacterAsynLoadedTypeAnim[] CharacterAsynLoadedAnims;//[Offset: 0x174, Size: 12] -------------------------------- Class: UAEAnimListComponentBase.ActorComponent.Object AnimListMap;//[Offset: 0x10c, Size: 60] AnimationAsset*[] AnimationCatcheList;//[Offset: 0x148, Size: 12] bool bDisableAnimListOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170, Size: 1] -------------------------------- Class: AnimListMapValueData AnimListData[] AnimListMapValue;//[Offset: 0x0, Size: 12] -------------------------------- Class: AnimListData int LayerID;//[Offset: 0x0, Size: 4] AnimationAsset* Animation;//[Offset: 0x4, Size: 4] -------------------------------- Class: CharacterAsynLoadedTypeAnim byte AnimTypeAsynLoaded;//[Offset: 0x0, Size: 1] FString AnimsCatorgeryName;//[Offset: 0x4, Size: 12] CharacterAnimTypeAsynLoadedPhaseData Anim;//[Offset: 0x10, Size: 72] -------------------------------- Class: CharacterAnimTypeAsynLoadedPhaseData FString PhaseName;//[Offset: 0x0, Size: 12] PhaseAnimSoftPtr;//[Offset: 0xc, Size: 60] -------------------------------- Class: ArmorAttachItemUnit ItemDefineID DefineID;//[Offset: 0x0, Size: 24] FName SlotName;//[Offset: 0x18, Size: 8] -------------------------------- Class: AvatarReAttachConfigCollection ReAttachConfig[] AvatarReAttachList;//[Offset: 0x0, Size: 12] -------------------------------- Class: ReAttachConfig enum ReAttachSlot;//[Offset: 0x0, Size: 1] enum TriggerSlot;//[Offset: 0x1, Size: 1] int Priority;//[Offset: 0x4, Size: 4] bool bForceRecreateAdaptSlotMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] enum SlotAdaptSpace;//[Offset: 0x9, Size: 1] Transform AttachTransform;//[Offset: 0x10, Size: 48] bool bForceRecreateAdaptAssociatedSlotMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] enum AssociatedSlotAdaptSpace;//[Offset: 0x41, Size: 1] Transform AssociatedSlotAdaptTransform;//[Offset: 0x50, Size: 48] enum[] AssociatedSlotList;//[Offset: 0x80, Size: 12] WingClothScaleTransformMap;//[Offset: 0x8c, Size: 60] -------------------------------- Class: AvatarEntityFactory.Object AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1f81a50 -------------------------------- Class: AvatarSlotNameConfig MaleSlotName;//[Offset: 0x0, Size: 60] FemaleSlotName;//[Offset: 0x3c, Size: 60] -------------------------------- Class: AvatarHideBonesDesc HideBoneData[] hideBoneSlots;//[Offset: 0x0, Size: 12] -------------------------------- Class: BackpackAvatarItemColor.CustomHandleBase.Object SlotToMatColor[] SlotMatColorArray;//[Offset: 0x24, Size: 12] void SetCustomColorDeffered(MaterialInterface* InMaterial, out const SlotToMatColor InMatColor);// 0x1f95be0 void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1f95b24 -------------------------------- Class: CustomHandleBase.Object CharacterAvatarComponent2* OwnerComponent;//[Offset: 0x1c, Size: 8] void SetMaterialTexture(MaterialInterface* InMaterial, FName InName, Texture* InTexture);// 0x1f95510 void SetMaterialScalar(MaterialInterface* InMaterial, FName InName, float InValue);// 0x1f95408 void SetMaterialColor(MaterialInterface* InMaterial, FName InName, LinearColor InColor);// 0x1f952f4 CharacterAvatarComponent2* GetOwnerComponent();// 0x1f952cc -------------------------------- Class: SlotToMatColor enum SlotID;//[Offset: 0x0, Size: 1] LinearColor[] MaskColor;//[Offset: 0x4, Size: 12] float GrayScale;//[Offset: 0x10, Size: 4] Texture* MaskGrayTexture;//[Offset: 0x18, Size: 40] -------------------------------- Class: BackpackAvatarItemPattern.CustomHandleBase.Object SlotToMatPattern[] SlotMatPatternArray;//[Offset: 0x24, Size: 12] SoftObjectPath SoftRefPath1;//[Offset: 0x30, Size: 24] SoftObjectPath SoftRefPath2;//[Offset: 0x48, Size: 24] void SetCustomPatternDeffered(MaterialInterface* InMaterial, out const SlotToMatPattern InMatPattern);// 0x1f96444 void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1f96388 bool IsPatternNumMode();// 0x1f96360 void InitPatternNumID(int InNumID);// 0x1f962ec void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1, out SoftObjectPath OutTexture2);// 0x2c90a38 -------------------------------- Class: SlotToMatPattern enum SlotID;//[Offset: 0x0, Size: 1] Texture* PatternTexture;//[Offset: 0x8, Size: 40] float IconScale;//[Offset: 0x30, Size: 4] Texture* PatternTexture;//[Offset: 0x38, Size: 40] float IconScale;//[Offset: 0x60, Size: 4] LinearColor IconOffset;//[Offset: 0x64, Size: 16] -------------------------------- Class: AvatarEffectGroup ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x0, Size: 12] AvatarEffectData[] EffectDataList;//[Offset: 0xc, Size: 12] -------------------------------- Class: AvatarAttachMeshGroup MeshComponent*[] AttachMeshCompList;//[Offset: 0x0, Size: 12] AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0xc, Size: 12] -------------------------------- Class: AvatarAttachMeshFrameSkipMap int LODLevel;//[Offset: 0x0, Size: 4] int SkipFrame;//[Offset: 0x4, Size: 4] -------------------------------- Class: AdditonalAvatarStruct int ItemId;//[Offset: 0x0, Size: 4] int[] SlotIDList;//[Offset: 0x4, Size: 12] -------------------------------- Class: FakeHeadInfo bool bEnableFakeHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] SkeletalMesh* SoftFakeHeadMesh;//[Offset: 0x8, Size: 40] class AnimInstance* FakeHeadAnimBPClass;//[Offset: 0x30, Size: 4] -------------------------------- Class: NetItemAvatarData ItemDefineID ItemDefineID;//[Offset: 0x0, Size: 24] int UpdateFlag;//[Offset: 0x18, Size: 4] -------------------------------- Class: ItemAvatarMatPath FName SlotID;//[Offset: 0x0, Size: 8] SoftObjectPath MatInstancePath;//[Offset: 0x8, Size: 24] SoftObjectPath MatBasePath;//[Offset: 0x20, Size: 24] -------------------------------- Class: CharacterCompOutOfVisionOptimizationItem bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] -------------------------------- Class: HUDWidgetBase.Object float DesignedResolution;//[Offset: 0x1c, Size: 4] Vector2D Position;//[Offset: 0x20, Size: 8] Vector2D Size;//[Offset: 0x28, Size: 8] Vector2D Origin;//[Offset: 0x30, Size: 8] Vector2D ScreenPosition;//[Offset: 0x38, Size: 8] bool bScaleByDesignedResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1] bool bMaintainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40, Size: 1] float Opacity;//[Offset: 0x44, Size: 4] bool bIgnoreHUDBaseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] SurviveHUD* HUDOwner;//[Offset: 0x4c, Size: 4] STExtraPlayerController* ExtraPlayerOwner;//[Offset: 0x50, Size: 4] Pawn* CharacterOwner;//[Offset: 0x54, Size: 4] bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59, Size: 1] float LastRenderTime;//[Offset: 0x5c, Size: 4] Vector2D RenderPosition;//[Offset: 0x60, Size: 8] Vector2D RenderSize;//[Offset: 0x68, Size: 8] float RenderScale;//[Offset: 0x70, Size: 4] Vector2D CanvasCenter;//[Offset: 0x74, Size: 8] Canvas* Canvas;//[Offset: 0x7c, Size: 4] float AspectScale;//[Offset: 0x80, Size: 4] Vector2D CanvasClip;//[Offset: 0x84, Size: 8] StructProperty*[] RenderObjectList;//[Offset: 0x8c, Size: 12] bool ShouldDraw(bool bShowScores);// 0x20b0d2c void SetHidden(bool bIsHidden);// 0x20b0ca4 void RenderObj_TextureAt(out HUDRenderObject_Texture TextureObject, float X, float Y, float Width, float Height);// 0x20b0a34 void RenderObj_Texture(out HUDRenderObject_Texture TextureObject, Vector2D DrawOffset);// 0x20b08a0 Vector2D RenderObj_TextAt(out HUDRenderObject_Text TextObject, float X, float Y);// 0x20b074c Vector2D RenderObj_Text(out HUDRenderObject_Text TextObject, Vector2D DrawOffset);// 0x20b0640 void DrawTexture(Texture* Texture, float X, float Y, float Width, float Height, float MaterialU, float MaterialV, float MaterialUL, float MaterialVL, float DrawOpacity, LinearColor DrawColor, Vector2D RenderOffset, float Rotation, Vector2D RotPivot, bool bApplyHUDRenderPos);// 0x20b01b4 Vector2D DrawText(FText Text, float X, float Y, Font* Font, bool bDrawShadow, Vector2D ShadowDirection, LinearColor ShadowColor, bool bDrawOutline, LinearColor OutlineColor, float TextScale, float DrawOpacity, LinearColor DrawColor, byte TextHorzAlignment, byte TextVertAlignment, out const FontRenderInfo RenderInfo);// 0x20afa48 void DrawMaterial(MaterialInterface* Material, float X, float Y, float Width, float Height, float MaterialU, float MaterialV, float MaterialUWidth, float MaterialVHeight, float DrawOpacity, LinearColor DrawColor, Vector2D RenderOffset, float Rotation, Vector2D RotPivot);// 0x20af61c void DrawAllRenderObjects(float DeltaTime, Vector2D DrawOffset);// 0x20af560 void Draw(float DeltaTime);// 0x206b970 LinearColor ApplyHUDColor(LinearColor DrawColor);// 0x20af4c4 -------------------------------- Class: SurviveHUD.HUD.Actor.Object bool bIsWorldMapVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3a0, Size: 1] Vector MarkerPosition;//[Offset: 0x3a4, Size: 12] bool bShowCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b0, Size: 1] bool bDrawCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b1, Size: 1] bool ShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b2, Size: 1] bool OBShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b3, Size: 1] HitPerformData HitPerform;//[Offset: 0x3b4, Size: 120] Texture2D* HUDMainTexture;//[Offset: 0x42c, Size: 4] Texture2D* CrossHairDisableTexture;//[Offset: 0x430, Size: 4] Texture2D* CrossHairDisablePaintingTexture;//[Offset: 0x434, Size: 4] bool PlayHudHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x438, Size: 1] class HUDWidgetBase[] HUDWidgetClassList;//[Offset: 0x43c, Size: 12] HUDWidgetBase*[] HudWidgets;//[Offset: 0x448, Size: 12] SimpleCrossHairData[] PriorCrossHairList;//[Offset: 0x454, Size: 12] Texture2D* HUDPlayerTexture;//[Offset: 0x46c, Size: 4] CanvasIcon Crosshair;//[Offset: 0x470, Size: 20] CanvasIcon ProgreesBar;//[Offset: 0x4d4, Size: 20] CanvasIcon BKProgreesBar;//[Offset: 0x4e8, Size: 20] CanvasIcon ProgressBarPlayer;//[Offset: 0x4fc, Size: 20] CanvasIcon Marker;//[Offset: 0x524, Size: 20] Texture2D* HUDWorldMapTexture;//[Offset: 0x538, Size: 4] CanvasIcon WORLDMAP;//[Offset: 0x53c, Size: 20] Texture2D* AimCrosshairTextrue;//[Offset: 0x550, Size: 4] float DateDrawOffsetX;//[Offset: 0x580, Size: 4] void SetShowDebugInfo(bool bNewDebugShow);// 0x22f3284 void OnAsyncLoadingFinished();// 0x22f3270 bool IsValidDamageNumber(const Actor* DamageCauser, int DamageTypeId);// 0x22f31a4 LinearColor GetPlayerNameColorByTeamID(int TeamID);// 0x22f3110 LinearColor GetColorByTeamID(int TeamID);// 0x22f307c void EnableCrosshair(bool bEnable);// 0x22f3000 void DrawScreenString(FText Text, float X, float Y);// 0x22f2cd0 void DrawCircleUFunction(Vector2D Center, float Radius, LinearColor Color);// 0x22f2bc4 void AddHitDamageNumberWithConfig(float Damage, const Actor* HitTarget, const STExtraPlayerController* PC, int ConfigIndex, bool bIsHeadshot, bool bIsDeadlyShot, bool bIsCareTeam);// 0x22f2994 void AddHitDamageNumber(float Damage, const Actor* HitTarget, bool IsHeadShot, int MyTeamID, int EnemyTeamID, int PlayerNumPerTeam);// 0x22f27b8 -------------------------------- Class: HitPerformData WeaponCrossHairIconData[] IconList;//[Offset: 0x0, Size: 12] float DefaultSpread;//[Offset: 0xc, Size: 4] float SpreadMax;//[Offset: 0x10, Size: 4] float HeadExtraScale;//[Offset: 0x14, Size: 4] float AddSpreadScale;//[Offset: 0x18, Size: 4] float SpreadDecreaseSpeed;//[Offset: 0x1c, Size: 4] float DefaultOffset;//[Offset: 0x20, Size: 4] float DefaultAlpha;//[Offset: 0x24, Size: 4] float AlphaDecreaseSpeed;//[Offset: 0x28, Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] LinearColor HitBodyDrawColor;//[Offset: 0x30, Size: 16] LinearColor HitHeadDrawColor;//[Offset: 0x40, Size: 16] LinearColor HitToDeathDrawColor;//[Offset: 0x50, Size: 16] AkAudioEvent* HeadShotSound;//[Offset: 0x60, Size: 4] AkAudioEvent* BodyShotSound;//[Offset: 0x64, Size: 4] AkAudioEvent* DeadlyShotSound;//[Offset: 0x68, Size: 4] float CurCrosshairSpread;//[Offset: 0x6c, Size: 4] -------------------------------- Class: WeaponCrossHairIconData CanvasIcon2D Icon;//[Offset: 0x0, Size: 20] float Offset;//[Offset: 0x14, Size: 4] Vector2D IconOffset;//[Offset: 0x18, Size: 8] float Alpha;//[Offset: 0x20, Size: 4] float Scale;//[Offset: 0x24, Size: 4] float IconRotate;//[Offset: 0x28, Size: 4] float LogicRotate;//[Offset: 0x2c, Size: 4] bool IsSpreadEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] float BlendInOutRatePerSec;//[Offset: 0x34, Size: 4] -------------------------------- Class: CanvasIcon2D Texture2D* Texture;//[Offset: 0x0, Size: 4] float U;//[Offset: 0x4, Size: 4] float V;//[Offset: 0x8, Size: 4] float UL;//[Offset: 0xc, Size: 4] float VL;//[Offset: 0x10, Size: 4] -------------------------------- Class: SimpleCrossHairData FString Tag;//[Offset: 0x0, Size: 12] Texture2D* CrossHairTexture;//[Offset: 0xc, Size: 4] float Scale;//[Offset: 0x10, Size: 4] int Priority;//[Offset: 0x14, Size: 4] -------------------------------- Class: CanvasIcon Texture* Texture;//[Offset: 0x0, Size: 4] float U;//[Offset: 0x4, Size: 4] float V;//[Offset: 0x8, Size: 4] float UL;//[Offset: 0xc, Size: 4] float VL;//[Offset: 0x10, Size: 4] -------------------------------- Class: StructProperty.Property.Field.Object -------------------------------- Class: HUDRenderObject_Texture.HUDRenderObject Texture* Atlas;//[Offset: 0x30, Size: 4] TextureUVs UVs;//[Offset: 0x34, Size: 16] bool bUseTeamColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] LinearColor[] TeamColorOverrides;//[Offset: 0x48, Size: 12] bool bIsBorderElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] bool bIsSlateElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1] Vector2D RenderOffset;//[Offset: 0x58, Size: 8] float Rotation;//[Offset: 0x60, Size: 4] Vector2D RotPivot;//[Offset: 0x64, Size: 8] -------------------------------- Class: HUDRenderObject bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] float RenderPriority;//[Offset: 0x8, Size: 4] Vector2D Position;//[Offset: 0xc, Size: 8] Vector2D Size;//[Offset: 0x14, Size: 8] LinearColor RenderColor;//[Offset: 0x1c, Size: 16] float RenderOpacity;//[Offset: 0x2c, Size: 4] -------------------------------- Class: TextureUVs float U;//[Offset: 0x0, Size: 4] float V;//[Offset: 0x4, Size: 4] float UL;//[Offset: 0x8, Size: 4] float VL;//[Offset: 0xc, Size: 4] -------------------------------- Class: HUDRenderObject_Text.HUDRenderObject FText Text;//[Offset: 0x38, Size: 12] Font* Font;//[Offset: 0x44, Size: 4] float TextScale;//[Offset: 0x48, Size: 4] bool bDrawShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] Vector2D ShadowDirection;//[Offset: 0x50, Size: 8] LinearColor ShadowColor;//[Offset: 0x58, Size: 16] bool bDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] LinearColor OutlineColor;//[Offset: 0x6c, Size: 16] byte HorzPosition;//[Offset: 0x7c, Size: 1] byte VertPosition;//[Offset: 0x7d, Size: 1] -------------------------------- Class: FontRenderInfo bool bClipText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bEnableShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] DepthFieldGlowInfo GlowInfo;//[Offset: 0x4, Size: 36] -------------------------------- Class: DepthFieldGlowInfo bool bEnableGlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] LinearColor GlowColor;//[Offset: 0x4, Size: 16] Vector2D GlowOuterRadius;//[Offset: 0x14, Size: 8] Vector2D GlowInnerRadius;//[Offset: 0x1c, Size: 8] -------------------------------- Class: WeaponVerifyConfig int VerifyIgnoreType;//[Offset: 0x0, Size: 4] bool bVerifySooterSkeleton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] float ShooterMuzzleOffsetAdditional;//[Offset: 0x8, Size: 4] float ShooterMuzzleCircleAddit;//[Offset: 0xc, Size: 4] bool bUseCompressDataUpload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool bVerifyAttachDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] bool bForceAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] float MaxAttachDistanceHorizon;//[Offset: 0x14, Size: 4] float MaxAttachDistanceZ;//[Offset: 0x18, Size: 4] float MinAttachDistanceZ;//[Offset: 0x1c, Size: 4] float MaxGunRoot;//[Offset: 0x20, Size: 4] float MaxMuzzleGun;//[Offset: 0x24, Size: 4] float DistMuzzleGun;//[Offset: 0x28, Size: 4] float MuzzleHighCD;//[Offset: 0x2c, Size: 4] float AimFlyCD;//[Offset: 0x30, Size: 4] bool bVerifyRpgController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] bool bVerifyFakeTraceBock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1] float MaxBackTraceSize;//[Offset: 0x38, Size: 4] -------------------------------- Class: CrossHairComponent.WeaponLogicBaseComponent.ActorComponent.Object CrossHairNameAndTextureMap;//[Offset: 0x100, Size: 60] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x13c, Size: 12] LinearColor MainTargetColor;//[Offset: 0x148, Size: 16] LinearColor SecondaryTargetColor;//[Offset: 0x158, Size: 16] LinearColor WeaponSightLockColor;//[Offset: 0x168, Size: 16] LinearColor WeaponSightLockHDRColor;//[Offset: 0x178, Size: 16] SightTypeToIndex;//[Offset: 0x188, Size: 60] SightMaterialModifyMap;//[Offset: 0x1c4, Size: 60] WeaponCrossHairPerformData[] CrossHairDataOverride;//[Offset: 0x200, Size: 12] float PistolCenterDownDis;//[Offset: 0x20c, Size: 4] bool bDrawDebugCrossHairCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] float DrawDebugCrossHairCircleAreaSteps;//[Offset: 0x214, Size: 4] bool bDrawDebugSpreadCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x218, Size: 1] float DrawDebugSpreadCircleAreaSteps;//[Offset: 0x21c, Size: 4] bool bForceHDR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1] float RotateAngle;//[Offset: 0x224, Size: 4] STExtraPlayerController* PlayerController;//[Offset: 0x228, Size: 4] ShootWeaponEntity* ShootWeaponEntity;//[Offset: 0x230, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x234, Size: 4] BulletTrackComponent* BulletTrackComp;//[Offset: 0x238, Size: 4] Texture2D* CrossHairTextureNormal;//[Offset: 0x23c, Size: 4] Texture2D* CrossHairEmptyHand;//[Offset: 0x240, Size: 4] Texture2D* CrossHairPistolEdge;//[Offset: 0x244, Size: 4] Texture2D* CrossHairPistolCenter;//[Offset: 0x248, Size: 4] Texture2D* CrossHairShotGun;//[Offset: 0x24c, Size: 4] bool bInitAiming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26b, Size: 1] void UpdateComponentTick();// 0x2011998 void DrawWeaponCrosshairInner(HUDWidgetBase* WeaponHudWidget, float DeltaTime);// 0x20118d4 void DrawSpreadEnd();// 0x20118c0 void DrawDebugPointEnd();// 0x20118ac -------------------------------- Class: WeaponCrossHairPerformData WeaponCrossHairIconData[] Crosshair;//[Offset: 0x0, Size: 12] enum SpreadType;//[Offset: 0xc, Size: 1] -------------------------------- Class: SightMaterialModify SightMaterialModifyItem[] AimMaterialModify;//[Offset: 0x0, Size: 12] SightMaterialModifyItem[] NoAimMaterialModify;//[Offset: 0xc, Size: 12] -------------------------------- Class: SightMaterialModifyItem int MaterialID;//[Offset: 0x0, Size: 4] FName ParameterName;//[Offset: 0x8, Size: 8] LinearColor Value;//[Offset: 0x10, Size: 16] -------------------------------- Class: ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x400, Size: 4] float BulletFireSpeed;//[Offset: 0x404, Size: 4] bool bAddOwnerOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408, Size: 1] float MaxVelocityOffsetAddRate;//[Offset: 0x40c, Size: 4] int MaxBulletNumInOneClip;//[Offset: 0x410, Size: 4] int MaxBulletNumInBarrel;//[Offset: 0x414, Size: 4] int ExtendMaxBulletNumInOneClip;//[Offset: 0x418, Size: 4] ExtendBulletNumAttachment[] ReplaceExtendMaxBulletNumList;//[Offset: 0x41c, Size: 12] float ShootInterval;//[Offset: 0x428, Size: 4] int ShootIntervalShowNumber;//[Offset: 0x42c, Size: 4] float ExtraShootInterval;//[Offset: 0x430, Size: 4] int ExtraShootIntervalShowNumber;//[Offset: 0x434, Size: 4] VolatileShootIntervalMap;//[Offset: 0x438, Size: 60] bool bHasSingleFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x474, Size: 1] bool bHasAutoFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x475, Size: 1] bool bHasBurstFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x476, Size: 1] bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x477, Size: 1] int BurstShootBulletsNum;//[Offset: 0x478, Size: 4] bool bHasVolleyFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47c, Size: 1] int VolleyShootBulletsNum;//[Offset: 0x480, Size: 4] float VolleyBulletSpreadFactor;//[Offset: 0x484, Size: 4] FName[] VolleyMuzzleSocketNameList;//[Offset: 0x488, Size: 12] float BurstShootInterval;//[Offset: 0x494, Size: 4] float BurstShootCD;//[Offset: 0x498, Size: 4] int BulletNumSingleShot;//[Offset: 0x49c, Size: 4] FName MuzzleSocketName;//[Offset: 0x4a0, Size: 8] FName DefaultMuzzleSocketName;//[Offset: 0x4a8, Size: 8] FName SilencerSocketName;//[Offset: 0x4b0, Size: 8] FName FiringSuppressorSocketName;//[Offset: 0x4b8, Size: 8] FName ShellDropSocketName;//[Offset: 0x4c0, Size: 8] FName ScopeAimCameraSocketName;//[Offset: 0x4c8, Size: 8] float ImpactEffectSkipDistance;//[Offset: 0x4d0, Size: 4] float MaxImpactEffectSkipTime;//[Offset: 0x4d4, Size: 4] byte ShootType;//[Offset: 0x4d8, Size: 1] int ShootTotalType;//[Offset: 0x4dc, Size: 4] bool ADSManualStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e0, Size: 1] float WeaponWarnUpTime;//[Offset: 0x4e4, Size: 4] WeaponHitPartCoff WeaponHitPartCoff;//[Offset: 0x4e8, Size: 20] WeaponHitPartCoff WeaponHitPartCoffZombie;//[Offset: 0x4fc, Size: 20] float BaseImpactDamage;//[Offset: 0x510, Size: 4] float VehicleDamageScale;//[Offset: 0x514, Size: 4] float BulletMomentum;//[Offset: 0x518, Size: 4] float BulletRange;//[Offset: 0x51c, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x520, Size: 4] byte ImpactDirType;//[Offset: 0x524, Size: 1] SRangeAttenuateConfig[] RangeAttenuate;//[Offset: 0x528, Size: 12] float RangeModifier;//[Offset: 0x534, Size: 4] float ReferenceDistance;//[Offset: 0x538, Size: 4] float IgnoreRangeAttenuatDis;//[Offset: 0x53c, Size: 4] class DamageType* DamageType;//[Offset: 0x540, Size: 4] ItemDefineID BulletType;//[Offset: 0x548, Size: 24] ItemDefineID ReplaceBulletType;//[Offset: 0x560, Size: 24] bool bHasInfiniteClips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578, Size: 1] bool bClipHasInfiniteBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x579, Size: 1] int InitBulletInClip;//[Offset: 0x57c, Size: 4] bool bAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1] float TraceDistance;//[Offset: 0x584, Size: 4] float MaxValidHitTime;//[Offset: 0x588, Size: 4] BreakThroughDampRateConfig;//[Offset: 0x58c, Size: 60] FName SpesificWeaponBulletCanBreakThroughTargetTag;//[Offset: 0x5c8, Size: 8] float MaxDamageRate;//[Offset: 0x5d0, Size: 4] BreakThroughMaxNumConfig;//[Offset: 0x5d4, Size: 60] bool bHasOBBulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1] CurveFloat* OBBulletSpeedScaleCurve;//[Offset: 0x614, Size: 4] WeaponVisualBulletClientModeConfig VisualBulletTrackConfig;//[Offset: 0x618, Size: 88] Vector2D LocalOBBulletLaunchRangeFromMuzzle;//[Offset: 0x670, Size: 8] Vector2D LocalSimulateBulletLaunchRangeFromMuzzle;//[Offset: 0x678, Size: 8] float BulletTrackDistanceFix;//[Offset: 0x680, Size: 4] float DamageImpulse;//[Offset: 0x684, Size: 4] byte ReloadType;//[Offset: 0x688, Size: 1] float PreFireTime;//[Offset: 0x68c, Size: 4] float PreFireAnimScale;//[Offset: 0x690, Size: 4] float PostFireTime;//[Offset: 0x694, Size: 4] float PostReloadTime;//[Offset: 0x698, Size: 4] float ReloadDurationStart;//[Offset: 0x69c, Size: 4] float ReloadDurationStartTacticalOffset;//[Offset: 0x6a0, Size: 4] float ReloadDurationLoop;//[Offset: 0x6a4, Size: 4] float ReloadTime;//[Offset: 0x6a8, Size: 4] float ReloadTimeTactical;//[Offset: 0x6ac, Size: 4] float ReloadTimeMagOut;//[Offset: 0x6b0, Size: 4] float ReloadTimeMagIn;//[Offset: 0x6b4, Size: 4] float ReloadRate;//[Offset: 0x6b8, Size: 4] FName ReloadAllTIDName;//[Offset: 0x6c0, Size: 8] FName ReloadTacticalTIDName;//[Offset: 0x6c8, Size: 8] bool bUseSpecificBulletNumOnReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d0, Size: 1] int ReloadSpecificBulletNum;//[Offset: 0x6d4, Size: 4] bool ReloadWithNoCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] bool InitAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d9, Size: 1] bool bAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6da, Size: 1] bool bAutoSwitchWhenNoBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6db, Size: 1] float DropDuration;//[Offset: 0x6dc, Size: 4] bool bStoreBulletsToWrapperWhenDisUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e0, Size: 1] int InterruptReloadByFireMinBulletThreshold;//[Offset: 0x6e4, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x6e8, Size: 252] AutoAimingConfigByGameMode[] AdjustAutoAimingConfigByModeList;//[Offset: 0x7e4, Size: 12] bool IsSupportAutoAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f0, Size: 1] SRecoilInfo RecoilInfo;//[Offset: 0x7f4, Size: 100] float AccessoriesVRecoilFactor;//[Offset: 0x858, Size: 4] float AccessoriesHRecoilFactor;//[Offset: 0x85c, Size: 4] float AccessoriesRecoveryFactor;//[Offset: 0x860, Size: 4] SDeviation DeviationInfo;//[Offset: 0x864, Size: 68] float ShotGunCenterPerc;//[Offset: 0x8a8, Size: 4] float ShotGunVerticalSpread;//[Offset: 0x8ac, Size: 4] float ShotGunHorizontalSpread;//[Offset: 0x8b0, Size: 4] float GameDeviationFactor;//[Offset: 0x8b4, Size: 4] float GameDeviationAccuracy;//[Offset: 0x8b8, Size: 4] float AccessoriesDeviationFactor;//[Offset: 0x8bc, Size: 4] byte CrossHairType;//[Offset: 0x8c0, Size: 1] float CrossHairInitialSize;//[Offset: 0x8c4, Size: 4] float CrossHairBurstSpeed;//[Offset: 0x8c8, Size: 4] float CrossHairBurstIncreaseSpeed;//[Offset: 0x8cc, Size: 4] float VehicleWeaponDeviationAngle;//[Offset: 0x8d0, Size: 4] bool bDrawCrosshairWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d4, Size: 1] FName DefaultScopeSocket;//[Offset: 0x8d8, Size: 8] FName DefaultGripSocket;//[Offset: 0x8e0, Size: 8] FName DefaultGunStockSocket;//[Offset: 0x8e8, Size: 8] FName DefaultMagSocket;//[Offset: 0x8f0, Size: 8] float WeaponBodyLength;//[Offset: 0x8f8, Size: 4] FName[] OpticalSightAttachmentSocketNameList;//[Offset: 0x8fc, Size: 12] float WeaponAimFOV;//[Offset: 0x90c, Size: 4] float WeaponAimInTime;//[Offset: 0x910, Size: 4] float WeaponAimPitchRate;//[Offset: 0x914, Size: 4] float WeaponAimYawRate;//[Offset: 0x918, Size: 4] float GameMotionYawRate;//[Offset: 0x91c, Size: 4] float GameMotionPitchRate;//[Offset: 0x920, Size: 4] float ForegripParam;//[Offset: 0x924, Size: 4] float MagParam;//[Offset: 0x928, Size: 4] bool SimulateMagParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92c, Size: 1] float SensitiveFireYawRate;//[Offset: 0x930, Size: 4] byte SightType;//[Offset: 0x934, Size: 1] float SensitiveFirePitchRate;//[Offset: 0x938, Size: 4] byte SightVisionType;//[Offset: 0x93c, Size: 1] ItemDefineID DefaultScopeID;//[Offset: 0x940, Size: 24] float MaxBulletImpactFXClampDistance;//[Offset: 0x958, Size: 4] int MaxBulletImpactFXSpawnNum;//[Offset: 0x95c, Size: 4] float RecoilKickADS;//[Offset: 0x960, Size: 4] float ExtraHitPerformScale;//[Offset: 0x964, Size: 4] float HUDAlphaDecreaseSpeedScale;//[Offset: 0x968, Size: 4] bool bAutoExitScopeAfterFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x96c, Size: 1] enum ReleaseFireType;//[Offset: 0x96d, Size: 1] bool bEnableScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x96e, Size: 1] bool bLock90DirWhenPitchAbove75;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x96f, Size: 1] float LockAnimPitchDegree;//[Offset: 0x970, Size: 4] float LockAnimPitchDegreeCrouch;//[Offset: 0x974, Size: 4] float AnimationKick;//[Offset: 0x978, Size: 4] int ReloadAnimSlot;//[Offset: 0x97c, Size: 4] bool ReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x980, Size: 1] bool bEnableNightVersionWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x981, Size: 1] float HandleFolderFactorScale;//[Offset: 0x984, Size: 4] bool bShowBarrelBulletNumUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x988, Size: 1] bool bRecordHitDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x989, Size: 1] int ConstantWeaponDurability;//[Offset: 0x98c, Size: 4] int ShootReduceDurabilityAmount;//[Offset: 0x990, Size: 4] Rotator[] RearSightRotConfig;//[Offset: 0x994, Size: 12] FName[] RearSightSocketConfig;//[Offset: 0x9a0, Size: 12] Rotator[] RearSightHandRotOffsetConfig;//[Offset: 0x9ac, Size: 12] int RearSightRotIndex;//[Offset: 0x9b8, Size: 4] bool bForceUseShootIntervalConsistent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9bc, Size: 1] int MaxFireNumPerFrame;//[Offset: 0x9c0, Size: 4] byte[] CoronaEffectCfg;//[Offset: 0xd6c, Size: 12] ItemDefineID GetBulletType();// 0x218460c -------------------------------- Class: STExtraShootWeaponBulletBase.Actor.Object BulletMovementComponent* PMComp;//[Offset: 0x334, Size: 4] bool bLaunchWithGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1] int MaxNoGravityRange;//[Offset: 0x33c, Size: 4] float LaunchGravityScale;//[Offset: 0x340, Size: 4] int PunctureTimes;//[Offset: 0x344, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x348, Size: 4] class DamageType* DamageType;//[Offset: 0x34c, Size: 4] ParticleSystem* NormalTailFX;//[Offset: 0x350, Size: 4] bool bShowNormalTailFXImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] bool bDrawImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355, Size: 1] ParticleSystem* BeamTailFX;//[Offset: 0x358, Size: 4] Vector RootScale;//[Offset: 0x35c, Size: 12] bool bUseOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] bool bHasFlyPastEarSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x369, Size: 1] Vector ShootDir;//[Offset: 0x36c, Size: 12] bool bIgnoreCahracterRootCompImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378, Size: 1] float ShowBulletEffectMinDistance;//[Offset: 0x37c, Size: 4] STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x470, Size: 4] delegate OnResetBullet;//[Offset: 0x474, Size: 12] delegate OnBulletImpact;//[Offset: 0x480, Size: 12] delegate OnLaunchBullet;//[Offset: 0x48c, Size: 12] delegate OnRecycleBullet;//[Offset: 0x498, Size: 12] ParticleSystemComponent* BeamTailFXComp;//[Offset: 0x4a4, Size: 4] Actor* WeaponOwnerPawn;//[Offset: 0x4a8, Size: 4] float WeaponFloorHeight;//[Offset: 0x558, Size: 4] Vector WeaponOwnerPos;//[Offset: 0x55c, Size: 12] byte CachedOwnerRole;//[Offset: 0x568, Size: 1] uint32 OwnerPlayerKey;//[Offset: 0x56c, Size: 4] bool bEnableClientBlockVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x570, Size: 1] bool bEnableUpdateBulletTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x571, Size: 1] int MaxTraceTimes;//[Offset: 0x574, Size: 4] bool bEnableFillSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578, Size: 1] bool IngoreSameGroupBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x579, Size: 1] void ResetBulletDelegate__DelegateSignature();// 0x2c90a38 void ReloadNoEncodeAttr();// 0x1f59f8c void OnShowBulletEffect();// 0x2c90a38 void OnRecycleBulletDelegate__DelegateSignature();// 0x2c90a38 void OnImpactEnd(out const HitResult _ImpactResult);// 0x1fcd4fc void OnImpactDelegate__DelegateSignature(HitResult HitInfo);// 0x2c90a38 void OnImpact(out const HitResult _ImpactResult);// 0x1fcd458 bool NeedCheckBulletFlySound();// 0x22bb5d0 void LaunchBulletDelegate__DelegateSignature();// 0x2c90a38 float GetMaxBulletFlySpeed();// 0x217ca64 Controller* GetInstigatorControllerSafe();// 0x22bb5a8 STExtraBaseCharacter* GetInstigatorCharacter();// 0x22bb580 bool ConditionalDestroyBullet(out const HitResult _ImpactResult);// 0x22bb4dc bool ClientVerifyBlock(out const Vector MuzzlePos, out const Vector ImpactPoint, Actor* Weapon, Actor* ImpactActor);// 0x22bb36c -------------------------------- Class: BulletMovementComponent.ProjectileMovementComponent.MovementComponent.ActorComponent.Object bool bIgnoreBounceReflectOnce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x156, Size: 1] bool bEnableTickDelayForOneFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x157, Size: 1] bool bNeedStopWhenImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158, Size: 1] bool bCheckBodyInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x159, Size: 1] SceneComponent* LastUpdateComponentBeforeStop;//[Offset: 0x15c, Size: 4] void ResumeMoveAfterImpactWithNoLost();// 0x1fed1f8 void ResetTickDelay();// 0x1fed1dc void IgnoreBounceReflectOnce();// 0x1fed1c0 void ForceStop();// 0x1fed1ac -------------------------------- Class: ProjectileMovementComponent.MovementComponent.ActorComponent.Object float InitialSpeed;//[Offset: 0xf4, Size: 4] float MaxSpeed;//[Offset: 0xf8, Size: 4] bool bRotationFollowsVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xfc, Size: 1] bool bShouldBounce;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xfc, Size: 1] bool bInitialVelocityInLocalSpace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xfc, Size: 1] bool bForceSubStepping;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xfc, Size: 1] bool bIsHomingProjectile;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xfc, Size: 1] bool bBounceAngleAffectsFriction;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xfc, Size: 1] bool bIsSliding;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xfc, Size: 1] float PreviousHitTime;//[Offset: 0x100, Size: 4] Vector PreviousHitNormal;//[Offset: 0x104, Size: 12] float ProjectileGravityScale;//[Offset: 0x110, Size: 4] float Buoyancy;//[Offset: 0x114, Size: 4] float Bounciness;//[Offset: 0x118, Size: 4] float Friction;//[Offset: 0x11c, Size: 4] float BounceVelocityStopSimulatingThreshold;//[Offset: 0x120, Size: 4] delegate OnProjectileBounce;//[Offset: 0x124, Size: 12] delegate OnProjectileStop;//[Offset: 0x130, Size: 12] float HomingAccelerationMagnitude;//[Offset: 0x13c, Size: 4] SceneComponent* HomingTargetComponent;//[Offset: 0x140, Size: 8] float MaxSimulationTimeStep;//[Offset: 0x148, Size: 4] int MaxSimulationIterations;//[Offset: 0x14c, Size: 4] int BounceAdditionalIterations;//[Offset: 0x150, Size: 4] void StopSimulating(out const HitResult HitResult);// 0x46eeb24 void SetVelocityInLocalSpace(Vector NewVelocity);// 0x46eeaac void OnProjectileStopDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2c90a38 void OnProjectileBounceDelegate__DelegateSignature(out const HitResult ImpactResult, out const Vector ImpactVelocity);// 0x2c90a38 Vector LimitVelocity(Vector NewVelocity);// 0x46eea18 -------------------------------- Class: STEShootWeaponBulletImpactEffect.Actor.Object HitEffectDirectionOverrideDataMap;//[Offset: 0x2fc, Size: 60] ParticleSystem* DefaultFX;//[Offset: 0x338, Size: 4] ParticleSystem* ConcreteFX;//[Offset: 0x33c, Size: 4] ParticleSystem* DirtFX;//[Offset: 0x340, Size: 4] ParticleSystem* WaterFX;//[Offset: 0x344, Size: 4] ParticleSystem* MetalFX;//[Offset: 0x348, Size: 4] ParticleSystem* WoodFX;//[Offset: 0x34c, Size: 4] ParticleSystem* GlassFX;//[Offset: 0x350, Size: 4] ParticleSystem* GrassFX;//[Offset: 0x354, Size: 4] ParticleSystem* FleshFX;//[Offset: 0x358, Size: 4] ParticleSystem* SteelFX;//[Offset: 0x35c, Size: 4] ParticleSystem* SandbagFX;//[Offset: 0x360, Size: 4] ParticleSystem* SandFX;//[Offset: 0x364, Size: 4] ParticleSystem* ClothFX;//[Offset: 0x368, Size: 4] ParticleSystem* PlasticFX;//[Offset: 0x36c, Size: 4] ParticleSystem* LeatherFX;//[Offset: 0x370, Size: 4] ParticleSystem* CeramicsFX;//[Offset: 0x374, Size: 4] ParticleSystem* PaperFX;//[Offset: 0x378, Size: 4] ParticleSystem* StoneFX;//[Offset: 0x37c, Size: 4] ParticleSystem* SnowFX;//[Offset: 0x380, Size: 4] ParticleSystem* PopCanFX;//[Offset: 0x384, Size: 4] ParticleSystem* PyreflyFX;//[Offset: 0x388, Size: 4] ParticleSystem* LeafFX;//[Offset: 0x38c, Size: 4] ParticleSystem* CarFX;//[Offset: 0x390, Size: 4] ParticleSystem* AsphaltFX;//[Offset: 0x394, Size: 4] ParticleSystem* IceFX;//[Offset: 0x398, Size: 4] ParticleSystem* FleshFXNormal;//[Offset: 0x39c, Size: 4] ParticleSystem* FleshFXExpand;//[Offset: 0x3a0, Size: 4] bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] AkAudioEvent* DefaultSound;//[Offset: 0x3a8, Size: 4] AkAudioEvent* ConcreteSound;//[Offset: 0x3ac, Size: 4] AkAudioEvent* DirtSound;//[Offset: 0x3b0, Size: 4] AkAudioEvent* WaterSound;//[Offset: 0x3b4, Size: 4] AkAudioEvent* MetalSound;//[Offset: 0x3b8, Size: 4] AkAudioEvent* WoodSound;//[Offset: 0x3bc, Size: 4] AkAudioEvent* GlassSound;//[Offset: 0x3c0, Size: 4] AkAudioEvent* GrassSound;//[Offset: 0x3c4, Size: 4] AkAudioEvent* FleshSound;//[Offset: 0x3c8, Size: 4] AkAudioEvent* SteelSound;//[Offset: 0x3cc, Size: 4] AkAudioEvent* SandbagSound;//[Offset: 0x3d0, Size: 4] AkAudioEvent* SandSound;//[Offset: 0x3d4, Size: 4] AkAudioEvent* ClothSound;//[Offset: 0x3d8, Size: 4] AkAudioEvent* PlasticSound;//[Offset: 0x3dc, Size: 4] AkAudioEvent* LeatherSound;//[Offset: 0x3e0, Size: 4] AkAudioEvent* CeramicsSound;//[Offset: 0x3e4, Size: 4] AkAudioEvent* PaperSound;//[Offset: 0x3e8, Size: 4] AkAudioEvent* StoneSound;//[Offset: 0x3ec, Size: 4] AkAudioEvent* SnowSound;//[Offset: 0x3f0, Size: 4] AkAudioEvent* PopCanSound;//[Offset: 0x3f4, Size: 4] AkAudioEvent* PyreflySound;//[Offset: 0x3f8, Size: 4] AkAudioEvent* LeafSound;//[Offset: 0x3fc, Size: 4] AkAudioEvent* CarSound;//[Offset: 0x400, Size: 4] AkAudioEvent* AsphaltSound;//[Offset: 0x404, Size: 4] AkAudioEvent* IceSound;//[Offset: 0x408, Size: 4] AkAudioEvent* WindBreakSound;//[Offset: 0x40c, Size: 4] AkAudioEvent* ShootFeedbackSound;//[Offset: 0x410, Size: 4] AkAudioEvent* ShootShieldFeedbackSound;//[Offset: 0x414, Size: 4] DecalData DefaultDecal;//[Offset: 0x418, Size: 28] DecalData ConcreteDecal;//[Offset: 0x434, Size: 28] DecalData DirtDecal;//[Offset: 0x450, Size: 28] DecalData WaterDecal;//[Offset: 0x46c, Size: 28] DecalData MetalDecal;//[Offset: 0x488, Size: 28] DecalData WoodDecal;//[Offset: 0x4a4, Size: 28] DecalData GrassDecal;//[Offset: 0x4c0, Size: 28] DecalData GlassDecal;//[Offset: 0x4dc, Size: 28] DecalData FleshDecal;//[Offset: 0x4f8, Size: 28] DecalData SteelDecal;//[Offset: 0x514, Size: 28] DecalData SandbagDecal;//[Offset: 0x530, Size: 28] DecalData SandDecal;//[Offset: 0x54c, Size: 28] DecalData ClothDecal;//[Offset: 0x568, Size: 28] DecalData PlasticDecal;//[Offset: 0x584, Size: 28] DecalData LeatherDecal;//[Offset: 0x5a0, Size: 28] DecalData CeramicsDecal;//[Offset: 0x5bc, Size: 28] DecalData PaperDecal;//[Offset: 0x5d8, Size: 28] DecalData StoneDecal;//[Offset: 0x5f4, Size: 28] DecalData SnowDecal;//[Offset: 0x610, Size: 28] DecalData PopCanDecal;//[Offset: 0x62c, Size: 28] DecalData PyreflyDecal;//[Offset: 0x648, Size: 28] DecalData LeafDecal;//[Offset: 0x664, Size: 28] DecalData CarDecal;//[Offset: 0x680, Size: 28] DecalData AsphaltDecal;//[Offset: 0x69c, Size: 28] DecalData IceDecal;//[Offset: 0x6b8, Size: 28] BulletHitInfoUploadData SurfaceHit;//[Offset: 0x6e0, Size: 272] bool bAudioOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f0, Size: 1] bool bIgnoreDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f1, Size: 1] bool bAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f2, Size: 1] DecalComponent* ImpactDecalComp;//[Offset: 0x7f4, Size: 4] ParticleSystemComponent* ImpactParticleComp;//[Offset: 0x7f8, Size: 4] Vector DecalScale;//[Offset: 0x800, Size: 12] SceneComponent* TargetImpactComp;//[Offset: 0x820, Size: 4] ParticleSystem* GreenBloodFleshFX;//[Offset: 0x89c, Size: 4] WeaponAvatarSpecialFleshFX;//[Offset: 0x8a0, Size: 60] bool LoadNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e0, Size: 1] bool UseNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e1, Size: 1] void TimerHideDecal();// 0x21d9e84 void OnLoadImpactFxAsyncCallBack(SoftObjectPath ImpactFxPath, float DistanceScaler, byte HitSurfaceType);// 0x21d9c90 void OnHandleImpactFx(ParticleSystem* ImpactFX, float DistanceScaler, byte HitSurfaceType);// 0x21d9b90 SoftObjectPath GetDirectionImpactFXPath(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x21d99a4 bool GetDirectionImpactFXAsync(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x21d9808 -------------------------------- Class: HitEffectItemDataList ItemDataListMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: DecalData float DecalSize;//[Offset: 0x0, Size: 4] float LifeSpan;//[Offset: 0x4, Size: 4] Material* DecalMaterial;//[Offset: 0x8, Size: 4] float ImpactEffectStartScaleDistance;//[Offset: 0xc, Size: 4] float ImpactEffectEndScaleDistance;//[Offset: 0x10, Size: 4] float ImpactEffectStartScaleValue;//[Offset: 0x14, Size: 4] float ImpactEffectEndScaleValue;//[Offset: 0x18, Size: 4] -------------------------------- Class: BulletHitInfoUploadData Vector ImpactPoint;//[Offset: 0x0, Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12] Vector_NetQuantize VictimLocation;//[Offset: 0x24, Size: 12] Vector_NetQuantize BulletPos;//[Offset: 0x30, Size: 12] Vector_NetQuantize ShootMomentMuzzlePos;//[Offset: 0x3c, Size: 12] Vector2D ShootDir2D;//[Offset: 0x48, Size: 8] byte SurfaceType;//[Offset: 0x50, Size: 1] uint32 ShootID;//[Offset: 0x54, Size: 4] int BulletTypeSpecialID;//[Offset: 0x58, Size: 4] uint16 CompensationTime;//[Offset: 0x5c, Size: 2] Actor* Actor;//[Offset: 0x60, Size: 8] PrimitiveComponent* Component;//[Offset: 0x68, Size: 8] int TimeStamp;//[Offset: 0x70, Size: 4] int ClientShootTime;//[Offset: 0x74, Size: 4] byte SpecialBulletID;//[Offset: 0x78, Size: 1] byte HitBodyType;//[Offset: 0x79, Size: 1] uint32 CharacterImpactOffsetSquared;//[Offset: 0x7c, Size: 4] float MuzzleFloorHeight;//[Offset: 0x80, Size: 4] Vector_NetQuantize WeaponOwnerHeadPos;//[Offset: 0x84, Size: 12] float DamageRate;//[Offset: 0x90, Size: 4] bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] Vector_NetQuantize GunTailPos;//[Offset: 0x98, Size: 12] FName BoneName;//[Offset: 0xa8, Size: 8] Transform BoneTrans;//[Offset: 0xb0, Size: 48] byte ImpactEffectMask;//[Offset: 0xe0, Size: 1] -------------------------------- Class: DecalComponent.SceneComponent.ActorComponent.Object MaterialInterface* DecalMaterial;//[Offset: 0x260, Size: 4] int SortOrder;//[Offset: 0x264, Size: 4] float FadeScreenSize;//[Offset: 0x268, Size: 4] float FadeStartDelay;//[Offset: 0x26c, Size: 4] float FadeDuration;//[Offset: 0x270, Size: 4] bool bDestroyOwnerAfterFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274, Size: 1] Vector DecalSize;//[Offset: 0x278, Size: 12] void SetSortOrder(int Value);// 0x45fcc58 void SetFadeScreenSize(float NewFadeScreenSize);// 0x45fcbe0 void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade);// 0x45fcad8 void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x45fca60 float GetFadeStartDelay();// 0x45fca38 float GetFadeDuration();// 0x45fca10 MaterialInterface* GetDecalMaterial();// 0x45fc9e8 MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x45fc9b8 -------------------------------- Class: ExtendBulletNumAttachment int TypeSpecificID;//[Offset: 0x0, Size: 4] int ExtendMaxBulletNumInOneClip;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeaponHitPartCoff float Head;//[Offset: 0x0, Size: 4] float Body;//[Offset: 0x4, Size: 4] float Limbs;//[Offset: 0x8, Size: 4] float Hand;//[Offset: 0xc, Size: 4] float Foot;//[Offset: 0x10, Size: 4] -------------------------------- Class: SRangeAttenuateConfig int rangeStart;//[Offset: 0x0, Size: 4] int rangeEnd;//[Offset: 0x4, Size: 4] float rangeAttenuateFactor;//[Offset: 0x8, Size: 4] -------------------------------- Class: WeaponVisualBulletClientModeConfig WeaponVisualBulletCameraModeConfig AutonomousClientSetting;//[Offset: 0x0, Size: 24] WeaponVisualBulletCameraModeConfig OBPawnPerspectiveClientSetting;//[Offset: 0x18, Size: 24] WeaponVisualBulletCameraModeConfig ReplayPawnPerspectiveClientSetting;//[Offset: 0x30, Size: 24] WeaponVisualBulletItemConfig DefaultSetting;//[Offset: 0x48, Size: 8] WeaponVisualBulletItemConfig ReplayDefaultSetting;//[Offset: 0x50, Size: 8] -------------------------------- Class: WeaponVisualBulletCameraModeConfig WeaponVisualBulletItemConfig FPPSetting;//[Offset: 0x0, Size: 8] WeaponVisualBulletItemConfig TPPSetting;//[Offset: 0x8, Size: 8] WeaponVisualBulletItemConfig GunADSSetting;//[Offset: 0x10, Size: 8] -------------------------------- Class: WeaponVisualBulletItemConfig bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] ParticleSystem* VisualBulletTrackFX;//[Offset: 0x4, Size: 4] -------------------------------- Class: AutoAimingConfig AutoAimingRangeConfig OuterRange;//[Offset: 0x0, Size: 76] AutoAimingRangeConfig InnerRange;//[Offset: 0x4c, Size: 76] AutoAimingRangeConfig ScopeRange;//[Offset: 0x98, Size: 76] float followTimeMax;//[Offset: 0xe4, Size: 4] bool TriggerBeforeFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8, Size: 1] CurveFloat* SpeedCurve;//[Offset: 0xec, Size: 4] CurveFloat* DistanceSpeedCurve;//[Offset: 0xf0, Size: 4] CurveFloat* SensitiveSpeedCurve;//[Offset: 0xf4, Size: 4] float MaxAngle;//[Offset: 0xf8, Size: 4] -------------------------------- Class: AutoAimingRangeConfig float Speed;//[Offset: 0x0, Size: 4] float CenterSpeedRate;//[Offset: 0x4, Size: 4] float RangeRate;//[Offset: 0x8, Size: 4] float SpeedRate;//[Offset: 0xc, Size: 4] float RangeRateSight;//[Offset: 0x10, Size: 4] float SpeedRateSight;//[Offset: 0x14, Size: 4] float CrouchRate;//[Offset: 0x18, Size: 4] float ProneRate;//[Offset: 0x1c, Size: 4] float DyingRate;//[Offset: 0x20, Size: 4] float DriveVehicleRate;//[Offset: 0x24, Size: 4] float InVehicleRate;//[Offset: 0x28, Size: 4] float FreeFallRate;//[Offset: 0x2c, Size: 4] float OpeningRate;//[Offset: 0x30, Size: 4] float LandingRate;//[Offset: 0x34, Size: 4] float adsorbMaxRange;//[Offset: 0x38, Size: 4] float adsorbMinRange;//[Offset: 0x3c, Size: 4] float adsorbMinAttenuationDis;//[Offset: 0x40, Size: 4] float adsorbMaxAttenuationDis;//[Offset: 0x44, Size: 4] float adsorbActiveMinRange;//[Offset: 0x48, Size: 4] -------------------------------- Class: AutoAimingConfigByGameMode class GameStateBase* GameStateClass;//[Offset: 0x0, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x4, Size: 252] -------------------------------- Class: SRecoilInfo float VerticalRecoilMin;//[Offset: 0x0, Size: 4] float VerticalRecoilMax;//[Offset: 0x4, Size: 4] float VerticalRecoilVariation;//[Offset: 0x8, Size: 4] float VerticalRecoveryModifier;//[Offset: 0xc, Size: 4] float VerticalRecoveryClamp;//[Offset: 0x10, Size: 4] float VerticalRecoveryMax;//[Offset: 0x14, Size: 4] float LeftMax;//[Offset: 0x18, Size: 4] float RightMax;//[Offset: 0x1c, Size: 4] float HorizontalTendency;//[Offset: 0x20, Size: 4] CurveVector* RecoilCurve;//[Offset: 0x24, Size: 4] int BulletPerSwitch;//[Offset: 0x28, Size: 4] float TimePerSwitch;//[Offset: 0x2c, Size: 4] bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] float RecoilSpeedVertical;//[Offset: 0x34, Size: 4] float RecoilSpeedHorizontal;//[Offset: 0x38, Size: 4] float RecovertySpeedVertical;//[Offset: 0x3c, Size: 4] float RecoilValueClimb;//[Offset: 0x40, Size: 4] float RecoilValueFail;//[Offset: 0x44, Size: 4] float RecoilModifierStand;//[Offset: 0x48, Size: 4] float RecoilModifierCrouch;//[Offset: 0x4c, Size: 4] float RecoilModifierProne;//[Offset: 0x50, Size: 4] float RecoilHorizontalMinScalar;//[Offset: 0x54, Size: 4] float BurstEmptyDelay;//[Offset: 0x58, Size: 4] bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] float ShootSightReturnSpeed;//[Offset: 0x60, Size: 4] -------------------------------- Class: SDeviation float DeviationBase;//[Offset: 0x0, Size: 4] float DeviationBaseAim;//[Offset: 0x4, Size: 4] float DeviationBaseADS;//[Offset: 0x8, Size: 4] float DeviationRecoilGain;//[Offset: 0xc, Size: 4] float DeviationRecoilGainAim;//[Offset: 0x10, Size: 4] float DeviationRecoilGainADS;//[Offset: 0x14, Size: 4] float DeviationMax;//[Offset: 0x18, Size: 4] float DeviationMinMove;//[Offset: 0x1c, Size: 4] float DeviationMaxMove;//[Offset: 0x20, Size: 4] float DeviationMoveMultiplier;//[Offset: 0x24, Size: 4] float DeviationMoveMinRefrence;//[Offset: 0x28, Size: 4] float DeviationMoveMaxRefrence;//[Offset: 0x2c, Size: 4] float DeviationStanceStand;//[Offset: 0x30, Size: 4] float DeviationStanceCrouch;//[Offset: 0x34, Size: 4] float DeviationStanceProne;//[Offset: 0x38, Size: 4] float DeviationStanceJump;//[Offset: 0x3c, Size: 4] float DeviationShoulderMultiplier;//[Offset: 0x40, Size: 4] -------------------------------- Class: BulletTrackComponent.WeaponLogicBaseComponent.ActorComponent.Object STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x100, Size: 4] STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x104, Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0x108, Size: 4] bool IsAutonomousOrSpectorWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174, Size: 1] SRecoilInfo RecoilInfo_NoTss;//[Offset: 0x178, Size: 100] SDeviation DeviationInfo_NoTss;//[Offset: 0x1dc, Size: 68] void SetUseTss(bool bUse);// 0x1fed9c8 void OnWeaponStopFire();// 0x1fed9b4 void OnWeaponStartFire();// 0x1fed9a0 void OnWeaponShoot();// 0x1fed98c void GetDataFromWeaponEntity();// 0x1fed978 Vector GetCurRecoilInfo();// 0x1fed930 float GetCurDeviation();// 0x1fed908 void CheckComponentTick();// 0x1fed8f4 -------------------------------- Class: BulletHitInfoUploadComponent.WeaponLogicBaseComponent.ActorComponent.Object float UploadInterval;//[Offset: 0x100, Size: 4] bool bEnableTssSdkAntiData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104, Size: 1] bool bEnableTssSdkAntiDataFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105, Size: 1] bool bEnableTssSdkAntiDataFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106, Size: 1] bool bDisableDsTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x107, Size: 1] bool bDisableDsAntiDataReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1] bool bEnableAddSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109, Size: 1] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x10c, Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0x168, Size: 4] bool NeedSendSimpleCharacterHitData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1] void HandleOnWeaponStopFire();// 0x1fec1f0 void HandleOnWeaponStartFire();// 0x1fec1dc bool CheckCloseDSTick();// 0x1fec1b4 -------------------------------- Class: STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object float LastCalcShootTime;//[Offset: 0x100, Size: 4] HitResult CalcShootHitRet;//[Offset: 0x108, Size: 136] bool bShootIDNotMatchReportKillflow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190, Size: 1] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x194, Size: 4] CustomBulletDamage;//[Offset: 0x198, Size: 60] FName NormalBulletsTrackCompTag;//[Offset: 0x1d8, Size: 8] BulletTrackComponent* ShootWeaponBulletsTrackComponent;//[Offset: 0x1e0, Size: 4] ShootWeaponEntity* ShootWeaponEntityComponent;//[Offset: 0x1e4, Size: 4] delegate OnShoot;//[Offset: 0x1e8, Size: 12] VolleyShootInfoCache[] VolleyShootLocCache;//[Offset: 0x490, Size: 12] void UpdateVolleyShootParameters(Vector TargetLoc, out Vector StartLoc, out Rotator BulletRot, out Vector BulletDir);// 0x22bc17c void ShootDelegate__DelegateSignature();// 0x2c90a38 void OnWeaponClipMaxBulletChanged();// 0x22bc168 void OnWeaponBulletChanged();// 0x22bc154 void OnContinuousShootStateChangedDelegate__DelegateSignature(bool bIsContinuousShooting);// 0x2c90a38 void OnContinuousShootDelegate__DelegateSignature(int BulletsNum);// 0x2c90a38 void GetBulletPosAndVelocity(out Vector StartPos, out Vector Velocity);// 0x22bc07c HitResult ConditionPreCalcShootHitRet(bool WithDeviation, float ToleranceTime);// 0x22bbf5c -------------------------------- Class: ShootWeaponCustomDamageList Data;//[Offset: 0x0, Size: 60] -------------------------------- Class: ShootWeaponCustomDamage ParticleSystem* ParticleSystem;//[Offset: 0x0, Size: 40] float DamageRate;//[Offset: 0x28, Size: 4] -------------------------------- Class: VolleyShootInfoCache Vector StartLoc;//[Offset: 0x0, Size: 12] Vector ShootDir;//[Offset: 0xc, Size: 12] -------------------------------- Class: MultiBulletComponent.WeaponLogicBaseComponent.ActorComponent.Object int FirstAddBulletID;//[Offset: 0x100, Size: 4] SupportUpBullet[] MultiBulletList;//[Offset: 0x104, Size: 12] ItemDefineID OriginalBulletDefineID;//[Offset: 0x110, Size: 24] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x128, Size: 4] void SetFirstAddBullet(int BulletID);// 0x20f8bf0 void SetBulletIDListInClip(out BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x20f8a48 void SetBulletAttr(int ReloadBulletID);// 0x20f89d0 void RemoveBulletIDListInClip(int RemoveNum, out BulletInClip CurBulletInClip, bool IsRevert);// 0x20f8870 void RefreshBulletIDListInClip(int Count, out BulletInClip CurBulletInClip);// 0x20f8760 void PreSetBulletIDListInClip(out BulletInClip NewBulletInClip, out BulletInClip CurBulletInClip);// 0x20f85fc bool HasMultiBullet();// 0x20f85d4 int GetShootBulletType();// 0x20f85ac int GetNextCostBulletIDFromBackpack(BackpackComponent* InBackPack);// 0x20f852c int GetNextBulletID();// 0x20f8504 BackpackComponent* GetBackpackComponent();// 0x20f84dc float GetAdjustBulletMomentum();// 0x20f84b4 float GetAdjustBulletDamage();// 0x20f848c int CostBulletFromBackpack(BackpackComponent* backpack, int WantReloadNum, out BulletInWeapon[] CostBulletList);// 0x20f8330 void AddBulletIDListInClip(BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x20f80fc -------------------------------- Class: SupportUpBullet int UpBulletID;//[Offset: 0x0, Size: 4] int DefaultPriority;//[Offset: 0x4, Size: 4] -------------------------------- Class: GrenadeLaunchComponent.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x100, Size: 4] float BulletSpeed;//[Offset: 0x104, Size: 4] int CurBulletNum;//[Offset: 0x108, Size: 4] bool bUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] int MaxBulletNumInClip;//[Offset: 0x110, Size: 4] ItemDefineID BulletType;//[Offset: 0x118, Size: 24] bool CanUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130, Size: 1] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x134, Size: 12] class CameraShake* ShootCameraShake;//[Offset: 0x140, Size: 4] float CameraShakeInnerRadius;//[Offset: 0x144, Size: 4] float CameraShakeOuterRadius;//[Offset: 0x148, Size: 4] float CameraShakFalloff;//[Offset: 0x14c, Size: 4] AkAudioEvent* ShootSound;//[Offset: 0x150, Size: 4] float ReloadTime;//[Offset: 0x154, Size: 4] float ReloadTimeTactical;//[Offset: 0x158, Size: 4] float ReloadTimeMagOut;//[Offset: 0x15c, Size: 4] float ReloadTimeMagIn;//[Offset: 0x160, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x164, Size: 4] BackpackComponent* OwnerBackPack;//[Offset: 0x168, Size: 4] void ShootGrenadeBullet(Vector StartLoc, Rotator StartRot, uint32 ShootID);// 0x20a2b0c void SetUseGreanadeLaunch(bool bIsUse);// 0x20a2a8c void RemoveBullet(int RemoveNum);// 0x20a2a14 int ReloadGrenadeLaunch();// 0x20a29ec void OnRep_UseGrenadeLaunchState();// 0x20a29d8 void OnRep_CurBulletNum();// 0x20a29c4 void OnRep_CanUseGrenadeLaunch();// 0x20a29b0 void LaunchGrenadeBullet(Transform Trans, uint32 ShootID);// 0x20a2880 bool JudgeMustReload();// 0x20a284c bool IsUseGreanadeLaunch();// 0x20a2824 void HandleGrenadeLaunchEquip(bool bIsEquip);// 0x20a27a4 BackpackComponent* GetBackpackComp();// 0x20a277c void DoGrenadeLaunchStartReload();// 0x20a2768 bool CheckCanReload();// 0x20a2740 -------------------------------- Class: FillGasComponent.WeaponLogicBaseComponent.ActorComponent.Object float UpGasSpeed;//[Offset: 0x100, Size: 4] float DownGasSpeed;//[Offset: 0x104, Size: 4] float CostGasOneShoot;//[Offset: 0x108, Size: 4] float MaxGas;//[Offset: 0x10c, Size: 4] float GasAddDamageRate;//[Offset: 0x110, Size: 4] float MaxGasAngle;//[Offset: 0x114, Size: 4] float PostFillGasTime;//[Offset: 0x118, Size: 4] float GasUpdateInterval;//[Offset: 0x11c, Size: 4] int CurGas;//[Offset: 0x120, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x124, Size: 4] void OnRep_CurGas();// 0x1f6b840 void CostGassByShoot();// 0x206c25c void CheckNeedRep();// 0x206c248 void AddFillGass(float AddFillGasTime);// 0x206c1d0 -------------------------------- Class: NormalProjectileComponent.STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object float AutoRecoverShootLockInterval;//[Offset: 0x4cc, Size: 4] NormalProjectileVerifyConfig VerifyConfig;//[Offset: 0x4d0, Size: 44] delegate OnHandleShootDamageDelegate;//[Offset: 0x4fc, Size: 12] bool bNeedWaitClientBulletLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c, Size: 1] float CurShootLockInterval;//[Offset: 0x510, Size: 4] void UpdateShootLockCD(float DeltaTime);// 0x210bc68 void OnHandleShootDamageDelegate__DelegateSignature(NormalProjectileComponent* NormalProjectileComponent);// 0x2c90a38 -------------------------------- Class: STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object Actor*[] BulletCacheList;//[Offset: 0x4c0, Size: 12] -------------------------------- Class: NormalProjectileVerifyConfig float MaxShootPointTolerateDistanceOffset;//[Offset: 0x0, Size: 4] float MaxShootPointTolerateDistanceOffsetVehicle;//[Offset: 0x4, Size: 4] float MaxImpactPointTolerateDistanceOffset;//[Offset: 0x8, Size: 4] float BlockVerifyImpactNormalOffset;//[Offset: 0xc, Size: 4] bool bVerifyBulletScDiff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] float MaxDiffServerClient;//[Offset: 0x14, Size: 4] bool bVerifyShootDir2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] float ShortDirReverseDistance;//[Offset: 0x1c, Size: 4] float TolerateBulletDirOffsetSquared;//[Offset: 0x20, Size: 4] bool bVerifyWeaponFireInfoTimeForcePunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool bVerifyClientFlySpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool bVerifyLauchTimeWithServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] float ClientServerFlyTimeTorelate;//[Offset: 0x28, Size: 4] -------------------------------- Class: ShootWeaponEffectComponent.WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object ShootModeFireShotSoundDataMap;//[Offset: 0x150, Size: 60] class CameraShake* CameraShakeTemplate_NormalCameraMode;//[Offset: 0x18c, Size: 4] class CameraShake* CameraShakeTemplate_NearCameraMode;//[Offset: 0x190, Size: 4] class CameraShake* CameraShakeTemplate_AimCameraMode;//[Offset: 0x194, Size: 4] float CameraShakeInnerRadius;//[Offset: 0x198, Size: 4] float CameraShakeOuterRadius;//[Offset: 0x19c, Size: 4] float CameraShakFalloff;//[Offset: 0x1a0, Size: 4] bool bNeedRefreshMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4, Size: 1] bool bNeedOptimizeMuzzleFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a6, Size: 1] ParticleSystem* MuzzleFX;//[Offset: 0x1a8, Size: 4] Vector LocalMuzzelFXScale;//[Offset: 0x1ac, Size: 12] ParticleSystem* ScopeMuzzleFX;//[Offset: 0x1b8, Size: 4] Vector ScopeMuzzelFXScale;//[Offset: 0x1bc, Size: 12] ParticleSystem* RemoteMuzzleFX;//[Offset: 0x1c8, Size: 4] Vector RemoteMuzzelFXScale;//[Offset: 0x1cc, Size: 12] FXDistancaScaleStruct RemoteMuzzleFXDistanceScale;//[Offset: 0x1d8, Size: 16] ParticleSystem* LocalSilencerMuzzleFX;//[Offset: 0x1e8, Size: 4] Vector LocalSilencerMuzzelFXScale;//[Offset: 0x1ec, Size: 12] ParticleSystem* ScopeSilencerMuzzleFX;//[Offset: 0x1f8, Size: 4] Vector ScopeSilencerMuzzelFXScale;//[Offset: 0x1fc, Size: 12] ParticleSystem* RemoteSilencerMuzzleFX;//[Offset: 0x208, Size: 4] Vector RemoteSilencerMuzzelFXScale;//[Offset: 0x20c, Size: 12] FXDistancaScaleStruct RemoteSilencerMuzzleFXDistanceScale;//[Offset: 0x218, Size: 16] ParticleSystem* LocalFiringSuppressorMuzzleFX;//[Offset: 0x228, Size: 4] Vector LocalFiringSuppressorMuzzelFXScale;//[Offset: 0x22c, Size: 12] ParticleSystem* ScopeFiringSuppressorMuzzleFX;//[Offset: 0x238, Size: 4] Vector ScopeFiringSuppressorMuzzelFXScale;//[Offset: 0x23c, Size: 12] ParticleSystem* RemoteFiringSuppressorMuzzleFX;//[Offset: 0x248, Size: 4] Vector RemoteFiringSuppressorMuzzelFXScale;//[Offset: 0x24c, Size: 12] FXDistancaScaleStruct RemoteSuppressorMuzzleFXDistanceScale;//[Offset: 0x258, Size: 16] ParticleSystem* LocalCompensatorMuzzleFX;//[Offset: 0x268, Size: 4] Vector LocalCompensatorMuzzelFXScale;//[Offset: 0x26c, Size: 12] ParticleSystem* ScopeCompensatorMuzzleFX;//[Offset: 0x278, Size: 4] Vector ScopeCompensatorMuzzelFXScale;//[Offset: 0x27c, Size: 12] ParticleSystem* RemoteCompensatorMuzzleFX;//[Offset: 0x288, Size: 4] Vector RemoteCompensatorMuzzelFXScale;//[Offset: 0x28c, Size: 12] bool bIsActiveShellDropFXWhenShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298, Size: 1] ParticleSystem* ShellDropFX;//[Offset: 0x29c, Size: 4] Vector ShellDropFXScale;//[Offset: 0x2a0, Size: 12] ParticleSystem* FPPShellDropFX;//[Offset: 0x2ac, Size: 4] Vector FPPShellDropFXScale;//[Offset: 0x2b0, Size: 12] float ShootLightCD;//[Offset: 0x2bc, Size: 4] float LastShootLightTime;//[Offset: 0x2c0, Size: 4] class OBEffectBullet* OBEffectBulletTemplate;//[Offset: 0x2c4, Size: 4] int MaxOBBulletTrackCompNum;//[Offset: 0x2c8, Size: 4] float MaxFlyAngel;//[Offset: 0x2cc, Size: 4] ParticleSystemComponent* ShellDropFXComp;//[Offset: 0x2d0, Size: 4] ParticleSystemComponent* FPPShellDropFXComp;//[Offset: 0x2d4, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x2d8, Size: 4] ParticleSystemComponent* MuzzleFXComp;//[Offset: 0x2dc, Size: 4] ParticleSystemComponent*[] OBBulletTrackFXCompsArray;//[Offset: 0x2e0, Size: 12] Vector MuzzleFXOriginalScale;//[Offset: 0x2ec, Size: 12] float MuzzleFXPrevDistanceScaler;//[Offset: 0x2f8, Size: 4] float LastMuzzleEffectTime;//[Offset: 0x2fc, Size: 4] float MuzzleEffectTimeInterval;//[Offset: 0x300, Size: 4] OBEffectBullet*[] OBEffectBulletsCachePool;//[Offset: 0x310, Size: 12] bool bChangeShellDropRot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c, Size: 1] Rotator ShellDropRot;//[Offset: 0x320, Size: 12] FName ChangeShellDropSocket;//[Offset: 0x330, Size: 8] bool bSimulateBulletOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1] float bSimulateBulletMaxDistance;//[Offset: 0x33c, Size: 4] float SnipperStayDistance;//[Offset: 0x340, Size: 4] float bSimulateBulletRadius;//[Offset: 0x344, Size: 4] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] bool ShellDropRotHasChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x349, Size: 1] void ReloadAttr(int WeaponId);// 0x2183f2c void OnWeaponUnEquiped();// 0x2183f18 void OnWeaponEuiped();// 0x2183f04 void HandleWeaponAction(byte Action);// 0x2183e84 STExtraShootWeapon* GetOwnerShootWeapon();// 0x2183e5c OBEffectBullet* GetOBEffectBullet();// 0x2183e34 int GetAvailableOBEffectBulletNum();// 0x2183e0c void CheckOptimizeMuzzleFX();// 0x2183df0 void ChangeShellDropFx();// 0x2183ddc void ActiveShootLight();// 0x2183dc8 void ActiveLocalShellDropFX();// 0x2183db4 -------------------------------- Class: WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object SoundDataMap;//[Offset: 0x100, Size: 60] AkAudioEvent* ShellDropSound;//[Offset: 0x13c, Size: 4] AkAudioEvent* SilencerShootSound;//[Offset: 0x140, Size: 4] AkAudioEvent* DurabilityLossShootSound;//[Offset: 0x144, Size: 4] AkAudioEvent* ScopeSound;//[Offset: 0x148, Size: 4] AkAudioEvent* ScopeOutSound;//[Offset: 0x14c, Size: 4] void HandleWeaponAction(byte Action);// 0x2183e84 -------------------------------- Class: FXDistancaScaleStruct float FXStartScaleDistance;//[Offset: 0x0, Size: 4] float FXEndScaleDistance;//[Offset: 0x4, Size: 4] float FXStartScaleValue;//[Offset: 0x8, Size: 4] float FXEndScaleValue;//[Offset: 0xc, Size: 4] -------------------------------- Class: OBEffectBullet.Actor.Object float MaxMovingTime;//[Offset: 0x2fc, Size: 4] bool bIgnoreEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] delegate OnOBEffectBulletMoveEnd;//[Offset: 0x304, Size: 12] ParticleSystem* CurFXTemplate;//[Offset: 0x314, Size: 4] float CurMovingTime;//[Offset: 0x340, Size: 4] CurveFloat* SpeedCurve;//[Offset: 0x344, Size: 4] -------------------------------- Class: ShootWeaponAutoTestHandle.Object void OnWeaponShootBullet(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet);// 0x21838c0 void OnBulletImpact(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet, out const HitResult HitRet);// 0x218379c FString GenerateBulletsImpactJsonStringAndClearData();// 0x21836dc -------------------------------- Class: AttrModifyComponent.ActorComponent.Object delegate OnAttrModified;//[Offset: 0xf8, Size: 12] uint32 AttrModifyStateList;//[Offset: 0x104, Size: 4] RepAttributeModify DynamicModifierRep;//[Offset: 0x108, Size: 16] RepAttributeModify DynamicModifierRepOnlyOwner;//[Offset: 0x118, Size: 16] AttrModifyItem[] ConfigAttrModifyList;//[Offset: 0x138, Size: 12] AttributeExpand[] AttributeExpands;//[Offset: 0x298, Size: 12] AttrDynamicModifier DynamicModifier;//[Offset: 0x2a4, Size: 124] RelateAttributeGroup;//[Offset: 0x320, Size: 60] enum ActorAttrType;//[Offset: 0x35c, Size: 1] ModAttrSimulateSyncItem[] ModSimulateSyncList;//[Offset: 0x424, Size: 12] void SetValueToAttributeSafety(FString AttrName, float Value);// 0x2466714 void SetOrignalValueToAttribute(FString AttrName, float Value);// 0x2466614 void SetAttrModifyStateValue(int Index, bool Value);// 0x2466550 void SetAttributeMaxValue(FString AttrName, float MaxValue);// 0x2466450 void ResponeAttrValue(FString AttrName, float FinalValue);// 0x2466314 void RequestAttrValue(FString AttrName);// 0x2466220 void RemoveDynamicModifyItemForLua(uint32 ModifyUID);// 0x24661a8 bool RegisterModifyAbleAttr(out const AttrRegisterItem[] AttrRegists, bool bSetAttrByOrigin);// 0x246601c void OnRep_ModSimulateSyncList();// 0x2466008 void OnRep_DynamicModifier();// 0x2465ff4 void OnRep_AttrModifyStateList();// 0x2465fe0 void OnAttrModifiedEvent__DelegateSignature(out const AttrAffected[] AffectedAttrS);// 0x2c90a38 bool IsAttrModifyStateValidIndex(int Index);// 0x2465f60 bool HasDynamicModifier(FString AttrModifyId);// 0x2465e9c AttrModifyModDataSubsystem* GetSubsystem();// 0x2465e74 FString GetMaxAttrName(FString AttrName);// 0x2465d30 bool GetAttrModifyStateValue(int Index);// 0x2465cb0 int GetAttrModifyStateNum();// 0x2465c94 AttrModifyItem GetAttrModifyItemByItemName(FString ItemName);// 0x24659b8 float GetAttributeValue(FString AttrName);// 0x24658f0 float GetAttributeOrignalValue(FString AttrName);// 0x2465828 bool EnableAttrModifierByIndex(int ModifyConfigIndex);// 0x24657a8 bool EnableAttrModifier(FString AttrModifyItemName);// 0x2465648 bool DisableAttrModifierByIndex(int ModifyConfigIndex);// 0x24655c8 bool DisableAttrModifier(FString AttrModifyItemName);// 0x2465468 bool DisableAllAttrModifier();// 0x2465440 void AddValueToAttribute(FString AttrName, float Value);// 0x2465340 uint32 AddDynamicModifyItemForLua(FString AttrName, byte ModifyType, float Value, bool bEnable, Object* Causer);// 0x246515c uint32 AddDynamicModifyForLua(FString AttrName, byte ModifyType, float Value);// 0x2465010 void AddDynamicModifier(out AttrModifyItem AttrModifyItem, bool RepOnlyOwner);// 0x2464e6c -------------------------------- Class: RepAttributeModify -------------------------------- Class: AttrModifyItem CacheAffactTargetInfo[] AffectTargetsCachInfo;//[Offset: 0x0, Size: 12] FString AttrModifyItemName;//[Offset: 0xc, Size: 12] FString AttrName;//[Offset: 0x18, Size: 12] int AttrId;//[Offset: 0x24, Size: 4] int CompareId;//[Offset: 0x28, Size: 4] enum ModifierOp;//[Offset: 0x2c, Size: 1] float ModifierValue;//[Offset: 0x30, Size: 4] bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] bool ClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1] -------------------------------- Class: CacheAffactTargetInfo Actor* AffectTarget;//[Offset: 0x0, Size: 8] float FinalAddValue;//[Offset: 0x8, Size: 4] -------------------------------- Class: AttributeExpand FString AttrName;//[Offset: 0x0, Size: 12] FString AttrDesc;//[Offset: 0xc, Size: 12] int RelateTypeId;//[Offset: 0x18, Size: 4] FString RelateGroup;//[Offset: 0x1c, Size: 12] float Value;//[Offset: 0x28, Size: 4] -------------------------------- Class: AttrDynamicModifier ModifyAttrs;//[Offset: 0x0, Size: 60] ModifyConfigs;//[Offset: 0x3c, Size: 60] AttrModifyComponent* Component;//[Offset: 0x78, Size: 4] -------------------------------- Class: AttrDynamicModifyTarget AttrDynamicModifyItem[] List;//[Offset: 0x8, Size: 12] -------------------------------- Class: AttrDynamicModifyItem Object* Causer;//[Offset: 0x18, Size: 8] -------------------------------- Class: AttrDynamicModifyConfig bool IsOneceModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool HasLimitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool HasMaxAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] FString AttrName;//[Offset: 0x4, Size: 12] FString LimitAttrName;//[Offset: 0x10, Size: 12] FString MaxAttrName;//[Offset: 0x1c, Size: 12] -------------------------------- Class: RelateAttributeGroup RelateAttributes;//[Offset: 0x0, Size: 60] -------------------------------- Class: ModAttrSimulateSyncItem int AttrId;//[Offset: 0x0, Size: 4] float FinalValue;//[Offset: 0x4, Size: 4] -------------------------------- Class: AttrRegisterItem FString AttrName;//[Offset: 0x0, Size: 12] enum AttrVariableType;//[Offset: 0xc, Size: 1] bool HasReplicatedTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] -------------------------------- Class: AttrAffected FString AttrName;//[Offset: 0x0, Size: 12] Actor* AffectedActor;//[Offset: 0xc, Size: 4] -------------------------------- Class: AttrModifyModDataSubsystem.GameInstanceSubsystem.Subsystem.Object -------------------------------- Class: WeaponAttrModifyConfig int ID;//[Offset: 0x0, Size: 4] FString ModifyConfigID;//[Offset: 0x4, Size: 12] WeaponAttrModifyData[] WeaponAttrModifiers;//[Offset: 0x10, Size: 12] -------------------------------- Class: WeaponAttrModifyData FString ModifyAttr;//[Offset: 0x0, Size: 12] enum Op;//[Offset: 0xc, Size: 1] float ModifyValue;//[Offset: 0x10, Size: 4] -------------------------------- Class: WeaponAntiCheatComp.WeaponLogicBaseComponent.ActorComponent.Object STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x100, Size: 8] float ShootRateCheckInterval;//[Offset: 0x118, Size: 4] bool ShootRateCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] float ShootRateCheckMulCoff;//[Offset: 0x120, Size: 4] bool ShootHitTargetIntervalCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124, Size: 1] float ShootHitTargetIntervalMulCoff;//[Offset: 0x128, Size: 4] float ShootTimeInfoCheckClearInterval;//[Offset: 0x16c, Size: 4] float ShootTimeInfoCheckLifeTime;//[Offset: 0x170, Size: 4] float ShootTimeGunPosBigCircle;//[Offset: 0x174, Size: 4] float ShootTimeGunPosMaxRightDif;//[Offset: 0x178, Size: 4] float ShootTimeGunPosMaxRightDifInVehicle;//[Offset: 0x17c, Size: 4] int MaxClientCapsuleHalfHeight;//[Offset: 0x180, Size: 4] float ShootTimeMuzzleDistThres;//[Offset: 0x184, Size: 4] float ShootTimeMuzzleZThres;//[Offset: 0x188, Size: 4] bool bVerifyTimeLineSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c, Size: 1] float TimeLineCheckDnBorder;//[Offset: 0x190, Size: 4] float TimeLineCheckUpBorder;//[Offset: 0x194, Size: 4] float ShootTimeConnectionDeltaThres;//[Offset: 0x198, Size: 4] bool bVerifyStartFireTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c, Size: 1] float MaxShootPassTimeDeltaBetweenSysAndLevel;//[Offset: 0x1a0, Size: 4] float TolerateFlyTime;//[Offset: 0x1a4, Size: 4] float TolerateFlyDis;//[Offset: 0x1a8, Size: 4] float DeCon6SpanTime;//[Offset: 0x274, Size: 4] void OnWeaponShootHit(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x2397d84 -------------------------------- Class: ShootWeaponDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent byte AvatarDamagePosition;//[Offset: 0xa5, Size: 1] float DamageImpulse;//[Offset: 0xc0, Size: 4] -------------------------------- Class: STPointDamageEvent.PointDamageEvent.DamageEvent int ItemId;//[Offset: 0xa0, Size: 4] -------------------------------- Class: PointDamageEvent.DamageEvent float Damage;//[Offset: 0x8, Size: 4] Vector_NetQuantizeNormal ShotDirection;//[Offset: 0xc, Size: 12] HitResult HitInfo;//[Offset: 0x18, Size: 136] -------------------------------- Class: LocalShootHitData uint32 ShootID;//[Offset: 0x0, Size: 4] Vector_NetQuantize ShootingDeviation;//[Offset: 0x4, Size: 12] Vector_NetQuantize BulletsBornPosition;//[Offset: 0x10, Size: 12] int BulletFlyDistance;//[Offset: 0x1c, Size: 4] int BulletDown;//[Offset: 0x20, Size: 4] int8 CurBullet;//[Offset: 0x24, Size: 1] int ShootInterval;//[Offset: 0x28, Size: 4] int BulletFlyTime;//[Offset: 0x2c, Size: 4] int BulletShootTime;//[Offset: 0x30, Size: 4] int BulletHitTime;//[Offset: 0x34, Size: 4] int AimFov;//[Offset: 0x38, Size: 4] byte bulletDamageReduceRatio;//[Offset: 0x3c, Size: 1] Vector_NetQuantize ShootingRecoil;//[Offset: 0x40, Size: 12] int64 ClientStartTime;//[Offset: 0x50, Size: 8] int[] MrpcsFlow;//[Offset: 0x58, Size: 12] int AutoAimSpeed;//[Offset: 0x64, Size: 4] int AutoAimSpeedRateMax;//[Offset: 0x68, Size: 4] int AutoAimRangeMax;//[Offset: 0x6c, Size: 4] int AutoAimRangeRateMax;//[Offset: 0x70, Size: 4] -------------------------------- Class: SimulateBulletHitInfoData Vector_NetQuantize10 ImpactPoint;//[Offset: 0x0, Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12] Vector_NetQuantize10 ShootMomentMuzzlePos;//[Offset: 0x24, Size: 12] byte SurfaceType;//[Offset: 0x30, Size: 1] Actor* Actor;//[Offset: 0x34, Size: 8] PrimitiveComponent* Component;//[Offset: 0x3c, Size: 8] byte HitBodyType;//[Offset: 0x44, Size: 1] byte ImpactEffectMask;//[Offset: 0x45, Size: 1] -------------------------------- Class: SecurityLogHitTargetInfo -------------------------------- Class: CameraOffsetData Vector SocketOffset;//[Offset: 0x0, Size: 12] Vector TargetOffset;//[Offset: 0xc, Size: 12] float SpringArmLength;//[Offset: 0x18, Size: 4] -------------------------------- Class: GrenadePredictLine.Actor.Object Vector HighThrowOffset;//[Offset: 0x2fc, Size: 12] Vector LowThrowOffset;//[Offset: 0x308, Size: 12] byte ThrowMode;//[Offset: 0x314, Size: 1] float PredictLineVelocityScale;//[Offset: 0x318, Size: 4] float MaxSimTime;//[Offset: 0x31c, Size: 4] GrenadePredictResult GrenadePredictResult;//[Offset: 0x320, Size: 40] float GrenadeRadius;//[Offset: 0x348, Size: 4] Vector PredictLineStartLocation;//[Offset: 0x34c, Size: 12] Vector PredictLineStartVelocity;//[Offset: 0x358, Size: 12] Vector LauncheVelocity;//[Offset: 0x364, Size: 12] -------------------------------- Class: GrenadePredictResult Vector[] SplinePoints;//[Offset: 0x0, Size: 12] bool IsHitActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] Vector HitActorLocation;//[Offset: 0x10, Size: 12] Rotator HitActorRotation;//[Offset: 0x1c, Size: 12] -------------------------------- Class: STExtraPlayerCharacter.STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object delegate OnHasPickupPropsAvailableChanged;//[Offset: 0x2860, Size: 12] delegate OnHasTombBoxesAvailableChanged;//[Offset: 0x286c, Size: 12] delegate OnSkillFinishedDelegate;//[Offset: 0x2878, Size: 12] delegate OnPlayerInteractiveStateChange;//[Offset: 0x2884, Size: 12] delegate OnScopeOutDelegate;//[Offset: 0x2890, Size: 12] delegate OnScopeInDelegate;//[Offset: 0x289c, Size: 12] delegate OnGetOnVehicleDelegate;//[Offset: 0x28a8, Size: 12] delegate OnRepParachuteStateDelegate;//[Offset: 0x28b4, Size: 12] delegate OnParachuteStateChanged;//[Offset: 0x28c0, Size: 12] WeaponAutoAimingComponent* AutoAimComp;//[Offset: 0x28cc, Size: 4] STScreenAppearanceComponent* ScreenAppearaceComp;//[Offset: 0x28d0, Size: 4] BoxComponent* BoxEar;//[Offset: 0x28d4, Size: 4] NightVisionComponent* NightVisionComponent;//[Offset: 0x28d8, Size: 4] class NightVisionComponent* NightVisionComponentClass;//[Offset: 0x28dc, Size: 4] float IndoorCheckDistance;//[Offset: 0x28e0, Size: 4] float IndoorCheckTime;//[Offset: 0x28e4, Size: 4] float BodyIndoorUpdateCheckTime;//[Offset: 0x28e8, Size: 4] float IndoorLowerCameraHeight;//[Offset: 0x28ec, Size: 4] bool IsIndoorBodyAreaCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28f0, Size: 1] float IndoorBodyAreaDistance;//[Offset: 0x28f4, Size: 4] float fTickDuration;//[Offset: 0x28f8, Size: 4] SoftClassPath PlayerGunCollisionComponentClassPath;//[Offset: 0x2900, Size: 24] bool ShouldVaultOnBaseMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2918, Size: 1] enum ParachuteState;//[Offset: 0x2928, Size: 1] bool bClientParachuteLandedFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x292b, Size: 1] float LandDistanceCanAjustWhenParachuteLanded;//[Offset: 0x2930, Size: 4] float CheckCanLandInternal;//[Offset: 0x2958, Size: 4] float CheckCanLandMaxSeconds;//[Offset: 0x295c, Size: 4] bool bIsPendingCaptived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2964, Size: 1] enum LastParachuteState;//[Offset: 0x2965, Size: 1] float HaveToOpenHeightToGround;//[Offset: 0x2968, Size: 4] bool IsPlaneJumpParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x296c, Size: 1] float SwimZDir;//[Offset: 0x2970, Size: 4] bool Indoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2974, Size: 1] bool IsBodyIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2975, Size: 1] float SwimRotateX_Ex;//[Offset: 0x2978, Size: 4] CustomParticleSystemComponent* PS_CloudFast;//[Offset: 0x297c, Size: 4] CustomParticleSystemComponent* PS_CloudSlow;//[Offset: 0x2980, Size: 4] ParticleSystem* PS_CloudFastAsset;//[Offset: 0x2984, Size: 4] ParticleSystem* PS_CloudSlowAsset;//[Offset: 0x2988, Size: 4] AkAudioEvent* AK_StartFallingLocal;//[Offset: 0x298c, Size: 4] AkAudioEvent* AK_ParachuteLocal;//[Offset: 0x2990, Size: 4] AkAudioEvent* AK_ParachuteRemote;//[Offset: 0x2994, Size: 4] AkAudioEvent* AK_LandingLocal;//[Offset: 0x2998, Size: 4] AkAudioEvent* AK_LandingRemotel;//[Offset: 0x299c, Size: 4] AkAudioEvent* AK_ParachuteLocalOverride;//[Offset: 0x29a0, Size: 4] AkAudioEvent* AK_ParachuteRemoteOverride;//[Offset: 0x29a4, Size: 4] AkAudioEvent* AK_LandingLocalOverride;//[Offset: 0x29a8, Size: 4] AkAudioEvent* AK_LandingRemotelOverride;//[Offset: 0x29ac, Size: 4] SpringArmParams FreeFallSpringArmParam;//[Offset: 0x29b0, Size: 80] SpringArmParams FreeFallSpringArmParamForVehicleParachute;//[Offset: 0x2a00, Size: 80] SpringArmParams OpeningSpringArmParam;//[Offset: 0x2a50, Size: 80] SpringArmParams TPPSpringArmParam;//[Offset: 0x2aa0, Size: 80] class CameraShake* FreeFallCamShake;//[Offset: 0x2b08, Size: 4] bool bDisableSimulateCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b0c, Size: 1] bool bEnableParachuteFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b0d, Size: 1] float VehicleForwardInputRate;//[Offset: 0x2b10, Size: 4] float VehicleRightInputRate;//[Offset: 0x2b14, Size: 4] bool bDrawBoxEarBulletOverlapRay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b18, Size: 1] STExtraPlayerController* STPlayerController;//[Offset: 0x2b24, Size: 4] MinimalViewInfo CameraInfoAdditive;//[Offset: 0x2b30, Size: 1408] float CameraInfoAdditiveWeight;//[Offset: 0x30b0, Size: 4] AirAttackLocatorComponent* AirAttackLocatorComponent;//[Offset: 0x3108, Size: 4] bool EnableGoldenSuitCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x311b, Size: 1] bool IsGoldenSuitStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x311c, Size: 1] float GoldenSuitCheckAccDelta;//[Offset: 0x3120, Size: 4] bool EnableGoldenSuitATK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3124, Size: 1] enum GoldenSuitSlot;//[Offset: 0x3125, Size: 1] int GoldenSuitReplaceSkillId;//[Offset: 0x3128, Size: 4] float GoldenSuitCheckDelta;//[Offset: 0x312c, Size: 4] float GoldenSuitTestFistDamage;//[Offset: 0x3130, Size: 4] FanPickerConfigData FistFanPickerData;//[Offset: 0x3134, Size: 72] FName FeatureActorName;//[Offset: 0x31d8, Size: 8] bool bSprintUseConsumableNotStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31e0, Size: 1] bool bLockUpdateAroundAfterRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31e1, Size: 1] bool bIsLockingUpdateAround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31e2, Size: 1] float LockUpdateAroundPickupTime;//[Offset: 0x31e4, Size: 4] ActivityAnimationRepData ActivityAnimationRepData;//[Offset: 0x31f0, Size: 4] ActivityActorBase*[] ActivityActorList;//[Offset: 0x31f8, Size: 12] InteractiveComponentBase*[] InteractiveComponentList;//[Offset: 0x3204, Size: 12] bool IsLocalActuallyAngledSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3210, Size: 1] bool IsLocalActuallyScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3211, Size: 1] AngledSightRepData AngledSightRepData;//[Offset: 0x3212, Size: 2] float SpecifiedItemLastConsumeTime;//[Offset: 0x3214, Size: 4] int TrySightCorrectionTime;//[Offset: 0x3220, Size: 4] float SightCorrectionDelay;//[Offset: 0x3224, Size: 4] bool IsStartObserverMainSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3228, Size: 1] bool IsStartObserverAngleSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3229, Size: 1] int CurrentSightCorrectionTimes;//[Offset: 0x322c, Size: 4] bool bRecommendSignalRecovery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3239, Size: 1] bool ForceSyncControllerRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x323a, Size: 1] bool CheckForActivityRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3240, Size: 1] ActicityDisallowedData[] PreConfiguredActivityDisallowedData;//[Offset: 0x3244, Size: 12] int CurrentActivityID;//[Offset: 0x3250, Size: 4] int CurrentActivityIndex;//[Offset: 0x3254, Size: 4] WarteringAreaCPP* MiniTreeRef;//[Offset: 0x3258, Size: 4] bool bEnableSecurity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325c, Size: 1] PlayerRoleCacheFrameData WeaponManagerUsedPlayerRoleCacheFrameData;//[Offset: 0x3260, Size: 16] int[] InjuryFreeData;//[Offset: 0x3270, Size: 12] void UseCameraParamForVehicleParachute(bool InEnable);// 0x2269128 void UpdateParachuteState(out const Rotator Rotation, float FallingSpeed);// 0x226905c void UpdateParachuteFallingCameraDistance(float Alpha);// 0x2268fe4 void UpdateIndoorState(bool IsInDoor);// 0x2268f1c void UpdateEnableGoldenSuitCheck();// 0x2268f00 void UpdateBodyIndoorState(bool BodyIndoor);// 0x2268e38 void TriggerZombieBornSkills();// 0x2268e24 void TriggerParachuteLandVoice();// 0x2268e08 bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x2268d34 void TriggerAutoAimCheck(float DeltaTime);// 0x2268cbc void TouchCancelSkillLock();// 0x2268ca8 void SyncLatestPlayerStatus(enum LatestParachuteState);// 0x2268bf4 void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x2208084 void SwitchSightAngledServer(byte InAngledSightType, bool IsOnlyTurn);// 0x2268ae4 void SwitchSightAngledLocal(byte Type, bool IsOnlyTurn);// 0x2268a18 void SwitchSightAngled(byte Type, bool IsOnlyTurn);// 0x2268954 void SwitchCameraToParachuteOpening();// 0x2268938 void SwitchCameraToParachuteFalling();// 0x226891c void SwitchCameraToNormal();// 0x2268900 void SwitchCameraFromParachuteOpeningToTPPUpdate(float Alpha);// 0x2268888 void SwitchCameraFromParachuteOpeningToTPPStop();// 0x2c90a38 void SwitchCameraFromParachuteOpeningToTPPFinish();// 0x2268874 void SwitchCameraFromParachuteOpeningToTPPBeginPlay();// 0x2c90a38 void StopCamShake();// 0x2268858 void StartUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x22687e0 void StartSwitchColdDown(float SwitchColdDownTime);// 0x2268768 void StartCamShake();// 0x226874c void ShowNightVisionFrame();// 0x2206b9c void ShowConfirmDialogOfMisKill();// 0x2206b08 bool ShouldTriggerEntryEvent(enum EntryEvent);// 0x22686cc bool ShouldDropBagItem(out const ItemDefineID SkillItemID);// 0x226862c void SetSwimRotateX_Ex(float NewSwimRotateX);// 0x22685b4 void SetSpecifiedItemConsumed(int ItemId);// 0x2c90a38 void SetSelfAndVehicleShadow(bool IsShow);// 0x2268534 void SetRainyEffectParam(byte EffectType, float InRainyEffectParam);// 0x2268478 void SetRainyEffectEnable(byte EffectType, bool InEnable, float InRainyEffectParam);// 0x226836c void SetPitchViewAngle(float MinPitch, float MaxPitch);// 0x22682a8 void SetParachuteState(enum State);// 0x2268228 void SetInjuryFreeRateData(out const int[] InInjuryFreeData);// 0x226815c void SetFPPDeafultFov(float InFov);// 0x22680e4 void SetFovInTPPSpringArm(float FieldOfView);// 0x226806c void SetBodyIndoor(bool IsInDoor);// 0x2267fec void ServerUserMoveCmdDual(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x2267d90 void ServerUserMoveCmd(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x2267bc0 void ServerUpdateParachuteState(const Rotator Rotation, float FallingSpeed);// 0x2267acc void ServerSetBulletFlySoundData(STExtraPlayerCharacter* PlayerCharacter, STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x2267970 void ServerRPCOnClickInteractiveButton(InteractiveComponentBase* pComponent);// 0x22678bc void ServerOnApplicationactivated(bool bActive);// 0x22677f4 void RPC_Server_OnMiniGameEnd(int Score, int Duration, ActivityActorBase* ActiveActor);// 0x22676b0 void RPC_Server_CheckActivityOverlap(ActivityActorBase* ActiveActor, bool isBeginOverlap);// 0x22675a0 void RPC_Client_NotifyActivityOverlap(ActivityActorBase* ActiveActorn, bool isBeginOverlap);// 0x2267490 void RPC_Client_CheckedActivityOverlap(ActivityActorBase* ActiveActorn, bool IsOverlaped, bool IsBegin);// 0x2267324 void ResetCharacter();// 0x22007cc void RequestLoadParachuteAnim(bool bHasNewChildComponent);// 0x226729c void ReqSetShoulderCameraMode(bool bShoulderMode);// 0x22671d4 void RemoveParachuteAnim();// 0x22671c0 void ReleaseTrigger(enum Hand);// 0x2267140 void RefreshBearerFramingTick();// 0x226712c void PushTrigger(enum Hand);// 0x22670ac void ProneWithTerrain(Rotator CharacterRotation, bool isMoving, float Offset, float deap);// 0x2266f58 void ParachutePlaySound(AkAudioEvent* LocalAkEvent, AkAudioEvent* RemoteAkEvent);// 0x2c90a38 void OnSkillFinishedDelegate__DelegateSignature(enum StopReason, int SkillID, bool HasThrownGrenade);// 0x2c90a38 void OnScopeOutDelegate__DelegateSignature(bool bIsBegin);// 0x2c90a38 void OnScopeInDelegate__DelegateSignature(bool bIsBegin);// 0x2c90a38 void OnRepParachuteStateDelegate__DelegateSignature();// 0x2c90a38 void OnRep_STPlayerController();// 0x2266f44 void OnRep_ParachuteState(enum State);// 0x2266ec4 void OnRep_InjuryFreeData();// 0x2266eb0 void OnRep_CurrentActivityID();// 0x2266e9c void OnRep_bIsPendingCaptived();// 0x2266e88 void OnRep_AngleSightStateChanged();// 0x2266e74 void OnRep_ActivityAnimationRepData();// 0x2266e60 void OnRank(int Kills, int Rank);// 0x2266da4 void OnPlayerInteractiveStateChange__DelegateSignature(STExtraBaseCharacter* BaseCharacter, ActivityActorBase* ActivityActor, enum Status);// 0x2c90a38 void OnPlayerCurrentWeaponChange(byte CurSlot);// 0x2266d2c void OnParachuteStateChangedDelegate__DelegateSignature(enum LastParachuteState, enum NewParachuteState);// 0x2c90a38 void OnMiniTreeTriggerServerLogicCPP();// 0x2266d10 void OnLockUpdateAroundPickupEnd();// 0x2266cfc void OnLoadParachuteAnimCompleted();// 0x2266ce8 void OnHasTombBoxesAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2c90a38 void OnHasPickupPropsAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2c90a38 void OnBPStateCheckIn();// 0x2c90a38 void OnAvatarEquippedSucc(enum SlotType, bool IsEquipped, int InItemID);// 0x2266bdc void OnAllAvatarEquippedSucc();// 0x2266bc8 void NotifyClientParachuteLanded(bool bOK);// 0x2266b00 void MulticastSetShoulderCameraMode(bool bShoulderMode);// 0x2266a78 void MiniTreeTriggerServerLogic();// 0x2266a1c bool IsSwitchCoolingDownFinish();// 0x22669e8 bool IsSpecifiedItemInCD(int ItemId);// 0x2266960 bool IsLandedWithClientPos();// 0x2266938 bool IsInLaunchSeat();// 0x2266908 bool IsGrenadeEmpty();// 0x22668e0 bool IsBodyIndoorFuc();// 0x22668c0 bool IsBodyIndoorCheck();// 0x2266898 bool IsAllowSyncControllerRotationInActived();// 0x2266870 bool IsAllowPickupActor();// 0x2266848 void InitAirAttackLocatorComponent();// 0x2266834 void HideNightVisionFrame();// 0x21f9fb4 bool HasParachuteAnimLoaded();// 0x226680c void HandleParachuteStateChanged(enum NewState);// 0x226678c void HandleBulletOverlap(Actor* BulletActor, out const HitResult HitResult, out const HitResult[] HitResults);// 0x2266614 void HandleAIInstigateBulletOverlap(STExtraBaseCharacter* InstigatorCharacter, out const HitResult HitResult, out const HitResult[] HitResults);// 0x226649c SpringArmComponent* GetThirdPersonSpringArm();// 0x2c90a38 CameraComponent* GetThirdPersonCamera();// 0x2c90a38 float GetSwimRotateX_Ex();// 0x2266474 int GetSkillIndexByActivityID();// 0x2c90a38 SpringArmComponent* GetScopeSpringArm();// 0x2c90a38 CameraComponent* GetScopeCamera();// 0x2c90a38 bool GetPlayerVisibile();// 0x226644c AnimationAsset* GetPlayerParachuteAnimByAnimType(byte AnimType);// 0x22663cc STExtraPlayerController* GetPlayerControllerSafety();// 0x21f87e4 void GetOnVehicleDelegate__DelegateSignature();// 0x2c90a38 SceneComponent* GetMoveableComp();// 0x22663a4 bool GetIsInDoor();// 0x2266374 bool GetIsGunADS();// 0x2266344 float GetInjuryFreeRate(int BodyPart);// 0x21f8150 SpringArmComponent* GetFPPSpringArm();// 0x2c90a38 float GetFPPDeafultFov();// 0x226631c CameraComponent* GetFPPCamera();// 0x2c90a38 SpringArmComponent* GetFirstPersonSpringArm();// 0x2c90a38 CameraComponent* GetFirstPersonCamera();// 0x2c90a38 enum[] GetDisallowedStates(int ActivityID);// 0x2c90a38 int GetBuildingAvatarID(int BuildingID);// 0x2c90a38 Vector GetBonePos(FName BoneName, Vector OffsetPos);// 0x2266244 void FreeFallShakeCam();// 0x2266230 void FinishUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x22661b8 void EnableRegionBaseNetConsideration();// 0x22661a4 void EnablePet(bool Enable);// 0x226611c void DynamicCreateComponents();// 0x2266108 void DumpCharacterAnimBPVars();// 0x22660f4 void DisableSimulateAnimUpdateRateOptimization(bool bDisable, float LessThanDistanceSquareCanDisable);// 0x226602c void DelayRemoveParachuteAnim();// 0x2266018 void ClientUserMoveCmdAck(int Sequence);// 0x2265f98 void ClientRPCOnOverlapInteractiveComponent(InteractiveComponentBase* pComponent, bool isBeginOverlap);// 0x2265ecc void ClientPlayEarSound(STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x2265dc8 void ClientInitParachuteLaunchStatus(Vector Vel);// 0x2265d50 void ClientAckGoodMove(float TimeStamp);// 0x2265cd0 void ClearHPUI();// 0x21f4294 void CheckServerCanLanded();// 0x2265cbc bool CanAnimInstanceCacheParachuteAnim(STExtraAnimInstance* MyAnimInstance);// 0x2265c3c void CallRefreshBPStateCheckIn();// 0x2265c28 void AsyncLoadGunCollisionFinish(SoftClassPath GunCollisionPath);// 0x2265abc void AnimInstanceCacheParachuteAnimVars(bool bForceRefreshAnim);// 0x2265a3c bool AllowTriggerActivities(bool bCheckCanReceive);// 0x22659b4 void AdjustServerParachuteLanded(const Vector Position, const Rotator Rotation);// 0x22658c8 -------------------------------- Class: WeaponAutoAimingComponent.ActorComponent.Object AutoAimEnemyInfo SelectEnemyInfo;//[Offset: 0xc8, Size: 32] AutoAimEnemyInfo LastSelectInfo;//[Offset: 0xe8, Size: 32] Vector2D AimTargetScreenPos;//[Offset: 0x108, Size: 8] bool LastAimSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, Size: 1] STExtraPlayerController* ExtraPlayerController;//[Offset: 0x114, Size: 4] STExtraBaseCharacter* PlayerPawn;//[Offset: 0x118, Size: 4] float LastSelectAimEnemyTime;//[Offset: 0x11c, Size: 4] float LastFindAimEnemyTime;//[Offset: 0x120, Size: 4] float AIM_CD_WHEN_OPERATE_CAMERA_WHEN_JUMP;//[Offset: 0x124, Size: 4] float AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x128, Size: 4] float DEFAULT_CD_TIME;//[Offset: 0x12c, Size: 4] float SCOPE_AUTO_AIM_TIME;//[Offset: 0x130, Size: 4] float OPEN_COLLISION_TIME;//[Offset: 0x134, Size: 4] float AIM_CROSSHAIR_CHECK_DELTA;//[Offset: 0x138, Size: 4] float LOCK_TARGET_TOLERANCE;//[Offset: 0x13c, Size: 4] float RANGE_SCALE;//[Offset: 0x140, Size: 4] float RANGE_SCALE_MAX;//[Offset: 0x144, Size: 4] float AC_AIM_CD_WHEN_OPERATE_CAMERA_WHEN_JUMP;//[Offset: 0x164, Size: 4] float AC_AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x168, Size: 4] float AC_DEFAULT_CD_TIME;//[Offset: 0x16c, Size: 4] float AC_SCOPE_AUTO_AIM_TIME;//[Offset: 0x170, Size: 4] float AC_RANGE_SCALE;//[Offset: 0x174, Size: 4] float AC_RANGE_SCALE_MAX;//[Offset: 0x178, Size: 4] float AC_AutoAimBreakThroughRatio;//[Offset: 0x17c, Size: 4] FName[] AC_Bones;//[Offset: 0x180, Size: 12] FName[] Bones;//[Offset: 0x18c, Size: 12] BonesOffset;//[Offset: 0x198, Size: 60] float TargetScreenWidth;//[Offset: 0x1d4, Size: 4] bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8, Size: 1] bool bEquipWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9, Size: 1] float AutoAimSensitiveScreenRatio;//[Offset: 0x1dc, Size: 4] bool bEnableAimSensitiveOnlyInGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] float AutoAimSensitiveAngle;//[Offset: 0x1e4, Size: 4] float AutoAimBreakThroughAngle;//[Offset: 0x1e8, Size: 4] float AutoAimBreakThroughRatio;//[Offset: 0x1ec, Size: 4] float AutoAimBreakThroughStart;//[Offset: 0x1f0, Size: 4] float AutoAimBreakThroughSensitiveScale;//[Offset: 0x1f4, Size: 4] bool BInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8, Size: 1] bool bModifyCrossHair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f9, Size: 1] WeaponCrossHairPerformData[] CrossHairDataRifle;//[Offset: 0x3c0, Size: 12] WeaponCrossHairPerformData[] CrossHairDataPistol;//[Offset: 0x3cc, Size: 12] WeaponCrossHairPerformData[] CrossHairDataShotGun;//[Offset: 0x3d8, Size: 12] void OnUnEquipWeapon();// 0x2398f64 void OnShoot(STExtraWeapon* Weapon);// 0x2398eec void OnEquipWeapon();// 0x2398ed8 void OnCharacterLeaveState(enum ChangedState);// 0x2398e60 void OnCharacterEnterState(enum ChangedState);// 0x2398de8 bool IsTriggerBeforeFire();// 0x2398dc0 bool IsCurrentWeaponSupportAutoAim();// 0x2398d98 void Init(Controller* Controller);// 0x2398d20 bool HasEnemyInAutoAimRange(float DeltaTime);// 0x2398ca0 void GetDataFromWeaponEntity();// 0x2398c8c AutoAimEnemyInfo FindEnemyNearScreenCenter(out const Vector RayStart, float Radius, out const FName BoneName, float CollisionTime, bool HitMatchBone);// 0x2398ab0 bool CheckSmoke(out const Vector StartPoint, out const Vector EndPoint, STExtraPlayerCharacter* Pawn, out FName OutHitBoneName);// 0x2398924 bool CheckInAngle(STExtraBaseCharacter* EnemyPawn, float MaxAngle);// 0x1f4f20c bool CheckBuffStun();// 0x23988fc bool CanEnemeyRaycastReach(out const Vector StartPoint, out const Vector EndPoint, STExtraPlayerCharacter* Pawn, out FName OutHitBoneName);// 0x2398770 bool CanAsynCalcuAimRange();// 0x2398748 void BPDrawDebugInfo(out const float[] AutoAimParams);// 0x2398674 -------------------------------- Class: AutoAimEnemyInfo STExtraPlayerCharacter* EnemyPawn;//[Offset: 0x0, Size: 4] FName BoneName;//[Offset: 0x18, Size: 8] -------------------------------- Class: STScreenAppearanceComponent.ActorComponent.Object StaticMesh* AppearanceMeshTemplate;//[Offset: 0xf4, Size: 4] AppearanceMatData[] AppearancePresentList;//[Offset: 0xf8, Size: 12] StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0x104, Size: 4] AppearanceMeshData[] AppearanceMeshDataList;//[Offset: 0x108, Size: 12] ScreenParticleEffectData[] ScreenParticleEffectList;//[Offset: 0x114, Size: 12] FName ScreenPlane;//[Offset: 0x120, Size: 8] MltAppearanceMatData[] MultiAppearancePresentList;//[Offset: 0x128, Size: 12] AppearanceMatData[] CurAppearanceList;//[Offset: 0x134, Size: 12] CameraComponent* CurActiveCameraCache;//[Offset: 0x140, Size: 4] MultiAppearanceMeshData[] MultiAppearanceMeshData;//[Offset: 0x150, Size: 12] void UpdateMultiAppearancePresentList(float DeltaTime);// 0x22edf84 void StopScreenParticleEffectByName(FString ScreenParticleName);// 0x22edec8 void StopScreenParticleEffect(byte EffectType);// 0x22ede50 void StopScreenAppearance(FString AppearanceName, bool StopFromPlayFunc);// 0x22edd48 void StopAllScreenParticleEffect();// 0x22edd34 void StopAllScreenAppearance();// 0x22edd20 void SetTextureParameterValue(FString AppearanceName, FName ParamName, Texture* Tex);// 0x22edbdc void SetScreenParticleParam(byte EffectType, float InEffectValue);// 0x22edb20 bool SetScalarParam(FString AppearanceName, FName ParamName, float ParamValue);// 0x22ed9cc void SetAppearanceActive(out const FName AppearanceName, bool bNewActive, bool bReset);// 0x22ed8a0 void SetAllAppearancesActive(bool bNewActive, bool bReset);// 0x22ed7d0 void SetAllAppearanceMeshHiddenInGame(bool bNewHid);// 0x22ed750 void PlayScreenParticleEffectByName(FString ScreenParticleName, float InEffectValue);// 0x22ed650 void PlayScreenParticleEffect(byte EffectType, float InEffectValue);// 0x22ed594 MaterialInstanceDynamic* PlayPresentScreenAppearance(FString AppearanceName);// 0x22ed434 void PlayGraduallyShowOut(FString AppearanceKey, float Frag, float DelayTime);// 0x22ed254 void PlayGraduallyShowIn(FString AppearanceKey, float Frag, float DelayTime, float BeginAlpha);// 0x22ed02c MaterialInstanceDynamic* PlayCustomScreenAppearance(FString AppearanceName, MaterialInterface* MatToPlay, float LifeSpan, bool HideUI, FName InMatInstParamName, CurveFloat* InParamCurve);// 0x22ecdfc void OnAsyncLoadingFinished(int AppearancePresentIndex);// 0x22ecd84 bool IsScreenAppearancePlaying(FString AppearanceName);// 0x22eccc0 void HandleEffectLoadFinishByName(FString ScreenParticleName);// 0x22ecb68 void HandleEffectLoadFinish(byte EffectType);// 0x22ecaf0 bool GetScalarParam(FString AppearanceName, FName ParamName, out float ParamValue);// 0x22ec98c -------------------------------- Class: AppearanceMatData FString AppearanceKey;//[Offset: 0x0, Size: 12] float LifeSpan;//[Offset: 0xc, Size: 4] bool IgnoreIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool HideUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] MaterialInterface* ParentMaterial;//[Offset: 0x18, Size: 40] MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x40, Size: 4] StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x44, Size: 4] Transform AppearanceMeshRelativeTransform;//[Offset: 0x50, Size: 48] FName MatInstParamName;//[Offset: 0x80, Size: 8] CurveFloat* ParamCurve;//[Offset: 0x88, Size: 4] -------------------------------- Class: AppearanceMeshData StaticMeshComponent* AppearanceMeshComp;//[Offset: 0x0, Size: 4] -------------------------------- Class: ScreenParticleEffectData byte EffectType;//[Offset: 0x0, Size: 1] FString ScreenParticleEffectName;//[Offset: 0x4, Size: 12] ParticleSystem* ParticleEffect;//[Offset: 0x10, Size: 40] FName ParticleParamName;//[Offset: 0x38, Size: 8] FString[] ExtraScreenAppearanceList;//[Offset: 0x40, Size: 12] Vector ScreenParticleEffectLoc;//[Offset: 0x4c, Size: 12] ParticleSystemComponent* EffectComponent;//[Offset: 0x58, Size: 4] bool KeepWorldRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] bool IsShowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1] float CurrentParamValue;//[Offset: 0x60, Size: 4] byte DisableDeviceLevel;//[Offset: 0x64, Size: 1] -------------------------------- Class: MltAppearanceMatData FString AppearanceKey;//[Offset: 0x0, Size: 12] FName AppearanceTag;//[Offset: 0x10, Size: 8] Transform AppearanceMeshRelativeTransform;//[Offset: 0x20, Size: 48] MaterialInterface* ParentMaterial;//[Offset: 0x50, Size: 4] float MatialAlpha;//[Offset: 0x54, Size: 4] MaterialInstanceDynamic* AppearanceMat;//[Offset: 0x58, Size: 4] StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0x5c, Size: 4] bool IsLogicShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] bool IsShowOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61, Size: 1] bool IsShowIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x62, Size: 1] float GradualFrag;//[Offset: 0x64, Size: 4] float DelayTime;//[Offset: 0x68, Size: 4] -------------------------------- Class: MultiAppearanceMeshData StaticMeshComponent* MultiAppearanceMesh;//[Offset: 0x0, Size: 4] -------------------------------- Class: BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Vector BoxExtent;//[Offset: 0x5cc, Size: 12] void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x45e1f84 Vector GetUnscaledBoxExtent();// 0x45e1f58 Vector GetScaledBoxExtent();// 0x45e1f04 -------------------------------- Class: NightVisionComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Transform TPPRelativeTransform;//[Offset: 0x6b0, Size: 48] Transform FPPRelativeTransform;//[Offset: 0x6e0, Size: 48] Transform ScopeRelativeTransform;//[Offset: 0x710, Size: 48] void SetActivate(bool _IsActivate);// 0x210a8c8 -------------------------------- Class: CustomParticleSystemComponent.ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Actor*[] CollisionIgnoreActors;//[Offset: 0x814, Size: 12] bool bShowImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x820, Size: 1] void AddCollisionIgnoreActor(Actor* IgnoreActor);// 0x201983c -------------------------------- Class: SpringArmParams CameraParams CameraParam;//[Offset: 0x0, Size: 8] SceneComponent* ParentComp;//[Offset: 0x8, Size: 4] FName ParentSocketName;//[Offset: 0x10, Size: 8] float TargetArmALength;//[Offset: 0x18, Size: 4] Vector SocketOffset;//[Offset: 0x1c, Size: 12] Vector TargetOffset;//[Offset: 0x28, Size: 12] Vector RelativeLocation;//[Offset: 0x34, Size: 12] float ProbeSize;//[Offset: 0x40, Size: 4] byte ProbeChannel;//[Offset: 0x44, Size: 1] bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45, Size: 1] bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46, Size: 1] bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47, Size: 1] float CameraLagSpeed;//[Offset: 0x48, Size: 4] bool bEnableCustomSpringArm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] -------------------------------- Class: CameraParams float FieldOfView;//[Offset: 0x0, Size: 4] bool bLocktoHmd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: AirAttackLocatorComponent.ActorComponent.Object float AALOpenMotionSensibility;//[Offset: 0xbc, Size: 4] float AALOpenSensibility;//[Offset: 0xc0, Size: 4] float OpenAALFOV;//[Offset: 0xc4, Size: 4] int MaxDist;//[Offset: 0xc8, Size: 4] int minDist;//[Offset: 0xcc, Size: 4] int DangerDist;//[Offset: 0xd0, Size: 4] ParticleSystem* FreeArrowParticle;//[Offset: 0xd8, Size: 40] class AirAttackLocatorCalledActor* AirAttackActorTemplate;//[Offset: 0x100, Size: 40] AirAttackLocatorCalledActor* AirAttackLocatorCalledActor;//[Offset: 0x128, Size: 4] ParticleSystemComponent* FreeArrowComp;//[Offset: 0x12c, Size: 4] ParticleSystemComponent* FixedArrowComp;//[Offset: 0x130, Size: 4] float FixArrowScaleDistance;//[Offset: 0x138, Size: 4] float ArrowScaleFactor1;//[Offset: 0x13c, Size: 4] float ArrowScalePlus1;//[Offset: 0x140, Size: 4] float ArrowScaleFactor2;//[Offset: 0x144, Size: 4] float ArrowScalePlus2;//[Offset: 0x148, Size: 4] float ShortDis;//[Offset: 0x14c, Size: 4] byte ChannelType;//[Offset: 0x150, Size: 1] Vector TargetLocation;//[Offset: 0x154, Size: 12] void SetItemExsist(bool bExsist);// 0x1f573a0 void SetFinalLocation();// 0x1f5738c void SetAALFov(bool bOpen);// 0x1f5730c void ServerSetAirAttackLocation(Vector BeginLocation, Vector EndLocation);// 0x1f571f4 void OnFreeArrowLoadFinsh();// 0x1f571e0 void OnCalledActorLoadFinsh(Vector Location);// 0x1f57170 float GetTargetDistance();// 0x1f57148 bool GetAALAvaliable();// 0x1f57120 -------------------------------- Class: AirAttackLocatorCalledActor.Pawn.Actor.Object float DestoryTime;//[Offset: 0x340, Size: 4] float AirAttackDelayTime;//[Offset: 0x344, Size: 4] int SkillID;//[Offset: 0x348, Size: 4] int IconID;//[Offset: 0x34c, Size: 4] float AttackAreaRadius;//[Offset: 0x350, Size: 4] -------------------------------- Class: FanPickerConfigData float Radius;//[Offset: 0x0, Size: 4] float Angle;//[Offset: 0x4, Size: 4] float CapsuleRadius;//[Offset: 0x8, Size: 4] Vector Offset;//[Offset: 0xc, Size: 12] bool Random;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] bool IsCheckHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19, Size: 1] bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a, Size: 1] bool IsHeadJudgeWithoutOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b, Size: 1] bool bPickUpMonsters;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bIgnoreAimCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] class Actor[] IgnoredActors;//[Offset: 0x20, Size: 12] bool bForwardHitAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1] enum PickerType;//[Offset: 0x2d, Size: 1] enum PickerTargetType;//[Offset: 0x2e, Size: 1] int PickerMaxCount;//[Offset: 0x30, Size: 4] bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36, Size: 1] bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37, Size: 1] bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] Actor*[] IgnoreTargets;//[Offset: 0x3c, Size: 12] -------------------------------- Class: ActivityAnimationRepData AnimMontage* AnimMontage;//[Offset: 0x0, Size: 4] -------------------------------- Class: ActivityActorBase.CustomDecoratorActor.DecoratorActor.LuaActor.Actor.Object Character* ClientMainCharacter;//[Offset: 0x400, Size: 8] Character* CurActiveCharacter;//[Offset: 0x408, Size: 8] bool bIsInFightingUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410, Size: 1] bool bActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x411, Size: 1] bool bClientActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x412, Size: 1] bool bIsCoolingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x413, Size: 1] bool bIsOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1] bool bButtonShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415, Size: 1] MeshComponent* Mesh;//[Offset: 0x418, Size: 4] ShapeComponent* ShapeCollision;//[Offset: 0x41c, Size: 4] delegate OnActorReset;//[Offset: 0x420, Size: 12] bool bActivityEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c, Size: 1] bool bUseDSOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42d, Size: 1] bool bEanbleSimulatedInteractive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42e, Size: 1] FString actorName;//[Offset: 0x430, Size: 12] FString ActivityName;//[Offset: 0x43c, Size: 12] int SkillIndex;//[Offset: 0x448, Size: 4] enum SkillEntry;//[Offset: 0x44c, Size: 1] AnimMontage* SoftAnimMontage;//[Offset: 0x450, Size: 40] bool bShowButtonWhenActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x478, Size: 1] bool bButtonShowWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479, Size: 1] int ButtonShowTextID;//[Offset: 0x47c, Size: 4] FString ButtonShowAdditionalTextString;//[Offset: 0x480, Size: 12] Object* ButtonShowPic;//[Offset: 0x490, Size: 40] int ButtonShowConsumeItemID;//[Offset: 0x4b8, Size: 4] int CancleButtonShowTextID;//[Offset: 0x4bc, Size: 4] Object* CancleButtonShowPic;//[Offset: 0x4c0, Size: 40] enum[] SpecialInteractivePawnState;//[Offset: 0x4e8, Size: 12] bool bIsIgnoreShootHistoryLocusVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f4, Size: 1] bool bEnablePickupInActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f5, Size: 1] bool bEnableSyncControllerRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f6, Size: 1] bool bButtonShowCheckObstruct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f7, Size: 1] float CoolDownTime;//[Offset: 0x4f8, Size: 4] int ConsumeItemType;//[Offset: 0x4fc, Size: 4] int ConsumeItemID;//[Offset: 0x500, Size: 4] int ConsumeItemNum;//[Offset: 0x504, Size: 4] bool bShouldOccupy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x508, Size: 1] float OccupiedStateTimeout;//[Offset: 0x50c, Size: 4] int NetRegionSize;//[Offset: 0x510, Size: 4] bool bUseDefautInteractiveBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514, Size: 1] bool bUseCodeKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515, Size: 1] int CodeKey;//[Offset: 0x518, Size: 4] delegate OnOccupyDelegate;//[Offset: 0x534, Size: 12] delegate OnCoolDownDelegate;//[Offset: 0x540, Size: 12] delegate OnUpdateButton;//[Offset: 0x54c, Size: 12] delegate OnActivityEnableUpdated;//[Offset: 0x558, Size: 12] void UpdateButtonInfo(Character* Character, bool bShow, bool bForce);// 0x1f44014 void TriggerSkillEvent(Character* Character);// 0x1f43f94 void StartOccupied();// 0x1f43f80 void StartCoolDown();// 0x1f43f6c void SetEnable(bool bIsEnable);// 0x1f43eec void OnRep_bIsOccupied();// 0x1f43ed8 void OnRep_bIsCoolingDown();// 0x1f43ec4 void OnRep_bActivityEnable();// 0x1f43eb0 void OnRep_bActived();// 0x1f43e9c void OnOccupyFinished();// 0x1f43e88 void OnNotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1f43dc4 void OnHandleSkillEndEvent(Character* Character, enum StopReason, int SkillID);// 0x1f43cbc void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1f43b6c void OnCoolDownFinished();// 0x1f43b58 void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1f43954 void NotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1f43890 bool LocalStartActive(Character* Character);// 0x1f43808 void LocalReset(Character* Character);// 0x1f43788 bool LocalInterruptActive(Character* Character);// 0x1f43700 bool LocalActiveFinished(Character* Character);// 0x1f43678 bool IsOccupied();// 0x1f43650 bool IsCoolingDown();// 0x1f43628 bool IsConsumeItemEnough();// 0x1f43600 bool IsCharaterInActived(Character* InCharacter);// 0x1f43578 bool IsAllowInteractive(Character* Character, out int Reason, bool bEanbleSimulated);// 0x1f43454 void GetRegionID(out RegionID OutRegionID);// 0x1f433ac bool GetRegionBasedNetConsideration();// 0x1f4337c MeshComponent* GetMesh();// 0x1f43360 Character* GetMainCharacter();// 0x1f43338 byte GetIsWeakNetUpdate();// 0x1f43308 int GetConsumeItemNum();// 0x1f432e0 int GetConsumeItemID();// 0x1f432b8 int GetConsumeItemCurCount();// 0x1f43290 Character* GetActivedCharacter();// 0x1f43260 void ForceNetConsider();// 0x1f43244 bool ClientClickCancleButton(Character* Character, out int OutReason);// 0x1f43170 bool ClientClickButton(Character* Character, out int OutReason);// 0x1f43094 void CheckedActivityOverlap(Character* Character, bool IsServerOverlaped, bool IsBegin);// 0x1f42f78 void CheckActivityOverlap(Character* Character, bool IsBegin);// 0x1f42eb4 void BPUpdateInteractiveUI(Character* Character);// 0x1f42e34 void BPUpdateButtonInfo();// 0x2c90a38 bool BPStartActive(Character* Character, bool bSuccess, bool bClient);// 0x1f42d10 bool BPShowButton(Character* Character, bool bShow);// 0x1f42c3c void BPReset(Character* Character);// 0x1f42bbc void BPOnCharacterAttached(Character* InCharacter);// 0x1f42b3c bool BPInterruptActive(Character* Character, bool bSuccess, bool bClient);// 0x1f42a18 AnimMontage* BPGetSoftAnimMontage(Character* InCharacter);// 0x1f4292c bool BPClientClickCancleButton(Character* Character, int Reason);// 0x2c90a38 bool BPClientClickButtonFailed(Character* Character, int Reason);// 0x2c90a38 bool BPClickButton(Character* Character, int Reason);// 0x1f42860 bool BPAllowShowButton(Character* Character, out int Reason);// 0x1f42784 bool BPAllowInteractive(Character* Character);// 0x1f426fc bool BPAllowClickButton(Character* Character);// 0x1f42674 void BPActiveStateChange();// 0x2c90a38 bool BPActiveFinished(Character* Character, bool bSuccess, bool bClient);// 0x1f42550 bool AllowShowButton(Character* Character, out int Reason);// 0x1f42474 bool AllowInteractive(Character* Character, out int Reason);// 0x1f42398 bool AllowClickButton(Character* Character, out int Reason);// 0x1f422bc -------------------------------- Class: CustomDecoratorActor.DecoratorActor.LuaActor.Actor.Object int[] CustomIntValueArray;//[Offset: 0x3f0, Size: 12] bool SetCustomIntValue(int Index, int Value);// 0x2018374 int GetCustomIntValue(int Index);// 0x20182f4 -------------------------------- Class: DecoratorActor.LuaActor.Actor.Object int resID;//[Offset: 0x3c8, Size: 4] int TlogID;//[Offset: 0x3cc, Size: 4] int Health;//[Offset: 0x3d0, Size: 4] int TeamID;//[Offset: 0x3d4, Size: 4] int IconID;//[Offset: 0x3d8, Size: 4] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dc, Size: 1] bool bDisableCollisionOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dd, Size: 1] delegate OnHealthChangeNotify;//[Offset: 0x3e0, Size: 12] bool bShowBulletImpactEffectInOnlyAutonomous;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ee, Size: 1] void ShowIconInPlayerMap(uint32 PlayerKey);// 0x202a944 void ShowIconInMap();// 0x202a930 bool ShouldTakeDamage(float DamageAmount, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x202a7b4 void SetHealth(int ToHealth);// 0x202a740 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x202a630 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x202a4f4 void OnRep_Health();// 0x202a4e0 void OnDie();// 0x202a4c4 void OnBPRespawned();// 0x1f59f70 bool IsDead();// 0x202a49c void HideIconInMap();// 0x202a488 int GetHitBodyType(FString HitPart);// 0x202a320 int GetActorResId();// 0x202a304 void EatEffectMulticast(FString DriverKey);// 0x202a240 void Client_OnEatEffect(FString DriverKey);// 0x2c90a38 float BPTakeDamage(float DamageAmount, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser, out const HitResult HitResult);// 0x202a058 -------------------------------- Class: LuaActor.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x340, Size: 60] FString LuaFilePath;//[Offset: 0x37c, Size: 12] void UnRegistLuaTick();// 0x53e8c9c void RegistLuaTick(float TickInterval);// 0x53e8c24 -------------------------------- Class: InteractiveComponentBase.LuaActorComponent.ActorComponent.Object delegate OnAllowToInteract;//[Offset: 0x150, Size: 16] delegate OnInteractionEffective;//[Offset: 0x160, Size: 16] delegate OnClientShowInteractiveUI;//[Offset: 0x170, Size: 12] delegate OnServerAddOrDeleteComponent;//[Offset: 0x17c, Size: 12] delegate OnServerRPCSetOccupied;//[Offset: 0x188, Size: 12] delegate OnServerClickInteractiveButton;//[Offset: 0x194, Size: 12] delegate OnStartCoolDown;//[Offset: 0x1a0, Size: 12] delegate OnRepOccupied;//[Offset: 0x1ac, Size: 12] delegate OnRepCoolDown;//[Offset: 0x1b8, Size: 12] delegate OnRepCurrentCharacter;//[Offset: 0x1c4, Size: 12] delegate OnRepCurrentCharacterArray;//[Offset: 0x1d0, Size: 12] delegate OnRepEnabled;//[Offset: 0x1dc, Size: 12] delegate OnResetSkillAction;//[Offset: 0x1e8, Size: 12] delegate OnStartedSkillAction;//[Offset: 0x1f4, Size: 12] delegate OnFinishedSkillAction;//[Offset: 0x200, Size: 12] PrimitiveComponent* PrimitiveComponent;//[Offset: 0x20c, Size: 4] PrimitiveComponent*[] PrimitiveComponentArray;//[Offset: 0x210, Size: 12] Character* OccupyingCharacter;//[Offset: 0x21c, Size: 8] Character*[] OccupyingCharacterArray;//[Offset: 0x224, Size: 12] bool bIsCooling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230, Size: 1] int CoolDownLeftTimeForShow;//[Offset: 0x234, Size: 4] bool bOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x238, Size: 1] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x239, Size: 1] FName PrimitiveComponentTag;//[Offset: 0x240, Size: 8] int CollisionsNum;//[Offset: 0x248, Size: 4] bool bShowedMultiplayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c, Size: 1] bool bOnlyInFightingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24d, Size: 1] bool bCheckBlocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24e, Size: 1] int CheckBlockCharacterIncrement;//[Offset: 0x250, Size: 4] int CheckBlockActorIncrement;//[Offset: 0x254, Size: 4] bool bCanInteractInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258, Size: 1] bool bCanInteractWhenNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x259, Size: 1] bool bCanInteractInCarryBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25a, Size: 1] bool bAllowWhenCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25b, Size: 1] int TipsIdWhenClickedInCoolDown;//[Offset: 0x25c, Size: 4] float CoolDownTime;//[Offset: 0x260, Size: 4] float MaxOccupyingTime;//[Offset: 0x264, Size: 4] int MaxOccupyingCharacterNum;//[Offset: 0x268, Size: 4] int TLogKey;//[Offset: 0x26c, Size: 4] Volume* CustomTriggerVolume;//[Offset: 0x270, Size: 4] int DebugParameter;//[Offset: 0x274, Size: 4] int SkillID;//[Offset: 0x278, Size: 4] bool bResetSkillData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27c, Size: 1] float LoadingDuration;//[Offset: 0x280, Size: 4] AnimMontage* FPS_AnimMontage_Stand;//[Offset: 0x288, Size: 40] AnimMontage* FPS_AnimMontage_Crouch;//[Offset: 0x2b0, Size: 40] AnimMontage* FPS_AnimMontage_Prone;//[Offset: 0x2d8, Size: 40] AnimMontage* FPS_AnimMontage_Vehicle;//[Offset: 0x300, Size: 40] AnimMontage* TPS_AnimMontage_Stand;//[Offset: 0x328, Size: 40] AnimMontage* TPS_AnimMontage_Crouch;//[Offset: 0x350, Size: 40] AnimMontage* TPS_AnimMontage_Prone;//[Offset: 0x378, Size: 40] AnimMontage* TPS_AnimMontage_Vehicle;//[Offset: 0x3a0, Size: 40] void SetOccupied(Character* Character, bool bOccupied);// 0x20bbfe4 void SetEnable(bool bIsEnable);// 0x20bbf64 void ServerAddOrDeleteInteractiveComponent(Character* Character, bool bAdd);// 0x20bbea0 void OnRep_Occupied();// 0x20bbe8c void OnRep_Enabled();// 0x20bbe78 void OnRep_CurrentCharacterArray();// 0x20bbe64 void OnRep_CurrentCharacter();// 0x20bbe50 void OnRep_CoolDown();// 0x20bbe3c void OnEndOverlap(PrimitiveComponent* SelfComponent, Actor* OtherActor, PrimitiveComponent* OtherComponent, int OtherBodyIndex);// 0x20bbcf4 void OnBeginOverlap(PrimitiveComponent* SelfComponent, Actor* OtherActor, PrimitiveComponent* OtherComponent, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x20bbaf8 bool IsOverlappingByCharacter(Character* Character);// 0x20bba78 bool IsEnabled();// 0x20bba50 bool IsCoolingDown();// 0x20bba28 int GetInteractiveCharacterNum();// 0x20bba00 void GetCurrentOccupyingCharacterArray(out Character*[] OutActors);// 0x20bb934 Character* GetCurrentOccupyingCharacter();// 0x20bb90c int GetCoolDownLeftTimeForShow();// 0x20bb8e4 void GetAllInteractiveCharacters(out Character*[] OutActors);// 0x20bb818 -------------------------------- Class: AngledSightRepData byte AngledSightType;//[Offset: 0x0, Size: 1] bool IsOnlyTurn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] -------------------------------- Class: ActicityDisallowedData enum[] DisallowedStates;//[Offset: 0x0, Size: 12] int ActivityID;//[Offset: 0xc, Size: 4] -------------------------------- Class: WarteringAreaCPP.UAERegionActor.LuaActor.Actor.Object delegate OnPlayerBeforeAttachedToThisDelegate;//[Offset: 0x41c, Size: 12] delegate OnPlayerAttachedToThisDelegate;//[Offset: 0x428, Size: 12] delegate OnPlayerDettachedFromThisDelegate;//[Offset: 0x434, Size: 12] bool bModifyCharacterMeshTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440, Size: 1] bool bForceSkipCharacterMeshRotCheckWhenHasThisMiniTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x441, Size: 1] bool bCanEnterVehicleWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x442, Size: 1] bool bCanPickUpWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x443, Size: 1] BunnyDanceSyncData DanceTimeStamp;//[Offset: 0x444, Size: 12] float CurrentScale;//[Offset: 0x450, Size: 4] int CurActTime;//[Offset: 0x454, Size: 4] PlayerController*[] PlayerCDTable;//[Offset: 0x458, Size: 12] bool bIsInMasterCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x464, Size: 1] FName SocketBaseTags;//[Offset: 0x468, Size: 8] float CurrentCarouselRotationAccel;//[Offset: 0x470, Size: 4] float CurrentCarouselRotation;//[Offset: 0x474, Size: 4] int CurrentInteractingPlayerCount;//[Offset: 0x478, Size: 4] int PlayerNumberForTriggerEvent;//[Offset: 0x47c, Size: 4] SocketAttachmentInternalData[] OccupiedSockets;//[Offset: 0x480, Size: 12] SocketAttachmentNameTable[] SocketNames;//[Offset: 0x48c, Size: 12] int AttachedNumber;//[Offset: 0x49c, Size: 4] SkeletalMeshAttachCounter;//[Offset: 0x4a0, Size: 60] SkeletalAnimationSyncData[] SkeletalAnimationSyncData;//[Offset: 0x4dc, Size: 12] Vector[] DropOffLocations;//[Offset: 0x4f4, Size: 12] enum DropOffLocationType;//[Offset: 0x500, Size: 1] bool bDropOffRelativeUseLocationOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x501, Size: 1] int AssociatedSkillIndex;//[Offset: 0x504, Size: 4] STExtraBaseCharacter*[] AttachedPlayers;//[Offset: 0x508, Size: 12] byte IsDayTime;//[Offset: 0x514, Size: 1] bool ShowRabbitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515, Size: 1] Pawn*[] PawnDoneList;//[Offset: 0x518, Size: 12] bool bUseFixedDropPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x524, Size: 1] enum FixedDropOffLocationType;//[Offset: 0x525, Size: 1] Vector[] FixedRelativeDropPositions;//[Offset: 0x528, Size: 12] bool bCanBePicked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x534, Size: 1] bool UseDropFixedPosition();// 0x23945dc void StopDancing_Multicast(const Actor*[] Players);// 0x23944e8 void StartDancing_Multicast(int MontageIndex, const Actor*[] Players);// 0x23943ac void SpawnTreeParticleCPP_Multicast(PlayerController* PlayerController);// 0x23942f8 static void SetupMinimapDisplay(UAEPlayerController* PController, out const LoveTreeData[] treeData);// 0x23941f0 void SetCDFlagByPC(PlayerController* PlayerController);// 0x2394178 void ServerDoWaterLogic(PlayerController* PlayerController, FString ExMsg);// 0x2c90a38 void ResetPCByTime(PlayerController* PlayerController, float cdTime);// 0x23940bc void OnTimeStampRep(out const BunnyDanceSyncData SyncData);// 0x2394018 void OnStopDancing(out const Actor*[] Players);// 0x2393f44 void OnStartDancing(int MontageIndex, out const Actor*[] Players);// 0x2393e2c void OnSpawnTreeParticleCPP(PlayerController* PlayerController);// 0x2393dac void OnSkeletalAnimationSyncData(out const SkeletalAnimationSyncData InSkeletalAnimationSyncData);// 0x2c90a38 void OnSkeletalAnimationStateChanged(SceneComponent* AttachedComponent, bool bShouldStartAnimation);// 0x2c90a38 void OnRep_TimeStamp(out const BunnyDanceSyncData SyncData);// 0x2393d10 void OnRep_SkeletalAnimationSyncData();// 0x2393cfc void OnRep_ShowRabbitAnim();// 0x1f59f8c void OnRep_PawnDoneList();// 0x1f59f70 void OnRep_IsDayTime();// 0x1f59f54 void OnRep_CurrentScaleCPP();// 0x2393ce8 void OnRep_CurrentScaleBP();// 0x2c90a38 void OnRep_CurrentInteractingPlayerCount();// 0x2393c94 void OnRep_CurActTimeCPP();// 0x2393c40 void OnRep_CurActTimeBP();// 0x2c90a38 void OnRep_AttachedNumber();// 0x2393be0 void OnPlayersDance(out const Actor*[] Players, int MontageIndex, float JoinTime);// 0x2393a80 void OnPlayerNumberChanged(int Number);// 0x2c90a38 void OnPlayerDetached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2c90a38 void OnPlayerAttached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2c90a38 void OnPCCDCleared(PlayerController* PlayerController);// 0x2c90a38 void OnClientCurrentInteractingPlayerCountChanged();// 0x2c90a38 bool IsDropFixedRelativePositionSetUp();// 0x2393a50 bool GetIsPCInCD(PlayerController* PlayerController);// 0x23939d0 Vector GetDropFixedRelativePosition(Actor* DropOwner);// 0x2393938 void DispatchPlayerDance_Multicast(const Actor*[] Players, int MontageIndex, float JoinTime);// 0x23937b4 bool CanTriggertEvent(Pawn* CurPawn);// 0x2c90a38 int CacheAssociatedSkillIndex();// 0x2c90a38 -------------------------------- Class: UAERegionActor.LuaActor.Actor.Object bool bStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] enum RegionSize;//[Offset: 0x391, Size: 1] bool bNeedUpdateNetworkInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x392, Size: 1] -------------------------------- Class: BunnyDanceSyncData int CurrentIndex;//[Offset: 0x0, Size: 4] bool bIsDancing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] float TimeStamp;//[Offset: 0x8, Size: 4] -------------------------------- Class: SocketAttachmentInternalData FName SocketName;//[Offset: 0x0, Size: 8] SceneComponent* SocketBase;//[Offset: 0x8, Size: 4] Actor* AttachedPlayer;//[Offset: 0xc, Size: 4] Vector OffsetLoc;//[Offset: 0x10, Size: 12] Rotator OffsetRot;//[Offset: 0x1c, Size: 12] AnimMontage* AnimMontage;//[Offset: 0x28, Size: 4] -------------------------------- Class: SocketAttachmentNameTable FName SocketName;//[Offset: 0x0, Size: 8] Vector OffsetLoc;//[Offset: 0x8, Size: 12] Rotator OffsetRot;//[Offset: 0x14, Size: 12] AnimMontage* AnimMontage;//[Offset: 0x20, Size: 4] -------------------------------- Class: SkeletalAnimationSyncData SceneComponent* SocketBase;//[Offset: 0x0, Size: 4] bool Status;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: LoveTreeData int ID;//[Offset: 0x0, Size: 4] Vector Loc;//[Offset: 0x4, Size: 12] float minRate;//[Offset: 0x10, Size: 4] float maxRate;//[Offset: 0x14, Size: 4] -------------------------------- Class: PlayerRoleCacheFrameData -------------------------------- Class: PlayerTombBox.LuaActor.Actor.Object delegate OnPickUpListWrapperDataEmptyDelegate;//[Offset: 0x3cc, Size: 12] FName TombName;//[Offset: 0x3d8, Size: 8] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e0, Size: 1] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x3e4, Size: 4] STExtraBaseCharacter* DamageCauser;//[Offset: 0x3e8, Size: 4] ItemDefineID KillByItemDefineID;//[Offset: 0x3f0, Size: 24] int DeadTime;//[Offset: 0x408, Size: 4] int BoxLifeSpan;//[Offset: 0x40c, Size: 4] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410, Size: 1] Vector AttachedRelLoc;//[Offset: 0x414, Size: 12] byte AttackRules;//[Offset: 0x420, Size: 1] Actor* AttachedActor;//[Offset: 0x424, Size: 4] bool bIsLastDiedInTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428, Size: 1] enum BoxType;//[Offset: 0x429, Size: 1] ItemTombParticle[] TombBoxItemEffect;//[Offset: 0x42c, Size: 12] uint32 OwnerUniqueID;//[Offset: 0x438, Size: 4] int TargetPlayerKey;//[Offset: 0x43c, Size: 4] bool bAutoShowItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440, Size: 1] float AirDropBoxNetCullDistanceSquaredRate;//[Offset: 0x444, Size: 4] bool bBoxVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x448, Size: 1] bool bDropEffectVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x449, Size: 1] bool bAirDropWrapperDynamicRegionNetRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44a, Size: 1] int AvatarID;//[Offset: 0x44c, Size: 4] Character* BoxOwner;//[Offset: 0x450, Size: 4] PickUpListWrapperActor* BoxPickupWrapperActor;//[Offset: 0x454, Size: 8] PickUpListWrapperActor* ItemEffectBoxPickupWrapperActor;//[Offset: 0x45c, Size: 8] PickUpListWrapperActor* PickupListWrapper;//[Offset: 0x464, Size: 4] bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x468, Size: 1] int DropGroupID;//[Offset: 0x46c, Size: 4] Vector DropStartLocation;//[Offset: 0x470, Size: 12] void SwitchToDeadTombBox();// 0x1f59f70 void SetVisible(bool IsVisible);// 0x213c250 void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x213c0e8 void RegisterToPlayerPickUpList();// 0x213c0d4 void RegisterToCurveAnimComponent();// 0x200ee44 void OpenListenUIEvent(bool bOpen);// 0x2c90a38 void OnRep_VisibilityChange();// 0x213c0c0 void OnRep_ItemEffectBoxPickupWrapperActor();// 0x213c0ac void OnRep_ChangeBoxMesh();// 0x1f6b840 void OnRep_BoxLifeSpan();// 0x213c098 void OnRep_AvatarId();// 0x20405d0 void OnRep_AttachmentReplication();// 0x20885ac void OnRep_AttachedActor();// 0x213c084 void OnRefreshItemEffect();// 0x213c070 void HideDeadTombApparence();// 0x2045918 int GetUniqueInstanceID();// 0x213c048 int GetTombboxLifespan();// 0x213c020 PickUpListWrapperActor* GetPickupWrapperActor();// 0x213c004 void GetDropItemListFromPlayer(out PickUpItemData[] ItemDataList);// 0x213bf58 PickUpListWrapperActor* GetBoxPickupWrapperActor();// 0x213bf28 int GetAvatarId();// 0x213bf00 void GenerateTreasureBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName);// 0x213bde4 void GeneratePlayerBackpackWrappers();// 0x213bdd0 PickUpListWrapperActor* GenerateBoxWrappersInner(class Object WrapperClass, out const PickUpItemData[] DataList, FName BoxName, bool AttachToBox);// 0x213bc38 void GenerateBoxWrappersByPickUpItemDataList(out const PickUpItemData[] DataList, FName BoxName);// 0x213bb3c void GenerateBoxWrappersByItemDataList(out const PickUpItemData[] DataList, FName BoxName, bool IsInAirDropBox);// 0x213b9f4 void GenerateAirDropBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName, int AirDropBoxID);// 0x213b894 bool CanPickByPawn(Pawn* Pawn);// 0x1fcba2c -------------------------------- Class: ItemTombParticle ParticleSystem* SoftPS;//[Offset: 0x0, Size: 40] ParticleSystemComponent* PS;//[Offset: 0x28, Size: 4] ItemSpecificIDArray;//[Offset: 0x2c, Size: 60] -------------------------------- Class: PickUpListWrapperActor.PickUpWrapperActor.UAENetActor.LuaActor.Actor.Object PickUpItemData[] PickUpDataList;//[Offset: 0x684, Size: 12] enum BoxType;//[Offset: 0x69c, Size: 1] void RPC_Broadcast_NotifyAllClientsModifyCount(int ItemInstanceID, int RetCount);// 0x211ff74 void RPC_Broadcast_ForceSyncAllData(const PickUpItemData[] DataList);// 0x211fea0 void OnWrapperEmptyDelegate__DelegateSignature();// 0x2c90a38 void OnSomeonePickItemDelegate__DelegateSignature(uint32 PlayerKey);// 0x2c90a38 void OnRep_PickUpDataList();// 0x211fe8c void OnPickUpDataListChangedDelegate__DelegateSignature();// 0x2c90a38 void OnBoxEmptyDelegate__DelegateSignature(int boxId);// 0x2c90a38 PickUpItemData[] GetDataList();// 0x211fe20 void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x211fcd0 -------------------------------- Class: PickUpWrapperActor.UAENetActor.LuaActor.Actor.Object float NetCullDistanceSquaredRate;//[Offset: 0x3dc, Size: 4] bool DestroyStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e0, Size: 1] ItemDefineID DefineID;//[Offset: 0x3e8, Size: 24] int Count;//[Offset: 0x400, Size: 4] bool bCanBePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404, Size: 1] bool bHasBeenPickedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x405, Size: 1] bool bIsInBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x406, Size: 1] FString[] ForbitPickPlayerNameList;//[Offset: 0x408, Size: 12] bool bForceDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1] bool bIsInAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415, Size: 1] bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x416, Size: 1] FName OwnerName;//[Offset: 0x418, Size: 8] uint32 OwnerUniqueID;//[Offset: 0x420, Size: 4] float OwnerTime;//[Offset: 0x424, Size: 4] bool bUseAttachedRelLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428, Size: 1] Vector AttachedRelLoc;//[Offset: 0x42c, Size: 12] Actor* AttachedActor;//[Offset: 0x438, Size: 4] BattleItemAdditionalData[] SavedAdditionalDataList;//[Offset: 0x43c, Size: 12] bool bForceRecycle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x448, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x449, Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x44c, Size: 4] float PickUpColdCountDown;//[Offset: 0x450, Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x478, Size: 4] bool IsTrainModeSingleCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47c, Size: 1] float SingleTrainingModePickUpColdCD;//[Offset: 0x480, Size: 4] ItemSpotSceneComponent* ItemSpotSceneComponent;//[Offset: 0x484, Size: 4] FString ItemValue;//[Offset: 0x488, Size: 12] FString ItemCategory;//[Offset: 0x494, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a0, Size: 1] bool bForceNotRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a1, Size: 1] delegate OnWrapperPickedUp;//[Offset: 0x4a8, Size: 12] StaticMeshComponent* PickupMesh;//[Offset: 0x4b8, Size: 4] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x4bc, Size: 4] int ObjectPoolSize;//[Offset: 0x4c0, Size: 4] bool ObjectPoolEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c4, Size: 1] bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c5, Size: 1] int InBoxEffectDurationTime;//[Offset: 0x4c8, Size: 4] FString EffectPath;//[Offset: 0x4cc, Size: 12] FString DurationTime;//[Offset: 0x4d8, Size: 12] int ItemId;//[Offset: 0x4e4, Size: 4] Color DefaultColor;//[Offset: 0x4e8, Size: 4] bool bApplyPickUpTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ec, Size: 1] DropGroundEffectInfo DropGroundEffectInfo;//[Offset: 0x4f0, Size: 128] DropGroundEffectInfo DropTrailEffectInfo;//[Offset: 0x570, Size: 128] ParticleSystemComponent* DropGroundEffectComp;//[Offset: 0x5f0, Size: 4] ParticleSystemComponent* EffectComponent;//[Offset: 0x630, Size: 4] SoftObjectPath PickUpEffectPath;//[Offset: 0x640, Size: 24] UAENetDriver* NetDriver;//[Offset: 0x658, Size: 4] int SpotDataIndex;//[Offset: 0x660, Size: 4] bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c, Size: 1] int DropGroupID;//[Offset: 0x670, Size: 4] Vector DropStartLocation;//[Offset: 0x674, Size: 12] void UpdateAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x2125110 FString ToDetailString();// 0x2125048 void ShowMesh(bool bShow);// 0x2124fc8 void ShowActor();// 0x2124fb4 void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x2124e4c void SetDefineIDWhenDroped(out const ItemDefineID DID);// 0x2124dbc void SetDefineID(out const ItemDefineID DID);// 0x2124d2c void SetCountOnServerAfterSpawn(int _Count);// 0x2124cb4 void SetActorToGround(Actor* IgnoreActor);// 0x2124c00 void ServerResetShowActor();// 0x2124bec void RPC_Broadcast_NotifyAllClientsModifySavedAdditionalDataList(const BattleItemAdditionalData[] DataList);// 0x2124a90 void RPC_Broadcast_NotifyAllClientsHideActorForSomeTime(float Time);// 0x21249dc void RegisterToCurveAnimComponent();// 0x21249c8 void PickUpWrapperShow__DelegateSignature();// 0x2c90a38 void PickUpWrapperHide__DelegateSignature(float InRefreshTimeStamp);// 0x2c90a38 void OnWrapperPickedDelegate__DelegateSignature();// 0x2c90a38 void OnSpawned();// 0x200c70c void OnRespawnedEvent();// 0x1f59f54 void OnRep_PickUpColdCountDown();// 0x21249b4 void OnRep_Owner();// 0x211d7ac void OnRep_DropGroundEffectInfo();// 0x21249a0 void OnRep_DefindID();// 0x212498c void OnRep_Count();// 0x1f59f8c void OnRep_AttachmentReplication();// 0x20885ac void OnRep_AttachedActor();// 0x2124978 void OnLoadDropEffectFinish(DropGroundEffectInfo effectInfo);// 0x2124760 void OnHideActor(bool bHide);// 0x21246d0 void OnDestroyed();// 0x21246b4 void OnActorDestroyed();// 0x203fd90 void ModifyData(int _Count);// 0x212463c void MarkPlayerPlayerInfoByDropped(STExtraBaseCharacter* InDroppedPlayer);// 0x21245c4 void MarkIsDropedByPlayerOnServer(bool Ret, Actor* AttachTarget);// 0x21244fc bool LoadDynamicMeshInst(StaticMesh* InStaticMesh);// 0x212447c bool LoadDynamicMesh(FString MeshPath);// 0x21243b8 bool LoadDynamicMaterialInst(MaterialInstance* InMaterialInst);// 0x2124338 bool LoadDynamicMaterial(FString MaterialPath);// 0x2124274 bool IsCanPickup(out const ItemDefineID InItemID, STExtraBaseCharacter* InFirstPlayer);// 0x2124190 void InitData(ItemSpotSceneComponent* Component, int ItemCount, FString Value, FString Category, bool RepeatGenerateItem);// 0x2123e38 bool HasWrapperContainsAttachment(int AttachmentID);// 0x2123db0 StaticMeshComponent* GetPickupMesh();// 0x2123d88 int GetNetGUIDOffsetValue();// 0x2123d60 int GetItemType();// 0x2123d30 uint64 GetItemInstanceId();// 0x2123d08 int GetItemId();// 0x2123cd8 bool GetHasBeenPickedUp();// 0x2123ca8 PickUpItemData[] GetDataList();// 0x211fe20 void ForceNetUpdate();// 0x2123c8c void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x211fcd0 void ColdTimeCountDown();// 0x2123c78 void ClientResetShowActor();// 0x2123c64 bool CheckPickUpDataIsWeapon();// 0x2123c3c bool CanBePickedUp();// 0x2123c0c void BroadcastResetShowActor();// 0x2123bb0 void BroadcastDataToAllClients(int Count_New);// 0x2123afc void AsyncLoadPickUpEffectDone(bool bFirstCreate);// 0x2123a7c void AddAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x2123868 -------------------------------- Class: UAENetActor.LuaActor.Actor.Object int iRegionActor;//[Offset: 0x390, Size: 4] bool bStaticAddNetworkActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396, Size: 1] -------------------------------- Class: PickUpItemData ItemDefineID ID;//[Offset: 0x0, Size: 24] int Count;//[Offset: 0x18, Size: 4] BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x1c, Size: 12] int InstanceID;//[Offset: 0x28, Size: 4] -------------------------------- Class: DropGroundEffectInfo float GroundEffectLifeSpan;//[Offset: 0x0, Size: 4] Transform EffectTransform;//[Offset: 0x10, Size: 48] ParticleSystem* GroundEffect;//[Offset: 0x40, Size: 40] FString EffectPath;//[Offset: 0x68, Size: 12] bool bShowGroundEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74, Size: 1] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75, Size: 1] bool bEffectActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76, Size: 1] -------------------------------- Class: UAENetDriver.IpNetDriver.NetDriver.Object float NetCullChangeTime;//[Offset: 0x524, Size: 4] bool bEnableCollectNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528, Size: 1] bool bEnableResetNetStats;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x529, Size: 1] -------------------------------- Class: IpNetDriver.NetDriver.Object bool LogPortUnreach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a0, Size: 1] bool AllowPlayerPortUnreach;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4a0, Size: 1] uint32 MaxPortCountToTry;//[Offset: 0x4a4, Size: 4] uint32 ServerDesiredSocketReceiveBufferBytes;//[Offset: 0x4b4, Size: 4] uint32 ServerDesiredSocketSendBufferBytes;//[Offset: 0x4b8, Size: 4] uint32 ClientDesiredSocketReceiveBufferBytes;//[Offset: 0x4bc, Size: 4] uint32 ClientDesiredSocketSendBufferBytes;//[Offset: 0x4c0, Size: 4] float RecreateSocketCooldownTime;//[Offset: 0x514, Size: 4] float RecreateSocketMaxTryCount;//[Offset: 0x518, Size: 4] bool bResolveRemoteHostOnRecreateSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c, Size: 1] bool bContinueProcessWhenReceiveEmptyPackets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51d, Size: 1] bool bContinueProcessWhenConReceiveEmptyPackets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51e, Size: 1] -------------------------------- Class: AirDropBoxGenerateWrapperItemData class Actor* WrapperClass;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: SpringArmComponent.SceneComponent.ActorComponent.Object float TargetArmLength;//[Offset: 0x260, Size: 4] Vector SocketOffset;//[Offset: 0x264, Size: 12] Vector TargetOffset;//[Offset: 0x270, Size: 12] float ProbeSize;//[Offset: 0x27c, Size: 4] byte ProbeChannel;//[Offset: 0x280, Size: 1] bool bDoCollisionTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x281, Size: 1] bool bUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x281, Size: 1] bool bInheritPitch;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x281, Size: 1] bool bInheritYaw;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x281, Size: 1] bool bInheritRoll;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x281, Size: 1] bool bEnableCameraLag;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x281, Size: 1] bool bEnableCameraRotationLag;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x281, Size: 1] bool bUseCameraLagSubstepping;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x281, Size: 1] bool bDrawDebugLagMarkers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x282, Size: 1] float CameraLagSpeed;//[Offset: 0x284, Size: 4] float CameraRotationLagSpeed;//[Offset: 0x288, Size: 4] float CameraLagMaxTimeStep;//[Offset: 0x28c, Size: 4] float CameraLagMaxDistance;//[Offset: 0x290, Size: 4] void SetActive(bool bNewActive, bool bReset);// 0x45b6d70 Rotator GetTargetRotation();// 0x22c8ac0 -------------------------------- Class: STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object STExtraAnimInstanceProxy Proxy;//[Offset: 0x830, Size: 1088] bool CanDumpThisAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc70, Size: 1] Rotator OwnerAimRotation;//[Offset: 0xc74, Size: 12] Rotator C_SightAngledRotOffset;//[Offset: 0xc80, Size: 12] bool C_bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8c, Size: 1] bool C_MovingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8d, Size: 1] bool C_SkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8e, Size: 1] bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8f, Size: 1] bool C_IsSwimUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc90, Size: 1] bool C_ReloadProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc91, Size: 1] bool C_IsObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc92, Size: 1] bool C_IsGrenadeModeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc93, Size: 1] bool C_IsWeaponBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc94, Size: 1] Rotator SwimRotate;//[Offset: 0xc98, Size: 12] bool C_ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca4, Size: 1] bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca5, Size: 1] float C_SwimSpeed;//[Offset: 0xca8, Size: 4] float C_ProneHandleAlpha;//[Offset: 0xcac, Size: 4] bool C_IsLeanOutVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb0, Size: 1] float LeftHandShouldNotIKAlpha;//[Offset: 0xcb4, Size: 4] bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb8, Size: 1] bool C_IsCrouchingOrMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb9, Size: 1] byte C_SeatSpecialType;//[Offset: 0xcba, Size: 1] int WeaponReloadSlotIndex;//[Offset: 0xcbc, Size: 4] bool C_IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc0, Size: 1] bool C_IsDoingReaload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc1, Size: 1] float NeckTurnUILeftAngle;//[Offset: 0xcc4, Size: 4] float NeckTurnUIRightAngle;//[Offset: 0xcc8, Size: 4] float NeckTurnUIUPAngle;//[Offset: 0xccc, Size: 4] float NeckTurnUIDownAngle;//[Offset: 0xcd0, Size: 4] float NeckNotTurnAngle;//[Offset: 0xcd4, Size: 4] float NeckMapAngleDefault_Horizon;//[Offset: 0xcd8, Size: 4] float NeckMapAngleDefault_Portrait;//[Offset: 0xcdc, Size: 4] float NeckMapAngleLeft;//[Offset: 0xce0, Size: 4] float NeckMapAngleRight;//[Offset: 0xce4, Size: 4] float NeckMapAngleUp;//[Offset: 0xce8, Size: 4] float NeckMapAngleDown;//[Offset: 0xcec, Size: 4] float NeckMapCrouchAngleDefault_Horizon;//[Offset: 0xcf0, Size: 4] float NeckMapCrouchAngleDefault_Portrait;//[Offset: 0xcf4, Size: 4] float NeckMapCrouchAngleLeft;//[Offset: 0xcf8, Size: 4] float NeckMapCrouchAngleRight;//[Offset: 0xcfc, Size: 4] float NeckMapCrouchAngleUp;//[Offset: 0xd00, Size: 4] float NeckMapCrouchAngleDown;//[Offset: 0xd04, Size: 4] float NeckTurnSpeed;//[Offset: 0xd08, Size: 4] enum C_ParachuteState;//[Offset: 0xd0c, Size: 1] Rotator C_HeadRotOffset;//[Offset: 0xd10, Size: 12] Rotator DeltaViewOffset;//[Offset: 0xd1c, Size: 12] bool C_UseFlareGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd28, Size: 1] bool C_ShouldAdditiveFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd29, Size: 1] bool C_ShouldAdditiveForegripObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2a, Size: 1] bool C_IsObstructedAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2b, Size: 1] bool C_ShouldPlayObstructedAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2c, Size: 1] bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2d, Size: 1] float C_HoldingShieldAlpha;//[Offset: 0xd30, Size: 4] float C_HoldingShieldAdditive;//[Offset: 0xd34, Size: 4] BlendSpace* C_ObstructedAnim;//[Offset: 0xd38, Size: 4] AnimSequence* C_ShieldAddtive;//[Offset: 0xd3c, Size: 4] AnimMontage* C_RevivalMontage;//[Offset: 0xd40, Size: 4] BlendSpace* C_BSFreeFalling;//[Offset: 0xd44, Size: 4] BlendSpace* C_BSFreeFalling_Turn;//[Offset: 0xd48, Size: 4] AnimSequence* C_FreeFalling_Shake;//[Offset: 0xd4c, Size: 4] BlendSpace* C_BSParachute;//[Offset: 0xd50, Size: 4] AnimSequence* C_ParachuteEnter;//[Offset: 0xd54, Size: 4] AnimSequence* C_ParachuteLand;//[Offset: 0xd58, Size: 4] AnimMontage* C_FreeFallingStartMontage;//[Offset: 0xd5c, Size: 4] bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd61, Size: 1] Vector C_MoveDirExt;//[Offset: 0xd64, Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation;//[Offset: 0xd70, Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation_Yaw;//[Offset: 0xd7c, Size: 12] Rotator r_C_ComponentRotationRelToControlRotation;//[Offset: 0xd88, Size: 12] bool b_C_IsOnVehicle_AND_C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd94, Size: 1] bool b_C_PoseType_EQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd95, Size: 1] bool b_C_Move_OR_C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd96, Size: 1] bool b_OnVehicle_LeanOut_NarrowSeat_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd97, Size: 1] bool b_OnVehicle_LeanOut_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd98, Size: 1] bool b_C_ParachuteState_EQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd99, Size: 1] bool b_C_ParachuteState_NEQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9a, Size: 1] bool b_C_ParachuteState_EQ_Landing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9b, Size: 1] bool b_C_ParachuteState_FreeFallShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9c, Size: 1] bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9d, Size: 1] bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9e, Size: 1] bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9f, Size: 1] bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda0, Size: 1] bool b_C_LastMovementMode_NEQ_Falling_OR_HoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda1, Size: 1] float f_C_MoveVelocity_Div_SwimSpeed_X;//[Offset: 0xda4, Size: 4] float f_C_MoveVelocity_Div_SwimSpeed_Y;//[Offset: 0xda8, Size: 4] bool b_C_NotUseGeneralHeadAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdac, Size: 1] bool b_C_MoveVelocity_SightSlow_High;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdad, Size: 1] bool b_C_MoveVelocity_SightSlow_Low;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdae, Size: 1] bool b_C_DoingPickup_Or_DoingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdaf, Size: 1] enum[] DisallowedEyeRotationWithHeadList;//[Offset: 0xdb0, Size: 12] float C_LeanOut_AimAngle;//[Offset: 0xdc0, Size: 4] float LeanOutL_AimAngle;//[Offset: 0xdc8, Size: 4] float LeanOutR_AimAngle;//[Offset: 0xdcc, Size: 4] bool bIsLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd0, Size: 1] bool bForcePlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde8, Size: 1] bool bEnableStanbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdea, Size: 1] bool bEnableArmedStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdeb, Size: 1] float EnableArmedStandbyAnimPitchMin;//[Offset: 0xdec, Size: 4] float EnableArmedStandbyAnimPitchMax;//[Offset: 0xdf0, Size: 4] float StandbyAnimTimeInterval;//[Offset: 0xdf4, Size: 4] enum[] StandbyAnimPawnStateExclusion;//[Offset: 0xdf8, Size: 12] int[] ColdGameModeIDList;//[Offset: 0xe04, Size: 12] enum[] StandbyGameModeType;//[Offset: 0xe10, Size: 12] bool bIsPlayRandomAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe1c, Size: 1] AnimMontage* CurStandbyAnimMontage;//[Offset: 0xe2c, Size: 4] STExtraBaseCharacter* C_AttachParentCharacter;//[Offset: 0xe30, Size: 4] Vector C_AttachParentPawnMoveVelocity;//[Offset: 0xe34, Size: 12] bool b_C_CarryBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe40, Size: 1] bool b_C_BeCarriedBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe41, Size: 1] float f_C_CarryBackBSTimeAccumulator;//[Offset: 0xe44, Size: 4] void TryToFireFlareGun();// 0x21dea7c void TryPlayStandbyAnim();// 0x21dea68 bool ShouldDestoryParachuteAnimAsset();// 0x21dea40 void SetVelocityZFactor(float NewFactor);// 0x202cc7c void SetC_ViewRotation(Rotator NewRotator, float DeltaTime);// 0x21de97c void PostCacheParamList(float DeltaSeconds);// 0x2c90a38 void PendingKillParachuteAnim(Object* InObject);// 0x21de904 void OnEmoteAnimFinished(int EmoteIndex, int StopReason);// 0x21de848 void InterrupteStandbyAnim(STExtraBaseCharacter* SelfRef);// 0x21de7d0 void HandlePlayerPickUp();// 0x21de7b4 void HandlePerspectiveChanged(bool IsFPP);// 0x21de734 FString[] GetAnimUngroupsEntry();// 0x21de5d8 FString[] GetAnimSyncGroupsEntry();// 0x21de47c void DumpAllProperties();// 0x21de468 void DumpAllAnimInstancesInThisWorld();// 0x1f6b840 void ClearStandbyAnimState();// 0x21de44c void ClearParachuteAnimVars();// 0x21de438 AnimParamList CacheParamList(float DeltaSeconds);// 0x21de2d8 void CacheParachuteAnimVars(bool bForceRefresh);// 0x21de258 Object* CacheParachuteAnimVar_Internal(int ParachuteAnimType, class Object TargetClass);// 0x21de194 PlayerAnimList CacheAnimVarList();// 0x21de080 void AsyncAnimStandbyCallback(AnimationAsset* RetAsset);// 0x21de008 -------------------------------- Class: STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object bool C_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x385, Size: 1] bool C_MovementChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x386, Size: 1] bool C_IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x387, Size: 1] bool C_Scoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] bool C_IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389, Size: 1] bool C_IsCrouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38a, Size: 1] bool C_SightSlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38b, Size: 1] bool C_ShouldPlayTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c, Size: 1] bool C_ShouldSlowMoveAnimX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38d, Size: 1] bool C_ShouldSlowMoveAnimY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38e, Size: 1] bool C_IdleAddtiveValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38f, Size: 1] bool C_IsHoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] bool C_IsGrenadeTypeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391, Size: 1] bool C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x392, Size: 1] bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x393, Size: 1] bool C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] bool C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395, Size: 1] bool b_WalkToUnarmedFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396, Size: 1] bool b_WalkToRifleJumpStationStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x397, Size: 1] bool b_C_IsFallingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] bool b_Move_PistolOrRifleGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x399, Size: 1] bool b_C_PeekFrameRate_NEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39a, Size: 1] bool b_C_PeekFrameRate_NEQ_0_OR_C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39b, Size: 1] bool b_C_PeekFrameRateNEQ0_AND_C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c, Size: 1] bool C_IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39d, Size: 1] bool b_WeaponState_EQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39e, Size: 1] bool b_WeaponState_NEQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39f, Size: 1] bool b_Crouch_SwitchWeapon_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] bool C_ForegripAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a1, Size: 1] bool C_EnableForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a2, Size: 1] bool b_P_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a3, Size: 1] bool b_C_PoseType_NEQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a5, Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a6, Size: 1] bool C_ShouldAdditiveForegrip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a7, Size: 1] bool C_NoAimOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8, Size: 1] bool C_ShouldIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a9, Size: 1] bool C_IsEnteringNearDeathAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3aa, Size: 1] bool C_UseHairAnimDynamics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ab, Size: 1] bool bWalkToJumpStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] bool bJumpStartToWalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ad, Size: 1] bool bFallingToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ae, Size: 1] byte C_LODLevel;//[Offset: 0x3af, Size: 1] float f_C_MoveVelocityLengthSquard;//[Offset: 0x3b0, Size: 4] float C_SightSlowBlendStandBaseAlpha;//[Offset: 0x3b4, Size: 4] bool b_C_MoveVelocityLengthSquard_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8, Size: 1] Vector C_MoveVelocityInWorldSpaceReverse;//[Offset: 0x3bc, Size: 12] float MoveVelocityLength2D;//[Offset: 0x3c8, Size: 4] byte C_PoseType;//[Offset: 0x3cc, Size: 1] byte C_LastMovementMode;//[Offset: 0x3cd, Size: 1] byte C_CustomMovementMode;//[Offset: 0x3ce, Size: 1] byte C_WeaponType;//[Offset: 0x3cf, Size: 1] byte C_WeaponHoldType;//[Offset: 0x3d0, Size: 1] byte C_WeaponState;//[Offset: 0x3d1, Size: 1] bool b_C_WeaponState_EQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d2, Size: 1] float f_C_WeaponState_EQ_Reload;//[Offset: 0x3d4, Size: 4] bool b_C_WeaponState_NEQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d8, Size: 1] bool b_C_WeaponState_EQ_PreFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d9, Size: 1] bool C_IsReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3da, Size: 1] bool C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3db, Size: 1] enum C_VehicleType;//[Offset: 0x3dc, Size: 1] bool C_IsShoudlerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dd, Size: 1] float C_IsReloadAnimAdditive_Alpha;//[Offset: 0x3e0, Size: 4] float C_CharacterYawRotateRate;//[Offset: 0x3e4, Size: 4] float C_CharacterYawRotateRate_Reverse;//[Offset: 0x3e8, Size: 4] float C_MaxFallingSpeed;//[Offset: 0x3ec, Size: 4] float C_FireAlpha;//[Offset: 0x3f0, Size: 4] float b_WalkAdditiveAlpha;//[Offset: 0x3f4, Size: 4] float f_FallingVelocityZFactor;//[Offset: 0x3f8, Size: 4] float f_C_MoveVelocity_X_FallingZFactor;//[Offset: 0x3fc, Size: 4] float PeekFrameRate;//[Offset: 0x400, Size: 4] float PeekSpeed;//[Offset: 0x404, Size: 4] float f_C_ViewRotation_IN_C_Scoping;//[Offset: 0x408, Size: 4] float C_ForegripAnimParam;//[Offset: 0x40c, Size: 4] float C_HandleFolderFactor;//[Offset: 0x410, Size: 4] float C_HandleFolderAlphaLerp;//[Offset: 0x414, Size: 4] float C_HandleFolderAlphaTarget;//[Offset: 0x418, Size: 4] float C_HandleFolderAlphaSpeed;//[Offset: 0x41c, Size: 4] float MoveDirParachuteLerpSpeed;//[Offset: 0x420, Size: 4] float MoveDirNormalLerpSpeed;//[Offset: 0x424, Size: 4] float ScopeVelocityInterpSpeed;//[Offset: 0x428, Size: 4] Transform C_Foot_R_Target_Transform;//[Offset: 0x430, Size: 48] Transform C_Foot_L_Target_Transform;//[Offset: 0x460, Size: 48] Transform C_Hand_R_Target_Transform;//[Offset: 0x490, Size: 48] Transform C_Hand_L_Target_Transform;//[Offset: 0x4c0, Size: 48] float PedalRotateSpeed;//[Offset: 0x4f0, Size: 4] Vector C_MoveVelocity;//[Offset: 0x4f8, Size: 12] Vector C_MoveInputVelocity;//[Offset: 0x504, Size: 12] Vector C_MoveInputVelocityUnit;//[Offset: 0x510, Size: 12] Vector C_MoveDir;//[Offset: 0x51c, Size: 12] Vector C_HurtDir;//[Offset: 0x528, Size: 12] Vector C_FirstAnimSpine_StandAndCrouch;//[Offset: 0x534, Size: 12] Vector C_FirstAnimSpine_Prone;//[Offset: 0x540, Size: 12] Vector C_FPPStandOffsetLocation;//[Offset: 0x54c, Size: 12] Vector ScopeAimSpine03TranslationModify;//[Offset: 0x558, Size: 12] Rotator ScopeAimSpine03RotationModifiy;//[Offset: 0x564, Size: 12] Rotator r_C_FPPStandOffsetRotation_half;//[Offset: 0x570, Size: 12] Rotator r_C_FPPCrouchOffsetRotation_half;//[Offset: 0x57c, Size: 12] Rotator r_C_FPPProneOffsetRotation_half;//[Offset: 0x588, Size: 12] Rotator C_OwnerRotation;//[Offset: 0x594, Size: 12] Rotator C_ControlRotation;//[Offset: 0x5a0, Size: 12] Rotator C_LastControlRotation;//[Offset: 0x5ac, Size: 12] Rotator C_ViewRotation;//[Offset: 0x5b8, Size: 12] Rotator C_FPPStandOffsetRotation;//[Offset: 0x5c4, Size: 12] Rotator C_FPPCrouchOffsetRotation;//[Offset: 0x5d0, Size: 12] Rotator C_FPPProneOffsetRotation;//[Offset: 0x5dc, Size: 12] Rotator RecoilADSRotation_CP;//[Offset: 0x5e8, Size: 12] Vector C_MoveVelocityInWorldSpace;//[Offset: 0x5f4, Size: 12] Vector C_FPPCrouchOffsetLocation;//[Offset: 0x600, Size: 12] Vector C_FPPProneOffsetLocation;//[Offset: 0x60c, Size: 12] Rotator C_ScopeAimOffsetStand;//[Offset: 0x618, Size: 12] CurveFloat* C_FallingIKCurve;//[Offset: 0x624, Size: 4] Rotator OwnerRotation;//[Offset: 0x628, Size: 12] bool Shoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x634, Size: 1] Rotator ShovelingRotation;//[Offset: 0x638, Size: 12] float ShovelingRotationoffset;//[Offset: 0x644, Size: 4] Rotator UpShovelingRotationAdd;//[Offset: 0x648, Size: 12] Rotator FloorRotation;//[Offset: 0x654, Size: 12] float FloorRotationPitchSpeed;//[Offset: 0x660, Size: 4] byte Role;//[Offset: 0x664, Size: 1] bool AutonomousProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x665, Size: 1] bool ShovelingToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x666, Size: 1] bool ShovelMelee;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x667, Size: 1] bool ShovelGenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x668, Size: 1] bool b_C_SlideFly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x669, Size: 1] bool C_ClimbAnimSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66a, Size: 1] float C_ClimbAnimTransTime;//[Offset: 0x66c, Size: 4] float C_ClimbAnimTime_A;//[Offset: 0x670, Size: 4] float C_ClimbAnimTime_B;//[Offset: 0x674, Size: 4] AimOffsetBlendSpace* C_AimBlendSpace;//[Offset: 0x678, Size: 4] BlendSpace* C_MovementBSCache_Stand;//[Offset: 0x67c, Size: 4] BlendSpace* C_MovementBSCache_Crouch;//[Offset: 0x680, Size: 4] BlendSpace* C_MovementBSCache_Prone;//[Offset: 0x684, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Crouch;//[Offset: 0x688, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Prone;//[Offset: 0x68c, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Stand;//[Offset: 0x690, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Prone;//[Offset: 0x694, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Stand;//[Offset: 0x698, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Crouch;//[Offset: 0x69c, Size: 4] BlendSpace* C_MovementBSCache_Stand_Dest;//[Offset: 0x6a0, Size: 4] BlendSpace* C_MovementBSCache_Crouch_Dest;//[Offset: 0x6a4, Size: 4] BlendSpace* C_MovementBSCache_Prone_Dest;//[Offset: 0x6a8, Size: 4] C_MovementBS_Stand_SourceTransTime;//[Offset: 0x6ac, Size: 60] C_MovementBS_Stand_DestTransTime;//[Offset: 0x6e8, Size: 60] AnimSequence* C_SwitchPose_Stand_To_Crouch_Dest;//[Offset: 0x724, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Prone_Dest;//[Offset: 0x728, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Stand_Dest;//[Offset: 0x72c, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Prone_Dest;//[Offset: 0x730, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Stand_Dest;//[Offset: 0x734, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Crouch_Dest;//[Offset: 0x738, Size: 4] float StandSwitchToPronePoseAnimDuration;//[Offset: 0x73c, Size: 4] float StandSwitchFromPronePoseAnimDuration;//[Offset: 0x740, Size: 4] float CrouchSwitchToPronePoseAnimDuration;//[Offset: 0x744, Size: 4] float CrouchSwitchFromPronePoseAnimDuration;//[Offset: 0x748, Size: 4] float StandSwitchToPronePoseAnimDelay;//[Offset: 0x74c, Size: 4] float StandSwitchFromPronePoseAnimDelay;//[Offset: 0x750, Size: 4] float CrouchSwitchToPronePoseAnimDelay;//[Offset: 0x754, Size: 4] float CrouchSwitchFromPronePoseAnimDelay;//[Offset: 0x758, Size: 4] float SwitchingPoseTimer;//[Offset: 0x75c, Size: 4] float SwitchingPoseTimerInternal;//[Offset: 0x760, Size: 4] byte C_InterruptCachePose;//[Offset: 0x764, Size: 1] bool C_UseInterruptPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x765, Size: 1] float InterruptPoseInternal;//[Offset: 0x768, Size: 4] bool C_IsSwitchingPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76c, Size: 1] byte C_RecoverCharPose;//[Offset: 0x76d, Size: 1] float SwitchPoseTransTime;//[Offset: 0x778, Size: 4] bool C_IsPlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x77c, Size: 1] bool C_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x77d, Size: 1] bool b_C_MoveVelocity_Turning_NotScoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x788, Size: 1] AnimSequence* C_IdleAddtive;//[Offset: 0x78c, Size: 4] AnimSequence* C_ShoulderIdleAddtive;//[Offset: 0x790, Size: 4] BlendSpace1D* C_FallingBS;//[Offset: 0x794, Size: 4] AnimSequence* C_JumpStart;//[Offset: 0x798, Size: 4] AnimSequence* C_LandLight;//[Offset: 0x79c, Size: 4] AnimSequence* C_LandHeavy;//[Offset: 0x7a0, Size: 4] BlendSpace1D* MovementUpBodyOverride;//[Offset: 0x7a4, Size: 4] BlendSpace* MovementLowerBodyOverride;//[Offset: 0x7a8, Size: 4] AnimSequence* C_TurnAnim;//[Offset: 0x7ac, Size: 4] AnimSequence* C_StandScopeBlendAnim;//[Offset: 0x7b0, Size: 4] AnimSequence* C_CrouchScopeBlendAnim;//[Offset: 0x7b4, Size: 4] BlendSpace* C_HitBlendSpace;//[Offset: 0x7b8, Size: 4] BlendSpace1D* C_PeekAnim;//[Offset: 0x7bc, Size: 4] BlendSpace1D* C_ForegripAnim;//[Offset: 0x7c0, Size: 4] AimOffsetBlendSpace* C_PeekAnimLeftRight;//[Offset: 0x7c4, Size: 4] AnimMontage* C_MontageRescue;//[Offset: 0x7c8, Size: 4] AnimMontage* C_MontageDead;//[Offset: 0x7cc, Size: 4] AnimMontage* C_MontageDead_Stand;//[Offset: 0x7d0, Size: 4] AnimMontage* C_MontageDead_Crouch;//[Offset: 0x7d4, Size: 4] AnimMontage* C_MontageDead_Prone;//[Offset: 0x7d8, Size: 4] AnimSequence* C_ShovelPhaseEnter;//[Offset: 0x7dc, Size: 4] AnimSequence* C_ShovePhaseShoveling;//[Offset: 0x7e0, Size: 4] AnimSequence* C_ShovelPhaseLeave;//[Offset: 0x7e4, Size: 4] AnimSequence* C_Climb_FrameAnim_A;//[Offset: 0x7e8, Size: 4] AnimSequence* C_Climb_FrameAnim_B;//[Offset: 0x7ec, Size: 4] enum AnimInstanceType;//[Offset: 0x7f0, Size: 1] bool MovementUpBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f1, Size: 1] float MovementUpBodyBlentWeight;//[Offset: 0x7f4, Size: 4] bool MovementLowerBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f8, Size: 1] float MovementLowerBodyBlentWeight;//[Offset: 0x7fc, Size: 4] bool C_bSkeletonMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x800, Size: 1] class AnimInstance* VehicleBikeABP;//[Offset: 0x804, Size: 4] class AnimInstance* VehicleAnimDefaultABP;//[Offset: 0x808, Size: 4] AnimInstanceContainer* VehicleAnimContainer;//[Offset: 0x80c, Size: 4] bool bEnableVehicleAnimContainer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x810, Size: 1] byte LastPoseTypeCache;//[Offset: 0x811, Size: 1] int ForceLODLevel;//[Offset: 0x820, Size: 4] void SwitchingPoseFinishCallback();// 0x21e0c0c void SetInterruptPose(bool bUseInterrupPose, byte InterruptPose);// 0x21e0b44 void SetClimbAnimation(AnimSequence* AnimSequence, bool bFlag);// 0x21e0a80 void RefreshPeekState();// 0x21e0a6c void PlaySwitchWeaponAnimation(bool bWantsEquip);// 0x21e09ec void PlayPostReloadWeaponAnimation();// 0x21e09d8 void PlayPostFillGasWeaponAnimation();// 0x21e09c4 void PlayPlayerDeadAnimation();// 0x21e09b0 void PlayAnimationByEventType(byte Type, float SpeedScale);// 0x21e08f4 void OnRespawned_BP();// 0x1f80e98 void OnRecycled_BP();// 0x1f80984 bool IsAssetSkeletonMatch(AnimationAsset* CheckAnimAsset, SkeletalMeshComponent* MeshComp);// 0x21e0830 void HandlePlayerWeaponStateChanged(byte NewState);// 0x21e07b0 void HandlePlayerPoseChange(byte LastPose, byte NewPose);// 0x21e06ec void HandlePlayerPickUp();// 0x21de7b4 void HandlePlayerEnterRescueState(bool bBeginRescueing);// 0x21e0664 void HandlePlayerEnterCallingForRevivalState(bool bBeginCalling);// 0x2c90a38 void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x21e04bc void HandleOwnerAnimEvent(FName EventMsg);// 0x21e043c void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x21e0290 byte GetRole();// 0x21e0268 void FillShovelAnimation(out const PlayerAnimList AnimList);// 0x21e009c void EnableAnimFlag(enum PlayFlag);// 0x21e0024 void DisableAnimFlag(enum PlayFlag);// 0x21dffac void ClearStandbyAnimState();// 0x21de44c -------------------------------- Class: STPawnAnimInstanceBase.AnimInstance.Object STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x374, Size: 4] FString LuaFilePath;//[Offset: 0x378, Size: 12] void OnNotifyMontagePlayingEvent_BluePrint(FName NotifyName);// 0x2c90a38 void OnNotifyMontagePlayingEvent(FName NotifyName, out const BranchingPointNotifyPayload BranchingPointPayload);// 0x22eb00c void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x21e04bc void HandleOwnerAnimEvent(FName EventMsg);// 0x21e043c void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x21e0290 -------------------------------- Class: AimOffsetBlendSpace.BlendSpace.BlendSpaceBase.AnimationAsset.Object -------------------------------- Class: BlendSpace.BlendSpaceBase.AnimationAsset.Object byte AxisToScaleAnimation;//[Offset: 0xf8, Size: 1] -------------------------------- Class: BlendSpaceBase.AnimationAsset.Object bool bRotationBlendInMeshSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] float AnimLength;//[Offset: 0x64, Size: 4] InterpolationParameter InterpolationParam;//[Offset: 0x68, Size: 8] float TargetWeightInterpolationSpeedPerSec;//[Offset: 0x80, Size: 4] byte NotifyTriggerMode;//[Offset: 0x84, Size: 1] PerBoneInterpolation[] PerBoneBlend;//[Offset: 0x88, Size: 12] int SampleIndexWithMarkers;//[Offset: 0x94, Size: 4] BlendSample[] SampleData;//[Offset: 0x98, Size: 12] EditorElement[] GridSamples;//[Offset: 0xa4, Size: 12] BlendParameter BlendParameters;//[Offset: 0xb0, Size: 24] -------------------------------- Class: InterpolationParameter float InterpolationTime;//[Offset: 0x0, Size: 4] byte InterpolationType;//[Offset: 0x4, Size: 1] -------------------------------- Class: PerBoneInterpolation BoneReference BoneReference;//[Offset: 0x0, Size: 24] float InterpolationSpeedPerSec;//[Offset: 0x18, Size: 4] -------------------------------- Class: BlendSample AnimSequence* Animation;//[Offset: 0x0, Size: 4] Vector SampleValue;//[Offset: 0x4, Size: 12] float RateScale;//[Offset: 0x10, Size: 4] -------------------------------- Class: EditorElement int Indices;//[Offset: 0x0, Size: 4] float Weights;//[Offset: 0xc, Size: 4] -------------------------------- Class: BlendParameter FString DisplayName;//[Offset: 0x0, Size: 12] float Min;//[Offset: 0xc, Size: 4] float Max;//[Offset: 0x10, Size: 4] int GridNum;//[Offset: 0x14, Size: 4] -------------------------------- Class: BlendSpace1D.BlendSpaceBase.AnimationAsset.Object bool bScaleAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] -------------------------------- Class: AnimInstanceContainer.Object AnimInstance* SetTargetAnimInstance(class AnimInstance InstanceClass);// 0x45c12dc bool RemoveCacheAnimInstance(class AnimInstance InstanceClass);// 0x45c125c void ClearCacheAnimInstance();// 0x45c1248 bool AddCacheAnimInstance(class AnimInstance InstanceClass);// 0x45c11c8 -------------------------------- Class: BranchingPointNotifyPayload -------------------------------- Class: PlayerAnimList int FrameCounter;//[Offset: 0x0, Size: 4] PlayerAnimData MovementAnim;//[Offset: 0x4, Size: 8] PlayerAnimData AimAnim;//[Offset: 0xc, Size: 8] PlayerAnimData ReloadAnim;//[Offset: 0x14, Size: 8] PlayerAnimData FillGasAnim;//[Offset: 0x1c, Size: 8] PlayerAnimData EquipWeaponAnim;//[Offset: 0x24, Size: 8] PlayerAnimData ChangePoseAnim;//[Offset: 0x2c, Size: 8] PlayerAnimData PickUpAnim;//[Offset: 0x34, Size: 8] PlayerAnimData FireAnim;//[Offset: 0x3c, Size: 8] PlayerAnimData HurtAnim;//[Offset: 0x44, Size: 8] PlayerAnimData TurnAnim;//[Offset: 0x4c, Size: 8] PlayerAnimData PullingPlugAnim;//[Offset: 0x54, Size: 8] PlayerAnimData PutDownWeaponAnim;//[Offset: 0x5c, Size: 8] PlayerAnimData WeaponIdle;//[Offset: 0x64, Size: 8] PlayerAnimData ForegripAnim;//[Offset: 0x6c, Size: 8] PlayerAnimData ShoudlerWeaponIdle;//[Offset: 0x74, Size: 8] PlayerAnimData BeCarriedBackMoveAnim;//[Offset: 0x7c, Size: 8] PlayerAnimData BeCarriedBackPickUpAnim;//[Offset: 0x84, Size: 8] PlayerAnimData[] JumpAnimList;//[Offset: 0x8c, Size: 12] PlayerAnimData[] ShovelAnimList;//[Offset: 0x98, Size: 12] PlayerAnimData[] ExtraAnimList;//[Offset: 0xa4, Size: 12] -------------------------------- Class: PlayerAnimData AnimationAsset* Animation;//[Offset: 0x0, Size: 4] float Rate;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraAnimInstanceProxy.AnimInstanceProxy STExtraBaseCharacter* OwnerPawn;//[Offset: 0x420, Size: 4] STExtraAnimInstanceBase* ParentAnimInst;//[Offset: 0x424, Size: 4] -------------------------------- Class: AnimInstanceProxy AnimInstance*[] SubAnimInstances;//[Offset: 0x414, Size: 12] -------------------------------- Class: AnimParamList int FrameCounter;//[Offset: 0x0, Size: 4] Vector Velocity;//[Offset: 0x4, Size: 12] Vector movedir;//[Offset: 0x10, Size: 12] byte MovementMode;//[Offset: 0x1c, Size: 1] byte CustomMovementMode;//[Offset: 0x1d, Size: 1] byte PoseType;//[Offset: 0x1e, Size: 1] Rotator ViewRotation;//[Offset: 0x20, Size: 12] Rotator ControlRotation;//[Offset: 0x2c, Size: 12] byte WeaponType;//[Offset: 0x38, Size: 1] byte WeaponHoldType;//[Offset: 0x39, Size: 1] byte WeaponState;//[Offset: 0x3a, Size: 1] byte WeaponReloadMethod;//[Offset: 0x3b, Size: 1] bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] byte SightType;//[Offset: 0x3d, Size: 1] float RecoilKickADS;//[Offset: 0x40, Size: 4] float ForegripParam;//[Offset: 0x44, Size: 4] Vector OffsetFPPLocation;//[Offset: 0x4c, Size: 12] Rotator OffsetFPPRotation;//[Offset: 0x58, Size: 12] Vector OffsetFPPCrouchLocation;//[Offset: 0x64, Size: 12] Rotator OffsetFPPCrouchRotation;//[Offset: 0x70, Size: 12] Vector OffsetFPPProneLocation;//[Offset: 0x7c, Size: 12] Rotator OffsetFPPProneRotation;//[Offset: 0x88, Size: 12] Vector OffsetAngledFPPLocation;//[Offset: 0x94, Size: 12] Rotator OffsetAngledFPPRotation;//[Offset: 0xa0, Size: 12] Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xac, Size: 12] Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xb8, Size: 12] Vector OffsetAngledFPPProneLocation;//[Offset: 0xc4, Size: 12] Rotator OffsetAngledFPPProneRotation;//[Offset: 0xd0, Size: 12] bool bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc, Size: 1] bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd, Size: 1] bool IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde, Size: 1] bool IsRescueing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf, Size: 1] bool IsSprinting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] bool IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe1, Size: 1] Vector HurtDir;//[Offset: 0xe4, Size: 12] bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0, Size: 1] bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1, Size: 1] byte JumpType;//[Offset: 0xf2, Size: 1] enum ParachuteState;//[Offset: 0xf3, Size: 1] bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4, Size: 1] bool bFreeFallingShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5, Size: 1] bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6, Size: 1] bool IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7, Size: 1] bool IsDisableAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] float HandleFolderFactor;//[Offset: 0xfc, Size: 4] float CharacterYawRotateRate;//[Offset: 0x100, Size: 4] bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104, Size: 1] bool bCarryBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105, Size: 1] float CarryBlendTimeAccumulator;//[Offset: 0x108, Size: 4] bool bHasTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] -------------------------------- Class: WeaponSyncData uint32 ShootID;//[Offset: 0x0, Size: 4] uint32 ClipID;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraVehicleWeaponsOnSeat VehicleShootWeapon*[] WeaponsOnSeat;//[Offset: 0x0, Size: 12] -------------------------------- Class: STExtraVehicleAttachment FName AttachSocket;//[Offset: 0x0, Size: 8] class VehicleAttachmentBase* VehicleAttachementClass;//[Offset: 0x8, Size: 4] -------------------------------- Class: VehicleAttachmentBase.Actor.Object bool bEnableModifyHitDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] float HitSelfModifier;//[Offset: 0x308, Size: 4] float HitSelfImpactReduce;//[Offset: 0x30c, Size: 4] float HitOthersModifier;//[Offset: 0x310, Size: 4] float HitOthersImpactRaise;//[Offset: 0x314, Size: 4] float HitCharacterModifier;//[Offset: 0x318, Size: 4] -------------------------------- Class: VehicleDamageComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object CurveFloat* VehicleHitCharacterDamageCurve;//[Offset: 0x14c, Size: 4] float LaunchVelocityFactorOnHitCharacter;//[Offset: 0x150, Size: 4] float ImpactModifier;//[Offset: 0x154, Size: 4] float ImpactAbsorption;//[Offset: 0x158, Size: 4] float ImpactAbsorptionPassenger;//[Offset: 0x15c, Size: 4] float ImpactModifierUpsideDown;//[Offset: 0x160, Size: 4] float ImpactAbsorptionUpsideDown;//[Offset: 0x164, Size: 4] float ImpactAbsorptionPassengerUpsideDown;//[Offset: 0x168, Size: 4] float HitIgnoreImpulseThreshold;//[Offset: 0x16c, Size: 4] class Actor[] HitIgnoreClasses;//[Offset: 0x170, Size: 12] bool PushCharacterSides;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17c, Size: 1] float PushCharacterForwardVectorStrength;//[Offset: 0x180, Size: 4] float PushCharacterRightVectorStrength;//[Offset: 0x184, Size: 4] float PushCharacterTopVectorStrength;//[Offset: 0x188, Size: 4] float ApplyImpluseSpeed;//[Offset: 0x18c, Size: 4] VehicleImpluseCharacterTimes;//[Offset: 0x190, Size: 60] float VehicleImpluseCharacterCooldownTime;//[Offset: 0x1cc, Size: 4] float DamageCharacterCD;//[Offset: 0x1d0, Size: 4] float PassengerProtectTime;//[Offset: 0x1d4, Size: 4] float DamageSelfCD;//[Offset: 0x1dc, Size: 4] bool bIgnoreVehicleSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] float HitDamageSelfMaxFactor;//[Offset: 0x1e8, Size: 4] float HitDamagePassengerMaxHP;//[Offset: 0x1ec, Size: 4] bool bApplyDamageToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0, Size: 1] float AllowedMaxHitDistanceSqAtServer;//[Offset: 0x1f4, Size: 4] float DamageReduce;//[Offset: 0x1f8, Size: 4] float fHitEventInterval;//[Offset: 0x1fc, Size: 4] delegate OnVehicleHitOthers;//[Offset: 0x204, Size: 12] float ExplosionBaseDamage;//[Offset: 0x210, Size: 4] float ExplosionMinimumDamage;//[Offset: 0x214, Size: 4] float ExplosionRadiusInner;//[Offset: 0x218, Size: 4] float ExplosionRadiusOuter;//[Offset: 0x21c, Size: 4] float ExplosionDamageFalloff;//[Offset: 0x220, Size: 4] float ExplosionBaseMomentumMag;//[Offset: 0x224, Size: 4] class DamageType* ExplosionDamageType;//[Offset: 0x228, Size: 4] bool OnlyBreakWindowThroughDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22c, Size: 1] class DamageType* VehicleDamageTypeClass;//[Offset: 0x230, Size: 4] VehicleDamageCharacterTimes;//[Offset: 0x234, Size: 60] bool bProcessVehicleDamageCharacterOnCooldown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270, Size: 1] float VehicleDamageCharacterCooldownTime;//[Offset: 0x274, Size: 4] float HitStoneVelocityDamp;//[Offset: 0x278, Size: 4] RigidBodyState CachedRigidBodyState;//[Offset: 0x280, Size: 64] bool bEnableVehicleHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c0, Size: 1] CurveFloat* VehicleHitVehicleDamageCurve;//[Offset: 0x2c4, Size: 4] Vector2D ImpactModifierVehicle;//[Offset: 0x2c8, Size: 8] Vector2D ImpactModifierOtherVehicle;//[Offset: 0x2d0, Size: 8] float ImpactAbsorptionVehicle;//[Offset: 0x2d8, Size: 4] float ImpactAbsorptionAmplitude;//[Offset: 0x2dc, Size: 4] float DotProductFrontThreshold;//[Offset: 0x2e0, Size: 4] float DotProductRearThreshold;//[Offset: 0x2e4, Size: 4] float ImpactModifierFront;//[Offset: 0x2e8, Size: 4] float ImpactModifierRear;//[Offset: 0x2ec, Size: 4] float ImpactModifierFrontSide;//[Offset: 0x2f0, Size: 4] float ImpactModifierRearSide;//[Offset: 0x2f4, Size: 4] Vector2D DamageCorrection;//[Offset: 0x2f8, Size: 8] float SameCampDamangeAttenuationCoefficient;//[Offset: 0x300, Size: 4] float SameCampDamangeLimit;//[Offset: 0x304, Size: 4] CustomImpulseHitTimes;//[Offset: 0x308, Size: 60] bool bProcessCustomImpulseHitsOnCooldown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] bool bOnlyPlayerCustomImpulseHitsOnCooldown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x345, Size: 1] float CustomImpulseCooldownTime;//[Offset: 0x348, Size: 4] CustomImpulseComponentMap;//[Offset: 0x34c, Size: 60] VehicleCustomImpulseFilter mFilter;//[Offset: 0x388, Size: 32] void SendHitCaveStoneToServer(Actor* OtherActor, const RigidBodyState InHitBodyState);// 0x236e590 bool ScriptShouldCauseDamage(float InDamage, PrimitiveComponent* InPrimComp, STExtraBaseCharacter* InCharacter);// 0x2c90a38 void OnCustomImpulseComponentHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x236e3cc void HandleOnVehicleHit(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x236e264 -------------------------------- Class: RigidBodyState Vector_NetQuantize100 Position;//[Offset: 0x0, Size: 12] Quat Quaternion;//[Offset: 0x10, Size: 16] Vector_NetQuantize100 LinVel;//[Offset: 0x20, Size: 12] Vector_NetQuantize100 AngVel;//[Offset: 0x2c, Size: 12] byte Flags;//[Offset: 0x38, Size: 1] -------------------------------- Class: VehicleCustomImpulse class Actor[] IgnoreClasses;//[Offset: 0x0, Size: 12] VehicleCustomImpulseFilter[] ImpulseFilters;//[Offset: 0xc, Size: 12] class DamageType* DamageType;//[Offset: 0x18, Size: 4] bool bApplyImpulseWhileDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bApplyImpulseWhileStopped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] bool bUseHitActorAsDamageInstigator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e, Size: 1] -------------------------------- Class: VehicleCustomImpulseFilter class Actor* ImpulseAbsorberType;//[Offset: 0x0, Size: 4] bool bApplyRadialImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bApplyImpulseAsVelocityChange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] float MaxDamagingImpulseMagnituge;//[Offset: 0x8, Size: 4] float MaxImpulseDamage;//[Offset: 0xc, Size: 4] float ImpulseStrength;//[Offset: 0x10, Size: 4] float RadialImpulseStrength;//[Offset: 0x14, Size: 4] float ImpulseRadius;//[Offset: 0x18, Size: 4] byte ImpulseFalloffType;//[Offset: 0x1c, Size: 1] -------------------------------- Class: VehicleCommonComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object delegate VehicleHPChangedDelegate;//[Offset: 0x14c, Size: 12] delegate VehicleFuelChangedDelegate;//[Offset: 0x158, Size: 12] delegate VehicleWheelsHPChangedDelegate;//[Offset: 0x164, Size: 12] delegate VehicleHPFuelChangedDelegate;//[Offset: 0x170, Size: 12] delegate OnHPPreChange;//[Offset: 0x17c, Size: 12] delegate UnmannedVehicleHPChangedDelegate;//[Offset: 0x188, Size: 12] delegate UnmannedVehicleFuelChangedDelegate;//[Offset: 0x194, Size: 12] bool DontDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1] float HPMax;//[Offset: 0x1a4, Size: 4] float HP;//[Offset: 0x1a8, Size: 4] float[] WheelsCurrentHP;//[Offset: 0x1ac, Size: 12] bool DontConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8, Size: 1] float FuelMax;//[Offset: 0x1bc, Size: 4] float Fuel;//[Offset: 0x1c0, Size: 4] float DelayDestroySeconds;//[Offset: 0x1c4, Size: 4] float FuelConsumeFactor;//[Offset: 0x1c8, Size: 4] MaterialDamage[] MaterialDamageConfig;//[Offset: 0x1cc, Size: 12] STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x1d8, Size: 12] VehicleDamageRecord[] DamageRecords;//[Offset: 0x1e4, Size: 12] void VehicleTakeDamage(float Damage, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x236c0d0 void TranslateFuelToReplicatedRatio();// 0x236c0bc void TakeDamageByHitPart(float Damage, byte HitPart, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x236beb8 void TakeDamageByBoneNameInner(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x236bc9c void TakeDamageByBoneName(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x236ba80 void SetHPFuel(float InHp, float InFuel);// 0x236b9c4 void SetFuel(float InFuel);// 0x236b94c void RPC_Multicast_VehicleTakeDamage(float Damage, int LeftHP, int DamageType, Actor* DamageCauser);// 0x236b7fc void RefreshWheelState();// 0x236b7e8 void OnRep_WheelsCurrentHP();// 0x236b7d4 void OnRep_HP();// 0x236b7c0 void OnRep_Fuel();// 0x236b7ac bool NoFuel();// 0x236b784 void Maintenance(float addpercenthp, bool fixtire);// 0x236b6c0 bool IsDontDamage();// 0x236b6a4 bool IsDontConsumeFuel();// 0x236b688 bool IsDestroyed();// 0x236b660 int GetWheelsHPNum();// 0x236b638 float GetWheelHPMax(int WheelIdx);// 0x236b5b8 float GetWheelHP(int WheelIdx);// 0x236b538 float GetVehicleHPMax();// 0x236b510 float GetVehicleHP();// 0x236b4e8 float GetFuelMax();// 0x236b4c0 float GetFuelConsumeFactor();// 0x236b498 float GetFuel();// 0x236b470 void CalculateDestroyVehicleWheelFlow(Controller* Instigator);// 0x236b3f8 -------------------------------- Class: MaterialDamage PhysicalMaterial* PhysicalMaterial;//[Offset: 0x0, Size: 4] float DamageScale;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraVehicleWheelHP float HPMax;//[Offset: 0x0, Size: 4] bool DontDamageWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] FName BoneName;//[Offset: 0x8, Size: 8] FName[] AssociationBoneName;//[Offset: 0x10, Size: 12] -------------------------------- Class: VehicleDamageRecord Controller* Instigator;//[Offset: 0x0, Size: 4] float Time;//[Offset: 0x4, Size: 4] float Damage;//[Offset: 0x8, Size: 4] int DamageType;//[Offset: 0xc, Size: 4] int AdditionalParam;//[Offset: 0x10, Size: 4] -------------------------------- Class: BuoyancyForceComponent.SceneComponent.ActorComponent.Object delegate OnContactWater;//[Offset: 0x260, Size: 12] delegate OnEnterWater;//[Offset: 0x26c, Size: 12] bool bUseBuoyancyEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278, Size: 1] OceanManager* OceanManager;//[Offset: 0x27c, Size: 4] float MeshDensity;//[Offset: 0x280, Size: 4] float FluidDensity;//[Offset: 0x284, Size: 4] float FluidLinearDamping;//[Offset: 0x288, Size: 4] float FluidAngularDamping;//[Offset: 0x28c, Size: 4] Vector VelocityDamper;//[Offset: 0x290, Size: 12] bool ClampMaxVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c, Size: 1] float MaxUnderwaterVelocity;//[Offset: 0x2a0, Size: 4] float TestPointRadius;//[Offset: 0x2a4, Size: 4] Vector[] TestPoints;//[Offset: 0x2a8, Size: 12] bool ApplyForceToBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b4, Size: 1] bool SnapToSurfaceIfNoPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b5, Size: 1] bool TwoGerstnerIterations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b6, Size: 1] float[] PointDensityOverride;//[Offset: 0x2b8, Size: 12] StructBoneOverride[] BoneOverride;//[Offset: 0x2c4, Size: 12] bool DrawDebugPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0, Size: 1] bool DrawDebugSeaLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d1, Size: 1] bool EnableStayUprightConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d2, Size: 1] float StayUprightStiffness;//[Offset: 0x2d4, Size: 4] float StayUprightDamping;//[Offset: 0x2d8, Size: 4] Rotator StayUprightDesiredRotation;//[Offset: 0x2dc, Size: 12] bool EnableWaveForces;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8, Size: 1] float WaveForceMultiplier;//[Offset: 0x2ec, Size: 4] SceneComponent* UpdatedComponent;//[Offset: 0x2f0, Size: 4] byte TickGroup;//[Offset: 0x2f4, Size: 1] bool EnableCustomWaveForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5, Size: 1] Vector CustomWaveForceTestPointOffset;//[Offset: 0x2f8, Size: 12] WaterBoxComponent*[] CandidateWaterBoxes;//[Offset: 0x304, Size: 12] PhysicsConstraintComponent* UprightConstraintComp;//[Offset: 0x4b0, Size: 4] void TickBuoyancyForce(float DeltaTime);// 0x20bb164 void OnEnterWaterDelegate__DelegateSignature(bool IsUnderWater);// 0x2c90a38 void OnContactWaterDelegate__DelegateSignature(bool IsContactingWater);// 0x2c90a38 void NativeSetEnableCustomWaveForce(bool bEnable);// 0x50c7c84 bool IsEntirelyUnderWater();// 0x50c7c4c bool IsContactedWater();// 0x50c7c24 void EndableUprightConstraint(bool bEnable);// 0x50c7ba4 bool CheckPointInWater(Vector Point, bool isWorldPosition);// 0x50c7ad8 -------------------------------- Class: OceanManager.Actor.Object bool EnableGerstnerWaves;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc, Size: 1] Vector GlobalWaveDirection;//[Offset: 0x300, Size: 12] float GlobalWaveSpeed;//[Offset: 0x30c, Size: 4] float GlobalWaveAmplitude;//[Offset: 0x310, Size: 4] float DistanceCheckAbove;//[Offset: 0x314, Size: 4] float DistanceCheckBelow;//[Offset: 0x318, Size: 4] WaveParameter[] WaveClusters;//[Offset: 0x31c, Size: 12] WaveSetParameters[] WaveSetOffsetsOverride;//[Offset: 0x328, Size: 12] float NetWorkTimeOffset;//[Offset: 0x334, Size: 4] bool bEnableLandscapeModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1] float ModulationStartHeight;//[Offset: 0x33c, Size: 4] float ModulationMaxHeight;//[Offset: 0x340, Size: 4] float ModulationPower;//[Offset: 0x344, Size: 4] Landscape* Landscape;//[Offset: 0x348, Size: 4] Texture2D* HeightmapTexture;//[Offset: 0x34c, Size: 4] bool bShouldCorrectTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370, Size: 1] float CorrectTimeInterval;//[Offset: 0x374, Size: 4] float ReplicatedWorldRealTimeSeconds;//[Offset: 0x37c, Size: 4] float ServerWorldRealTimeSecondsDelta;//[Offset: 0x380, Size: 4] delegate OnReplicatedWorldRealTimeSeconds;//[Offset: 0x384, Size: 12] bool bEnableWaterBoxModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] Box[] WaterBoxes;//[Offset: 0x394, Size: 12] bool bEnableWaterTransformModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] Transform[] WaterTransforms;//[Offset: 0x3a8, Size: 12] Vector[] WaterBoxExtends;//[Offset: 0x3b4, Size: 12] void OnRep_ReplicatedWorldRealTimeSeconds();// 0x50c9044 void LoadLandscapeHeightmap(Texture2D* Tex2D);// 0x50c8fcc LinearColor GetHeightmapPixel(float U, float V);// 0x50c8efc -------------------------------- Class: WaveParameter float Rotation;//[Offset: 0x0, Size: 4] float Length;//[Offset: 0x4, Size: 4] float Amplitude;//[Offset: 0x8, Size: 4] float Steepness;//[Offset: 0xc, Size: 4] float TimeScale;//[Offset: 0x10, Size: 4] -------------------------------- Class: WaveSetParameters WaveParameter Wave01;//[Offset: 0x0, Size: 20] WaveParameter Wave02;//[Offset: 0x14, Size: 20] WaveParameter Wave03;//[Offset: 0x28, Size: 20] WaveParameter Wave04;//[Offset: 0x3c, Size: 20] WaveParameter Wave05;//[Offset: 0x50, Size: 20] WaveParameter Wave06;//[Offset: 0x64, Size: 20] WaveParameter Wave07;//[Offset: 0x78, Size: 20] WaveParameter Wave08;//[Offset: 0x8c, Size: 20] -------------------------------- Class: Landscape.LandscapeProxy.Actor.Object -------------------------------- Class: LandscapeProxy.Actor.Object LandscapeSplinesComponent* SplineComponent;//[Offset: 0x2fc, Size: 4] Guid LandscapeGuid;//[Offset: 0x300, Size: 16] IntPoint LandscapeSectionOffset;//[Offset: 0x310, Size: 8] int MaxLODLevel;//[Offset: 0x318, Size: 4] float LODDistanceFactor;//[Offset: 0x31c, Size: 4] byte LODFalloff;//[Offset: 0x320, Size: 1] bool bUseScreenSizeLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321, Size: 1] float LOD0DistributionSetting;//[Offset: 0x324, Size: 4] float LODDistributionSetting;//[Offset: 0x328, Size: 4] byte NearMaxLOD_Baked;//[Offset: 0x32c, Size: 1] float NearFactor_Baked;//[Offset: 0x330, Size: 4] float NearExtent_Baked;//[Offset: 0x334, Size: 4] float FarFactor_Baked;//[Offset: 0x338, Size: 4] float LandscapeRoughness;//[Offset: 0x33c, Size: 4] bool EnableImproveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] float[] ImproveLODValues;//[Offset: 0x344, Size: 12] byte NearMaxLOD;//[Offset: 0x350, Size: 1] float NearFactor;//[Offset: 0x354, Size: 4] float NearExtent;//[Offset: 0x358, Size: 4] float FarFactor;//[Offset: 0x35c, Size: 4] int StaticLightingLOD;//[Offset: 0x360, Size: 4] PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x364, Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x368, Size: 4] bool bCacheHeightData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x36c, Size: 1] MaterialInterface* LandscapeMaterial;//[Offset: 0x370, Size: 4] MaterialInterface* LandscapeHoleMaterial;//[Offset: 0x374, Size: 4] OtherMaterials;//[Offset: 0x378, Size: 60] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3b4, Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x3b8, Size: 12] float MinGrassWeightThreshold;//[Offset: 0x3c4, Size: 4] float NegativeZBoundsExtension;//[Offset: 0x3c8, Size: 4] float PositiveZBoundsExtension;//[Offset: 0x3cc, Size: 4] Texture2D* GrassColor_WorldMaskNoiseTexture;//[Offset: 0x3d0, Size: 4] Vector2D GrassColor_UVScale_WorldMaskNoise;//[Offset: 0x3d4, Size: 8] Vector2D GrassColor_Center_WorldMaskNoise;//[Offset: 0x3dc, Size: 8] LandscapeComponent*[] LandscapeComponents;//[Offset: 0x3e4, Size: 12] LandscapeAOTextureDataAsset* LandscapeAOTextureDataAsset;//[Offset: 0x3f0, Size: 4] LandscapeHeightfieldCollisionComponent*[] CollisionComponents;//[Offset: 0x3f4, Size: 12] HierarchicalInstancedStaticMeshComponent*[] FoliageComponents;//[Offset: 0x400, Size: 12] bool bHasLandscapeGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454, Size: 1] float StaticLightingResolution;//[Offset: 0x458, Size: 4] bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x45c, Size: 1] bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x45c, Size: 1] bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x45c, Size: 1] LightingChannels LightingChannels;//[Offset: 0x45d, Size: 1] bool bUseMaterialPositionOffsetInStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x45e, Size: 1] bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x45e, Size: 1] int CustomDepthStencilValue;//[Offset: 0x460, Size: 4] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x464, Size: 24] int CollisionMipLevel;//[Offset: 0x47c, Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x480, Size: 4] float CollisionThickness;//[Offset: 0x484, Size: 4] BodyInstance BodyInstance;//[Offset: 0x488, Size: 320] bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c8, Size: 1] bool bBakeMaterialPositionOffsetIntoCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5c8, Size: 1] bool bUseHoleConsistent;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5c8, Size: 1] int ComponentSizeQuads;//[Offset: 0x5cc, Size: 4] int SubsectionSizeQuads;//[Offset: 0x5d0, Size: 4] int NumSubsections;//[Offset: 0x5d4, Size: 4] bool bUsedForNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d8, Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x5d9, Size: 1] bool bUseLandscapeForCullingInvisibleHLODVertices;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5da, Size: 1] void EditorApplySpline(SplineComponent* InSplineComponent, float StartWidth, float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll, float EndRoll, int NumSubdivisions, bool bRaiseHeights, bool bLowerHeights, LandscapeLayerInfoObject* PaintLayer);// 0x3822228 void ChangeLODDistributionSettingConsoleVariable();// 0x2045918 void ChangeLODDistanceFactor(float InLODDistanceFactor);// 0x1f69970 void ChangeLOD0DistributionSettingConsoleVariable();// 0x1f698d4 void ChangebUseScreenSizeLOD(bool InbUseScreenSizeLOD);// 0x20a0c64 -------------------------------- Class: LandscapeSplinesComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object LandscapeSplineControlPoint*[] ControlPoints;//[Offset: 0x5bc, Size: 12] LandscapeSplineSegment*[] Segments;//[Offset: 0x5c8, Size: 12] MeshComponent*[] CookedForeignMeshComponents;//[Offset: 0x5d4, Size: 12] -------------------------------- Class: LandscapeSplineControlPoint.Object Vector Location;//[Offset: 0x1c, Size: 12] Rotator Rotation;//[Offset: 0x28, Size: 12] float Width;//[Offset: 0x34, Size: 4] float SideFalloff;//[Offset: 0x38, Size: 4] float EndFalloff;//[Offset: 0x3c, Size: 4] LandscapeSplineConnection[] ConnectedSegments;//[Offset: 0x40, Size: 12] LandscapeSplineInterpPoint[] Points;//[Offset: 0x4c, Size: 12] Box Bounds;//[Offset: 0x58, Size: 28] ControlPointMeshComponent* LocalMeshComponent;//[Offset: 0x74, Size: 4] -------------------------------- Class: LandscapeSplineConnection LandscapeSplineSegment* Segment;//[Offset: 0x0, Size: 4] bool End;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] -------------------------------- Class: LandscapeSplineSegment.Object LandscapeSplineSegmentConnection Connections;//[Offset: 0x20, Size: 16] InterpCurveVector SplineInfo;//[Offset: 0x40, Size: 20] LandscapeSplineInterpPoint[] Points;//[Offset: 0x54, Size: 12] Box Bounds;//[Offset: 0x60, Size: 28] SplineMeshComponent*[] LocalMeshComponents;//[Offset: 0x7c, Size: 12] -------------------------------- Class: LandscapeSplineSegmentConnection LandscapeSplineControlPoint* ControlPoint;//[Offset: 0x0, Size: 4] float TangentLen;//[Offset: 0x4, Size: 4] FName SocketName;//[Offset: 0x8, Size: 8] -------------------------------- Class: LandscapeSplineInterpPoint Vector Center;//[Offset: 0x0, Size: 12] Vector Left;//[Offset: 0xc, Size: 12] Vector Right;//[Offset: 0x18, Size: 12] Vector FalloffLeft;//[Offset: 0x24, Size: 12] Vector FalloffRight;//[Offset: 0x30, Size: 12] float StartEndFalloff;//[Offset: 0x3c, Size: 4] -------------------------------- Class: ControlPointMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: LandscapeGrassType.Object GrassVariety[] GrassVarieties;//[Offset: 0x1c, Size: 12] StaticMesh* GrassMesh;//[Offset: 0x28, Size: 4] float GrassDensity;//[Offset: 0x2c, Size: 4] float PlacementJitter;//[Offset: 0x30, Size: 4] int StartCullDistance;//[Offset: 0x34, Size: 4] int EndCullDistance;//[Offset: 0x38, Size: 4] bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] -------------------------------- Class: GrassVariety StaticMesh* GrassMesh;//[Offset: 0x0, Size: 4] float GrassDensity;//[Offset: 0x4, Size: 4] bool bUseGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float PlacementJitter;//[Offset: 0xc, Size: 4] int StartCullDistance;//[Offset: 0x10, Size: 4] int EndCullDistance;//[Offset: 0x14, Size: 4] int MinLOD;//[Offset: 0x18, Size: 4] enum Scaling;//[Offset: 0x1c, Size: 1] FloatInterval ScaleX;//[Offset: 0x20, Size: 8] FloatInterval ScaleY;//[Offset: 0x28, Size: 8] FloatInterval ScaleZ;//[Offset: 0x30, Size: 8] bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39, Size: 1] bool bUseLandscapeLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a, Size: 1] LightingChannels LightingChannels;//[Offset: 0x3b, Size: 1] bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] -------------------------------- Class: FloatInterval float Min;//[Offset: 0x0, Size: 4] float Max;//[Offset: 0x4, Size: 4] -------------------------------- Class: LandscapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int SectionBaseX;//[Offset: 0x5bc, Size: 4] int SectionBaseY;//[Offset: 0x5c0, Size: 4] int ComponentSizeQuads;//[Offset: 0x5c4, Size: 4] int SubsectionSizeQuads;//[Offset: 0x5c8, Size: 4] int NumSubsections;//[Offset: 0x5cc, Size: 4] MaterialInterface* OverrideMaterial;//[Offset: 0x5d0, Size: 4] MaterialInterface* OverrideHoleMaterial;//[Offset: 0x5d4, Size: 4] OverrideOtherMaterials;//[Offset: 0x5d8, Size: 60] OverridePhyxMaterial OverridePhyxMaterial;//[Offset: 0x614, Size: 24] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x62c, Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x630, Size: 12] MaterialInstanceConstant*[] MaterialInstances;//[Offset: 0x63c, Size: 12] OtherMaterialInstances;//[Offset: 0x648, Size: 60] WeightmapLayerAllocationInfo[] WeightmapLayerAllocations;//[Offset: 0x684, Size: 12] Texture2D*[] WeightmapTextures;//[Offset: 0x690, Size: 12] int VisibilityLayerChannel;//[Offset: 0x69c, Size: 4] Texture2D* XYOffsetmapTexture;//[Offset: 0x6a0, Size: 4] Vector4 WeightmapScaleBias;//[Offset: 0x6b0, Size: 16] float WeightmapSubsectionOffset;//[Offset: 0x6c0, Size: 4] Vector4 HeightmapScaleBias;//[Offset: 0x6d0, Size: 16] Texture2D* HeightmapTexture;//[Offset: 0x6e0, Size: 4] MultiVisibilityTextureData;//[Offset: 0x6e4, Size: 60] FString VisibleVisibilityLayer;//[Offset: 0x720, Size: 12] Box CachedLocalBox;//[Offset: 0x72c, Size: 28] LandscapeHeightfieldCollisionComponent* CollisionComponent;//[Offset: 0x748, Size: 28] Guid MapBuildDataId;//[Offset: 0x764, Size: 16] Guid[] IrrelevantLights;//[Offset: 0x774, Size: 12] int CollisionMipLevel;//[Offset: 0x780, Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x784, Size: 4] float NegativeZBoundsExtension;//[Offset: 0x788, Size: 4] float PositiveZBoundsExtension;//[Offset: 0x78c, Size: 4] float StaticLightingResolution;//[Offset: 0x790, Size: 4] int ForcedLOD;//[Offset: 0x794, Size: 4] int LODBias;//[Offset: 0x798, Size: 4] int MobileVertexHoleMaxLOD;//[Offset: 0x79c, Size: 4] float[] LODDeltaVertex;//[Offset: 0x7ac, Size: 12] float MaxDeltaVertex;//[Offset: 0x7b8, Size: 4] Guid stateID;//[Offset: 0x7bc, Size: 16] Guid BakedTextureMaterialGuid;//[Offset: 0x7cc, Size: 16] Texture2D* GIBakedBaseColorTexture;//[Offset: 0x7dc, Size: 4] StaticMesh* OccluderMesh;//[Offset: 0x7e0, Size: 4] byte MobileBlendableLayerMask;//[Offset: 0x7e4, Size: 1] MaterialInterface* MobileMaterialInterface;//[Offset: 0x7e8, Size: 4] OtherMobileMaterialInterfaces;//[Offset: 0x7ec, Size: 60] Texture2D*[] MobileWeightmapTextures;//[Offset: 0x828, Size: 12] Texture2D* MobileWeightNormalmapTexture;//[Offset: 0x834, Size: 4] uint16[] CachedHeightData;//[Offset: 0x838, Size: 12] FName UsedOtherMaterialName;//[Offset: 0x898, Size: 8] -------------------------------- Class: OverridePhyxMaterial PhysicalMaterial*[] OriginalPhysxMaterial;//[Offset: 0x0, Size: 12] PhysicalMaterial*[] OverridePhysxMaterial;//[Offset: 0xc, Size: 12] -------------------------------- Class: MaterialInstanceConstant.MaterialInstance.MaterialInterface.Object -------------------------------- Class: WeightmapLayerAllocationInfo LandscapeLayerInfoObject* LayerInfo;//[Offset: 0x0, Size: 4] byte WeightmapTextureIndex;//[Offset: 0x4, Size: 1] byte WeightmapTextureChannel;//[Offset: 0x5, Size: 1] -------------------------------- Class: LandscapeLayerInfoObject.Object FName LayerName;//[Offset: 0x20, Size: 8] PhysicalMaterial* PhysMaterial;//[Offset: 0x28, Size: 4] float Hardness;//[Offset: 0x2c, Size: 4] LinearColor LayerUsageDebugColor;//[Offset: 0x30, Size: 16] -------------------------------- Class: VisibilityData byte[] VisibilityData;//[Offset: 0x0, Size: 12] -------------------------------- Class: LandscapeHeightfieldCollisionComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object LandscapeLayerInfoObject*[] ComponentLayerInfos;//[Offset: 0x5bc, Size: 12] int SectionBaseX;//[Offset: 0x5c8, Size: 4] int SectionBaseY;//[Offset: 0x5cc, Size: 4] int CollisionSizeQuads;//[Offset: 0x5d0, Size: 4] float CollisionScale;//[Offset: 0x5d4, Size: 4] int SimpleCollisionSizeQuads;//[Offset: 0x5d8, Size: 4] byte[] CollisionQuadFlags;//[Offset: 0x5dc, Size: 12] Guid HeightfieldGuid;//[Offset: 0x5e8, Size: 16] Box CachedLocalBox;//[Offset: 0x5f8, Size: 28] LandscapeComponent* RenderComponent;//[Offset: 0x614, Size: 28] PhysicalMaterial*[] CookedPhysicalMaterials;//[Offset: 0x63c, Size: 12] -------------------------------- Class: LandscapeAOTextureDataAsset.DataAsset.Object uint32 DataSize;//[Offset: 0x20, Size: 4] byte[] LandscapeAOPlatformData;//[Offset: 0x24, Size: 12] -------------------------------- Class: HierarchicalInstancedStaticMeshComponent.InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int[] SortedInstances;//[Offset: 0x798, Size: 12] int NumBuiltInstances;//[Offset: 0x7a4, Size: 4] Box BuiltInstanceBounds;//[Offset: 0x7ac, Size: 28] Box UnbuiltInstanceBounds;//[Offset: 0x7c8, Size: 28] Box[] UnbuiltInstanceBoundsList;//[Offset: 0x7e4, Size: 12] int[] UnbuiltInstanceIndexList;//[Offset: 0x7f0, Size: 12] bool bEnableDensityScaling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7fc, Size: 1] int OcclusionLayerNumNodes;//[Offset: 0x81c, Size: 4] BoxSphereBounds CacheMeshExtendedBounds;//[Offset: 0x820, Size: 28] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x841, Size: 1] int MinInstancesToSplitNode;//[Offset: 0x844, Size: 4] bool RemoveInstances(out const int[] InstancesToRemove);// 0x4628820 -------------------------------- Class: InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object InstancedStaticMeshInstanceData[] PerInstanceSMData;//[Offset: 0x6a8, Size: 12] int InstancingRandomSeed;//[Offset: 0x6b4, Size: 4] int InstanceStartCullDistance;//[Offset: 0x6b8, Size: 4] int InstanceEndCullDistance;//[Offset: 0x6bc, Size: 4] int[] InstanceReorderTable;//[Offset: 0x6c0, Size: 12] int[] RemovedInstances;//[Offset: 0x6cc, Size: 12] bool UseDynamicInstanceBuffer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] bool KeepInstanceBufferCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d9, Size: 1] PhysicsSerializer* PhysicsSerializer;//[Offset: 0x738, Size: 4] StashInstanceTransform;//[Offset: 0x73c, Size: 60] int NumPendingLightmaps;//[Offset: 0x77c, Size: 4] InstancedStaticMeshMappingInfo[] CachedMappings;//[Offset: 0x780, Size: 12] bool UpdateInstanceTransform(int InstanceIndex, out const Transform NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport);// 0x4632b20 void SetCullDistances(int StartCullDistance, int EndCullDistance);// 0x4632a64 bool RemoveInstance(int InstanceIndex);// 0x46329dc bool HideInstance(out const int[] InstanceIndices);// 0x4632900 bool GetInstanceTransform(int InstanceIndex, out Transform OutInstanceTransform, bool bWorldSpace);// 0x4632790 int[] GetInstancesOverlappingSphere(out const Vector Center, float Radius, bool bSphereInWorldSpace);// 0x46325d0 int[] GetInstancesOverlappingBox(out const Box Box, bool bBoxInWorldSpace);// 0x4632438 int GetInstanceCount();// 0x4632410 void ClearInstances();// 0x28a6c90 int AddInstanceWorldSpace(out const Transform WorldTransform);// 0x4632330 int AddInstance(out const Transform InstanceTransform);// 0x4632240 -------------------------------- Class: InstancedStaticMeshInstanceData Matrix Transform;//[Offset: 0x0, Size: 64] -------------------------------- Class: PhysicsSerializer.Object -------------------------------- Class: InstancedStaticMeshMappingInfo -------------------------------- Class: StructBoneOverride FName BoneName;//[Offset: 0x0, Size: 8] float Density;//[Offset: 0x8, Size: 4] float TestRadius;//[Offset: 0xc, Size: 4] -------------------------------- Class: WaterBoxComponent.BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float AcceptHigherZ;//[Offset: 0x5d8, Size: 4] Vector Direction;//[Offset: 0x5dc, Size: 12] float SpeedValue;//[Offset: 0x5e8, Size: 4] float WaveForceMultiplier;//[Offset: 0x5ec, Size: 4] TrippleWaveParameter[] TrippleWaveClusters;//[Offset: 0x5f0, Size: 12] float TimeScaleOffset;//[Offset: 0x5fc, Size: 4] float Offset;//[Offset: 0x600, Size: 4] bool UseSplineDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x604, Size: 1] float SpeedAttenuationFromSpline;//[Offset: 0x608, Size: 4] bool UseSplineZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60c, Size: 1] float ZOffset;//[Offset: 0x610, Size: 4] float CellSizeX;//[Offset: 0x614, Size: 4] float CellSizeY;//[Offset: 0x618, Size: 4] Cells;//[Offset: 0x61c, Size: 60] int KeyFactor;//[Offset: 0x658, Size: 4] -------------------------------- Class: TrippleWaveParameter WaveParameter WaveCluster0;//[Offset: 0x0, Size: 20] WaveAdjust WaveAdjust0;//[Offset: 0x14, Size: 8] WaveParameter WaveCluster1;//[Offset: 0x1c, Size: 20] WaveAdjust WaveAdjust1;//[Offset: 0x30, Size: 8] WaveParameter WaveCluster2;//[Offset: 0x38, Size: 20] WaveAdjust WaveAdjust2;//[Offset: 0x4c, Size: 8] -------------------------------- Class: WaveAdjust float TimeScaleOffset;//[Offset: 0x0, Size: 4] float Offset;//[Offset: 0x4, Size: 4] -------------------------------- Class: WaterBoxCell Vector WaveDirection;//[Offset: 0x0, Size: 12] float WaveZ;//[Offset: 0xc, Size: 4] Vector PushForceDirection;//[Offset: 0x10, Size: 12] float Speed;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PhysicsConstraintComponent.SceneComponent.ActorComponent.Object Actor* ConstraintActor1;//[Offset: 0x260, Size: 4] ConstrainComponentPropName ComponentName1;//[Offset: 0x268, Size: 8] Actor* ConstraintActor2;//[Offset: 0x270, Size: 4] ConstrainComponentPropName ComponentName2;//[Offset: 0x278, Size: 8] PhysicsConstraintTemplate* ConstraintSetup;//[Offset: 0x290, Size: 4] delegate OnConstraintBroken;//[Offset: 0x294, Size: 12] ConstraintInstance ConstraintInstance;//[Offset: 0x2a0, Size: 416] void SetOrientationDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive);// 0x46ce2f8 void SetOrientationDriveSLERP(bool bEnableSLERP);// 0x46ce278 void SetLinearZLimit(byte ConstraintType, float LimitSize);// 0x46ce1bc void SetLinearYLimit(byte ConstraintType, float LimitSize);// 0x46ce100 void SetLinearXLimit(byte ConstraintType, float LimitSize);// 0x46ce044 void SetLinearVelocityTarget(out const Vector InVelTarget);// 0x46cdfc0 void SetLinearVelocityDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ);// 0x46cdea0 void SetLinearPositionTarget(out const Vector InPosTarget);// 0x46cde1c void SetLinearPositionDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ);// 0x46cdcfc void SetLinearDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit);// 0x46cdbfc void SetLinearBreakable(bool bLinearBreakable, float LinearBreakThreshold);// 0x46cdb34 void SetDisableCollision(bool bDisableCollision);// 0x46cdab4 void SetConstraintReferencePosition(byte Frame, out const Vector RefPosition);// 0x46cd9ec void SetConstraintReferenceOrientation(byte Frame, out const Vector PriAxis, out const Vector SecAxis);// 0x46cd8d0 void SetConstraintReferenceFrame(byte Frame, out const Transform RefFrame);// 0x46cd7b0 void SetConstrainedComponents(PrimitiveComponent* Component1, FName BoneName1, PrimitiveComponent* Component2, FName BoneName2);// 0x46cd650 void SetAngularVelocityTarget(out const Vector InVelTarget);// 0x46cd5cc void SetAngularVelocityDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive);// 0x46cd4fc void SetAngularVelocityDriveSLERP(bool bEnableSLERP);// 0x46cd47c void SetAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive);// 0x46cd3ac void SetAngularTwistLimit(byte ConstraintType, float TwistLimitAngle);// 0x46cd2f0 void SetAngularSwing2Limit(byte MotionType, float Swing2LimitAngle);// 0x46cd234 void SetAngularSwing1Limit(byte MotionType, float Swing1LimitAngle);// 0x46cd178 void SetAngularOrientationTarget(out const Rotator InPosTarget);// 0x46cd0f4 void SetAngularOrientationDrive(bool bEnableSwingDrive, bool bEnableTwistDrive);// 0x46cd024 void SetAngularDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit);// 0x46ccf24 void SetAngularDriveMode(byte DriveMode);// 0x46cceac void SetAngularBreakable(bool bAngularBreakable, float AngularBreakThreshold);// 0x46ccde4 bool IsBroken();// 0x46ccdbc float GetCurrentTwist();// 0x46ccd94 float GetCurrentSwing2();// 0x46ccd6c float GetCurrentSwing1();// 0x46ccd44 void GetConstraintForce(out Vector OutLinearForce, out Vector OutAngularForce);// 0x46ccc6c void BreakConstraint();// 0x46ccc58 -------------------------------- Class: ConstrainComponentPropName FName ComponentName;//[Offset: 0x0, Size: 8] -------------------------------- Class: VehicleSyncComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object delegate OnActorHit;//[Offset: 0x14c, Size: 12] delegate OnActorHitFromClient;//[Offset: 0x158, Size: 12] float MinCorrectionInterval;//[Offset: 0x164, Size: 4] float MinSendingStateChangedIntervalAtClient;//[Offset: 0x168, Size: 4] float MinDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x16c, Size: 4] float MaxDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x170, Size: 4] float SendingToServerIntervalAtClient;//[Offset: 0x174, Size: 4] float SendingReliableHitToServerInterval;//[Offset: 0x178, Size: 4] float AllowMaxDiatanceSqAtServer;//[Offset: 0x17c, Size: 4] float AllowMaxLinearSpeedRatio;//[Offset: 0x180, Size: 4] float StationaryCorrectIntervalAtClient;//[Offset: 0x184, Size: 4] float StationaryCorrectSpeedThresholdSq;//[Offset: 0x188, Size: 4] float StationaryCorrectThresholdDistanceSq;//[Offset: 0x18c, Size: 4] float MinCorrectionDistanceSqAtClient;//[Offset: 0x190, Size: 4] float MinCorrectionVelocitySqAtClient;//[Offset: 0x194, Size: 4] float MinCorrectionAngleVelocitySqAtClient;//[Offset: 0x198, Size: 4] float IdleForceUpdateThreshold;//[Offset: 0x19c, Size: 4] float IdleForceSyncInterval;//[Offset: 0x1a0, Size: 4] bool bUseStaticRotFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4, Size: 1] float StaticFixLocation;//[Offset: 0x1a8, Size: 4] float StaticFixAngel;//[Offset: 0x1ac, Size: 4] float StaticStopFixTorelence;//[Offset: 0x1b0, Size: 4] float MaxCalculatedStartZVeolcity;//[Offset: 0x1b4, Size: 4] bool bVehicleNeedFlyVelCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8, Size: 1] bool SendClientMoveToServerOverLapUseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ba, Size: 1] bool AutonomousPullUpWhilePassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb, Size: 1] float AutonomousPullUpWhilePassWallZThres;//[Offset: 0x1bc, Size: 4] float SimulatedFloorUpDistance;//[Offset: 0x1c0, Size: 4] float MaxAllowJumpHeight;//[Offset: 0x1c4, Size: 4] float MaxSyncSpeedZDelta;//[Offset: 0x1c8, Size: 4] float MaxSyncSpeedZDeltaStep1;//[Offset: 0x1cc, Size: 4] STExtraVehicleBase* VehicleOwner;//[Offset: 0x1d0, Size: 4] VehicleSyncPostPhysxTick PostPhysxComponentTick;//[Offset: 0x2cc, Size: 60] bool VerifyClientTimeStamp(float TimeStamp);// 0x237c914 void SendServerMoveToClient(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x237c758 void SendClientMoveToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x237c560 void SendClientMoveToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x237c368 int SendClientMoveToServerInternal(int InCorrectionId, float TimeStamp, out const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100 ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const Vector_NetQuantize100 ClientAngularVelocity, const bool InShouldDelay);// 0x237c10c void SendClientMoveToServer_WithDelay(int InCorrectionId, float TimeStamp, out const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100 ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const Vector_NetQuantize100 ClientAngularVelocity);// 0x237bf00 int SendClientMoveToServer_DoWork(int InCorrectionId, float TimeStamp, out const Vector_NetQuantize100 ClientLocation, out const Vector_NetQuantize100 ClientLinearVelocity, out const Vector_NetQuantizeNormal ClientRotator, out const Vector_NetQuantize100 ClientAngularVelocity);// 0x237bcf0 void SendClientHitToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x237ba1c void SendClientHitToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const HitResult Hit);// 0x237b748 void SendClientHitPointToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const Vector_NetQuantize100 HitPoint);// 0x237b470 void OnHitAtServer(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x237b308 void OnHitAtClient(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x237b1a0 void OnDriverRide();// 0x237b18c void HandleProtectionEnable(bool InEnable);// 0x237b10c void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x237b004 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x237ae6c void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x20b98d4 Actor*[] GetRiders();// 0x237adac float GetLanscapeHeight(out const Vector ClientLocation);// 0x237ad20 bool GetFloorPosition(out const Vector Location, out Vector OutFloorLocation);// 0x237ac40 void DragUnderGround();// 0x237ac2c void Correct(bool bIsSnap, bool bPlayerChannel, float ZAdjustValue);// 0x237ab14 void ClientHitActor(Actor* OtherActor, out const Vector_NetQuantize100 NormalImpulse, out const HitResult Hit);// 0x237a9e0 bool CheckAndLoadLandscape(float DeltaTime);// 0x2166974 void ApplyRigidBodyState(out RigidBodyState NewState);// 0x237a910 bool AdjustFloorPosition(out const Vector ClientLocation, out const Actor*[] Riders, out Vector OutLocation);// 0x237a78c -------------------------------- Class: VehicleSyncPostPhysxTick.TickFunction -------------------------------- Class: LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object bool GM_VerifyProjectileBulletShootPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] bool GM_VerifyProjectileBulletShootPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd, Size: 1] bool GM_VerifyShooterAndMuzzleDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe, Size: 1] bool bVerifyShooterMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf, Size: 1] bool bVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] bool bEnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1, Size: 1] bool bVerifyGunPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2, Size: 1] bool bVerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc3, Size: 1] bool bVerifyShootRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4, Size: 1] bool bVerifyShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5, Size: 1] bool bVerifyMuzzleImpactDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6, Size: 1] bool bVerifyShootPosInHistory;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc7, Size: 1] bool bVerifyMuzzleLocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool GM_VerifyServerShooterPosDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] bool bVerifyShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca, Size: 1] bool bVerifyBulletImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb, Size: 1] bool bVerifyClientHitAndBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] bool bVerifyCharacterImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd, Size: 1] bool bVerifyHistoryLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce, Size: 1] bool bVerifyInParachuteShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf, Size: 1] int TolerateMuzzleAndCharacterDisSquare;//[Offset: 0xd0, Size: 4] int TolerateMuzzleAndVehicleDisSquare;//[Offset: 0xd4, Size: 4] float TolerateShootPointDistanceSqured;//[Offset: 0xd8, Size: 4] float TolerateShootPointDistanceVehicleSqured;//[Offset: 0xdc, Size: 4] float TolerateShootPointScaleOnFast;//[Offset: 0xe0, Size: 4] bool GM_VerifyShootPointByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] uint32 TolerateCharacterImpactOffsetDistSqured;//[Offset: 0xe8, Size: 4] uint32 TolerateCharacterImpactOffsetDistSquredOnVehicle;//[Offset: 0xec, Size: 4] float TolerateMuzzleDistanceSqured;//[Offset: 0xf0, Size: 4] float TolerateMuzzleDistanceVehicleSqured;//[Offset: 0xf4, Size: 4] float MaxGunPosZHeight;//[Offset: 0xf8, Size: 4] float MaxGunPosLength;//[Offset: 0xfc, Size: 4] float TolerateBulletImpactOffsetDistSqured;//[Offset: 0x100, Size: 4] float TolerateOwnerAndBulletDist;//[Offset: 0x104, Size: 4] ShootVerifyConfig VictimShootVerify;//[Offset: 0x108, Size: 16] float TolerateBulletDirOffsetSquared;//[Offset: 0x118, Size: 4] bool bAllowShortReverseDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] float ShortDirReverseDistance;//[Offset: 0x120, Size: 4] float TolerateShootRange;//[Offset: 0x124, Size: 4] float StatisHitDataDelayTime;//[Offset: 0x128, Size: 4] float TolerateHitDataDelayTime;//[Offset: 0x12c, Size: 4] bool bTimeCompensationDisable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130, Size: 1] float TolerateLocusSingle;//[Offset: 0x134, Size: 4] float TolerateLocusDist;//[Offset: 0x138, Size: 4] float TolerateLocusSegment;//[Offset: 0x13c, Size: 4] float TolerateBoxExpand;//[Offset: 0x140, Size: 4] float TolerateLocusZOffsetUp;//[Offset: 0x144, Size: 4] float TolerateLocusZOffsetDown;//[Offset: 0x148, Size: 4] float LocusSearchBackTime;//[Offset: 0x14c, Size: 4] float LocusZHistoryUpInVehicle;//[Offset: 0x150, Size: 4] float BonePointTorelate;//[Offset: 0x154, Size: 4] Vector VerifiedBoneScale;//[Offset: 0x158, Size: 12] float TolerateMaxWeaponAimAndOwnerHeadHeight;//[Offset: 0x164, Size: 4] float TolerateMinWeaponAimAndOwnerHeadHeight;//[Offset: 0x168, Size: 4] float TolerateMinMuzzleFloorHeight;//[Offset: 0x16c, Size: 4] float TolerateWeaponAimAndOwnerHeadDis;//[Offset: 0x170, Size: 4] float TolerateWeaponAndOwnerHeadDis;//[Offset: 0x174, Size: 4] float VerifyMuzImpDirIgnoreDis;//[Offset: 0x178, Size: 4] float TolMuzImpDir2BulletDir;//[Offset: 0x17c, Size: 4] float TolMuzImpDir2ControlRot;//[Offset: 0x180, Size: 4] int VerifyMuzImpDirRecordTime;//[Offset: 0x184, Size: 4] float TolShootPos2History;//[Offset: 0x188, Size: 4] int VerifyShootPosInHistoryRecordTime;//[Offset: 0x18c, Size: 4] float VerifyMuzzleLocusIgnoreDis;//[Offset: 0x190, Size: 4] float TolMuzLocusXMin;//[Offset: 0x194, Size: 4] float TolMuzLocusXMax;//[Offset: 0x198, Size: 4] float TolMuzLocusYMin;//[Offset: 0x19c, Size: 4] float TolMuzLocusYMax;//[Offset: 0x1a0, Size: 4] float TolMuzLocusZMin;//[Offset: 0x1a4, Size: 4] float TolMuzLocusZMax;//[Offset: 0x1a8, Size: 4] bool GM_VerifyBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ac, Size: 1] bool bVerifyShootPointPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ad, Size: 1] int MaxBlockLineTraceTimes;//[Offset: 0x1b0, Size: 4] float TolerateFlyDis;//[Offset: 0x1b4, Size: 4] float VehiclePosCheckInterval;//[Offset: 0x1b8, Size: 4] float MaxVehicleSpeed;//[Offset: 0x1bc, Size: 4] float TolerateVehicleDis;//[Offset: 0x1c0, Size: 4] float MaxTolerateVehicleDis;//[Offset: 0x1c4, Size: 4] float CharacterPosCheckInterval;//[Offset: 0x1c8, Size: 4] float MaxCharacterSpeed;//[Offset: 0x1cc, Size: 4] float TolerateCharacterDis;//[Offset: 0x1d0, Size: 4] float MaxTolerateCharacterDis;//[Offset: 0x1d4, Size: 4] float SimVehiclePosCheckInterval;//[Offset: 0x1d8, Size: 4] float SimTolerateVehicleDis;//[Offset: 0x1dc, Size: 4] float SimMaxTolerateVehicleDis;//[Offset: 0x1e0, Size: 4] float SimCharacterPosCheckInterval;//[Offset: 0x1e4, Size: 4] float SimTolerateCharacterDis;//[Offset: 0x1e8, Size: 4] float SimMaxTolerateCharacterDis;//[Offset: 0x1ec, Size: 4] float SimMaxVictmPosChangeSpeed;//[Offset: 0x1f0, Size: 4] float TolerateNetDelay;//[Offset: 0x1f4, Size: 4] float TolerateMaxVictmPosDis;//[Offset: 0x1f8, Size: 4] float GrayWeaponAndShootAngle;//[Offset: 0x1fc, Size: 4] uint32 GrayCharacterImpactMaxOffset;//[Offset: 0x200, Size: 4] float GrayImpactPointChangeMinSqured;//[Offset: 0x204, Size: 4] float GrayBulletImpactOffsetMaxDist;//[Offset: 0x208, Size: 4] ServerCheckBox[] PoseCheckBoxesCfg;//[Offset: 0x20c, Size: 12] ServerCheckBox[] PoseCheckBoxesHighPrecision;//[Offset: 0x218, Size: 12] float fBoundBoxScaleMillisecondMin;//[Offset: 0x224, Size: 4] float fBoundBoxScaleMillisecondMax;//[Offset: 0x228, Size: 4] Character* CharacterOwner;//[Offset: 0x22c, Size: 4] WeaponAntiData CacheWeaponAntiData;//[Offset: 0x230, Size: 24] Vector LastImpactPoint;//[Offset: 0x248, Size: 12] IndefiniteVerifyCfg;//[Offset: 0x260, Size: 60] IndefiniteVerifyPassCount;//[Offset: 0x29c, Size: 60] IndefiniteVerifyFailCount;//[Offset: 0x2d8, Size: 60] bool bDebugShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314, Size: 1] bool bDrawHitBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x315, Size: 1] static float Stat_SimulatedCharacterServerTime(const Character* InChara);// 0x20c78d4 float SimulatedCharacterServerTime();// 0x20c78a4 void SetIndefiniteVerifyCfg(enum Type, int InCountThreshold, float InPercentThreshold);// 0x20c77a4 float ServerLatestTransformUpdateTimeStamp();// 0x1f7bf0c float ServerLatestTimeStamp();// 0x20c7774 void RPC_DrawHeadBox(CharacterHistoryData DataToDraw);// 0x20c7698 void GrayVerify(STExtraShootWeapon* Weapon, out const BulletHitInfoUploadData ShootData);// 0x20c758c float GetTolerateSimuPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x20c74c8 float GetTolerateServerVictmPosTolerateByNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x20c7404 float GetTolerateServerVictmPosByNearMaxNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x20c7340 float GetTolerateServerShooterPosDisByNetDelay(Pawn* AttackerPawn);// 0x20c72c0 float GetTolerateAutonomousPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x20c71fc float GetNearMaxNetDelay(Pawn* TargetPawn, float NearTime);// 0x20c7138 int GetIndefiniteVerifyCount(enum VerifyType, bool IsPass);// 0x20c706c static float GetCharacterPredictionSeconds(const Character* InChara);// 0x20c6ff4 void ConditionChanggeIndefiniteVerify(out const ShootVerifyParameter VerifyData, out enum VerifyType);// 0x20c6f0c int ChangeIndefiniteVerifyCount(enum VerifyType, bool IsPass, int Var);// 0x20c6df8 float AuthorityCharacterServerTime();// 0x20c6dd0 -------------------------------- Class: EntityAntiCheatComponent.ActorComponent.Object -------------------------------- Class: ShootVerifyConfig float ClientMuzzleHeightMax;//[Offset: 0x0, Size: 4] float ClientPureMuzzleHeightMax;//[Offset: 0x4, Size: 4] float VehicleWeaponClientMuzzleHeightMax;//[Offset: 0x8, Size: 4] float VehicleWeaponClientPureMuzzleHeightMax;//[Offset: 0xc, Size: 4] -------------------------------- Class: ServerCheckBox byte PoseID;//[Offset: 0x0, Size: 1] Vector BodyBoundBoxExtent;//[Offset: 0x4, Size: 12] Vector HeadBoundBoxExtent;//[Offset: 0x10, Size: 12] Vector Offset;//[Offset: 0x1c, Size: 12] Vector PitchOffset;//[Offset: 0x28, Size: 12] float ReferenceHSlope;//[Offset: 0x34, Size: 4] float ReferenceVSlope;//[Offset: 0x38, Size: 4] float HMinScale;//[Offset: 0x3c, Size: 4] float VMinScale;//[Offset: 0x40, Size: 4] float HMaxScale;//[Offset: 0x44, Size: 4] float VMaxScale;//[Offset: 0x48, Size: 4] -------------------------------- Class: WeaponAntiData uint16 MuzzleFloorHeight;//[Offset: 0x0, Size: 2] int16 MuzzleActorHeadHeight;//[Offset: 0x2, Size: 2] uint16 ImplactPointAndActorDis;//[Offset: 0x4, Size: 2] uint16 ImplactPointAndBulletDis;//[Offset: 0x6, Size: 2] uint16 ImplactPoinPosChange;//[Offset: 0x8, Size: 2] uint16 BulletAndGunAngle;//[Offset: 0xa, Size: 2] uint16 NetDelay;//[Offset: 0xc, Size: 2] uint32 ShooterPosDis;//[Offset: 0x10, Size: 4] uint32 VictmPosDis;//[Offset: 0x14, Size: 4] -------------------------------- Class: IndefiniteVerifyCfg int CountThreshold;//[Offset: 0x0, Size: 4] float PercentThreshold;//[Offset: 0x4, Size: 4] -------------------------------- Class: CharacterHistoryData Vector Location;//[Offset: 0x0, Size: 12] Rotator Rotation;//[Offset: 0xc, Size: 12] Box BoundBox;//[Offset: 0x18, Size: 28] Box HeadBoundBox;//[Offset: 0x34, Size: 28] bool IsInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] Vector VehicleLocation;//[Offset: 0x54, Size: 12] enum MoveBaseState;//[Offset: 0x60, Size: 1] -------------------------------- Class: ShootVerifyParameter STExtraShootWeapon* Weapon;//[Offset: 0x0, Size: 4] STExtraCharacter* Shooter;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehBackpackItem int ItemId;//[Offset: 0x0, Size: 4] int ItemCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraVehicleSfxLoop.STExtraVehicleSfxLoopBase AkAudioEvent* AkEvent;//[Offset: 0x40, Size: 4] -------------------------------- Class: STExtraVehicleSfxLoopBase AkComponent* AkComp;//[Offset: 0x0, Size: 4] MapRTPC;//[Offset: 0x4, Size: 60] -------------------------------- Class: VehicleSimViewData byte ViewPitch;//[Offset: 0x0, Size: 1] byte ViewYaw;//[Offset: 0x1, Size: 1] byte ViewRoll;//[Offset: 0x2, Size: 1] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] -------------------------------- Class: VehicleSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float MinForwardSpeedToRotationKMH;//[Offset: 0x318, Size: 4] float ForwardSpeedToRotSpeed;//[Offset: 0x31c, Size: 4] float StayTimeBeforeReturning;//[Offset: 0x320, Size: 4] bool bNeverAutoReturnSmartCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324, Size: 1] float ArmOriginProbeSize;//[Offset: 0x328, Size: 4] Rotator RelativeToOwnerRotator;//[Offset: 0x32c, Size: 12] Rotator SmartCamRotationExtra;//[Offset: 0x338, Size: 12] bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34c, Size: 1] float MinPitch;//[Offset: 0x350, Size: 4] float MaxPitch;//[Offset: 0x354, Size: 4] bool bDontFollowParent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] float RevoerTimefromFreeTime;//[Offset: 0x35c, Size: 4] float ResultMinPitch;//[Offset: 0x39c, Size: 4] float ResultMaxPitch;//[Offset: 0x3a0, Size: 4] Vector ArmOriginOffset;//[Offset: 0x3a4, Size: 12] CameraComponent* CameraComponent;//[Offset: 0x3b0, Size: 4] bool bIsAccelerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b4, Size: 1] float SocketOffsetInterpSpeed;//[Offset: 0x3d8, Size: 4] float CurAdditiveOffsetFov;//[Offset: 0x3dc, Size: 4] float FieldOfViewInterpSpeed;//[Offset: 0x3e0, Size: 4] float LeaveMaxDistance;//[Offset: 0x3e4, Size: 4] float LeaveMaxTime;//[Offset: 0x3e8, Size: 4] float MaxDistanceStayTime;//[Offset: 0x3f4, Size: 4] float ApproachTime;//[Offset: 0x3fc, Size: 4] STExtraVehicleBase* OwnerVehicle;//[Offset: 0x40c, Size: 4] float FreeCamRotationReturnRate;//[Offset: 0x410, Size: 4] bool bUseReverseMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1] void SetSmartCameraInput(float Yaw, float Pitch);// 0x2378204 void SetSmartCameraAutoReturn(bool bEnabled);// 0x2378184 void SetFreeCameraInput(Rotator deltaRot);// 0x2378114 void SetFreeCameraAutoReturn(bool bEnabled);// 0x2378094 void ResetSmartCamera();// 0x2378080 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x201bbd8 void DelayRotationLagEnabledEnd();// 0x1f6b840 void DelayRotationLagEnabled(bool bEnabled, float Time, Rotator _RelativeRotator);// 0x2377f74 void AddSmartCameraInput(float Yaw, float Pitch);// 0x2377eb8 -------------------------------- Class: VehicleAntiCheatTask.Object -------------------------------- Class: ESTAINoiseEventParams enum NoiseType;//[Offset: 0x0, Size: 1] float Loudness;//[Offset: 0x4, Size: 4] float StartAttenuationDist;//[Offset: 0x8, Size: 4] float MaxRange;//[Offset: 0xc, Size: 4] -------------------------------- Class: STBuffSystemComponent.ActorComponent.Object float RPCSyncInterval;//[Offset: 0xbc, Size: 4] delegate OnClientAddBuffEvent;//[Offset: 0xc0, Size: 12] delegate OnClientRemoveBuffEvent;//[Offset: 0xcc, Size: 12] delegate OnClientUpdateBuffEvent;//[Offset: 0xd8, Size: 12] STBuff*[] Buffs;//[Offset: 0xe4, Size: 12] int SyncBriefNum;//[Offset: 0xf0, Size: 4] ClientSyncBrief SyncBriefs;//[Offset: 0xf4, Size: 32] ClientSyncBrief SyncRefBriefs;//[Offset: 0x1b4, Size: 32] MaxPowerBuffs;//[Offset: 0x274, Size: 60] BriefRemoveInstIds;//[Offset: 0x2b0, Size: 60] bool UpdateServerSyncBuff(STBuff* Buff, bool bRemove);// 0x247dae0 void UpdateClientBuff(int InstID, int BuffID, int LayerCount, int CauseSkillID, Actor* CauseActor, float DSEndTime);// 0x247d90c void UpdateBriefs();// 0x247d8f8 void RPC_Server_ReqBriefs();// 0x247d89c void RPC_Client_SyncBrief(ClientSyncBrief Brief);// 0x247d7e8 void RPC_Client_RspBriefs(const ClientSyncBrief[] Briefs);// 0x247d724 void RemoveClientBuff(int InstID);// 0x247d6ac STBuff* RemoveBuffInner(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x247d55c void RemoveBuff(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x247d414 void RemoveAndFindMaxPowerBuff(STBuff* RemoveBuff);// 0x247d39c void RemoveAllBuffs();// 0x247d388 void OnRep_SyncBriefs();// 0x247d374 void OnClientUpdateBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2c90a38 void OnClientRemoveBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2c90a38 void OnClientBuffCreated(STBuff* Buff, int BuffID, int CauseSkillID, int InstID, float DSEndTime);// 0x247d1e4 void OnClientAsyncLoaded(FString Path, int BuffID, Actor* Causer, int LayerCount, int CauseSkillID, int InstID, float DSEndTime);// 0x247ceec void OnClientAddBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2c90a38 bool HasSkillID(int SkillID);// 0x247ce6c bool HasBuff(int BuffID);// 0x247cdec void HandleCauserSkill(STBuff* Buff, int SkillID);// 0x247cd30 bool HandleBuffTypeMutex(int BuffID);// 0x247ccb0 void HandleBuffTypeExclude(int BuffID);// 0x247cc38 void HandleBuffLayer(STBuff* Buff, int AddLayerCount, bool IsNewBuff);// 0x247cb30 BuffConfigSubsystem* GetSubsystem();// 0x247cb08 STBuff*[] GetBuffs();// 0x247ca48 float GetBuffDuration(int BuffID, int CauseSkillID);// 0x247c984 STBuff* GetBuffByBuffID(int BuffID);// 0x247c904 void EnabledRemove(STBuff* Buff, int BuffArrayIndex);// 0x247c848 STBuff* CreateBuffWithClass(class Object Class, int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x247c6b4 void CreateBuffAsync(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID, int InstID, float DSEndTime);// 0x247c4e0 STBuff* CreateBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x247c390 void CompareBuffPower(STBuff* Buff);// 0x247c318 bool ClientGetBuffInfo(int BuffID, out ClientSyncBrief OutBuff);// 0x247c22c void ClientEnabledRemove(STBuff* Buff, int BuffArrayIndex);// 0x247c170 void ClearBuffs(bool IsClearAll);// 0x247c0f0 bool CheckBuffTargetClient(STBuff* Buff);// 0x247c070 bool AddBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x247bf20 -------------------------------- Class: STBuff.Object FString BuffName;//[Offset: 0x1c, Size: 12] FString Desc;//[Offset: 0x28, Size: 12] int LayerMax;//[Offset: 0x34, Size: 4] int InitialLayerCount;//[Offset: 0x38, Size: 4] float Duration;//[Offset: 0x3c, Size: 4] float ClientSyncInterval;//[Offset: 0x40, Size: 4] enum ClientSyncType;//[Offset: 0x44, Size: 1] enum TargetType;//[Offset: 0x45, Size: 1] enum RefreshType;//[Offset: 0x46, Size: 1] enum ReActionType;//[Offset: 0x47, Size: 1] enum MultiCauserHandleType;//[Offset: 0x48, Size: 1] enum MultiSkillHandleType;//[Offset: 0x49, Size: 1] bool IsExecuteOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a, Size: 1] bool RemoveAllLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b, Size: 1] STBuffAction*[] Actions;//[Offset: 0x4c, Size: 12] bool bNeedShowBuffInBuffList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] int LocalizeDescID;//[Offset: 0x5c, Size: 4] FString IconPath;//[Offset: 0x60, Size: 12] int TipsOnAddBuff;//[Offset: 0x6c, Size: 4] DataProviderBase*[] DataProviders;//[Offset: 0x70, Size: 12] int InstID;//[Offset: 0x7c, Size: 4] int BuffID;//[Offset: 0x80, Size: 4] int LayerCount;//[Offset: 0x84, Size: 4] bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88, Size: 1] float EndTime;//[Offset: 0x8c, Size: 4] float DSEndTime;//[Offset: 0x90, Size: 4] Actor* Causer;//[Offset: 0x94, Size: 8] Actor* Owner;//[Offset: 0x9c, Size: 8] int CauseSkillID;//[Offset: 0xa4, Size: 4] STBuffSystemComponent* OwnerSystem;//[Offset: 0xa8, Size: 8] bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0, Size: 1] float PowerValue;//[Offset: 0xb4, Size: 4] float LastSyncClientTime;//[Offset: 0xb8, Size: 4] bool IsNeedSyncClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd, Size: 1] UAEBlackboard* Blackborad;//[Offset: 0xc0, Size: 4] int LastLayerCount;//[Offset: 0x13c, Size: 4] void Tick(float DetalTime, float TimeSeconds);// 0x2479664 void ResetActionExecute();// 0x2479650 void RefreshEndTime();// 0x247963c void Initialize();// 0x2479628 void HandleLayer(int AddLayerCount, bool IsNewBuff);// 0x2479564 void End();// 0x2479550 void EnabledRemove();// 0x247953c void Destroy();// 0x2479528 bool CopyActions();// 0x2479500 void CheckOnceBuffForClient();// 0x24794ec void ChangeNotify();// 0x24794d8 void ChangeDuration(float NewDuration);// 0x2479460 -------------------------------- Class: STBuffAction.Object float ExecuteDelay;//[Offset: 0x1c, Size: 4] STBuff* OwnerBuff;//[Offset: 0x20, Size: 8] int ArrayIndex;//[Offset: 0x28, Size: 4] void Tick(float DetalTime);// 0x2479ecc void SetEnabled(bool Enabled);// 0x2479e4c void ResetExecute(bool IgnoreEnd);// 0x1f8425c void OnTick(float DetalTime);// 0x21afe2c void OnInitialize();// 0x211d774 void OnExecute();// 0x211d790 void OnEnd();// 0x1f845a4 void OnDestroy();// 0x21b0b48 void OnChangeNotify();// 0x20421e4 void Initialize();// 0x2479e38 STBuff* GetOwnerBuff();// 0x2479e10 Actor* GetOwner();// 0x21b32c4 bool GetIsExecute();// 0x2479df4 Actor* GetCauser();// 0x2479dcc void End();// 0x2479db8 void Destroy();// 0x2479da4 STBuffAction* CopyAction(Object* Outer);// 0x2378768 void ChangeNotify();// 0x2479d90 -------------------------------- Class: DataProviderBase.Object -------------------------------- Class: UAEBlackboard.Object UAEBlackboardContainer UAEBlackboardContainer;//[Offset: 0x1c, Size: 720] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x5543ab8 void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x55439e4 void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x5543830 void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator VectorValue);// 0x554375c void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x5543688 void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x55435b4 void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x55434e0 void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x554340c void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x5543338 void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x5543264 void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x5543188 bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x55430f4 bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x5543060 bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x5542fcc bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x5542f38 bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x5542ea4 bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x5542e10 bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x5542d7c bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x5542ce8 bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x5542c54 bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x5542bc0 bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x5542b2c Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x5542a98 Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x55429b4 Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x5542910 FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x55427f4 Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x5542750 Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x55426bc FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x5542620 int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x554258c float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x55424f8 byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x5542464 class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x55423d0 bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x554233c Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x5542258 void AddValueByParam(out const UAEBlackboardParameter NewParam);// 0x55420ac -------------------------------- Class: UAEBlackboardContainer ObjectParamMap;//[Offset: 0x0, Size: 60] WeakObjectParamMap;//[Offset: 0x3c, Size: 60] ClassParamMap;//[Offset: 0x78, Size: 60] EnumParamMap;//[Offset: 0xb4, Size: 60] IntParamMap;//[Offset: 0xf0, Size: 60] UIntParamMap;//[Offset: 0x12c, Size: 60] FloatParamMap;//[Offset: 0x168, Size: 60] BoolParamMap;//[Offset: 0x1a4, Size: 60] StringParamMap;//[Offset: 0x1e0, Size: 60] NameParamMap;//[Offset: 0x21c, Size: 60] VectorParamMap;//[Offset: 0x258, Size: 60] RotatorParamMap;//[Offset: 0x294, Size: 60] -------------------------------- Class: UAEBlackboardKeySelector FName SelectedKeyName;//[Offset: 0x0, Size: 8] -------------------------------- Class: UAEBlackboardParameter FName Name;//[Offset: 0x0, Size: 8] byte Type;//[Offset: 0x8, Size: 1] UAEBlackboardParameterDefaultValue DefaultValue;//[Offset: 0x10, Size: 136] -------------------------------- Class: UAEBlackboardParameterDefaultValue Object* DefaultObject;//[Offset: 0x0, Size: 40] class Class* DefaultClass;//[Offset: 0x28, Size: 40] byte DefaultEnum;//[Offset: 0x50, Size: 1] int DefaultInt;//[Offset: 0x54, Size: 4] float DefaultFloat;//[Offset: 0x58, Size: 4] bool DefaultBool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] FString DefaultString;//[Offset: 0x60, Size: 12] FName DefaultName;//[Offset: 0x70, Size: 8] Vector DefaultVector;//[Offset: 0x78, Size: 12] -------------------------------- Class: Class.Struct.Field.Object -------------------------------- Class: ClientSyncBrief int InstID;//[Offset: 0x0, Size: 4] byte LayerCount;//[Offset: 0x4, Size: 1] int BuffID;//[Offset: 0x8, Size: 4] int CauseSkillID;//[Offset: 0xc, Size: 4] Actor* CauseActor;//[Offset: 0x10, Size: 4] float SyncTime;//[Offset: 0x14, Size: 4] float EndTime;//[Offset: 0x18, Size: 4] bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] -------------------------------- Class: BuffConfigSubsystem.GameInstanceSubsystem.Subsystem.Object Table;//[Offset: 0x44, Size: 60] BuffClassMap;//[Offset: 0x80, Size: 60] -------------------------------- Class: BuffTableRow int BuffID;//[Offset: 0x0, Size: 4] int MaxLayer;//[Offset: 0x4, Size: 4] float Duration;//[Offset: 0x8, Size: 4] FString BuffType;//[Offset: 0xc, Size: 12] FString Name;//[Offset: 0x18, Size: 12] FString IconPath;//[Offset: 0x24, Size: 12] FString BPPath;//[Offset: 0x30, Size: 12] FString Desc;//[Offset: 0x3c, Size: 12] MutexBuffTypes;//[Offset: 0x48, Size: 60] ExcludeBuffTypes;//[Offset: 0x84, Size: 60] enum RefreshType;//[Offset: 0xc0, Size: 1] enum ReActionType;//[Offset: 0xc1, Size: 1] enum TargetType;//[Offset: 0xc2, Size: 1] enum MultiCauserHanleType;//[Offset: 0xc3, Size: 1] enum MultiSkillHandleType;//[Offset: 0xc4, Size: 1] enum ClientSyncType;//[Offset: 0xc5, Size: 1] float ClientSyncInterval;//[Offset: 0xc8, Size: 4] bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] bool IsOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd, Size: 1] bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce, Size: 1] bool bNeedShowInUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf, Size: 1] int LocalizeDescID;//[Offset: 0xd0, Size: 4] int TipsOnAddBuff;//[Offset: 0xd4, Size: 4] int ModeOpen;//[Offset: 0xd8, Size: 4] FString ModeStrings;//[Offset: 0xdc, Size: 12] -------------------------------- Class: VehicleAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object delegate VehicleAvatarEqiuped;//[Offset: 0x3b0, Size: 12] delegate OnVehicleAvatarPreChange;//[Offset: 0x3bc, Size: 12] delegate OnEndChangeItemAvatar;//[Offset: 0x3c8, Size: 12] delegate OnServerAvatarEquiped;//[Offset: 0x3d4, Size: 12] bool bHasLightEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e0, Size: 1] bool CanChangeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e1, Size: 1] delegate VehicleLoadedBrokenMat;//[Offset: 0x3e4, Size: 12] bool bFPPMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f0, Size: 1] delegate VehicleLoadedFPPMesh;//[Offset: 0x3f4, Size: 12] FName FrontMatSlotName;//[Offset: 0x400, Size: 8] FName TailMatSlotName;//[Offset: 0x408, Size: 8] FName FPPMatSlotName;//[Offset: 0x410, Size: 8] MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x418, Size: 4] MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x41c, Size: 4] MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x420, Size: 4] VehicleAvatarPropretyHandle* DefaultPropertyHandle;//[Offset: 0x424, Size: 4] VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x428, Size: 4] bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x444, Size: 1] void WakeUpVehicle();// 0x236227c void VehicleAvatarPreChangeDelegate__DelegateSignature(int AvatarID);// 0x2c90a38 bool TriggerSelectRandomAvatar();// 0x23662bc void PreChangeVehicleBrokenAvatar();// 0x23662a8 void PreChangeVehicleAvatar(int InItemID);// 0x20a22e0 void PreChangeItemAvatar(int InItemID);// 0x2023418 void PreChangeAvatarFPP();// 0x2366294 void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x20a2258 void OverrideVehiclePhysX();// 0x2366280 void OnServerAvatarEquipedDelegate__DelegateSignature();// 0x2c90a38 SoftObjectPath GetVehicleFPPStaticMeshPath();// 0x23661fc SoftObjectPath GetVehicleFPPSkeletalMeshPath();// 0x2366178 ItemAvatarMatPath[] GetVehicleFPPMatPath();// 0x2366114 ItemAvatarMatPath[] GetVehicleBrokenMatPath();// 0x23660b0 FName GetReflectionCubeName_Lobby();// 0x2c90a38 FName GetReflectionCubeName();// 0x2366070 FString GetItemAvatarHandlePath(int ItemId);// 0x2c90a38 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemId);// 0x2c90a38 int GetDefaultAvatarID();// 0x2366048 BackpackVehicleAvatarHandle* GetDefaultAvatarHandle();// 0x2366020 int GetCurrentAvatarID();// 0x2366004 void ExitFPPVehicle();// 0x2365ff0 void EnterFPPVehicle(bool InEnterFPPInVehicle);// 0x2365f70 void EndChangeItemAvatarDelegate__DelegateSignature();// 0x2c90a38 void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x20232a0 void ClearVehicleLightEffect();// 0x2c90a38 bool CheckIsNeedEnterFPPVehicle();// 0x2365f48 bool CheckBrokenMesh();// 0x2365f20 bool CheckAvatarChanged();// 0x2365ef8 void AsyncLoadPropertyHandle();// 0x2365ee4 void ApplyReflectionCubemap(MeshComponent* MeshComp);// 0x2365e6c bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x2022f24 -------------------------------- Class: VehicleAvatarPropretyHandle.Object int AvatarID;//[Offset: 0x20, Size: 4] VehicleAvatarProperty AvatarProperty;//[Offset: 0x28, Size: 168] class STExtraVehicleBase* OwnerVehicleClass;//[Offset: 0xd0, Size: 40] -------------------------------- Class: VehicleAvatarProperty SkeletalMesh* TPPMesh;//[Offset: 0x0, Size: 40] SkeletalMesh* FPPMesh;//[Offset: 0x28, Size: 40] WheelSetup[] WheelSetups;//[Offset: 0x50, Size: 12] WheelHubSetup[] WheelHubSetups;//[Offset: 0x5c, Size: 12] STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x68, Size: 12] VehicleTransmissionData GearSetup;//[Offset: 0x74, Size: 40] Vector CenterOfMassOffset;//[Offset: 0x9c, Size: 12] -------------------------------- Class: WheelSetup class VehicleWheel* WheelClass;//[Offset: 0x0, Size: 4] FName BoneName;//[Offset: 0x8, Size: 8] Vector AdditionalOffset;//[Offset: 0x10, Size: 12] -------------------------------- Class: VehicleWheel.Object StaticMesh* CollisionMesh;//[Offset: 0x1c, Size: 4] bool bDontCreateShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool bAutoAdjustCollisionSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] Vector Offset;//[Offset: 0x24, Size: 12] float ShapeRadius;//[Offset: 0x30, Size: 4] float ShapeWidth;//[Offset: 0x34, Size: 4] float Mass;//[Offset: 0x38, Size: 4] float DampingRate;//[Offset: 0x3c, Size: 4] float SteerAngle;//[Offset: 0x40, Size: 4] bool bAffectedByHandbrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] TireType* TireType;//[Offset: 0x48, Size: 4] TireConfig* TireConfig;//[Offset: 0x4c, Size: 4] float LatStiffMaxLoad;//[Offset: 0x50, Size: 4] float LatStiffValue;//[Offset: 0x54, Size: 4] float LongStiffValue;//[Offset: 0x58, Size: 4] float SuspensionForceOffset;//[Offset: 0x5c, Size: 4] float SuspensionMaxRaise;//[Offset: 0x60, Size: 4] float SuspensionMaxDrop;//[Offset: 0x64, Size: 4] float SuspensionNaturalFrequency;//[Offset: 0x68, Size: 4] float SuspensionDampingRatio;//[Offset: 0x6c, Size: 4] byte SweepType;//[Offset: 0x70, Size: 1] float MaxBrakeTorque;//[Offset: 0x74, Size: 4] float MaxHandBrakeTorque;//[Offset: 0x78, Size: 4] WheeledVehicleMovementComponent* VehicleSim;//[Offset: 0x7c, Size: 4] int WheelIndex;//[Offset: 0x80, Size: 4] float DebugLongSlip;//[Offset: 0x84, Size: 4] float DebugLatSlip;//[Offset: 0x88, Size: 4] float DebugNormalizedTireLoad;//[Offset: 0x8c, Size: 4] float DebugWheelTorque;//[Offset: 0x94, Size: 4] float DebugLongForce;//[Offset: 0x98, Size: 4] float DebugLatForce;//[Offset: 0x9c, Size: 4] Vector Location;//[Offset: 0xa0, Size: 12] Vector OldLocation;//[Offset: 0xac, Size: 12] Vector Velocity;//[Offset: 0xb8, Size: 12] bool IsInAir();// 0x57ccbd8 float GetSuspensionOffset();// 0x57ccbb0 float GetSteerAngle();// 0x57ccb88 float GetRotationAngle();// 0x57ccb60 -------------------------------- Class: TireConfig.DataAsset.Object float FrictionScale;//[Offset: 0x20, Size: 4] TireConfigMaterialFriction[] TireFrictionScales;//[Offset: 0x24, Size: 12] -------------------------------- Class: TireConfigMaterialFriction PhysicalMaterial* PhysicalMaterial;//[Offset: 0x0, Size: 4] float FrictionScale;//[Offset: 0x4, Size: 4] -------------------------------- Class: WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object bool bDeprecatedSpringOffsetMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x128, Size: 1] WheelSetup[] WheelSetups;//[Offset: 0x12c, Size: 12] float Mass;//[Offset: 0x138, Size: 4] float DragCoefficient;//[Offset: 0x13c, Size: 4] float ChassisWidth;//[Offset: 0x140, Size: 4] float ChassisHeight;//[Offset: 0x144, Size: 4] bool bReverseAsBrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148, Size: 1] float DragArea;//[Offset: 0x14c, Size: 4] float EstimatedMaxEngineSpeed;//[Offset: 0x150, Size: 4] float MaxEngineRPM;//[Offset: 0x154, Size: 4] float DebugDragMagnitude;//[Offset: 0x158, Size: 4] Vector InertiaTensorScale;//[Offset: 0x15c, Size: 12] float MinNormalizedTireLoad;//[Offset: 0x168, Size: 4] float MinNormalizedTireLoadFiltered;//[Offset: 0x16c, Size: 4] float MaxNormalizedTireLoad;//[Offset: 0x170, Size: 4] float MaxNormalizedTireLoadFiltered;//[Offset: 0x174, Size: 4] float ThresholdLongitudinalSpeed;//[Offset: 0x178, Size: 4] int LowForwardSpeedSubStepCount;//[Offset: 0x17c, Size: 4] int HighForwardSpeedSubStepCount;//[Offset: 0x180, Size: 4] VehicleWheel*[] Wheels;//[Offset: 0x184, Size: 12] bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19c, Size: 1] float RVOAvoidanceRadius;//[Offset: 0x1a0, Size: 4] float RVOAvoidanceHeight;//[Offset: 0x1a4, Size: 4] float AvoidanceConsiderationRadius;//[Offset: 0x1a8, Size: 4] float RVOSteeringStep;//[Offset: 0x1ac, Size: 4] float RVOThrottleStep;//[Offset: 0x1b0, Size: 4] int AvoidanceUID;//[Offset: 0x1b4, Size: 4] NavAvoidanceMask AvoidanceGroup;//[Offset: 0x1b8, Size: 4] NavAvoidanceMask GroupsToAvoid;//[Offset: 0x1bc, Size: 4] NavAvoidanceMask GroupsToIgnore;//[Offset: 0x1c0, Size: 4] float AvoidanceWeight;//[Offset: 0x1c4, Size: 4] Vector PendingLaunchVelocity;//[Offset: 0x1c8, Size: 12] ReplicatedVehicleState ReplicatedState;//[Offset: 0x1e0, Size: 20] float RawSteeringInput;//[Offset: 0x1f8, Size: 4] float RawThrottleInput;//[Offset: 0x1fc, Size: 4] float RawBrakeInput;//[Offset: 0x200, Size: 4] bool bRawHandbrakeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x204, Size: 1] bool bRawGearUpInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x204, Size: 1] bool bRawGearDownInput;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x204, Size: 1] float SteeringInput;//[Offset: 0x208, Size: 4] float ThrottleInput;//[Offset: 0x20c, Size: 4] float BrakeInput;//[Offset: 0x210, Size: 4] float HandbrakeInput;//[Offset: 0x214, Size: 4] float IdleBrakeInput;//[Offset: 0x218, Size: 4] float StopThreshold;//[Offset: 0x21c, Size: 4] float WrongDirectionThreshold;//[Offset: 0x220, Size: 4] VehicleInputRate ThrottleInputRate;//[Offset: 0x224, Size: 8] VehicleInputRate BrakeInputRate;//[Offset: 0x22c, Size: 8] VehicleInputRate HandbrakeInputRate;//[Offset: 0x234, Size: 8] VehicleInputRate SteeringInputRate;//[Offset: 0x23c, Size: 8] bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x244, Size: 1] void SetUseAutoGears(bool bUseAuto);// 0x57cdf40 void SetThrottleInput(float Throttle);// 0x57cdec0 void SetTargetGear(int GearNum, bool bImmediate);// 0x57cddfc void SetSteeringInput(float Steering);// 0x2198d58 void SetPhysActive(bool bActive);// 0x57cdd7c void SetHandbrakeInput(bool bNewHandbrake);// 0x2198cd0 void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x57cdcf8 void SetGroupsToIgnore(int GroupFlags);// 0x57cdc80 void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x57cdbfc void SetGroupsToAvoid(int GroupFlags);// 0x57cdb84 void SetGearUp(bool bNewGearUp);// 0x57cdb04 void SetGearDown(bool bNewGearDown);// 0x57cda84 void SetBrakeInput(float Brake);// 0x57cda04 void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x57cd980 void SetAvoidanceGroup(int GroupFlags);// 0x57cd908 void SetAvoidanceEnabled(bool bEnable);// 0x57cd888 void ServerUpdateState(float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int CurrentGear);// 0x57cd6a4 void GetWheelShapeIndices(out int[] OutWheelShapeIndices);// 0x57cd594 bool GetUseAutoGears();// 0x57cd56c int GetTargetGear();// 0x57cd544 float GetForwardSpeed();// 0x57cd51c float GetEngineRotationSpeed();// 0x57cd4f4 float GetEngineMaxRotationSpeed();// 0x57cd4cc int GetCurrentGear();// 0x57cd4a4 void EnableVehicleWheel(int WheelIndex, bool InEnable);// 0x57cd3e0 void EnableVehicleSimulation(bool InEnable);// 0x57cd360 -------------------------------- Class: ReplicatedVehicleState float SteeringInput;//[Offset: 0x0, Size: 4] float ThrottleInput;//[Offset: 0x4, Size: 4] float BrakeInput;//[Offset: 0x8, Size: 4] float HandbrakeInput;//[Offset: 0xc, Size: 4] int CurrentGear;//[Offset: 0x10, Size: 4] -------------------------------- Class: VehicleInputRate float RiseRate;//[Offset: 0x0, Size: 4] float FallRate;//[Offset: 0x4, Size: 4] -------------------------------- Class: WheelHubSetup class VehicleWheel* WheelClass;//[Offset: 0x0, Size: 4] FName TireBoneName;//[Offset: 0x8, Size: 8] FName[] AssociationBoneName;//[Offset: 0x10, Size: 12] -------------------------------- Class: VehicleTransmissionData bool bUseGearAutoBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float GearSwitchTime;//[Offset: 0x4, Size: 4] float GearAutoBoxLatency;//[Offset: 0x8, Size: 4] float FinalRatio;//[Offset: 0xc, Size: 4] VehicleGearData[] ForwardGears;//[Offset: 0x10, Size: 12] float ReverseGearRatio;//[Offset: 0x1c, Size: 4] float NeutralGearUpRatio;//[Offset: 0x20, Size: 4] float ClutchStrength;//[Offset: 0x24, Size: 4] -------------------------------- Class: VehicleGearData float Ratio;//[Offset: 0x0, Size: 4] float DownRatio;//[Offset: 0x4, Size: 4] float UpRatio;//[Offset: 0x8, Size: 4] -------------------------------- Class: BackpackVehicleAvatarHandle.BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object enum[] SupportChangeTypes;//[Offset: 0x17c, Size: 12] ItemAvatarData[] BrokenMatData;//[Offset: 0x188, Size: 12] SkeletalMesh* SkeletalMeshBroken;//[Offset: 0x198, Size: 40] StaticMesh* StaticMeshBroken;//[Offset: 0x1c0, Size: 40] SkeletalMesh* FPPSkeletalMesh;//[Offset: 0x1e8, Size: 40] StaticMesh* FPPStaticMesh;//[Offset: 0x210, Size: 40] ItemAvatarData[] FPPMatData;//[Offset: 0x238, Size: 12] ParticleSfx;//[Offset: 0x244, Size: 60] ParticleSystem* ExplosionParticle;//[Offset: 0x280, Size: 40] class STExtraVehicleBase* lobbyWheeledVehicle;//[Offset: 0x2a8, Size: 40] ParticleSystem* LightEffect;//[Offset: 0x2d0, Size: 40] RefelectionCubemaps;//[Offset: 0x2f8, Size: 60] bool IsLowDeviceLODBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] VehCharAnimDataWrapper[] VehCharAnimData;//[Offset: 0x338, Size: 12] class AnimInstance* VehicleAnim;//[Offset: 0x348, Size: 40] -------------------------------- Class: VehCharAnimDataWrapper FName AnimCompTag;//[Offset: 0x0, Size: 8] VehCharAnimData[] VehCharAnimDataList;//[Offset: 0x8, Size: 12] -------------------------------- Class: VehCharAnimData byte VehAnimType;//[Offset: 0x0, Size: 1] AnimationAsset* VehAnimSoftPtr;//[Offset: 0x8, Size: 40] -------------------------------- Class: VehicleAdvanceAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object bool bAvatarFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67d, Size: 1] bool bAvatarBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67e, Size: 1] int MasterCompLODLevel;//[Offset: 0x680, Size: 4] int VehicleSkinID;//[Offset: 0x684, Size: 4] bool bMasterBaseMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x688, Size: 1] SkeletalMesh* MasterBaseMesh;//[Offset: 0x690, Size: 40] class AnimInstance* BaseAnimBP;//[Offset: 0x6b8, Size: 40] VehicleStyleData[] LogicStyleData;//[Offset: 0x6e0, Size: 12] delegate OnStyleEquippedEvent;//[Offset: 0x6ec, Size: 12] delegate OnStyleUnequippedEvent;//[Offset: 0x6f8, Size: 12] delegate OnServerAvatarEquiped;//[Offset: 0x704, Size: 12] enum[] AccessoryPartSlotTypes;//[Offset: 0x710, Size: 12] FName FrontMatSlotName;//[Offset: 0x720, Size: 8] FName TailMatSlotName;//[Offset: 0x728, Size: 8] FName FPPMatSlotName;//[Offset: 0x730, Size: 8] MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x738, Size: 4] MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x73c, Size: 4] MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x740, Size: 4] VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x744, Size: 4] void WakeUpVehicle();// 0x236227c void UpdateStaticMeshLOD(int MasterLODLevel);// 0x2362204 void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1ff9bc8 void SetVehicleAvatarNormalMode();// 0x23621f0 void SetVehicleAvatarFPPMode();// 0x23621dc void SetVehicleAvatarBroken();// 0x23621c8 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x1ff9610 void SetMasterBaseMeshPath(FString InPath);// 0x236210c void SetMasterBaseMeshAnimBP(FString InPath);// 0x2362050 void ResetAdvanceVehicleSkinID();// 0x22acc50 void RemoveAllEquippedStyle();// 0x236203c bool ProcessHandleUnequip(enum InSlotType);// 0x2361fbc bool ProcessHandleEquip(enum InSlotType);// 0x2361f3c void PreProcessBeforeLoadMesh();// 0x1f43244 void PostProcessAfterLoadMesh();// 0x1ff8b3c void PerChangeVehicleAvatar_Old(int InVehicleSkinID);// 0x2361ec4 void PerChangeVehicleAvatar(int InVehicleSkinID);// 0x2361e4c void OverrideVehiclePhysX();// 0x2361e38 void OnStyleUnequippedEvent__DelegateSignature(int OldStyleID);// 0x2c90a38 void OnStyleEquippedEvent__DelegateSignature(int NewStyleID, int OldStyleID);// 0x2c90a38 void OnServerAvatarEquipedDelegate__DelegateSignature();// 0x2c90a38 void OnRep_BodySlotStateChanged();// 0x1ff8a2c VehicleStyleData MakeVehicleStyleData(int InStyleID);// 0x2c90a38 bool IsValidAvatar();// 0x2361e10 int IsStyleHasModelConfig(out const VehicleStyleData InStyleData);// 0x2361d34 bool IsAvatarFPPMode();// 0x2361d0c bool IsAvatarBroken();// 0x2361ce4 bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x21985c8 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x1f42674 bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID);// 0x2361c5c bool InitVehicleAvatarBySkinID(int InVehicleSkinID);// 0x2361bd4 bool InitVehicleAvatar_Old(out const VehicleAvatarData InVehicleAvatarData);// 0x2361ac8 bool InitVehicleAvatar(out const VehicleAvatarData InVehicleAvatarData, bool bUpdateFlag);// 0x2361970 void InitMasterComponent();// 0x236195c void Initialize();// 0x1ff7550 void InitialAvatarParam();// 0x1f6b840 int HasStyleEquipped(int InStyleID);// 0x23618dc int HasEquippedSameStyle(int InStyleID);// 0x236185c bool HandleUnequipStyle(int InStyleID);// 0x23617dc void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x2198504 bool HandleEquipStyle(int InStyleID);// 0x236175c SkeletalMeshComponent* GetVehicleWheelMeshComp();// 0x2361734 MeshComponent* GetVehicleBodyMeshComp();// 0x236170c enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1ff6c9c FName GetReflectionCubeName_Lobby();// 0x2c90a38 FName GetReflectionCubeName();// 0x23616cc bool CanBeMeshMerge(int SlotID);// 0x236164c void ApplyReflectionCubemap(MeshComponent* MeshComp, ItemHandleBase* InItemHandle);// 0x2361590 -------------------------------- Class: VehicleStyleData int StyleID;//[Offset: 0x0, Size: 4] enum SlotType;//[Offset: 0x4, Size: 1] VehicleStyle[] MutilStyles;//[Offset: 0x8, Size: 12] -------------------------------- Class: VehicleStyle enum StyleType;//[Offset: 0x0, Size: 1] int StyleValue;//[Offset: 0x4, Size: 4] -------------------------------- Class: IdeaDecalActor.Actor.Object SceneComponent* DecalRootComp;//[Offset: 0x2fc, Size: 4] int DecalId;//[Offset: 0x300, Size: 4] int TeamID;//[Offset: 0x304, Size: 4] IdeaDecalInfo DecalInfo;//[Offset: 0x310, Size: 128] STExtraPlayerState* OwnerPS;//[Offset: 0x390, Size: 4] STExtraVehicleBase* Vehicle;//[Offset: 0x394, Size: 8] AkComponent* AkComponent;//[Offset: 0x39c, Size: 4] int PostEventID;//[Offset: 0x3a0, Size: 4] void RemoveSelfByParent();// 0x20b1fe4 void OnRep_DecalInfo();// 0x20b1fd0 void OnDamageableActorDestroyed(Vector LogicAreaLoc, bool bDefaultWalkable);// 0x20b1f0c -------------------------------- Class: IdeaDecalInfo int ID;//[Offset: 0x0, Size: 4] Transform Transform;//[Offset: 0x10, Size: 48] enum ParentType;//[Offset: 0x5d, Size: 1] PrimitiveComponent* Parent;//[Offset: 0x60, Size: 8] -------------------------------- Class: STExtraPlayerState.UAEPlayerState.LuaPlayerState.PlayerState.Info.Actor.Object int CommonRank;//[Offset: 0xcdc, Size: 4] FString IniTeamLeaderName;//[Offset: 0xce0, Size: 12] enum LiveState;//[Offset: 0xcec, Size: 1] CharacterAutoFollowStruct AutoFollowInfo;//[Offset: 0xcf0, Size: 8] STExtraBaseCharacter* CharacterOwner;//[Offset: 0xcf8, Size: 4] STExtraBaseCharacter* SpectatingCharacterOwner;//[Offset: 0xcfc, Size: 4] bool bIsRespawning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd00, Size: 1] float PlayerHealth;//[Offset: 0xd04, Size: 4] float PlayerHealthMax;//[Offset: 0xd08, Size: 4] float PlayerTemperature;//[Offset: 0xd0c, Size: 4] float PlayerTemperatureMax;//[Offset: 0xd10, Size: 4] CharacterLocAndRot SelfLocAndRot;//[Offset: 0xd14, Size: 24] CharacterLocAndRot UAVLocAndRot;//[Offset: 0xd2c, Size: 24] enum EUAVUseType;//[Offset: 0xd44, Size: 1] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd45, Size: 1] enum eCurVehicleType;//[Offset: 0xd46, Size: 1] enum EUAVCharacterMsgType;//[Offset: 0xd47, Size: 1] Vector PlayerDeadLocation;//[Offset: 0xd48, Size: 12] Vector PlayerBoxLocation;//[Offset: 0xd54, Size: 12] Vector MapMark;//[Offset: 0xd60, Size: 12] bool IsRestartAtPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd6c, Size: 1] Vector RestartLocation;//[Offset: 0xd70, Size: 12] Rotator RestartRotate;//[Offset: 0xd7c, Size: 12] UseQuickMsgMap;//[Offset: 0xd88, Size: 60] UseWheelMsgMap;//[Offset: 0xdc4, Size: 60] byte PlayerUseQuickSight;//[Offset: 0xe00, Size: 1] byte PlayerUseShoulderCnt;//[Offset: 0xe01, Size: 1] byte ShowMsgCnt;//[Offset: 0xe02, Size: 1] byte UserConfirmCnt;//[Offset: 0xe03, Size: 1] byte UserCancelCnt;//[Offset: 0xe04, Size: 1] byte UserDoNothingCnt;//[Offset: 0xe05, Size: 1] float FPSBeforeAdapt;//[Offset: 0xe08, Size: 4] float FPSAfterAdapt;//[Offset: 0xe0c, Size: 4] int AirDropBoxFirstPickUpNum;//[Offset: 0xe28, Size: 4] STExtraPlayerState*[] TeamMatePlayerStateList;//[Offset: 0xe2c, Size: 12] HistoricalTeammateInfo[] HistoricalTeammateInfoArray;//[Offset: 0xe38, Size: 12] int PlayerLayerID;//[Offset: 0xe80, Size: 4] VisualFieldInfo VisualFieldInfo;//[Offset: 0xe84, Size: 16] int Breath;//[Offset: 0xe94, Size: 4] DriveCarNotify DriveCarNotify;//[Offset: 0xe98, Size: 12] float EnegyBuffStage1;//[Offset: 0xea4, Size: 4] float EnegyBuffStage2;//[Offset: 0xea8, Size: 4] float EnegyBuffStage3;//[Offset: 0xeac, Size: 4] float EnegyBuffStage4;//[Offset: 0xeb0, Size: 4] float EnegyBuffReduceSpeedPerSec;//[Offset: 0xeb4, Size: 4] float CurEnegyBuff;//[Offset: 0xeb8, Size: 4] float EnegyBuffStage1RecoverHealthTime;//[Offset: 0xebc, Size: 4] float EnegyBuffStage1RecoverHealthVal;//[Offset: 0xec0, Size: 4] float EnegyBuffStage2RecoverHealthTime;//[Offset: 0xec4, Size: 4] float EnegyBuffStage2RecoverHealthVal;//[Offset: 0xec8, Size: 4] float EnegyBuffStage3RecoverHealthTime;//[Offset: 0xecc, Size: 4] float EnegyBuffStage3RecoverHealthVal;//[Offset: 0xed0, Size: 4] float EnegyBuffStage4RecoverHealthTime;//[Offset: 0xed4, Size: 4] float EnegyBuffStage4RecoverHealthVal;//[Offset: 0xed8, Size: 4] delegate OnLocalCharacterHPChangeDel;//[Offset: 0xedc, Size: 12] delegate OnPlayerKillsChangeDelegate;//[Offset: 0xee8, Size: 12] bool IsShowingRescueingUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef5, Size: 1] bool isReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf00, Size: 1] bool isLostConnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf01, Size: 1] int[] TeamMatesExitState;//[Offset: 0xf04, Size: 12] bool PlayerGameOver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf10, Size: 1] bool bGodSon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf11, Size: 1] bool bHasEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf12, Size: 1] uint32 LastInstigatorEnemyKey;//[Offset: 0xf18, Size: 4] int PlayersCountOnPlane;//[Offset: 0xf1c, Size: 4] GameModePlayerAliasShowInfo[] playerAliasShowInfoList;//[Offset: 0xf20, Size: 12] float SingleRoundTotalDamage;//[Offset: 0xf2c, Size: 4] int ContinuousKillsNum;//[Offset: 0xf30, Size: 4] delegate OnInfectionRoundDamageChange;//[Offset: 0xf34, Size: 12] MonsterTreasureBoxData[] MonsterTreasureBoxDatas;//[Offset: 0xf40, Size: 12] int MonsterTreasureBoxGetNum;//[Offset: 0xf4c, Size: 4] int MonsterTreasureBoxDefendNum;//[Offset: 0xf50, Size: 4] int OpnedMosnterBoxNum;//[Offset: 0xf54, Size: 4] bool bHasSendBattleResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf58, Size: 1] BuildMaterialData[] BuildMat_GetList;//[Offset: 0xf5c, Size: 12] BuildMaterialData[] BuildMat_UseList;//[Offset: 0xf68, Size: 12] int MaxDecalCount;//[Offset: 0xf8c, Size: 4] IdeaDecalActor*[] DecalActorList;//[Offset: 0xf90, Size: 12] PlayerStaticInfoInOB[] KickListTotalPlayers;//[Offset: 0xff0, Size: 12] float SignalHP;//[Offset: 0xffc, Size: 4] delegate OnSignalHPChange;//[Offset: 0x1000, Size: 12] float SignalHPRemainingTime;//[Offset: 0x100c, Size: 4] float LeanOutL_AimAngle;//[Offset: 0x1010, Size: 4] float LeanOutR_AimAngle;//[Offset: 0x1014, Size: 4] CharacterBuffRecord[] CharacterBuffRecords;//[Offset: 0x1018, Size: 12] int RemainingRevivalTime;//[Offset: 0x1024, Size: 4] int RemainingRevivalCount;//[Offset: 0x1028, Size: 4] bool IsIDCardCaptured;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102c, Size: 1] bool IsInWaittingRevivalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102d, Size: 1] bool IsInRevivingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102e, Size: 1] bool IsGiveUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102f, Size: 1] bool bHasRevivalSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1030, Size: 1] int SelfRevivalCountdown;//[Offset: 0x1034, Size: 4] bool bInRevivalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1038, Size: 1] int64 RevivalCardCreateTime;//[Offset: 0x1040, Size: 8] delegate OnRevivalStateChangeDelegate;//[Offset: 0x1048, Size: 12] delegate OnRevivalRemainingTimeChangeDelegate;//[Offset: 0x1054, Size: 12] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0x1060, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0x106c, Size: 12] MarkSyncData[] SyncMarkDispatchData_Self;//[Offset: 0x1078, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData_Self;//[Offset: 0x1084, Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0x1090, Size: 12] LastMarkInstanceID;//[Offset: 0x109c, Size: 60] CurrentMarkInstanceID;//[Offset: 0x10d8, Size: 60] CurrentMarkInstanceIDMap;//[Offset: 0x1114, Size: 60] LastMarkInstanceIDMap;//[Offset: 0x1150, Size: 60] float KdValue;//[Offset: 0x118c, Size: 4] Vector LastVehicleLocation;//[Offset: 0x11a4, Size: 12] delegate OnMapMultiMarkChange;//[Offset: 0x11b8, Size: 12] delegate OnPlayerUnderAttack;//[Offset: 0x11c4, Size: 12] delegate OnSetPlane;//[Offset: 0x11d0, Size: 12] Vector[] MapMultiMark;//[Offset: 0x11dc, Size: 12] bool bForceHideTeamatePositionItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1224, Size: 1] Vector AirplaneStartLoc;//[Offset: 0x1228, Size: 12] Vector AirplaneStopLoc;//[Offset: 0x1234, Size: 12] Vector AirplaneCanJumpLoc;//[Offset: 0x1240, Size: 12] Vector AirplaneForceJumpLoc;//[Offset: 0x124c, Size: 12] Vector LastValidAirplaneCanJumpLoc;//[Offset: 0x1258, Size: 12] Vector LastValidAirplaneForceJumpLoc;//[Offset: 0x1264, Size: 12] Actor* Plane;//[Offset: 0x1270, Size: 4] int FlightNo;//[Offset: 0x1274, Size: 4] bool IsAIShouldIgnoreSenseEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1278, Size: 1] FName[] CurMapTags;//[Offset: 0x127c, Size: 12] FName[] ShowingMapTags;//[Offset: 0x1288, Size: 12] delegate OnMapTagsChangedDelegate;//[Offset: 0x1294, Size: 12] void UpdateSelfHealthDataOnServer();// 0x22add90 void UpdateDeliveryData(uint32 InDeliverPlayerKey, byte DeliveryAIType);// 0x22adccc void SyncAirplaneRoute(Vector StartLoc, Vector StopLoc, Vector CanJumpLoc, Vector ForceJumpLoc);// 0x22adb7c void SetPlayerMapMultiMark(Vector Loc, bool bAdd, int MaxNum, bool bClearAll);// 0x22ada24 void SetPlayerGiveUp(bool InGiveUp);// 0x22ad9a4 void SetLastValidAirplaneInfo();// 0x22ad990 void SetForceSyncTeammateData(bool IsForCE);// 0x22ad914 void SetCurMapTags(const FName[] mapTags);// 0x22ad820 void SetAirplaneStopLoc(Vector StopLoc);// 0x22ad7a0 void SetAirplaneStartLoc(Vector StarLoc);// 0x22ad720 void SetAirplaneForceJumpLoc(Vector ForceJumpLoc);// 0x22ad6a0 void SetAirplaneCanJumpLoc(Vector CanJumpLoc);// 0x22ad620 void SaveBuffData();// 0x22ad604 void RPC_OnPlayerUnderAttack();// 0x1ff8b58 void RestoreBuffData();// 0x22ad5e8 void RespondToPawnRescueingStatusChange(Character* _helpWho, Character* _ownerPawn, bool IsTurningInto, float RemainingRescueTime, bool IsFirstPlayerHelper);// 0x22ad444 void RespondToPawnCanRescueOtherStatusChange(STExtraBaseCharacter* _helpWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x22ad33c void RespondToPawnCanCarryOtherStatusChange(STExtraBaseCharacter* _carryWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x22ad234 void RespondToPawnCanCaptivateOtherStatusChange(STExtraBaseCharacter* _carryWho, STExtraBaseCharacter* _ownerPawn, bool bIsBegged);// 0x22ad12c void RespondToPawnBreathChange(float _health, byte _healthStatus, STExtraBaseCharacter* param2);// 0x22ad02c void RemovePaintDecal(IdeaDecalActor* DecalActor);// 0x22acfb4 void RefreshRevivalState();// 0x22acfa0 void RefreshFollowMark();// 0x22acf8c void RefreshAirplaneRoute();// 0x22acf78 void PlayerStateSetPlane__DelegateSignature(Actor* Plane);// 0x2c90a38 int PlayersCountOnMyPlane();// 0x22acf50 void OnRevivalStateChangeDelegate__DelegateSignature(bool InRevivalState, bool IsIDCapPick, bool PlayAniAndSound);// 0x2c90a38 void OnRevivalRemainingTimeChangeDelegate__DelegateSignature(int RemainingTime, int MaxTime);// 0x2c90a38 void OnRep_VisualFieldInfo();// 0x22acf3c void OnRep_UpdateKillMonsterNum();// 0x22acf20 void OnRep_TeamMatePlayerStateList();// 0x22acf0c void OnRep_SingleRoundTotalDamage();// 0x22acef8 void OnRep_SignalHP();// 0x22acee4 void OnRep_RemainingRevivalTime();// 0x22aced0 void OnRep_RemainingRevivalCount();// 0x2c90a38 void OnRep_RankNotify();// 0x22acebc void OnRep_PlayerTemperatureChanged();// 0x22acea8 void OnRep_PlayersCountOnPlane();// 0x22ace94 void OnRep_PlayerReconnectEvent();// 0x22ace80 void OnRep_PlayerName();// 0x1fccb38 void OnRep_PlayerLostConnectionEvent();// 0x22ace6c void OnRep_PlayerLiveStateInternal();// 0x22ace58 void OnRep_PlayerLiveState();// 0x22ace3c void OnRep_PlayerKillsChange();// 0x22ace20 void OnRep_PlayerIsFollowing();// 0x22ace0c void OnRep_PlayerGiveUp();// 0x22acdf0 void OnRep_PlayerGameOver();// 0x22acddc void OnRep_PlayerExitGameEvent();// 0x22acdc8 void OnRep_PlayerAliasShowInfoList();// 0x22acdb4 void OnRep_Plane();// 0x22acda0 void OnRep_MarkSyncData();// 0x22acd8c void OnRep_MarkSelfSyncData();// 0x22acd78 void OnRep_MapMarkNotify();// 0x22acd64 void OnRep_LastVehicleLocation();// 0x22acd50 void OnRep_IsIDCardCaptured();// 0x22acd3c void OnRep_HPChanged();// 0x1f6b840 void OnRep_HasRevivalSign();// 0x22acd20 void OnRep_HasEscaped();// 0x22acd0c void OnRep_CurMapTags();// 0x22accf8 void OnRep_ChangeRevivalState();// 0x20b1c64 void OnRep_ChangeInRevivingState();// 0x22acce4 void OnRep_BreathChanged();// 0x22accd0 void OnRep_BPS();// 0x22accbc void OnRep_AirplaneStopLoc();// 0x22acca8 void OnRep_AirplaneStartLoc();// 0x22acc94 void OnRep_AirplaneForceJumpLoc();// 0x22acc80 void OnRep_AirplaneCanJumpLoc();// 0x22acc6c void OnPlayerUnderAttack__DelegateSignature(FString PUID);// 0x2c90a38 void OnPlayerKillsChangeDelegate__DelegateSignature();// 0x2c90a38 void OnNewRound();// 0x215adf4 void OnMapTagsChangedDelegate__DelegateSignature(STExtraPlayerState* CurPlayerState);// 0x2c90a38 void OnMapMultiMarkChange__DelegateSignature(Vector[] MapMultiMark);// 0x2c90a38 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2c90a38 void OnClientVeteranRecruitIndexUpdated();// 0x22acc50 void OnClientRemoveBuff(int BuffID, int SkillID);// 0x215ad30 void OnClientAddBuff(int BuffID, int SkillID);// 0x215ac6c bool ModifyHawkEyeTeamMatePlayerStateName(STExtraPlayerState* InPlayerState, uint32 WatchPlayerKey);// 0x22acb8c void LuaReceiveBeginPlay();// 0x22acb70 void Kill(int ScoreNum, Character* VictimPawn);// 0x22acaac bool IsSinglePlayer();// 0x22aca84 bool IsLocalPlayerState();// 0x22aca5c bool IsInGame();// 0x22aca2c bool IsInBetrayState();// 0x22ac9fc bool IsAlive();// 0x22ac9d4 uint32 GetUserIDByMemberID(int memberID);// 0x22ac94c void GetTeamMatePlayerUIDList(out FString[] OutList, bool bIsExcludeMyself);// 0x22ac7c0 void GetTeamMatePlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x22ac69c STExtraPlayerState* GetTeamMatePlayerStateFromPlayerKey(uint32 InPlayerKey);// 0x22ac61c STExtraPlayerState* GetTeammatePlayerState(int TeammateIndex);// 0x22ac59c int GetTeamMateIndexByName(FString TeammateName);// 0x22ac4d8 int GetTeamMateIndex(STExtraPlayerState* Teammate);// 0x22ac458 int GetTeammateCount();// 0x22ac430 STExtraPlayerState* GetTeammateByName(FString TeammateName);// 0x22ac36c FString GetStringPlayerKey();// 0x22ac2ac float GetPlayerTemperature();// 0x22ac284 int GetPlayerTeamIndex();// 0x22ac25c float GetPlayerMaxTemperature();// 0x22ac234 float GetPlayerMaxHealth();// 0x22ac20c int GetPlayerIndexInTeam();// 0x22ac1e4 float GetPlayerHealthPercent();// 0x22ac1bc float GetPlayerHealth();// 0x22ac194 Vector GetPlayerCurLoc();// 0x22ac14c STExtraBaseCharacter* GetPlayerCharacter();// 0x22ac124 void GetPlayerAliasInfoList(out GameModePlayerAliasShowInfo[] OutList);// 0x22ac078 float GetMaxEnegyBuff();// 0x22ac028 MarkSyncData GetMarkDataByInstanceID(int InInstanceID);// 0x22abea8 Vector GetMapMark3DLocation();// 0x22abe60 Vector GetLastValidAirplaneForceJumpLoc();// 0x22abe30 Vector GetLastValidAirplaneCanJumpLoc();// 0x22abe00 Vector GetForceJumpLoc();// 0x22abdd0 Vector GetCanJumpLoc();// 0x22abda4 void GetCampMatePlayerList(out STExtraBaseCharacter*[] playerList, bool includeTeammate);// 0x22abc88 float GetBreathPercentage();// 0x22abc60 int GetBountyGold();// 0x2c90a38 Vector2D GetAutoParachuteJumpPlaneLoc();// 0x22abc20 MarkSyncData[] GetAllSelfMarkData();// 0x22abbbc void GetAllPlayerStates(out STExtraPlayerState*[] OutList);// 0x22abaf0 void GetAllPlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x22ab9cc MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x22ab920 void GetAlertDataByIndex(int Index, out int IconID, out int AlertID, out Vector Location, out enum Status);// 0x22ab74c Vector GetAirplaneStopLoc();// 0x22ab71c Vector GetAirplaneStartLoc();// 0x22ab6ec Vector2D GetAirplaneForward2D();// 0x22ab6ac void ForceNotifyAlertUpdate();// 0x22ab698 void FollowInitialTeamParachuteLeaderAndShowTips(FString LeaderName);// 0x22ab540 void FadeTeammatesMapMark();// 0x22ab52c void DispatchPlayerExitEvent();// 0x22ab510 Vector2D ConverMapMarkTo2D(out const Vector MapMark3D);// 0x22ab47c void ClientSyncRoute(Vector StartLoc, Vector StopLoc);// 0x22ab3b4 void ClientDisplayGameTipWithMsgID(int ID, FString param1, FString param2);// 0x22ab1f0 void ChangeFadeMapMarkDist(float NewDist);// 0x22ab174 bool CanSelfRevive();// 0x22ab144 bool CanRevivalTeammate();// 0x22ab11c bool CanBeRevival();// 0x22ab0ec byte CalculateEnegyStage();// 0x22ab0c4 void BPKill(Character* VictimPawn);// 0x22ab044 void AddOneAssist();// 0x22ab028 void AddInDamageAmount(Actor* Causor, float FinalDamage);// 0x22aaf64 void AddEnegySafety(float AddVal);// 0x22aaeec void AddDamager(STExtraBaseCharacter* Damager, int DamageType);// 0x22aae28 void AddDamageAmount(Character* VictimPawn, float FinalDamage, bool bHitHead);// 0x22aad18 -------------------------------- Class: CharacterAutoFollowStruct bool IsFollowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] STExtraBaseCharacter* Target;//[Offset: 0x4, Size: 4] -------------------------------- Class: CharacterLocAndRot Vector Loc;//[Offset: 0x0, Size: 12] Rotator Rot;//[Offset: 0xc, Size: 12] -------------------------------- Class: HistoricalTeammateInfo FString Name;//[Offset: 0x0, Size: 12] FString UId;//[Offset: 0xc, Size: 12] FString OpenID;//[Offset: 0x18, Size: 12] bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] int InTeamIndex;//[Offset: 0x28, Size: 4] -------------------------------- Class: VisualFieldInfo int ViewerLayerID;//[Offset: 0x0, Size: 4] VisualFieldMetaInfo[] VisualFieldMetaInfoList;//[Offset: 0x4, Size: 12] -------------------------------- Class: VisualFieldMetaInfo Vector Location;//[Offset: 0x0, Size: 12] int LayerID;//[Offset: 0xc, Size: 4] -------------------------------- Class: DriveCarNotify byte DriveCar;//[Offset: 0x0, Size: 1] STExtraBaseCharacter* Character;//[Offset: 0x4, Size: 4] STExtraWheeledVehicle* Vehicle;//[Offset: 0x8, Size: 4] -------------------------------- Class: STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object STVehicleWheelDustConfig* DustConfig;//[Offset: 0xf80, Size: 4] ParticleSystemComponent* DustPSC;//[Offset: 0xf84, Size: 4] ParticleSystemComponent*[] PSCs;//[Offset: 0xf94, Size: 12] class TrailMarkActor* TrailMarkClass;//[Offset: 0xfa0, Size: 40] TrailMarkActor* WeakTrailMarkActor;//[Offset: 0xfc8, Size: 8] STExtraVehicleMovementComponent4W* VehicleMovement;//[Offset: 0xfd0, Size: 4] float TorqueMultiplierforBoosting;//[Offset: 0xfd8, Size: 4] float WheelEffectUpdateInterval;//[Offset: 0xfdc, Size: 4] bool bWheelEffectUseSocketBone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe0, Size: 1] int ValidTransformMinWheelNum;//[Offset: 0xfe4, Size: 4] delegate OnVehicleWheelLanded;//[Offset: 0xfe8, Size: 12] float MinLandingWheelSuspensionOffset;//[Offset: 0xff4, Size: 4] delegate OnVehicleGearChanged;//[Offset: 0xff8, Size: 12] AkAudioEvent* Sfx_MoveConcrete;//[Offset: 0x100c, Size: 4] AkAudioEvent* Sfx_MoveMud;//[Offset: 0x1010, Size: 4] AkAudioEvent* Sfx_MoveWater;//[Offset: 0x1014, Size: 4] AkAudioEvent* Sfx_Slip;//[Offset: 0x1018, Size: 4] AkAudioEvent* Sfx_TireExplosion;//[Offset: 0x101c, Size: 4] AkAudioEvent* Sfx_GearUp;//[Offset: 0x1020, Size: 4] AkAudioEvent* Sfx_GearDown;//[Offset: 0x1024, Size: 4] CurveFloat* Sfx_RPMRelativeCurve;//[Offset: 0x1028, Size: 4] WheelSfxConfig* WheelSfxConfig;//[Offset: 0x102c, Size: 4] STExtraVehicleSfxLoop WheelSlipSfxLoop;//[Offset: 0x1030, Size: 92] STExtraVehicleWheelSfxOnSurface WheelSfxOnSurface;//[Offset: 0x108c, Size: 76] AkComponent* AkComp_WheelFriction;//[Offset: 0x10d8, Size: 4] float RTPC_Throttle_InterpSpeed_Up;//[Offset: 0x10f0, Size: 4] float RTPC_Throttle_InterpSpeed_Down;//[Offset: 0x10f4, Size: 4] float WheelSfxUpdateInterval;//[Offset: 0x111c, Size: 4] ParticleSystem* PlumeSmokeTemplate;//[Offset: 0x1124, Size: 4] FString LoopSmokeCmpName;//[Offset: 0x1128, Size: 12] STReplicatedVehicleState STReplicatedState;//[Offset: 0x1134, Size: 12] bool ShouldDestroyPhysxWhileFreeze;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1140, Size: 1] float ExtraBoostFactor;//[Offset: 0x1144, Size: 4] FName IsStoppedBlackboardKeyName;//[Offset: 0x1198, Size: 8] FName TargetLocationBlackboardKeyName;//[Offset: 0x11a0, Size: 8] FName PathingLocationBlackboardKeyName;//[Offset: 0x11a8, Size: 8] FName PathInputLocationBlackboardKeyName;//[Offset: 0x11b0, Size: 8] void STServerUpdateState(int8 InSteeringInput, int8 InThrottleInput, int8 InBrakeInput, int8 InHandbrakeInput, int8 CurrentGear);// 0x22e6ab0 void SetHandBrake(float Rate);// 0x22e6a30 void SetBoosting(bool bEnalbed);// 0x22cc4e8 void PostLoadFPPMesh();// 0x22d8970 void OnWheelsLanded();// 0x22e6a1c void OnRep_ReplicatedState();// 0x1f6b840 void OnGearChanged(bool bIsUp);// 0x22e699c void MulticastDrawNavigationDebug(float DeltaSeconds, Vector TargetLocation, Vector PathingLocation, Vector PathInputLocation);// 0x22e6844 void MulticastDrawAvoidanceDebugLineTraceSingle(float DeltaSeconds, Vector LineTraceStart, Vector LineTraceEnd, const byte[] ObjectTypesToAvoid);// 0x22e66b0 void MulticastDrawAvoidanceDebugLineTraceMulti(float DeltaSeconds, Vector LineTraceStart, Vector LineTraceEnd, const byte[] ObjectTypesToAvoid);// 0x22e651c void MulticastDrawAvoidanceDebugBoxTraceSingle(float DeltaSeconds, Vector BoxTraceStart, Vector BoxTraceEnd, Vector BoxHalfSize, Rotator BoxOrientation, const byte[] ObjectTypesToAvoid);// 0x22e62c8 void MulticastDrawAvoidanceDebugBoxTraceMulti(float DeltaSeconds, Vector BoxTraceStart, Vector BoxTraceEnd, Vector BoxHalfSize, Rotator BoxOrientation, const byte[] ObjectTypesToAvoid);// 0x22e6074 void MoveRight(float Rate);// 0x22e5ff4 void MoveForward(float Rate);// 0x22e5f74 float GetVehicleSpeed();// 0x22e5f4c float GetVehicleSlip();// 0x22e5f1c Vector GetRotationInputDir();// 0x21dce70 int GetCurrentGear(float MinRot);// 0x22e5e9c float GetBoostFactor();// 0x22e5e6c void BroadcastClientVehicleWheelDestroyEffect();// 0x21fcfa8 -------------------------------- Class: STVehicleWheelDustConfig.DataAsset.Object STVehicleWheelDust[] WheelDusts;//[Offset: 0x20, Size: 12] -------------------------------- Class: STVehicleWheelDust byte ContactSurface;//[Offset: 0x0, Size: 1] ParticleSystem* MoveFx;//[Offset: 0x4, Size: 4] ParticleSystem* SlipFx;//[Offset: 0x8, Size: 4] ParticleSystem* HubFx;//[Offset: 0xc, Size: 4] float minSpeed;//[Offset: 0x10, Size: 4] -------------------------------- Class: TrailMarkActor.Actor.Object int MaxQuadNum;//[Offset: 0x2fc, Size: 4] float MaxQuadLength;//[Offset: 0x300, Size: 4] float QuadDirectionAcceptAngle;//[Offset: 0x304, Size: 4] MaterialInterface* TrailMarkMaterial;//[Offset: 0x308, Size: 4] float DefaultTrailWidth;//[Offset: 0x30c, Size: 4] bool bUseTrailLength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] float DefaultTrailLength;//[Offset: 0x314, Size: 4] float TextureLength;//[Offset: 0x318, Size: 4] int USegmentNum;//[Offset: 0x31c, Size: 4] int CoordU;//[Offset: 0x320, Size: 4] int SlippingCoordU;//[Offset: 0x324, Size: 4] int BrokenCoordU;//[Offset: 0x328, Size: 4] bool bUseAdditionalType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c, Size: 1] float AdditionalTrailWidth;//[Offset: 0x330, Size: 4] float AdditionalTextureLength;//[Offset: 0x334, Size: 4] int AdditionalCoordU;//[Offset: 0x338, Size: 4] int AdditionalSlippingCoordU;//[Offset: 0x33c, Size: 4] int AdditionalBrokenCoordU;//[Offset: 0x340, Size: 4] bool bDeferUpdateTrailMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] RuntimeMeshComponent* TrailMesh;//[Offset: 0x348, Size: 4] void UpdateInput(out const TrailMarkInputData[] NewInput);// 0x23042d4 void StopUpdate();// 0x23042c0 bool IsUpdating();// 0x2304298 -------------------------------- Class: RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object delegate CollisionUpdated;//[Offset: 0x5e0, Size: 12] bool bUseComplexAsSimpleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ec, Size: 1] bool bUseAsyncCooking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ed, Size: 1] bool bShouldSerializeMeshData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ee, Size: 1] enum CollisionMode;//[Offset: 0x5ef, Size: 1] BodySetup* BodySetup;//[Offset: 0x5f0, Size: 4] RuntimeMeshCollisionSection[] MeshCollisionSections;//[Offset: 0x614, Size: 12] RuntimeConvexCollisionSection[] ConvexCollisionSections;//[Offset: 0x620, Size: 12] BoxSphereBounds LocalBounds;//[Offset: 0x62c, Size: 28] RuntimeMeshComponentPrePhysicsTickFunction PrePhysicsTick;//[Offset: 0x648, Size: 60] BodySetup*[] AsyncBodySetupQueue;//[Offset: 0x684, Size: 12] void UpdateMeshSection_Blueprint(int SectionIndex, out const Vector[] Vertices, out const int[] Triangles, out const Vector[] Normals, out const RuntimeMeshTangent[] Tangents, out const Vector2D[] UV0, out const Vector2D[] UV1, out const LinearColor[] Colors, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles);// 0x54ae310 void SetSectionTessellationTriangles(int SectionIndex, out const int[] TessellationTriangles, bool bShouldMoveArray);// 0x54ae1b0 void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);// 0x54ae0ec void SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled);// 0x54ae028 void SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow);// 0x54adf64 void SetMeshCollisionSection(int CollisionSectionIndex, out const Vector[] Vertices, out const int[] Triangles);// 0x54addbc void RuntimeMeshCollisionUpdatedDelegate__DelegateSignature();// 0x2c90a38 bool IsMeshSectionVisible(int SectionIndex);// 0x54add3c bool IsMeshSectionCollisionEnabled(int SectionIndex);// 0x54adcbc bool IsMeshSectionCastingShadows(int SectionIndex);// 0x54adc3c int GetNumSections();// 0x54adc14 int GetLastSectionIndex();// 0x54adbec int FirstAvailableMeshSectionIndex();// 0x54adbc4 void EndBatchUpdates();// 0x54adbb0 bool DoesSectionExist(int SectionIndex);// 0x54adb30 void CreateMeshSection_Blueprint(int SectionIndex, out const Vector[] Vertices, out const int[] Triangles, out const Vector[] Normals, out const RuntimeMeshTangent[] Tangents, out const Vector2D[] UV0, out const Vector2D[] UV1, out const LinearColor[] Colors, bool bCreateCollision, bool bCalculateNormalTangent, bool bGenerateTessellationTriangles, enum UpdateFrequency);// 0x54ad540 void CookCollisionNow();// 0x54ad52c void ClearMeshSection(int SectionIndex);// 0x54ad4b4 void ClearMeshCollisionSection(int CollisionSectionIndex);// 0x54ad43c void ClearCollisionConvexMeshes();// 0x54ad428 void ClearAllMeshSections();// 0x54ad414 void ClearAllMeshCollisionSections();// 0x54ad400 void BeginBatchUpdates();// 0x54ad3e4 void AddCollisionConvexMesh(Vector[] ConvexVerts);// 0x54ad288 -------------------------------- Class: RuntimeMeshCollisionSection Vector[] VertexBuffer;//[Offset: 0x0, Size: 12] int[] IndexBuffer;//[Offset: 0xc, Size: 12] -------------------------------- Class: RuntimeConvexCollisionSection Vector[] VertexBuffer;//[Offset: 0x0, Size: 12] Box BoundingBox;//[Offset: 0xc, Size: 28] -------------------------------- Class: RuntimeMeshComponentPrePhysicsTickFunction.TickFunction -------------------------------- Class: RuntimeMeshTangent Vector TangentX;//[Offset: 0x0, Size: 12] bool bFlipTangentY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: TrailMarkInputData bool bContainValidData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] Transform Trans;//[Offset: 0x10, Size: 48] Vector Normal;//[Offset: 0x40, Size: 12] enum Type;//[Offset: 0x4c, Size: 1] bool bBackWheel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d, Size: 1] -------------------------------- Class: STExtraVehicleMovementComponent4W.WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object WheelHubSetup[] WheelHubSetups;//[Offset: 0x37c, Size: 12] FName[] ExtraOptBoneNames;//[Offset: 0x388, Size: 12] bool bHideWheelPhyBodyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] float DebugVehicleSettingInterval;//[Offset: 0x3a4, Size: 4] VehicleWheel*[] WheelHubs;//[Offset: 0x3a8, Size: 12] STExtraVehicleBase* CharacterOwner;//[Offset: 0x3bc, Size: 4] mapCachedWheelData;//[Offset: 0x3fc, Size: 60] float MaxRPMLimit;//[Offset: 0x524, Size: 4] float TorqueRate;//[Offset: 0x528, Size: 4] byte[] SpecialModifyCollisionList;//[Offset: 0x52c, Size: 12] int[] SpecialModifyShapeIndexList;//[Offset: 0x538, Size: 12] FName RootBodyName;//[Offset: 0x548, Size: 8] bool bAllowCollisionWeld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] bool IsInAir_bServerCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x551, Size: 1] bool IsInAir_bClientCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x552, Size: 1] int IsInAir_ShapeIndexToQuery;//[Offset: 0x554, Size: 4] float IsInAir_QueryInterval;//[Offset: 0x558, Size: 4] float IsInAir_QueryLength;//[Offset: 0x55c, Size: 4] delegate OnIsInAirChange;//[Offset: 0x560, Size: 12] bool IsInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c, Size: 1] bool DynamicChangeDragCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1] float DragCoefficientInAir;//[Offset: 0x578, Size: 4] void SetVehicleToRestState();// 0x22df630 void SetTransmissionSetup(out const VehicleTransmissionData NewTransmissionSetup);// 0x22df564 void SetSuspensionIgnoreMask(int InIgnoreMask);// 0x22df4ec void SetEngineSetup(out const VehicleEngineData NewEngineSetup);// 0x22df384 void SetDragCoefficient(float InDragCoefficient);// 0x22df304 void SetDifferentialSetup(out const VehicleDifferential4WData NewDifferentialSetup);// 0x22df280 void SetBoosting(float Rate);// 0x22df200 void RefreshBodyCollision();// 0x22df1ec void OnExpoldeStopWheel();// 0x22df1d8 void MoveWheelShapeHeight(float Height);// 0x22df160 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x22df060 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x22deed4 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x22dedd4 int GetSuspensionIgnoreMask();// 0x22dedac int GetNumWheelsNotInAir();// 0x22ded84 Vector GetLinearVelocity();// 0x22ded3c Transform GetCMassLocalPose();// 0x22decdc void ForceWheelsRotate(float DriveTorque);// 0x22dec64 void ClearDestroyedWheel();// 0x22dec50 void ChangeDragCoefficientInInAir();// 0x22dec3c -------------------------------- Class: WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object VehicleEngineData EngineSetup;//[Offset: 0x270, Size: 108] VehicleDifferential4WData DifferentialSetup;//[Offset: 0x2dc, Size: 28] VehicleTransmissionData TransmissionSetup;//[Offset: 0x2f8, Size: 40] RuntimeFloatCurve SteeringCurve;//[Offset: 0x320, Size: 88] float AckermannAccuracy;//[Offset: 0x378, Size: 4] -------------------------------- Class: CachedWheelData bool WheelsInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float WheelSuspensionOffset;//[Offset: 0x4, Size: 4] PhysicalMaterial* WheelContactMaterial;//[Offset: 0x8, Size: 4] -------------------------------- Class: VehicleEngineData RuntimeFloatCurve TorqueCurve;//[Offset: 0x0, Size: 88] float MaxRPM;//[Offset: 0x58, Size: 4] float MOI;//[Offset: 0x5c, Size: 4] float DampingRateFullThrottle;//[Offset: 0x60, Size: 4] float DampingRateZeroThrottleClutchEngaged;//[Offset: 0x64, Size: 4] float DampingRateZeroThrottleClutchDisengaged;//[Offset: 0x68, Size: 4] -------------------------------- Class: VehicleDifferential4WData byte DifferentialType;//[Offset: 0x0, Size: 1] float FrontRearSplit;//[Offset: 0x4, Size: 4] float FrontLeftRightSplit;//[Offset: 0x8, Size: 4] float RearLeftRightSplit;//[Offset: 0xc, Size: 4] float CentreBias;//[Offset: 0x10, Size: 4] float FrontBias;//[Offset: 0x14, Size: 4] float RearBias;//[Offset: 0x18, Size: 4] -------------------------------- Class: WheelSfxConfig.DataAsset.Object WheelSfxOnSurface[] WheelSfxOnSurface;//[Offset: 0x20, Size: 12] -------------------------------- Class: WheelSfxOnSurface PhysicalMaterial* SurfaceMaterial;//[Offset: 0x0, Size: 4] AkAudioEvent* EventStart;//[Offset: 0x4, Size: 4] AkAudioEvent* EventStop;//[Offset: 0x8, Size: 4] -------------------------------- Class: STExtraVehicleWheelSfxOnSurface.STExtraVehicleSfxLoopBase PhysicalMaterial* LastSurfaceMaterial;//[Offset: 0x40, Size: 4] WheelSfxConfig* WheelSfxConfig;//[Offset: 0x44, Size: 4] -------------------------------- Class: STReplicatedVehicleState int8 SteeringInput;//[Offset: 0x0, Size: 1] int8 ThrottleInput;//[Offset: 0x1, Size: 1] int8 BrakeInput;//[Offset: 0x2, Size: 1] int8 HandbrakeInput;//[Offset: 0x3, Size: 1] int8 CurrentGear;//[Offset: 0x4, Size: 1] int Flag;//[Offset: 0x8, Size: 4] -------------------------------- Class: GameModePlayerAliasShowInfo GameModePlayerAliasInfo AliasInfo;//[Offset: 0x0, Size: 52] FString PlayerName;//[Offset: 0x34, Size: 12] STExtraBaseCharacter* Character;//[Offset: 0x40, Size: 4] -------------------------------- Class: MonsterTreasureBoxData float BoxStartTime;//[Offset: 0x0, Size: 4] Vector BoxLocation;//[Offset: 0x4, Size: 12] uint64 BoxStartPlayer;//[Offset: 0x10, Size: 8] -------------------------------- Class: BuildMaterialData int MatID;//[Offset: 0x0, Size: 4] int MatCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: PlayerStaticInfoInOB FString PlayerName;//[Offset: 0x0, Size: 12] FString PlayerOpenID;//[Offset: 0xc, Size: 12] FString PicUrl;//[Offset: 0x18, Size: 12] int TeamID;//[Offset: 0x24, Size: 4] FString TeamName;//[Offset: 0x28, Size: 12] uint64 UId;//[Offset: 0x38, Size: 8] uint32 PlayerKey;//[Offset: 0x40, Size: 4] -------------------------------- Class: CharacterBuffRecord int BuffID;//[Offset: 0x0, Size: 4] int CauseSkillID;//[Offset: 0x4, Size: 4] int LayerCount;//[Offset: 0x8, Size: 4] Actor* Causer;//[Offset: 0xc, Size: 8] -------------------------------- Class: MarkSyncData enum Status;//[Offset: 0x0, Size: 1] int TypeId;//[Offset: 0x4, Size: 4] Vector Location;//[Offset: 0x8, Size: 12] Rotator Rotation;//[Offset: 0x14, Size: 12] int InstanceID;//[Offset: 0x20, Size: 4] CustomMarkEventData CustomMarkEvent;//[Offset: 0x24, Size: 28] enum MapAdded;//[Offset: 0x40, Size: 1] int ActorUniqueID;//[Offset: 0x44, Size: 4] Actor* Actor;//[Offset: 0x48, Size: 8] bool bIsLuaConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] bool bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51, Size: 1] Property*[] DeltaProperties;//[Offset: 0x54, Size: 12] -------------------------------- Class: CustomMarkEventData float CreateTime;//[Offset: 0x0, Size: 4] int CustomState;//[Offset: 0x4, Size: 4] FString CustomString;//[Offset: 0x8, Size: 12] enum InWhichMap;//[Offset: 0x14, Size: 1] int CustomCanvasTag;//[Offset: 0x18, Size: 4] -------------------------------- Class: WeaponManagerBaseComponent.WeaponManagerComponent.ActorComponent.Object WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x4dc, Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x4e8, Size: 12] DefaultWeaponHolderInfo[] WeaponInfoList;//[Offset: 0x4f4, Size: 12] bool StopFireFilter(STExtraShootWeapon* ShootWeapon);// 0x23a1420 void StopFire(STExtraShootWeapon* ShootWeapon);// 0x23a13a8 bool StartFireFilter(STExtraShootWeapon* ShootWeapon);// 0x23a1320 void StartFireBySlot(byte Slot, byte ShootMode);// 0x23a1264 STExtraWeapon* SpawnWeaponOnServer(class STExtraWeapon Template, int WeaponType, int WeaponId, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x23a1024 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x23a0e10 bool ReloadWeaponFilter(STExtraShootWeapon* ShootWeapon);// 0x23a0d88 bool ReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x23a0d08 void OnRep_CurrentWeaponReplicated();// 0x2168e74 void OnReconnectOnServer();// 0x1f7ea98 void LocalStopFire(STExtraShootWeapon* ShootWeapon);// 0x23a0c90 void LocalStartFire(STExtraShootWeapon* ShootWeapon, byte ShootMode, Vector SimpleShootTarget, Vector2D ClientScreenSize);// 0x23a0b44 void LocalStartBarrel(STExtraShootWeapon* ShootWeapon);// 0x23a0acc void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x23a0a1c void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x23a0960 void DoAutoReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x23a08e8 void DelayFire(float DelayTime, byte ShootMode);// 0x23a0824 -------------------------------- Class: WeaponManagerComponent.ActorComponent.Object LogicSocketToWeaponAttachSocketMap;//[Offset: 0xf4, Size: 60] FName LeftLogicSocketName;//[Offset: 0x130, Size: 8] FName RightLogicSocketName;//[Offset: 0x138, Size: 8] LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0x140, Size: 60] LogicSocketToPropSlotMap;//[Offset: 0x17c, Size: 60] GrenadeLogicSocketToWeaponClassMap;//[Offset: 0x1b8, Size: 60] float CheckHasAnyGrenadeTimerSetting;//[Offset: 0x1f4, Size: 4] bool ShowMainWeaponModelOnBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8, Size: 1] FName CurUseWeaponLogicSocket;//[Offset: 0x200, Size: 8] FName CurUseShieldWeaponLogicSocket;//[Offset: 0x208, Size: 8] FName NextUseWeaponLogicSocket;//[Offset: 0x210, Size: 8] bool bIsSwitching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x218, Size: 1] FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x220, Size: 8] FName LastUseLogicSlot;//[Offset: 0x228, Size: 8] bool bUIHasBoundDelegate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230, Size: 1] bool bClientHasFinishedHandleSpawnWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x231, Size: 1] bool EnableResyncSpawnPolling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x232, Size: 1] float ResyncTimeBias;//[Offset: 0x234, Size: 4] float NextResyncTimestamp;//[Offset: 0x238, Size: 4] delegate LocalBackpackCurerrentWeaponFinishDelegate;//[Offset: 0x240, Size: 12] delegate ChangeCurrentUsingWeaponDelegate;//[Offset: 0x24c, Size: 12] delegate ChangeInventoryDataDelegate;//[Offset: 0x258, Size: 12] delegate LocalEquipWeaponFromBackpackFinishedDelegate;//[Offset: 0x264, Size: 12] delegate SwapWeaponByPropSlotFinishedDelegate;//[Offset: 0x270, Size: 12] delegate SimulatedWeaponChangedDelegate;//[Offset: 0x27c, Size: 12] delegate NextUseWeaponChangedDelegate;//[Offset: 0x294, Size: 12] InventoryData;//[Offset: 0x2a0, Size: 60] GrenadeLogicSlotAndDefineIDData;//[Offset: 0x2dc, Size: 60] STExtraWeapon*[] BackpackPistolList;//[Offset: 0x318, Size: 12] WeaponCreateInstance[] TargetCreateArray;//[Offset: 0x328, Size: 12] SpawnAndBackpackWeaponReplicatedData[] WeaponCreatePool;//[Offset: 0x338, Size: 12] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot1;//[Offset: 0x348, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot2;//[Offset: 0x380, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSubSlot;//[Offset: 0x3b8, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientMeleeSlot;//[Offset: 0x3f0, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientHandPropSlot;//[Offset: 0x428, Size: 56] STExtraWeapon* CurrentWeaponReplicated;//[Offset: 0x464, Size: 4] STExtraWeapon* TemporaryWeaponReplicated;//[Offset: 0x468, Size: 4] STExtraWeapon* CurrentWeaponSimulate;//[Offset: 0x46c, Size: 4] STExtraWeapon* CurrentShieldWeaponReplicated;//[Offset: 0x470, Size: 4] STExtraWeapon* CurrentShieldWeaponSimulate;//[Offset: 0x474, Size: 4] STExtraWeapon* OldGrenadeWeaponNeedDestroy;//[Offset: 0x4a4, Size: 4] void WeaponSystemDataChangedDelegate__DelegateSignature(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x2c90a38 void UpdateOwnerClientCreateWeapon();// 0x23a37fc void TickHideWeapon();// 0x23a37e8 void SwitchWeaponBySlot(byte Slot, bool bUseAnimation);// 0x23a3724 void SwitchWeaponByLogicSocket_IdleToBackpackFinished();// 0x23a3710 void SwapWeaponByPropSlotFinishedDelegate__DelegateSignature(byte Slot1, byte Slot2);// 0x2c90a38 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x23a0e10 void SimulatedWeaponChangedDelegate__DelegateSignature();// 0x2c90a38 void SetNextUseWeaponSlot(byte Slot);// 0x23a3698 void SetGrenadeLogicSocketToWeaponClassMap( GrenadeLogicToWeaponClass);// 0x23a34ec void SetCurrentTemporaryWeapon(STExtraWeapon* InVehicleWeapon, bool IsServerCall);// 0x23a3428 void RefreshWeaponLogicSocketInSpawnDataCacheByPropSlotOnServer(byte Slot);// 0x23a33b0 void PushAutoTriggerWeaponEventTaskWhenEquipWeapon(out const AutoTriggerWeaponEventParam Param);// 0x23a32c8 int OverrideShootWeaponInitClip__DelegateSignature(int nWeaponSlot, int nSpecificID);// 0x2c90a38 void OnRep_WeaponSystemDataOnSimulateMeleeSlot();// 0x23a32b4 void OnRep_WeaponSystemDataOnSimulateHandPropSlot();// 0x23a32a0 void OnRep_WeaponSystemDataOnSimulateClientSubSlot();// 0x23a328c void OnRep_WeaponSystemDataOnSimulateClientSlot2();// 0x23a3278 void OnRep_WeaponSystemDataOnSimulateClientSlot1();// 0x23a3264 void OnRep_TemporaryWeaponReplicated(STExtraWeapon* LastVehicleWeapon);// 0x23a31ec void OnRep_NextUseWeaponLogicSocket();// 0x23a31d8 void OnRep_CurrentWeaponReplicated();// 0x2168e74 void OnRep_CurrentWeaponLogicSocket();// 0x23a31c4 void OnRep_CurrentShieldWeaponReplicated();// 0x23a31b0 void OnReconnectOnServer();// 0x1f7ea98 void OnReconnectOnClient();// 0x2001324 void NextUseWeaponChangedDelegate__DelegateSignature();// 0x2c90a38 void LogInventoryDataInfo();// 0x23a319c bool LocalSwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x23a308c void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x23a0a1c void LocalForceFinishSwitchWeapon();// 0x23a3078 void LocalEquipWeaponFromBackpackFinishedDelegate__DelegateSignature();// 0x2c90a38 void LocalEquipWeaponFromBackpackFinishedCallback();// 0x23a3064 bool LocalDestroyWeapon(FName SocketName, bool bEnableBroadcast);// 0x23a2f88 void LocalBackpackCurerrentWeaponFinishedCallback();// 0x23a2f74 void LocalBackpackCurerrentWeaponFinishDelegate__DelegateSignature();// 0x2c90a38 bool IsWeaponSpawnDataCacheIsEmpty();// 0x23a2f4c bool IsCreatingWeaponOnServer();// 0x23a2f18 static void InitializeTable(FString MainWeaponTableName);// 0x23a2dc8 void HideAllWeapon(bool Hidden, byte HideMask, STExtraWeapon* IgnoreWeapon);// 0x23a2cbc void HandleGetWeaponFinished(byte Slot);// 0x2176650 FName GetShieldWeaponSlot();// 0x23a2c7c STExtraWeapon* GetShieldWeapon();// 0x23a2c54 byte GetPropSlotByLogicSocket(FName LogicSocket);// 0x23a2bd4 byte GetNextUseWeaponSlot();// 0x23a2bac static MainWeaponTableStruct GetMainWeaponTableRow(int ID);// 0x23a2aa4 FName GetLogicSocketBySlot(byte Slot);// 0x23a2a1c STExtraWeapon* GetLastUsedWeapon();// 0x23a29ec STExtraWeapon* GetInventoryWeaponByPropSlotOnServerOrAutonomousClient(byte Slot);// 0x23a296c STExtraWeapon* GetInventoryWeaponByPropSlot(byte Slot);// 0x23a28ec STExtraWeapon* GetInventoryWeaponByLogicSocket(FName LogicSocket);// 0x23a286c STExtraWeapon* GetInventoryWeaponByDefineID(ItemDefineID DefineID);// 0x23a27dc FName GetGrenadeSpecificSlotNameByWeapon(STExtraWeapon* Weapon);// 0x23a2754 ItemDefineID GetGrenadeDefindIDBySlot(FName LogicSlot);// 0x23a26bc STExtraWeapon* GetCurrentUsingWeapon();// 0x23a2694 byte GetCurrentUsingPropSlot();// 0x23a266c FName GetCurrentUsingLogicSocketOnServer();// 0x23a262c FName GetCurrentUsingLogicSocket();// 0x23a262c STExtraWeapon* GetCurrentTemporaryWeapon();// 0x23a2604 int GetBagLevel();// 0x1f7bf0c STExtraWeapon*[] GetAllInventoryWeaponList(bool bForceUseMapData);// 0x23a24f4 ItemDefineID[] GetAllInventoryWeaponIDList(bool bForceUseMapData);// 0x23a23e4 void ForceBroadcastChangeAllInventoryDataEvent();// 0x23a23d0 void EnableAllBroadcast(bool bEnable);// 0x23a2354 void DropWeapon(STExtraWeapon* Weapon, enum Reason);// 0x23a2290 void DeleteGrenadeSlotAndDefindID(FName LogicSlot);// 0x23a2218 void DebugReconnectToClientOnServer();// 0x23a2204 void DebugDisconnetToServerOnClient();// 0x23a21f0 void ChangeInventoryDataDelegate__DelegateSignature(byte TargetChangeSlot, byte EChangeType);// 0x2c90a38 void ChangeCurrentUsingWeaponDelegate__DelegateSignature(byte TargetChangeSlot);// 0x2c90a38 void AddOrSetGrenadeSlotAndDefindID(FName LogicSlot, ItemDefineID ID);// 0x23a211c -------------------------------- Class: WeaponCreateInstance ItemDefineID DefineID;//[Offset: 0x0, Size: 24] int SyncTicket;//[Offset: 0x18, Size: 4] -------------------------------- Class: WeaponSystemDataOnSimulateClient STExtraWeapon* TargetWeapon;//[Offset: 0x0, Size: 4] FName LogicSocket;//[Offset: 0x8, Size: 8] bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] ItemDefineID ID;//[Offset: 0x18, Size: 24] int OperationIndex;//[Offset: 0x30, Size: 4] int BagLevel;//[Offset: 0x34, Size: 4] -------------------------------- Class: AutoTriggerWeaponEventParam int TargetOwnerRole;//[Offset: 0x0, Size: 4] enum TargetEvent;//[Offset: 0x4, Size: 1] ItemDefineID TargetWeaponID;//[Offset: 0x8, Size: 24] bool bIgnoreItemIDInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] enum[] ForceExitPawnStateList;//[Offset: 0x24, Size: 12] -------------------------------- Class: WeaponReconnectReplicateDataWrapper WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x0, Size: 104] STExtraWeapon* Weapon;//[Offset: 0x68, Size: 4] -------------------------------- Class: DefaultWeaponHolderInfo class STExtraWeapon* WeaponClass;//[Offset: 0x0, Size: 4] FName WeaponSocket;//[Offset: 0x8, Size: 8] int WeaponSepcificID;//[Offset: 0x10, Size: 4] int WeaponTypeID;//[Offset: 0x14, Size: 4] -------------------------------- Class: EffectComponent.ActorComponent.Object void S2Sim_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x20377a0 void S2C_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x203757c void S2A_EndEffectGraph(int UId);// 0x1f493ac void C2S_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x2037310 -------------------------------- Class: VehicleAIComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object delegate VehicleAINavStateChangedDelegate;//[Offset: 0x14c, Size: 12] delegate VehicleAINavStateAllowableDistanceChangedDelegate;//[Offset: 0x158, Size: 12] STExtraVehicleAIController* VehicleAIController;//[Offset: 0x198, Size: 4] STExtraVehicleAIManager* VehicleAIManager;//[Offset: 0x19c, Size: 4] AINavStateData AutoDriver_AINavStateData;//[Offset: 0x1a0, Size: 44] bool AutoDriver_EnableNoDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc, Size: 1] float AutoDriver_MaxAllowableDistanceSquared;//[Offset: 0x1d0, Size: 4] float CheckAllowableDistanceInter;//[Offset: 0x1d4, Size: 4] Vector[] AutoDrive_RouteList;//[Offset: 0x1d8, Size: 12] int[] AutoDrive_BestWaypoint;//[Offset: 0x1e4, Size: 12] void StopMoveByHandrake();// 0x23635f4 void StopAutoDriving();// 0x23635e0 bool StartAutoDriving();// 0x23635b8 void ServerSetAutoDriverTarget(Vector TargetPosition);// 0x236350c void OnRep_AutoDriver_AINavStateData();// 0x23634f8 bool IsReachDest();// 0x23634d0 bool IsAutoDriving();// 0x23634a8 bool HasAutoDriveTarget();// 0x2363480 STExtraVehicleAIManager* GetVehicleAIManager();// 0x2363458 STExtraVehicleAIController* GetVehicleAIController();// 0x2363430 int GetCurrentTargetWaypointIdx();// 0x2363408 Vector GetAutoDriveTarget();// 0x23633c0 void EndAutoDriving();// 0x23633ac void ClearAutoDriveTarget();// 0x2363398 bool CanAutoDrivingNoDriver();// 0x2363370 bool CanAutoDriving();// 0x2363348 bool AllowableDistanceAutoDriving(bool CheckDriveTarget);// 0x23632c0 -------------------------------- Class: STExtraVehicleAIController.AIController.Controller.Actor.Object FName IsDestroyedBlackboardKeyName;//[Offset: 0x3a8, Size: 8] FName AIPawnTag;//[Offset: 0x3b0, Size: 8] STExtraVehicleAIManager* VehicleAIManager;//[Offset: 0x3b8, Size: 4] VehicleAIComponent* VehicleAIComp;//[Offset: 0x3bc, Size: 4] void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x22d0f98 STExtraVehicleAIManager* GetVehicleAIManager();// 0x22d0f70 VehicleAIComponent* GetVehicleAIComp();// 0x22d0f48 -------------------------------- Class: AIController.Controller.Actor.Object bool bStopAILogicOnUnposses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x368, Size: 1] bool bLOSflag;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x368, Size: 1] bool bSkipExtraLOSChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x368, Size: 1] bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x368, Size: 1] bool bWantsPlayerState;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x368, Size: 1] bool bSetControlRotationFromPawnOrientation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x368, Size: 1] PathFollowingComponent* PathFollowingComponent;//[Offset: 0x36c, Size: 4] BrainComponent* BrainComponent;//[Offset: 0x370, Size: 4] AIPerceptionComponent* PerceptionComponent;//[Offset: 0x374, Size: 4] PawnActionsComponent* ActionsComp;//[Offset: 0x378, Size: 4] BlackboardComponent* Blackboard;//[Offset: 0x37c, Size: 4] GameplayTasksComponent* CachedGameplayTasksComponent;//[Offset: 0x380, Size: 4] class NavigationQueryFilter* DefaultNavigationFilterClass;//[Offset: 0x384, Size: 4] delegate ReceiveMoveCompleted;//[Offset: 0x388, Size: 12] bool UseGameplayTasksComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395, Size: 1] bool bShareNavigationSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396, Size: 1] Vector ShareNavSysOffset;//[Offset: 0x398, Size: 12] bool bEnableActiveRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] bool UseBlackboard(BlackboardData* BlackboardAsset, out BlackboardComponent* BlackboardComponent);// 0x3bedf64 void UnclaimTaskResource(class GameplayTaskResource ResourceClass);// 0x3bedeec void SetMoveBlockDetection(bool bEnable);// 0x3bede6c bool RunBehaviorTree(BehaviorTree* BTAsset);// 0x3bedde4 void OnUsingBlackBoard(BlackboardComponent* BlackboardComp, BlackboardData* BlackboardAsset);// 0x2c90a38 void OnUnpossess(Pawn* UnpossessedPawn);// 0x2c90a38 void OnPossess(Pawn* PossessedPawn);// 0x2c90a38 void OnGameplayTaskResourcesClaimed(GameplayResourceSet NewlyClaimed, GameplayResourceSet FreshlyReleased);// 0x3bedd20 byte MoveToLocation(out const Vector Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x3beda78 byte MoveToActor(Actor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x3bed830 void K2_SetFocus(Actor* NewFocus);// 0x3bed7b8 void K2_SetFocalPoint(Vector FP);// 0x3bed748 void K2_ClearFocus();// 0x20e3200 bool HasPartialPath();// 0x3bed720 PathFollowingComponent* GetPathFollowingComponent();// 0x3bed704 byte GetMoveStatus();// 0x3bed6dc Vector GetImmediateMoveDestination();// 0x3bed694 Actor* GetFocusActor();// 0x3bed66c Vector GetFocalPointOnActor(const Actor* Actor);// 0x3bed5d4 Vector GetFocalPoint();// 0x3bed58c AIPerceptionComponent* GetAIPerceptionComponent();// 0x3bed570 void ClaimTaskResource(class GameplayTaskResource ResourceClass);// 0x3bed4f8 -------------------------------- Class: PathFollowingComponent.ActorComponent.Object NavMovementComponent* MovementComp;//[Offset: 0xf0, Size: 4] NavigationData* MyNavData;//[Offset: 0xfc, Size: 4] void OnNavDataRegistered(NavigationData* NavData);// 0x3c0ad48 void OnActorBump(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x3c0abd8 Vector GetPathDestination();// 0x3c0ab90 byte GetPathActionType();// 0x3c0ab68 -------------------------------- Class: STExtraVehicleAIManager.Actor.Object bool bOnlySpawnInSafetyZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc, Size: 1] bool bQueueSpawns;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fd, Size: 1] DataTable* VehicleSpawnDataTable;//[Offset: 0x300, Size: 40] FName AIPawnTag;//[Offset: 0x328, Size: 8] int MaxConcurrentVehicles;//[Offset: 0x330, Size: 4] int MaxVehiclesPerGame;//[Offset: 0x334, Size: 4] float SpawnPointCooldown;//[Offset: 0x33c, Size: 4] FName CurrentPathKeyName;//[Offset: 0x340, Size: 8] FName CurrentPathInputKeyKeyName;//[Offset: 0x348, Size: 8] FName PreviousPathInputKeyKeyName;//[Offset: 0x350, Size: 8] FName IsPathingInReverseKeyName;//[Offset: 0x358, Size: 8] FName IsStoppedKeyName;//[Offset: 0x360, Size: 8] FName IsDebugForceStoppedKeyName;//[Offset: 0x368, Size: 8] enum AvoidanceMode;//[Offset: 0x370, Size: 1] float InitRetryDelay;//[Offset: 0x374, Size: 4] int MaxInitRetries;//[Offset: 0x378, Size: 4] QueuedVehicleSpawn[] QueuedVehicleSpawns;//[Offset: 0x388, Size: 12] STExtraVehicleAISpawner*[] VehicleSpawns;//[Offset: 0x394, Size: 12] STExtraAIWaypointSegment*[] VehiclePaths;//[Offset: 0x3a0, Size: 12] PathPointPlayZoneStatus;//[Offset: 0x3ac, Size: 60] PathPointPlayZoneDistances;//[Offset: 0x3e8, Size: 60] LastVehicleSpawnTimes;//[Offset: 0x424, Size: 60] AllVehiclesDestroyedTimeMap;//[Offset: 0x460, Size: 60] float PreviousMatchTime;//[Offset: 0x49c, Size: 4] CacheUObjectMap;//[Offset: 0x4a0, Size: 60] ActiveVehiclesMap;//[Offset: 0x4e8, Size: 60] AutoDriveAIDataRow[] AutoDriveAIADataSet;//[Offset: 0x734, Size: 12] STExtraAIWaypointSegment* SegmentStart;//[Offset: 0x740, Size: 4] int SegmentPointIdxStart;//[Offset: 0x744, Size: 4] STExtraAIWaypointSegment* SegmentEnd;//[Offset: 0x748, Size: 4] int SegmentPointIdxEnd;//[Offset: 0x74c, Size: 4] bool bVehicleAIForcecNoActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x750, Size: 1] bool bVehicleAIShowIconInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x751, Size: 1] float fVehicleHPScaleForTowTeam;//[Offset: 0x754, Size: 4] float fVehicleHPScaleForFourTeam;//[Offset: 0x758, Size: 4] bool bSyncBuildPathGraph;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75c, Size: 1] bool bDebugAllWayPointKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75d, Size: 1] bool bDebugAllLinkPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75e, Size: 1] bool bDebugFindPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75f, Size: 1] int DSSwitchId_SemiTruck;//[Offset: 0x760, Size: 4] int DSSwitchId_ModelY;//[Offset: 0x764, Size: 4] void ProcessPathPlayZoneStatus();// 0x22d1c40 void MulticastDrawPathPointDebug(Vector PointLocation, int ForwardPlayZoneDistance, int ReversePlayZoneDistance);// 0x22d1b34 -------------------------------- Class: QueuedVehicleSpawn Guid ID;//[Offset: 0x0, Size: 16] FString SpawnId;//[Offset: 0x10, Size: 12] class Pawn* VehicleClass;//[Offset: 0x1c, Size: 4] BehaviorTree* BehaviorTree;//[Offset: 0x20, Size: 4] BlackboardData* BlackboardData;//[Offset: 0x24, Size: 4] SpawnFilter SpawnSettings;//[Offset: 0x28, Size: 28] -------------------------------- Class: BehaviorTree.Object BTCompositeNode* RootNode;//[Offset: 0x1c, Size: 4] BlackboardData* BlackboardAsset;//[Offset: 0x20, Size: 4] BTDecorator*[] RootDecorators;//[Offset: 0x24, Size: 12] BTDecoratorLogic[] RootDecoratorOps;//[Offset: 0x30, Size: 12] -------------------------------- Class: BTCompositeNode.BTNode.Object BTCompositeChild[] Children;//[Offset: 0x3c, Size: 12] BTService*[] Services;//[Offset: 0x48, Size: 12] -------------------------------- Class: BTNode.Object FString NodeName;//[Offset: 0x20, Size: 12] BehaviorTree* TreeAsset;//[Offset: 0x2c, Size: 4] BTCompositeNode* ParentNode;//[Offset: 0x30, Size: 4] -------------------------------- Class: BTCompositeChild BTCompositeNode* ChildComposite;//[Offset: 0x0, Size: 4] BTTaskNode* ChildTask;//[Offset: 0x4, Size: 4] BTDecorator*[] Decorators;//[Offset: 0x8, Size: 12] BTDecoratorLogic[] DecoratorOps;//[Offset: 0x14, Size: 12] -------------------------------- Class: BTTaskNode.BTNode.Object BTService*[] Services;//[Offset: 0x3c, Size: 12] bool bIgnoreRestartSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] -------------------------------- Class: BTService.BTAuxiliaryNode.BTNode.Object float interval;//[Offset: 0x3c, Size: 4] float RandomDeviation;//[Offset: 0x40, Size: 4] bool bCallTickOnSearchStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1] bool bRestartTimerOnEachActivation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44, Size: 1] -------------------------------- Class: BTAuxiliaryNode.BTNode.Object -------------------------------- Class: BTDecorator.BTAuxiliaryNode.BTNode.Object bool bInverseCondition;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3c, Size: 1] byte FlowAbortMode;//[Offset: 0x3d, Size: 1] -------------------------------- Class: BTDecoratorLogic byte Operation;//[Offset: 0x0, Size: 1] uint16 Number;//[Offset: 0x2, Size: 2] -------------------------------- Class: BlackboardData.DataAsset.Object BlackboardData* Parent;//[Offset: 0x20, Size: 4] BlackboardEntry[] Keys;//[Offset: 0x24, Size: 12] bool bHasSynchronizedKeys;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] -------------------------------- Class: BlackboardEntry FName EntryName;//[Offset: 0x0, Size: 8] BlackboardKeyType* KeyType;//[Offset: 0x8, Size: 4] bool bInstanceSynced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] -------------------------------- Class: BlackboardKeyType.Object -------------------------------- Class: SpawnFilter bool bLimitSpawnPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FName[] ValidSpawnPoints;//[Offset: 0x4, Size: 12] FName[] InvalidSpawnPoints;//[Offset: 0x10, Size: 12] -------------------------------- Class: STExtraVehicleAISpawner.Actor.Object Guid ID;//[Offset: 0x2fc, Size: 16] FString SpawnTag;//[Offset: 0x30c, Size: 12] bool bIsSingleUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318, Size: 1] SceneComponent* SpawnPoint;//[Offset: 0x31c, Size: 4] WaypointNetworkConnection StartingPath;//[Offset: 0x320, Size: 12] float InitializeVehicleBehaviorDelay;//[Offset: 0x32c, Size: 4] bool bUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330, Size: 1] PathPoint[] spawnWayPaths;//[Offset: 0x334, Size: 12] STExtraVehicleAIManager* VehicleAIManager;//[Offset: 0x340, Size: 4] void PostSpawnAI(Pawn* SpawnedVehicle);// 0x1f69970 void OnSpawnAI(Pawn* SpawnedVehicle);// 0x1f698f0 -------------------------------- Class: WaypointNetworkConnection STExtraAIWaypointSegment* ConnectedSegment;//[Offset: 0x0, Size: 4] int WaypointIndex;//[Offset: 0x4, Size: 4] bool bPathSegmentInReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: STExtraAIWaypointSegment.Actor.Object bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc, Size: 1] bool bAlwaysDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fd, Size: 1] SplineComponent* WaypointsSpline;//[Offset: 0x300, Size: 4] ConnectedSegments;//[Offset: 0x304, Size: 60] TargetSpeedOverridesMap;//[Offset: 0x340, Size: 60] Pawn*[] PawnsOnForwardPath;//[Offset: 0x37c, Size: 12] Pawn*[] PawnsOnReversePath;//[Offset: 0x388, Size: 12] void DrawDebug(float DrawTime);// 0x2032f5c -------------------------------- Class: WaypointNetworkConnectionList WaypointNetworkConnection[] Connections;//[Offset: 0x0, Size: 12] -------------------------------- Class: NodeTargetSpeedOverrides float ForwardTargetSpeedOverride;//[Offset: 0x0, Size: 4] float ForwardMaxSpeedOverride;//[Offset: 0x4, Size: 4] float ReverseTargetSpeedOverride;//[Offset: 0x8, Size: 4] float ReverseMaxSpeedOverride;//[Offset: 0xc, Size: 4] -------------------------------- Class: PathPoint STExtraAIWaypointSegment* Path;//[Offset: 0x0, Size: 4] int InputKey;//[Offset: 0x4, Size: 4] -------------------------------- Class: PathInputPlayZoneDistanceQuery int ForwardDistance;//[Offset: 0x0, Size: 4] bool bForwardQueryMade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] int ReverseDistance;//[Offset: 0x8, Size: 4] bool bReverseQueryMade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: ActiveVehicleList Pawn*[] Vehicles;//[Offset: 0x10, Size: 12] -------------------------------- Class: AutoDriveAIDataRow class Pawn* VehicleClass;//[Offset: 0x0, Size: 40] BehaviorTree* BehaviorTreeAsset;//[Offset: 0x28, Size: 40] BlackboardData* BlackboardDataAsset;//[Offset: 0x50, Size: 40] -------------------------------- Class: BrainComponent.ActorComponent.Object BlackboardComponent* BlackboardComp;//[Offset: 0xc0, Size: 4] AIController* AIOwner;//[Offset: 0xc4, Size: 4] void StopLogic(FString Reason);// 0x3bfa1c8 void RestartLogic();// 0x1f4942c bool IsRunning();// 0x3bfa198 bool IsPaused();// 0x1f7c040 -------------------------------- Class: BlackboardComponent.ActorComponent.Object BrainComponent* BrainComp;//[Offset: 0xbc, Size: 4] BlackboardData* BlackboardAsset;//[Offset: 0xc0, Size: 4] BlackboardKeyType*[] KeyInstances;//[Offset: 0xdc, Size: 12] void SetValueAsVector(out const FName KeyName, Vector VectorValue);// 0x3bf86a0 void SetValueAsString(out const FName KeyName, FString StringValue);// 0x3bf84e4 void SetValueAsRotator(out const FName KeyName, Rotator RotatorValue);// 0x3bf8408 void SetValueAsObject(out const FName KeyName, Object* ObjectValue);// 0x3bf832c void SetValueAsName(out const FName KeyName, FName NameValue);// 0x3bf8250 void SetValueAsInt(out const FName KeyName, int IntValue);// 0x3bf8174 void SetValueAsFloat(out const FName KeyName, float FloatValue);// 0x3bf8098 void SetValueAsEnum(out const FName KeyName, byte EnumValue);// 0x3bf7fbc void SetValueAsClass(out const FName KeyName, class Object ClassValue);// 0x3bf7ee0 void SetValueAsBool(out const FName KeyName, bool BoolValue);// 0x3bf7dfc bool IsVectorValueSet(out const FName KeyName);// 0x3bf7d68 Vector GetValueAsVector(out const FName KeyName);// 0x3bf7cc4 FString GetValueAsString(out const FName KeyName);// 0x3bf7ba8 Rotator GetValueAsRotator(out const FName KeyName);// 0x3bf7b04 Object* GetValueAsObject(out const FName KeyName);// 0x3bf7a70 FName GetValueAsName(out const FName KeyName);// 0x3bf79d4 int GetValueAsInt(out const FName KeyName);// 0x3bf7940 float GetValueAsFloat(out const FName KeyName);// 0x3bf78ac byte GetValueAsEnum(out const FName KeyName);// 0x3bf7818 class Object GetValueAsClass(out const FName KeyName);// 0x3bf7784 bool GetValueAsBool(out const FName KeyName);// 0x3bf76f0 bool GetRotationFromEntry(out const FName KeyName, out Rotator ResultRotation);// 0x3bf7608 bool GetLocationFromEntry(out const FName KeyName, out Vector ResultLocation);// 0x3bf7520 void ClearValue(out const FName KeyName);// 0x3bf7494 -------------------------------- Class: AIPerceptionComponent.ActorComponent.Object AISenseConfig*[] SensesConfig;//[Offset: 0xbc, Size: 12] class AISense* DominantSense;//[Offset: 0xc8, Size: 4] AIController* AIOwner;//[Offset: 0xe0, Size: 4] delegate OnPerceptionUpdated;//[Offset: 0x140, Size: 12] delegate OnTargetPerceptionUpdated;//[Offset: 0x14c, Size: 12] void SetSenseEnabled(class AISense SenseClass, const bool bEnable);// 0x3befdc0 void RequestStimuliListenerUpdate();// 0x3befdac void OnOwnerEndPlay(Actor* Actor, byte EndPlayReason);// 0x3befcf0 void GetPerceivedHostileActors(out Actor*[] OutActors);// 0x3befc24 void GetPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x3befb14 void GetKnownPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x3befa04 void GetCurrentlyPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x3bef8f4 bool GetActorsPerception(Actor* Actor, out ActorPerceptionBlueprintInfo Info);// 0x3bef7cc -------------------------------- Class: AISenseConfig.Object Color DebugColor;//[Offset: 0x1c, Size: 4] float MaxAge;//[Offset: 0x20, Size: 4] bool bStartsEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24, Size: 1] -------------------------------- Class: AISense.Object float DefaultExpirationAge;//[Offset: 0x1c, Size: 4] enum NotifyType;//[Offset: 0x20, Size: 1] bool bWantsNewPawnNotification;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21, Size: 1] bool bAutoRegisterAllPawnsAsSources;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21, Size: 1] AIPerceptionSystem* PerceptionSystemInstance;//[Offset: 0x24, Size: 4] -------------------------------- Class: AIPerceptionSystem.Object AISense*[] Senses;//[Offset: 0x5c, Size: 12] float PerceptionAgingRate;//[Offset: 0x68, Size: 4] static void ReportPerceptionEvent(Object* WorldContextObject, AISenseEvent* PerceptionEvent);// 0x3bf0d78 void ReportEvent(AISenseEvent* PerceptionEvent);// 0x3bf0d00 static bool RegisterPerceptionStimuliSource(Object* WorldContextObject, class AISense Sense, Actor* Target);// 0x3bf0c00 void OnPerceptionStimuliSourceEndPlay(Actor* Actor, byte EndPlayReason);// 0x3bf0b44 static class AISense GetSenseClassForStimulus(Object* WorldContextObject, out const AIStimulus Stimulus);// 0x3bf0970 -------------------------------- Class: AISenseEvent.Object -------------------------------- Class: AIStimulus float Age;//[Offset: 0x0, Size: 4] float ExpirationAge;//[Offset: 0x4, Size: 4] float Strength;//[Offset: 0x8, Size: 4] Vector StimulusLocation;//[Offset: 0xc, Size: 12] Vector ReceiverLocation;//[Offset: 0x18, Size: 12] FName Tag;//[Offset: 0x28, Size: 8] int iExtraData;//[Offset: 0x40, Size: 4] int iExtraData;//[Offset: 0x44, Size: 4] int iExtraData;//[Offset: 0x48, Size: 4] float fExtraData;//[Offset: 0x4c, Size: 4] float fExtraData;//[Offset: 0x50, Size: 4] float fExtraData;//[Offset: 0x54, Size: 4] bool bSuccessfullySensed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58, Size: 1] -------------------------------- Class: ActorPerceptionBlueprintInfo Actor* Target;//[Offset: 0x0, Size: 4] AIStimulus[] LastSensedStimuli;//[Offset: 0x4, Size: 12] bool bIsHostile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] -------------------------------- Class: PawnActionsComponent.ActorComponent.Object Pawn* ControlledPawn;//[Offset: 0xbc, Size: 4] PawnActionStack[] ActionStacks;//[Offset: 0xc0, Size: 12] PawnActionEvent[] ActionEvents;//[Offset: 0xcc, Size: 12] PawnAction* CurrentAction;//[Offset: 0xd8, Size: 4] bool K2_PushAction(PawnAction* NewAction, byte Priority, Object* Instigator);// 0x3c0c548 static bool K2_PerformAction(Pawn* Pawn, PawnAction* Action, byte Priority);// 0x3c0c440 byte K2_ForceAbortAction(PawnAction* ActionToAbort);// 0x3c0c3c0 byte K2_AbortAction(PawnAction* ActionToAbort);// 0x3c0c340 -------------------------------- Class: PawnActionStack PawnAction* TopAction;//[Offset: 0x0, Size: 4] -------------------------------- Class: PawnAction.Object PawnAction* ChildAction;//[Offset: 0x1c, Size: 4] PawnAction* ParentAction;//[Offset: 0x20, Size: 4] PawnActionsComponent* OwnerComponent;//[Offset: 0x24, Size: 4] Object* Instigator;//[Offset: 0x28, Size: 4] BrainComponent* BrainComp;//[Offset: 0x2c, Size: 4] bool bAllowNewSameClassInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x50, Size: 1] bool bReplaceActiveSameClassInstance;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x50, Size: 1] bool bShouldPauseMovement;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x50, Size: 1] bool bAlwaysNotifyOnFinished;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x50, Size: 1] byte GetActionPriority();// 0x3c0b424 void Finish(byte WithResult);// 0x3c0b39c static PawnAction* CreateActionInstance(Object* WorldContextObject, class PawnAction ActionClass);// 0x3c0b2e0 -------------------------------- Class: PawnActionEvent PawnAction* Action;//[Offset: 0x0, Size: 4] -------------------------------- Class: GameplayTasksComponent.ActorComponent.Object GameplayTask*[] SimulatedTasks;//[Offset: 0xc0, Size: 12] GameplayTask*[] TaskPriorityQueue;//[Offset: 0xcc, Size: 12] GameplayTask*[] TickingTasks;//[Offset: 0xe4, Size: 12] GameplayTask*[] KnownTasks;//[Offset: 0xf0, Size: 12] delegate OnClaimedResourcesChange;//[Offset: 0x100, Size: 12] void OnRep_SimulatedTasks();// 0x3b43288 static enum K2_RunGameplayTask(interface classNone TaskOwner, GameplayTask* Task, byte Priority, class GameplayTaskResource[] AdditionalRequiredResources, class GameplayTaskResource[] AdditionalClaimedResources);// 0x3b42f14 -------------------------------- Class: GameplayTask.Object FName InstanceName;//[Offset: 0x20, Size: 8] enum ResourceOverlapPolicy;//[Offset: 0x2a, Size: 1] GameplayTask* ChildTask;//[Offset: 0x44, Size: 4] void ReadyForActivation();// 0x3b41594 void GenericGameplayTaskDelegate__DelegateSignature();// 0x2c90a38 void EndTask();// 0x3b41580 -------------------------------- Class: GameplayTaskResource.Object int ManualResourceID;//[Offset: 0x1c, Size: 4] int8 AutoResourceID;//[Offset: 0x20, Size: 1] bool bManuallySetID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21, Size: 1] -------------------------------- Class: GameplayResourceSet -------------------------------- Class: AINavStateData int CurrentTargetWaypointIdx;//[Offset: 0x0, Size: 4] Vector TargetPosition;//[Offset: 0x4, Size: 12] Vector StartPosition;//[Offset: 0x10, Size: 12] int[] PathWayPoints;//[Offset: 0x1c, Size: 12] int PathWayPointNum;//[Offset: 0x28, Size: 4] -------------------------------- Class: VehicleTriggerComponent.SceneComponent.ActorComponent.Object float TriggerRadius;//[Offset: 0x260, Size: 4] float TriggerInterval;//[Offset: 0x264, Size: 4] float MaxAllowedValidationDiff;//[Offset: 0x268, Size: 4] void OnTriggered();// 0x2c90a38 -------------------------------- Class: STExtraSimpleCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object int iRegionSimpleCharacter;//[Offset: 0xd44, Size: 4] int ForceLifePeriodTime;//[Offset: 0xd48, Size: 4] bool bClientRegionForceClose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4c, Size: 1] bool bDamageTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4d, Size: 1] bool bIsPreClientDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4e, Size: 1] delegate OnDeath;//[Offset: 0xd50, Size: 12] float DelayHideDuration;//[Offset: 0xd5c, Size: 4] float AnimDeathLifeSpan;//[Offset: 0xd60, Size: 4] bool bForcePlayDeadAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd64, Size: 1] float DelayHideDurationByHeadShoot;//[Offset: 0xd68, Size: 4] float AnimDeathLifeSpanByHeadShoot;//[Offset: 0xd6c, Size: 4] float DelayHideDurationByVehicleHit;//[Offset: 0xd70, Size: 4] float AnimDeathLifeSpanByVehicleHit;//[Offset: 0xd74, Size: 4] ParticleSystem* HeadShootFX_Red;//[Offset: 0xd78, Size: 4] ParticleSystem* HeadShootFX_Green;//[Offset: 0xd7c, Size: 4] class PlayerTombBox* DropTomb;//[Offset: 0xd80, Size: 4] int MonsterSpawnTime;//[Offset: 0xd84, Size: 4] int MonsterDeathTime;//[Offset: 0xd88, Size: 4] int IdleBlendSpaceValue;//[Offset: 0xd8c, Size: 4] bool IsLeftRightMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd90, Size: 1] float AnimBornLifeSpan;//[Offset: 0xd94, Size: 4] bool BornOnCeiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd98, Size: 1] float AnimLand_Hard_VelocitySquared_Threshold;//[Offset: 0xd9c, Size: 4] float AnimLand_Hard_LifeSpan;//[Offset: 0xda0, Size: 4] float AnimLand_Light_LifeSpan;//[Offset: 0xda4, Size: 4] float AnimActiveLifeSpan;//[Offset: 0xda8, Size: 4] SimpleCharAnimParamList CurAnimParamList;//[Offset: 0xdc0, Size: 88] float MaxRememberEnemyTimeInSeconds;//[Offset: 0xe18, Size: 4] float MinTimeLockTarget;//[Offset: 0xe1c, Size: 4] float MinTimeWhenCannotSeeTarget;//[Offset: 0xe20, Size: 4] float SensedRadius;//[Offset: 0xe24, Size: 4] float MinTimeLockHeardEnemy;//[Offset: 0xe28, Size: 4] float HeardRadius;//[Offset: 0xe2c, Size: 4] float EnableAnimOnDSDistanceSq;//[Offset: 0xe30, Size: 4] SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xe34, Size: 4] MobAdvancedMovement* MobAdvancedMovement;//[Offset: 0xe38, Size: 4] MobPerceptionController* MobPerceptionController;//[Offset: 0xe3c, Size: 4] STExtraSimpleCharacterPhysics* SimpleCharacterPhysics;//[Offset: 0xe40, Size: 4] UnitAttrComponent* UnitAttrComp;//[Offset: 0xe44, Size: 4] CircleMgrComponent* CircleMgr;//[Offset: 0xe54, Size: 4] int SyncAIState;//[Offset: 0xe58, Size: 4] int AIState;//[Offset: 0xe64, Size: 4] float HurtAnimTime;//[Offset: 0xe68, Size: 4] float BackAnimPerc;//[Offset: 0xe6c, Size: 4] float TurnInPlaceAngel;//[Offset: 0xe70, Size: 4] delegate OnEnterAIState;//[Offset: 0xe80, Size: 12] delegate OnLeaveAIState;//[Offset: 0xe8c, Size: 12] delegate OnBPEnterAIState;//[Offset: 0xe98, Size: 12] delegate OnBPLeaveAIState;//[Offset: 0xea4, Size: 12] delegate OnChangeAnimParam;//[Offset: 0xeb0, Size: 12] delegate OnAnimInstanceAssetLoaded;//[Offset: 0xebc, Size: 12] delegate OnAnimListComponentAssetLoaded;//[Offset: 0xec8, Size: 12] delegate OnCharacterHitPointDelgate;//[Offset: 0xee8, Size: 12] bool bCanSkillSpeedScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef4, Size: 1] int FlowId;//[Offset: 0xef8, Size: 4] FString MonsterName;//[Offset: 0xefc, Size: 12] FString MonsterNameID;//[Offset: 0xf08, Size: 12] int MonsterSyncID;//[Offset: 0xf14, Size: 4] bool bEnableAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf18, Size: 1] int Gold;//[Offset: 0xf1c, Size: 4] int SuperGold;//[Offset: 0xf20, Size: 4] int[] BornSkill;//[Offset: 0xf24, Size: 12] int[] AloneSkillIdList;//[Offset: 0xf30, Size: 12] int HealthBarCount;//[Offset: 0xf3c, Size: 4] bool bIsCrawlChar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf40, Size: 1] int NeedSendAttackFlow;//[Offset: 0xf44, Size: 4] float TakeDamageScale;//[Offset: 0xf48, Size: 4] float DamageScale;//[Offset: 0xf4c, Size: 4] Actor* AttackTarget;//[Offset: 0xf50, Size: 8] int[] DecalIndexArray;//[Offset: 0xf58, Size: 12] ImpactFXMap;//[Offset: 0xf64, Size: 60] ImpactSoundMap;//[Offset: 0xfa0, Size: 60] byte HitPartJudgment;//[Offset: 0xfdc, Size: 1] NewHitBodyPosMap;//[Offset: 0xfe0, Size: 60] BodyTypeDef StandBodyDef;//[Offset: 0x101c, Size: 8] PVELagCompensationComponent* PVELagCompensationComponent;//[Offset: 0x1024, Size: 4] CapsuleComponent* ProneCapsuleComponent;//[Offset: 0x1028, Size: 4] float IdleWalkSpeedRatio;//[Offset: 0x102c, Size: 4] float AttackWalkSpeedRatio;//[Offset: 0x1030, Size: 4] float SprintRunSpeedRatio;//[Offset: 0x1034, Size: 4] float SidewaysSpeedRatio;//[Offset: 0x1038, Size: 4] float MaxSpeedModeRatio;//[Offset: 0x103c, Size: 4] float[] CircleDamageRate;//[Offset: 0x1040, Size: 12] int ObjectPoolSize;//[Offset: 0x104c, Size: 4] int LifePeriodTime;//[Offset: 0x1050, Size: 4] float KilledDisCircleEdge;//[Offset: 0x1054, Size: 4] int MaxHPStageForBroadcast;//[Offset: 0x1058, Size: 4] bool bEnableMaxAllowedDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105c, Size: 1] float MaxAllowedDistanceFromSpawnPoint;//[Offset: 0x1060, Size: 4] bool bMaxAllowedDistanceCheckIn2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1064, Size: 1] bool IsHeadShootDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106c, Size: 1] int RageLevel;//[Offset: 0x1088, Size: 4] float AloneRageTimerRate;//[Offset: 0x1094, Size: 4] float ImpluseScale;//[Offset: 0x1098, Size: 4] float ImpluseZScale;//[Offset: 0x109c, Size: 4] bool EnableOverlapImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10a0, Size: 1] bool EnableOverlapDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10a1, Size: 1] float OverlapVehicleDamageRate;//[Offset: 0x10a4, Size: 4] float OverlapAgainstVehicleDamageRate;//[Offset: 0x10a8, Size: 4] float MinDamageInterval;//[Offset: 0x10ac, Size: 4] float MovementTickInterval;//[Offset: 0x10b0, Size: 4] float DsActorTickInterval;//[Offset: 0x10b4, Size: 4] bool IsNavWalkMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10b8, Size: 1] AkAudioEvent* MonsterBornSound;//[Offset: 0x10c0, Size: 4] AkAudioEvent* MonsterDeadSound;//[Offset: 0x10c4, Size: 4] AkAudioEvent* MonsterIdleSound;//[Offset: 0x10c8, Size: 4] AkAudioEvent* MonsterRunSound;//[Offset: 0x10cc, Size: 4] float NoPathToTargetTimer;//[Offset: 0x10d0, Size: 4] enum AnimGroupMask;//[Offset: 0x10d4, Size: 1] bool bEnableTurnAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d5, Size: 1] bool bEnableDSTurnAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d6, Size: 1] bool ExplodeBeforeDieEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10dc, Size: 1] int ExplodeSkillID;//[Offset: 0x10e0, Size: 4] float ExplodeSkillDuration;//[Offset: 0x10e4, Size: 4] bool CloseCollisionForMeshOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e8, Size: 1] AkComponent* SoundComp;//[Offset: 0x10ec, Size: 4] float LagCompensationRecordInterval;//[Offset: 0x11b0, Size: 4] float HearRadius;//[Offset: 0x11b8, Size: 4] float MinTimeLockHeardPos;//[Offset: 0x11bc, Size: 4] bool bIgnoreNetRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c4, Size: 1] bool bSimulateMovementByCharacterMovementComponentOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c5, Size: 1] bool bEnableSimulateSyncSmooth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c6, Size: 1] bool bNotifyLuaDamageEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c7, Size: 1] bool TestPathSyncToLocation(Vector Location);// 0x22c1cc4 bool TestPathSyncToActor(Actor* Actor);// 0x22c1c44 void StopMovementMode();// 0x21fcb98 void StartMovementMode();// 0x21fd6f0 void ShowHeadShootDeadEffect();// 0x22c1c30 void SetCopyBoneSimpleChar(STExtraSimpleCharacter* InSimpleChar);// 0x22c1bb8 void ResetCharAnimParam();// 0x22c1ba4 void OnSmoothComponentSnapshotPreReplicate();// 0x22c1b90 void OnRep_SyncAIState();// 0x22c1b7c void OnRep_ReplicatedMovement();// 0x202d6b0 void OnRep_RageLevel();// 0x22c1b68 void OnRep_MonsterSyncID();// 0x22c1b54 void OnRep_MonsterNameID();// 0x22c1b40 void OnRep_IsLeftRightMove();// 0x22c1b24 void OnRep_IdleBlendSpaceValue();// 0x22c1b10 void NotifyInitial();// 0x22c1afc void MulticastPlayerSoundByID(int SoundID);// 0x22c1a48 void LeaveAIState(enum NewState, bool bIsNotify);// 0x22c1984 bool IsSameTeam(Pawn* Other);// 0x21fa9ac bool IsInActiveState();// 0x22c195c bool IsEnableBroadcastDamage(out const DamageEvent DamageEvent, float Damage);// 0x22c1870 bool IsCanCopyBone();// 0x22c1848 bool IsBoss();// 0x22c1820 bool IsBigBoss();// 0x22c17f8 bool IsBehemoth();// 0x22c17d0 void InitCharAnimParam();// 0x22c17bc bool HasAIState(enum NewState);// 0x22c173c void HandleHitByBullet(Actor* Causer);// 0x22c16c4 void GotoEarthAndDie();// 0x22c16a8 Vector GetVelocity();// 0x22c1658 AkComponent* GetSoundComponent();// 0x22c1630 Vector GetServerHeadLocation();// 0x22c15e8 STExtraPlayerController* GetPlayerControllerSafety();// 0x21f87e4 int GetMonsterType();// 0x22c15cc FString GetMonsterName();// 0x22c1504 float GetHitBoxRadius();// 0x22c14e8 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x22c1374 ExFootIKComponent* GetExFootIKComponent();// 0x22c1344 class PlayerTombBox GetDropTomb();// 0x22c1314 int GetDeactiveMonsterCount();// 0x22c12ec byte GetCurHitPartJugementType();// 0x22c12c4 STExtraSimpleCharacter* GetCopyBoneSimpleChar();// 0x22c129c SimpleCharAnimParamList GetAnimParam();// 0x22c1210 int GetAliveTimeSeconds();// 0x22c11f4 int GetActiveMonsterCount();// 0x22c11cc void ExplodeBeforeDie(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, Vector _hitImpulseDir, HitResult _hitInfo, bool bIsHeadshot);// 0x22c0f10 void EnterAIState(enum NewState, bool bIsNotify);// 0x22c0e4c void EnableDSAnim(bool bEnable);// 0x22c0dcc void DisappearOnDeath();// 0x22c0db8 void DieAfterExplode();// 0x22c0da4 void DelayHidden();// 0x21f5bc0 void ClearOnDeath(Controller* EventInstigater, out const DamageEvent DamageEvent);// 0x22c0cc4 bool CheckPlayerNeedUpdateAnimation();// 0x22c0c9c void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x22c0b90 void ChangeSourceType(byte NewSourceType);// 0x22c0b18 void BroadcastReliableLeaveAIState(enum NewState, bool bIsNotify);// 0x22c0a08 void BroadcastReliableEnterAIState(enum NewState, bool bIsNotify);// 0x22c08f8 void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22c067c void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22c0394 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22c0118 void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22bfe9c void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22bfc0c void BroadcastClientsSimulateLastPointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22bf990 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22bf714 void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22bf498 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22bf210 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x22bef28 void BroadcastClientsGMTestDamage(float Damage, float CurHealth, int DamageClassID, byte HitPart);// 0x22bed94 void BroadcastClientsDebugSpeed(float Speed);// 0x22bece0 void BroadcastClientsDebugOutputDamage(float OutputDmg);// 0x22bec2c void BPSetEyeEffect(float Switch, LinearColor Color);// 0x2c90a38 void BPPreRespawned();// 0x22bec10 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2c90a38 void BPNotifyInitial();// 0x2c90a38 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2c90a38 void BPMonsterInitTableDone();// 0x2c90a38 byte BPGetReplicatedMovementMode();// 0x22bebf4 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x22bea80 bool BP_HasAIState(enum NewState);// 0x22bea00 RoadPointInfo[] BleCallGetRoadPoints();// 0x22be938 bool AllowAIState(enum NewState);// 0x2166974 void AddWeaponDamageAddition(byte WeaponType);// 0x22be8c0 -------------------------------- Class: SimpleCharAnimParamList Vector Velocity;//[Offset: 0x0, Size: 12] Vector movedir;//[Offset: 0xc, Size: 12] byte MovementMode;//[Offset: 0x18, Size: 1] Rotator ViewRotation;//[Offset: 0x1c, Size: 12] bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] Vector HurtDir;//[Offset: 0x2c, Size: 12] bool IsDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] bool IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39, Size: 1] bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a, Size: 1] bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b, Size: 1] bool IsLeftRightMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] int RandomAnimID;//[Offset: 0x40, Size: 4] int IdleBlendSpaceValue;//[Offset: 0x44, Size: 4] float AdditiveYaw;//[Offset: 0x48, Size: 4] -------------------------------- Class: SimulateSyncSmoothComponent.ActorComponent.Object RepSnapshot RepSnapshot;//[Offset: 0xbc, Size: 56] RepSnapshot Snapshot;//[Offset: 0xf4, Size: 56] float TolerateLocationDiffSqAtServer;//[Offset: 0x12c, Size: 4] float TolerateRotationInDegreeAtServer;//[Offset: 0x130, Size: 4] float TolerateLinearVelocityDiffSqAtServer;//[Offset: 0x134, Size: 4] float TolerateAngularVelocityDiffSqAtServer;//[Offset: 0x138, Size: 4] float ForceUpdateLocationDiffSqAtServer;//[Offset: 0x13c, Size: 4] float ForceUpdateLinearVelocityDiffSqAtServer;//[Offset: 0x140, Size: 4] float FindFloorUpOffset;//[Offset: 0x144, Size: 4] float FindFloorDownOffset;//[Offset: 0x148, Size: 4] float CapsuleHalfHeight;//[Offset: 0x14c, Size: 4] bool bUseFindFloor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150, Size: 1] int CurrentDeviceLevel;//[Offset: 0x154, Size: 4] int FindFloorDeviceLevel;//[Offset: 0x158, Size: 4] delegate OnSnapshotPreReplicate;//[Offset: 0x15c, Size: 12] bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168, Size: 1] SimulateSyncSmooth SimulateSyncSmooth;//[Offset: 0x16c, Size: 212] bool bOpenDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240, Size: 1] bool bOpenServerForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x241, Size: 1] bool bNoPredict;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x242, Size: 1] bool bOnlyUpdateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x243, Size: 1] bool bAutonomousProxyEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] bool bIsReplayRecording;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245, Size: 1] delegate OnActorTeleportFinish;//[Offset: 0x248, Size: 12] bool bEnableTurnAnimationNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x255, Size: 1] bool FlipTurnRightFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x256, Size: 1] float MoveMaxSpeedWhenTuring;//[Offset: 0x258, Size: 4] bool bAutoUpdateVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278, Size: 1] float TurnThreshold;//[Offset: 0x284, Size: 4] CurveFloat* TurnTimeCurve;//[Offset: 0x288, Size: 4] float TurnSpeed;//[Offset: 0x28c, Size: 4] void TeleportNextSync();// 0x21893e0 void StopPredict();// 0x21893cc void SetVelocity(out const Vector Velocity);// 0x2189348 void SetEnable(bool bInEnable, bool bForceReinit);// 0x2189278 void SetAngularVelocity(float PitchSpeed, float YawSpeed, float RollSpeed);// 0x2189178 void OnRep_Snapshot();// 0x2189164 Vector GetVelocity();// 0x218911c bool GetEnable();// 0x2189100 Vector FindFloor(const Vector InLocation);// 0x218906c -------------------------------- Class: RepSnapshot float TimeStamp;//[Offset: 0x0, Size: 4] Vector_NetQuantize Location;//[Offset: 0x4, Size: 12] Rotator Rotation;//[Offset: 0x10, Size: 12] Vector_NetQuantize LinearVelocity;//[Offset: 0x1c, Size: 12] Vector_NetQuantize AngularVelocity;//[Offset: 0x28, Size: 12] bool IsTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] -------------------------------- Class: SimulateSyncSmooth float MaxPredictMoveTime;//[Offset: 0x0, Size: 4] float MaxMoveDeltaTime;//[Offset: 0x4, Size: 4] float SmoothNetUpdateTime;//[Offset: 0x8, Size: 4] float SmoothNetUpdateRotationTime;//[Offset: 0xc, Size: 4] -------------------------------- Class: MobAdvancedMovement.ActorComponent.Object float WallClimb_AcceptableFaceAngle;//[Offset: 0xbc, Size: 4] float WallClimb_TurnFaceSpeed;//[Offset: 0xc0, Size: 4] float WallClimb_KeepDistanceToWall;//[Offset: 0xc4, Size: 4] float WallClimb_JumpToWallSpeed;//[Offset: 0xc8, Size: 4] float WallClimb_JumpToWallHeightOffset;//[Offset: 0xcc, Size: 4] float WallClimb_MoveUpSpeed;//[Offset: 0xd0, Size: 4] float WallClimb_MoveUpHeightOffset;//[Offset: 0xd4, Size: 4] float WallClimb_ClimbToStand_Duration;//[Offset: 0xd8, Size: 4] CurveFloat* Curve_ClimbToStand_Forward;//[Offset: 0xdc, Size: 4] CurveFloat* Curve_ClimbToStand_Height;//[Offset: 0xe0, Size: 4] float WallJump_JumpSpeed;//[Offset: 0xe4, Size: 4] float WallJump_JumpAngle;//[Offset: 0xe8, Size: 4] float WallJump_ZVelocity;//[Offset: 0xec, Size: 4] float Stride_AcceptableFaceAngle;//[Offset: 0xf0, Size: 4] float Stride_Duration;//[Offset: 0xf4, Size: 4] float Stride_KeepDistanceToWall;//[Offset: 0xf8, Size: 4] float Stride_HeightOffset;//[Offset: 0xfc, Size: 4] float Stride_ForwardOffset;//[Offset: 0x100, Size: 4] float Stride_LineTraceOffset;//[Offset: 0x104, Size: 4] CurveFloat* Curve_Stride_Forward;//[Offset: 0x108, Size: 4] CurveFloat* Curve_Stride_Height;//[Offset: 0x10c, Size: 4] bool Stride_JumpInstead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, Size: 1] int iWallClimbState;//[Offset: 0x114, Size: 4] int iWallJumpState;//[Offset: 0x118, Size: 4] int iStrideState;//[Offset: 0x11c, Size: 4] void WindowJump(Vector DstLoacation, Vector originLocation, float WindowHeight);// 0x20e50b8 void WallJump(Vector DstLocation);// 0x20e5048 void WallClimbExit();// 0x20e5034 void WallClimb(Vector DstLocation, Vector originLocation, float WindowHeight);// 0x20e4f2c void TickWallJump_Turn(float DeltaTime);// 0x20e4eb4 void TickWallJump(float DeltaTime);// 0x20e4e3c void TickWallClimb_Turn(float DeltaTime);// 0x20e4dc4 void TickWallClimb_JumpToWall(float DeltaTime);// 0x20e4d4c void TickWallClimb_ClimbUp(float DeltaTime);// 0x20e4cd4 void TickWallClimb_ClimbToStand(float DeltaTime);// 0x20e4c5c void TickWallClimb(float DeltaTime);// 0x20e4be4 void TickStride_Turn(float DeltaTime);// 0x20e4b6c void TickStride_Stride(float DeltaTime);// 0x20e4af4 void TickStride_MoveToWall(float DeltaTime);// 0x20e4a7c void TickStride(float DeltaTime);// 0x20e4a04 void StrideJump();// 0x20e49f0 void StrideExit();// 0x20e49dc void Stride(out Vector DstLocation, out Vector originLocation);// 0x20e4904 void OnMobDie();// 0x20e48f0 void NotifyClientsWallClimbSyncState(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x20e47e4 void NotifyClientsWallClimbStartClimbToStand(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x20e46d8 void NotifyClientsStrideState(Vector pos, Rotator Rotator, int nowStrideState);// 0x20e45cc void NotifyClientsStartStride(Vector pos, Rotator Rotator, int nowStrideState, Vector originLocation, Vector DstLocation, float heightLength, float forwardLength);// 0x20e4378 bool IsInAdvancedMovement();// 0x20e4350 int GetWallJumpState();// 0x20e4328 int GetWallClimbState();// 0x20e4300 int GetStrideState();// 0x20e42d8 void BPWallJump(Vector DstLocation);// 0x20e4260 void BPWallClimb(Vector DstLocation);// 0x20e41e8 -------------------------------- Class: MobPerceptionController.ActorComponent.Object float AcceptableNoiseLoudness;//[Offset: 0xbc, Size: 4] enum[] AcceptableNoiseType;//[Offset: 0xc0, Size: 12] enum NoiseAttenuationModel;//[Offset: 0xcc, Size: 1] int NoisePoolSize;//[Offset: 0xd0, Size: 4] float NoiseRememberTime;//[Offset: 0xd4, Size: 4] float NoiseUpdateFrequency;//[Offset: 0xd8, Size: 4] bool SearchNoise(out NoiseInfo NoiseInfo, enum searchType, BehaviorTreeComponent* BehaviorTree, bool CheckDistance, bool CheckDeadOrDestoryed);// 0x20e7f00 void OnPerceptionSenseUpdated(AIPerceptionComponent* PerceptionComponent, out Actor*[] UpdatedActors);// 0x20e7df0 void OnMobDie();// 0x20e7ddc void ClearNoisePool();// 0x20e7ddc NoiseCheckResult CheckNoise(out AIStimulus Stimulus);// 0x20e7c3c float Attenuation(out AIStimulus Stimulus);// 0x20e7aa4 void AddToNoisePool(Actor* Instigator, out AIStimulus Stimulus, float LoudnessHeard);// 0x20e7888 -------------------------------- Class: NoiseInfo enum NoiseType;//[Offset: 0x0, Size: 1] Actor* Instigator;//[Offset: 0x4, Size: 8] Vector NoiseLocation;//[Offset: 0xc, Size: 12] float LoudnessAtStart;//[Offset: 0x18, Size: 4] float LoudnessHeard;//[Offset: 0x1c, Size: 4] float HeardTime;//[Offset: 0x20, Size: 4] -------------------------------- Class: BehaviorTreeComponent.BrainComponent.ActorComponent.Object BTNode*[] NodeInstances;//[Offset: 0x110, Size: 12] void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree* BehaviorAsset);// 0x3bf6af8 float GetTagCooldownEndTime(GameplayTag CooldownTag);// 0x3bf6a78 void AddCooldownTagDuration(GameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration);// 0x3bf6964 -------------------------------- Class: GameplayTag FName TagName;//[Offset: 0x0, Size: 8] -------------------------------- Class: NoiseCheckResult bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] enum NoiseType;//[Offset: 0x1, Size: 1] float LoudnessHeard;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraSimpleCharacterPhysics.ActorComponent.Object float VelocityDampingOnGround;//[Offset: 0xbc, Size: 4] float VelocityDampingInMidAir;//[Offset: 0xc0, Size: 4] float StepHeight;//[Offset: 0xc4, Size: 4] float VehicleHitFeedBack;//[Offset: 0xc8, Size: 4] float VehicleImpluseScale;//[Offset: 0xcc, Size: 4] float HorizontalVelocitySquaredForSimulate;//[Offset: 0xd0, Size: 4] float ResetSimulatePreventPenetrationTime;//[Offset: 0xd4, Size: 4] bool bPreventPenetration;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] CharacterMovementComponent* CharacterMovement;//[Offset: 0x114, Size: 4] bool StopSkillSimulate();// 0x22c69bc bool StartSkillSimulate(Vector InVelocity, bool PreventPenetration);// 0x22c68f0 void SetVelocity(Vector InVelocity);// 0x22c6880 void SetSimulatePhysics(bool bInEnabled);// 0x22c6804 void SetEnabled(bool InEnabled);// 0x22c6788 void SetCharacterMovementActive(bool _bIsActive);// 0x22c6708 bool IsOnGround();// 0x22c66e0 Vector GetVelocity();// 0x22c6698 bool FindGround();// 0x22c6670 void AddVelocity(Vector InVelocity);// 0x22c6600 void ActivatePhysics();// 0x22c65ec -------------------------------- Class: UnitAttrComponent.ActorComponent.Object byte Category;//[Offset: 0xbc, Size: 1] byte Type;//[Offset: 0xbd, Size: 1] int TypeId;//[Offset: 0xc0, Size: 4] void SetActorVisible(bool bEnable);// 0x1fbc51c -------------------------------- Class: CircleMgrComponent.TimerRegistComponent.ActorComponent.Object FString LuaFilePath;//[Offset: 0x148, Size: 12] bool GM_IsEnableNarrowCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154, Size: 1] bool IsInActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x155, Size: 1] bool bIsNotMultiCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x156, Size: 1] bool bMakePainToHealth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x157, Size: 1] bool bUseDIYCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158, Size: 1] int CustomBeginIndex;//[Offset: 0x15c, Size: 4] bool IsCustomWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x160, Size: 1] CirCleCfg[] CircleConfigs;//[Offset: 0x164, Size: 12] float DestinyThreshold;//[Offset: 0x170, Size: 4] int RoundNum;//[Offset: 0x174, Size: 4] bool bEnableDebugMultiCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178, Size: 1] bool bEnableLowProbCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x179, Size: 1] Vector2D LowProbCenter;//[Offset: 0x17c, Size: 8] float LowProbCenterRadius;//[Offset: 0x184, Size: 4] float LowProbRatio;//[Offset: 0x188, Size: 4] bool bEnableInnerCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c, Size: 1] class Actor* InnerCircleClass;//[Offset: 0x190, Size: 4] float TimeForForbidMakePain;//[Offset: 0x194, Size: 4] Actor* InnerCircle;//[Offset: 0x198, Size: 4] Vector InnerCircleInfo;//[Offset: 0x19c, Size: 12] bool bEnablePrecalculateCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0, Size: 1] Vector BlueCircle;//[Offset: 0x1d4, Size: 12] Vector WhiteCircle;//[Offset: 0x1e0, Size: 12] int CurrentIndex;//[Offset: 0x1ec, Size: 4] Actor* ContainActor;//[Offset: 0x1f0, Size: 4] bool bCircleCenterInExtend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200, Size: 1] delegate OnCircleBegin;//[Offset: 0x2e4, Size: 12] delegate OnCircleSizeAndPosChanged;//[Offset: 0x2f0, Size: 12] delegate OnCircleInitSizeAndPosChanged;//[Offset: 0x2fc, Size: 12] delegate OnCircleInfoChanged;//[Offset: 0x308, Size: 12] delegate OnWaveEnded;//[Offset: 0x314, Size: 12] delegate OnCircleEnded;//[Offset: 0x320, Size: 12] CirleAreaVolume* BindedCirleAreaVolume;//[Offset: 0x32c, Size: 4] bool bPreCalculateFirstWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330, Size: 1] delegate OnFinishedPreCalculateFirstWhiteCircle;//[Offset: 0x334, Size: 12] bool WhitCircleIsOutOfBlueCircle();// 0x2009708 void StartCircleFromBegin();// 0x20096f4 void SetGMCicleTime(float cdTime, float LastTime);// 0x20095f8 void RetriveGetCircleInfo(out GetCircleInfo CurInfo);// 0x2009530 void RetriveCircleInfo(out ReConnectGameStateInfo CurInfo);// 0x2009450 void OverrideDestinyChanceByIndex(bool bOverride, float InChance, int CircleIndex);// 0x2009344 void OverrideDestinyChance(bool bOverride, float InChance);// 0x200927c void MakePain(Actor* _actor, float _desireDamage);// 0x20091c0 void MakeDesiredCircle(Vector circleInfo, int CircleType);// 0x2009108 bool MakeCurrentWhiteCircle(int Index);// 0x2009080 bool IsUseCustomWhiteCircle();// 0x2009058 bool IsPositionInBlueCircle(out const Vector Position);// 0x2008fcc bool IsInBlueCircle(Actor* _actor);// 0x2008f4c bool HasDoubleCircleEnabled();// 0x2008f30 void GMBeginCircle(int CurIndex, float PosX, float PosY, float PosZ);// 0x2008de8 Vector GetWhiteCircle(int Index);// 0x2008d58 float GetNeedTotalTimeToCircleIndex(int CircleIndex);// 0x2008cd8 Vector GetInnerCircleInfo();// 0x2008cb4 Vector GetCustomWhiteCircleConfigByIndex(int CircleIndex, int RandomIndex);// 0x2008be0 Vector GetCustomBlueCircleConfigByIndex(int CircleIndex);// 0x2008b50 Vector GetCurrentWhiteCircle();// 0x2008b2c int GetCurrentCircleIndex();// 0x2008b04 Vector GetCurrentBlueCircle();// 0x2008ae0 void ApplyCircleOffset(Vector InOffset);// 0x2008a70 -------------------------------- Class: TimerRegistComponent.ActorComponent.Object bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] RegisterTimer[] TimerRegister;//[Offset: 0xc0, Size: 12] FString TimerName;//[Offset: 0xcc, Size: 12] -------------------------------- Class: CirCleCfg int CircleID;//[Offset: 0x0, Size: 4] float DelayTime;//[Offset: 0x4, Size: 4] float RadiusWhenDestoryMap;//[Offset: 0x8, Size: 4] float SafeZoneAppeartime;//[Offset: 0xc, Size: 4] bool bIsCircleWarningUseFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] float[] BlueCirclePreWarning;//[Offset: 0x14, Size: 12] CircleWarningConfig[] BlueCirclePreWarningWithFilter;//[Offset: 0x20, Size: 12] float LastTime;//[Offset: 0x2c, Size: 4] float Pain;//[Offset: 0x30, Size: 4] bool bUseCustomBluePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] Vector2D bluepoint;//[Offset: 0x38, Size: 8] float blueradius;//[Offset: 0x40, Size: 4] bool bUseCustomWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] bool bUseCustomWhiteStrategy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45, Size: 1] Vector[] Whitepoints;//[Offset: 0x48, Size: 12] float whiteradius;//[Offset: 0x54, Size: 4] float Alpha;//[Offset: 0x58, Size: 4] bool bUseContainActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] float DestinyChance;//[Offset: 0x60, Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] float ScreenSizeFactor;//[Offset: 0x68, Size: 4] float ExtraRadius;//[Offset: 0x6c, Size: 4] bool bEnableDamageMagnifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1] float DamageMagnifierRange;//[Offset: 0x74, Size: 4] float DamageMagnifier;//[Offset: 0x78, Size: 4] CurveFloat* DamageMagnifierCurve;//[Offset: 0x7c, Size: 4] Vector[] AvoidPoints;//[Offset: 0x80, Size: 12] float EdgeDistance;//[Offset: 0x8c, Size: 4] bool bUseAvoidPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90, Size: 1] -------------------------------- Class: CircleWarningConfig float WarningTime;//[Offset: 0x0, Size: 4] enum WarningState;//[Offset: 0x4, Size: 1] -------------------------------- Class: CirleAreaVolume.Actor.Object BoxComponent* CircleBoxArea;//[Offset: 0x2fc, Size: 4] bool bUseRandomPointIfNotFindAValidCircleCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] bool bFixMayBeInOcean;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301, Size: 1] bool IsInWater(Vector Position);// 0x200a454 Vector GetRandomPointInArea(Vector Origin, float Radius, bool bTry);// 0x200a328 -------------------------------- Class: GetCircleInfo bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float CircleStateStartServerWorldSecond;//[Offset: 0x4, Size: 4] float CircleStatusLastTime;//[Offset: 0x8, Size: 4] float CircleStatusElapsedTime;//[Offset: 0xc, Size: 4] byte CircleStatus;//[Offset: 0x10, Size: 1] Vector BlueCircle;//[Offset: 0x14, Size: 12] Vector OriginalBlueCircle;//[Offset: 0x20, Size: 12] Vector WhiteCircle;//[Offset: 0x2c, Size: 12] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] float ScreenSizeFactor;//[Offset: 0x3c, Size: 4] float ExtraRadius;//[Offset: 0x40, Size: 4] int CurrentCircleIndex;//[Offset: 0x44, Size: 4] -------------------------------- Class: ReConnectGameStateInfo bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float CircleStateStartServerWorldSecond;//[Offset: 0x4, Size: 4] float CircleStatusLastTime;//[Offset: 0x8, Size: 4] float CircleStatusElapsedTime;//[Offset: 0xc, Size: 4] byte CircleStatus;//[Offset: 0x10, Size: 1] Vector BlueCircle;//[Offset: 0x14, Size: 12] Vector OriginalBlueCircle;//[Offset: 0x20, Size: 12] Vector WhiteCircle;//[Offset: 0x2c, Size: 12] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] float ScreenSizeFactor;//[Offset: 0x3c, Size: 4] float ExtraRadius;//[Offset: 0x40, Size: 4] byte AirAttackStatus;//[Offset: 0x44, Size: 1] Vector AirAttackArea;//[Offset: 0x48, Size: 12] int AirAttackWave;//[Offset: 0x54, Size: 4] int BossCountDown;//[Offset: 0x58, Size: 4] Vector BossBornPos;//[Offset: 0x5c, Size: 12] -------------------------------- Class: RegisterTimer int waveIndex;//[Offset: 0x0, Size: 4] float[] Times;//[Offset: 0x4, Size: 12] -------------------------------- Class: BodyTypeDef int UpThreshold;//[Offset: 0x0, Size: 4] int DownThreshold;//[Offset: 0x4, Size: 4] -------------------------------- Class: PVELagCompensationComponent.LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object float SimulatedCharacterServerTime();// 0x20c78a4 enum ShootSimpleCharacterVerify(STExtraShootWeapon* Weapon, STExtraBaseCharacter* Shooter, out const BulletHitInfoUploadData ShootData);// 0x215bdbc -------------------------------- Class: LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object int KeepStillMinTime;//[Offset: 0x318, Size: 4] float StillMaxSpeed;//[Offset: 0x31c, Size: 4] Vector StandStillBoundBoxExtent;//[Offset: 0x320, Size: 12] Vector StandStillHeadBoundBoxExtent;//[Offset: 0x32c, Size: 12] Vector StandStillHeadBoxOffset;//[Offset: 0x338, Size: 12] Vector CrouchStillBoundBoxExtent;//[Offset: 0x344, Size: 12] Vector CrouchStillHeadBoundBoxExtent;//[Offset: 0x350, Size: 12] Vector CrouchStillHeadBoxOffset;//[Offset: 0x35c, Size: 12] float WeaponOffsetStillScale;//[Offset: 0x368, Size: 4] Vector StandStillBoundBoxExtentPicth;//[Offset: 0x36c, Size: 12] Vector StandStillHeadBoundBoxExtentPicth;//[Offset: 0x378, Size: 12] Vector CrouchStillBoundBoxExtentPicth;//[Offset: 0x384, Size: 12] Vector CrouchStillHeadBoundBoxExtentPicth;//[Offset: 0x390, Size: 12] DistanceContinueHitCheck DistanceContinueHitCheck;//[Offset: 0x39c, Size: 44] void PostServerMoveDelegate();// 0x20c66c4 -------------------------------- Class: DistanceContinueHitCheck float CheckDisSquared;//[Offset: 0x0, Size: 4] int MaxContinueTimes;//[Offset: 0x4, Size: 4] float ShootIntervalBuff;//[Offset: 0x8, Size: 4] float MaxCheatTimes;//[Offset: 0xc, Size: 4] -------------------------------- Class: ExFootIKComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bc, Size: 1] float UpwardDetectionDistance;//[Offset: 0x5c0, Size: 4] float DownwardDetectionDistance;//[Offset: 0x5c4, Size: 4] float DetectionSphereRadius;//[Offset: 0x5c8, Size: 4] byte DetectionCollisionChannel;//[Offset: 0x5cc, Size: 1] float InterpSpeed;//[Offset: 0x5d0, Size: 4] bool bEnableIKEffectorRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d4, Size: 1] bool bEnableKEffectorOffsetMinValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d5, Size: 1] float ScaleOfPawn;//[Offset: 0x5d8, Size: 4] FootIKInfos;//[Offset: 0x5dc, Size: 60] bool bEnableOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x618, Size: 1] float TickFrequencyPerSecond;//[Offset: 0x61c, Size: 4] bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x620, Size: 1] Vector IKEffectorOffsetMinValue;//[Offset: 0x624, Size: 12] void GetIKEffectorRotation(out Rotator OutIKEffectorRotation, out bool bOutIsValid, out const FName InFootIKName);// 0x2061f44 Vector GetIKEffectorOffsetMinValue();// 0x2061f18 void GetIKEffectorOffset(out Vector OutIKEffectorOffset, out bool bOutIsValid, out const FName InFootIKName);// 0x2061d34 -------------------------------- Class: ExFootIKInfo FName IKBoneOrSocketName;//[Offset: 0x0, Size: 8] FName FixedBoneOrSocketName;//[Offset: 0x8, Size: 8] Vector IKBoneOrSocketOffset;//[Offset: 0x10, Size: 12] Vector IKEffectorOffset;//[Offset: 0x1c, Size: 12] Rotator IKEffectorRotation;//[Offset: 0x28, Size: 12] -------------------------------- Class: VehicleDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: RadialDamageEvent.DamageEvent RadialDamageParams Params;//[Offset: 0x8, Size: 20] Vector Origin;//[Offset: 0x1c, Size: 12] HitResult[] ComponentHits;//[Offset: 0x28, Size: 12] -------------------------------- Class: RadialDamageParams float BaseDamage;//[Offset: 0x0, Size: 4] float MinimumDamage;//[Offset: 0x4, Size: 4] float InnerRadius;//[Offset: 0x8, Size: 4] float OuterRadius;//[Offset: 0xc, Size: 4] float DamageFalloff;//[Offset: 0x10, Size: 4] -------------------------------- Class: PoisonDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: MeleeDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: FallingDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: DrowningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: STBurningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: STAirAttackRadialDamageEvent.RadialDamageEvent.DamageEvent -------------------------------- Class: RoadPointInfo int ID;//[Offset: 0x0, Size: 4] int Radius;//[Offset: 0x4, Size: 4] Vector pos;//[Offset: 0x8, Size: 12] -------------------------------- Class: ExplosionProjectileHitInfo Vector ImpactPoint;//[Offset: 0x0, Size: 12] Vector ImpactNormal;//[Offset: 0xc, Size: 12] float BulletHitTime;//[Offset: 0x18, Size: 4] float BulletLaunchTime;//[Offset: 0x1c, Size: 4] float BulletMovedDistance;//[Offset: 0x20, Size: 4] -------------------------------- Class: ProjectileBulletBase.STExtraShootWeaponBulletBase.Actor.Object bool DisableSimulateBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d0, Size: 1] bool DisableServerBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d1, Size: 1] Vector ServerShootPos;//[Offset: 0x5d4, Size: 12] float ServerShootTime;//[Offset: 0x5e0, Size: 4] ProjectileBulletLaunchParams ServerLaunchParams;//[Offset: 0x5f0, Size: 80] bool bIsValidImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x659, Size: 1] Controller* CachedInstigator;//[Offset: 0x660, Size: 4] void RPC_Multicast_StartLaunch(float Speed, out const Transform Trans, Actor* InOwningWeapon, Actor* InInstigator, uint32 _ShootID);// 0x1fcd5a0 void ProjectileComponentHandleShootDamageCallback(NormalProjectileComponent* Comp);// 0x214d038 void OnRep_ServerLaunchParams(out const ProjectileBulletLaunchParams OldParam);// 0x214cf20 void OnImpactEnd(out const HitResult _ImpactResult);// 0x1fcd4fc void OnImpact(out const HitResult _ImpactResult);// 0x1fcd458 void HandleBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x214cd18 -------------------------------- Class: ProjectileBulletLaunchParams float Speed;//[Offset: 0x0, Size: 4] Transform Trans;//[Offset: 0x10, Size: 48] Actor* OwningWeapon;//[Offset: 0x40, Size: 4] Actor* Instigator;//[Offset: 0x44, Size: 4] uint32 ShootID;//[Offset: 0x48, Size: 4] -------------------------------- Class: SeekAndLockWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object class Actor[] SeekAndLockTargetClassConfigList;//[Offset: 0x100, Size: 12] float SeekAreaPixelSize;//[Offset: 0x10c, Size: 4] SeekAndLockStageConfig Stage1Confog;//[Offset: 0x110, Size: 8] SeekAndLockStageConfig Stage2Confog;//[Offset: 0x118, Size: 8] float ScopeInDelayTime;//[Offset: 0x120, Size: 4] float InitialLockFrameLength;//[Offset: 0x124, Size: 4] float FinalLockFrameLength;//[Offset: 0x128, Size: 4] float MaxSeekDeistance;//[Offset: 0x12c, Size: 4] float LineTraceTargetMaxDistance;//[Offset: 0x130, Size: 4] float HistoryLockDataMaxCacheTime;//[Offset: 0x134, Size: 4] float TrySeekAndGetLockTargetInterval;//[Offset: 0x138, Size: 4] float CheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x13c, Size: 4] float TraceTargetInterval;//[Offset: 0x140, Size: 4] float TraceTargetIntervalNoLaserTrace;//[Offset: 0x144, Size: 4] SeekAndLockStageTipsMap;//[Offset: 0x148, Size: 60] LockStageBeginSoundConfig;//[Offset: 0x184, Size: 60] EnemyLockStageBeginSoundConfig;//[Offset: 0x1c0, Size: 60] AkAudioEvent* LockStopSoundConfig;//[Offset: 0x1fc, Size: 4] AkAudioEvent* EnemyLockStopSoundConfig;//[Offset: 0x200, Size: 4] AkAudioEvent* EnemyLaunchRocketSound;//[Offset: 0x204, Size: 4] AkAudioEvent* EnemyLaunchRocketStopSound;//[Offset: 0x208, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x20c, Size: 4] bool bNeedDrawUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] delegate OnSeekAndLockStageEnterDelegate;//[Offset: 0x214, Size: 12] delegate OnChangeTraceTargetLocDelegate;//[Offset: 0x220, Size: 12] delegate OnChangeSeekAndLockStageTipDelegate;//[Offset: 0x22c, Size: 12] float CurTrySeekAndGetLockTargetInterval;//[Offset: 0x248, Size: 4] float CurCheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x24c, Size: 4] float CurTraceTargetCountTime;//[Offset: 0x250, Size: 4] bool bHasShowSeekAndLock3DUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254, Size: 1] bool bSeekAndLockAlwaysValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x255, Size: 1] bool bSeekAndLockToVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x256, Size: 1] bool bSeekAndLockToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x257, Size: 1] void ShowEnemyLaunchRocketTips();// 0x217fb40 void SetCurrentLockTarget(Actor* InTarget);// 0x217fac8 void RPC_Server_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x217f9cc void RPC_Server_NotifyServerCancelLock(Actor* LockTarget);// 0x217f918 void RPC_Client_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x217f81c void RPC_Client_NotifyServerCancelLock(Actor* LockTarget);// 0x217f768 void RemoveTargetList(Actor*[] TargetList);// 0x217f610 void RemoveTarget(Actor* Target);// 0x217f598 void OnSeekAndLockStageEnterDelegate__DelegateSignature(enum Stage);// 0x2c90a38 void OnChangeTraceTargetLocDelegate__DelegateSignature(out const HitResult HitInfo);// 0x2c90a38 void OnChangeSeekAndLockStageTipDelegate__DelegateSignature(FString Tip);// 0x2c90a38 void InitComplete();// 0x1f6b840 void HandleTargetOutOfSeekArea();// 0x217f584 void HandleReconnectOnServer(STExtraWeapon* Weapon);// 0x2023418 void HandleDisconnectOnServer(STExtraWeapon* Weapon);// 0x217f504 enum GetCurrentSeekAndLockStage();// 0x217f4d4 Actor* GetCurrentLockTarget();// 0x217f4ac bool CheckTargetIsVisible(Actor* Target);// 0x20ca708 bool CheckTargetClassIsIncluedByClassMap(Actor* Target);// 0x217f42c void AddTarget(Actor* Target);// 0x217f3b4 -------------------------------- Class: SeekAndLockStageConfig float LockTotalTime;//[Offset: 0x0, Size: 4] float ShrinkSpeed;//[Offset: 0x4, Size: 4] -------------------------------- Class: MoveAntiCheatComponent.ActorComponent.Object bool bUseMoveAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xbc, Size: 1] float MinMoveAntiCheatCheckIntervel;//[Offset: 0xc0, Size: 4] int MaxCheatTimes;//[Offset: 0xc4, Size: 4] float TolerateDistanceFractor;//[Offset: 0xc8, Size: 4] float MaxPacketLossRate;//[Offset: 0xcc, Size: 4] float MinDistanceSqAtStaticColliderCheck;//[Offset: 0xd0, Size: 4] int MaxTotalMoveCheatTimes;//[Offset: 0xd4, Size: 4] int MaxTotalPassWallTimes;//[Offset: 0xd8, Size: 4] float MinMoveAntiCheatCheckIntervel2;//[Offset: 0xdc, Size: 4] bool bIsForceAdjustZWhenExceed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] int MaxShootPointPassWall;//[Offset: 0xe4, Size: 4] int MaxGunPosErrorTimes;//[Offset: 0xe8, Size: 4] float MaxSkeletonLength;//[Offset: 0xec, Size: 4] int MaxMuzzleHeightTime;//[Offset: 0xf0, Size: 4] int MaxLocusFailTime;//[Offset: 0xf4, Size: 4] int MaxBulletVictimClientPassWallTimes;//[Offset: 0xf8, Size: 4] int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0xfc, Size: 4] int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x100, Size: 4] int MaxShooterDataNumErrorCnt;//[Offset: 0x104, Size: 4] VerifySwitch VsBoneInfo;//[Offset: 0x108, Size: 12] VerifySwitch VsTimeLineUpFailed;//[Offset: 0x114, Size: 12] VerifySwitch VsTimeLineDnFailed;//[Offset: 0x120, Size: 12] VerifySwitch VsTimeLineBlock;//[Offset: 0x12c, Size: 12] VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x138, Size: 12] VerifySwitch VsSysTimeRateCheck;//[Offset: 0x144, Size: 12] VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x150, Size: 12] VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x15c, Size: 12] VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x168, Size: 12] VerifySwitch VsShootGunInfoCheck;//[Offset: 0x174, Size: 12] VerifySwitch VsDynamicBasePassWall;//[Offset: 0x180, Size: 12] VerifySwitch VsShootTimeConDelta;//[Offset: 0x18c, Size: 12] VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x198, Size: 12] VerifySwitch VsJumpMaxHeight;//[Offset: 0x1a4, Size: 12] MoveCheatAntiStrategy MoveCheatAntiStrategy3;//[Offset: 0x220, Size: 136] MoveCheatAntiStrategy2 MoveCheatAntiStrategy4;//[Offset: 0x2a8, Size: 80] CharacterZMoveDistanceCheck CharacterZMoveDistanceCheck;//[Offset: 0x2f8, Size: 52] ShovelAntiCheat ShovelAntiCheat;//[Offset: 0x330, Size: 120] ClientTimeSpeedCheck TimeSpeedCheck;//[Offset: 0x3a8, Size: 60] RealtimeMoveSpeedCheck RealtimeMoveSpeedCheck;//[Offset: 0x410, Size: 32] MoveCheatAntiStrategy6 MoveCheatAntiStrategy6;//[Offset: 0x430, Size: 1396] float MaxJumpHeight;//[Offset: 0x9a8, Size: 4] Character* CharacterOwner;//[Offset: 0x9ac, Size: 4] bool IsOpenRTPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa14, Size: 1] int ServerControlMaxThreshold;//[Offset: 0xa1c, Size: 4] void SendShovelDataToServer(const ShovelInfo InShovelData);// 0x20f7988 void RefreshRealMaxJumpHeight();// 0x1f6b840 void Ping2Server(float ServerTime, float ClientTime, const Vector_NetQuantize100 ClientLoc, float MaxSpeed);// 0x20f780c void Ping2Client(float ServerTime);// 0x20f7794 void OnPreReconnectOnServer();// 0x20f7780 bool K2_MoveSweepTest(out const Vector Start, out const Vector End, byte TraceChannel, out HitResult OutHit, bool bSweep, float SphereRadius, float PadLength);// 0x20f7514 void DebugDrawLine(const Vector Start, const Vector End);// 0x20f7468 void ClearJumpLimit();// 0x1f6b840 -------------------------------- Class: VerifySwitch int PunishThresHold;//[Offset: 0x0, Size: 4] bool bShouldPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] int VerifyFailedCnt;//[Offset: 0x8, Size: 4] -------------------------------- Class: MoveCheatAntiStrategy uint32 bIsOpen;//[Offset: 0x0, Size: 4] float MaxAllowClientSideTimeLag;//[Offset: 0x4, Size: 4] float CheckTimeSpeedIntervel;//[Offset: 0x8, Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0xc, Size: 4] float MaxMoveDistanceScaleFactor;//[Offset: 0x10, Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x14, Size: 4] float ServerSendPingIntervel;//[Offset: 0x18, Size: 4] float MaxMoveSpeedValue;//[Offset: 0x1c, Size: 4] int MaxSpeedSplitNum;//[Offset: 0x20, Size: 4] int MaxContinuousCheatMoveTimes;//[Offset: 0x24, Size: 4] int MaxClientSpeed;//[Offset: 0x28, Size: 4] -------------------------------- Class: MoveCheatAntiStrategy2 uint32 bIsOpen;//[Offset: 0x0, Size: 4] float CheckTimeSpeedIntervel;//[Offset: 0x4, Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0x8, Size: 4] float MaxMoveDistanceScaleFactor;//[Offset: 0xc, Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x10, Size: 4] float MaxMoveSpeedValue;//[Offset: 0x14, Size: 4] int MaxSpeedSplitNum;//[Offset: 0x18, Size: 4] -------------------------------- Class: CharacterZMoveDistanceCheck uint32 bIsOpen;//[Offset: 0x0, Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0x4, Size: 4] float MaxAllowMoveZHeight;//[Offset: 0x8, Size: 4] -------------------------------- Class: ShovelAntiCheat float DataSendInterval;//[Offset: 0x0, Size: 4] float DataSampleInterval;//[Offset: 0x4, Size: 4] float SampleMoveVelocityTorelate;//[Offset: 0x8, Size: 4] float CheatLockTime;//[Offset: 0xc, Size: 4] int MaxServerClientDeltaCount;//[Offset: 0x10, Size: 4] MoveAntiCheatComponent* OwnerMoveAntiCheat;//[Offset: 0x74, Size: 4] -------------------------------- Class: ClientTimeSpeedCheck float CheckTimeDeltaInterval;//[Offset: 0x24, Size: 4] float MaxClientTimeDeltaAheadServer;//[Offset: 0x28, Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x2c, Size: 4] float MaxServerTimeDelta;//[Offset: 0x30, Size: 4] float MaxClientAheadServerTotalTime;//[Offset: 0x34, Size: 4] int MaxProcessCounterOneFrame;//[Offset: 0x38, Size: 4] -------------------------------- Class: RealtimeMoveSpeedCheck -------------------------------- Class: MoveCheatAntiStrategy6 uint32 bIsOpen;//[Offset: 0x0, Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0x4, Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x8, Size: 4] float MaxVectorAccAngel;//[Offset: 0xc, Size: 4] float MaxSumVectorLength;//[Offset: 0x10, Size: 4] float MaxVectorAccTime;//[Offset: 0x14, Size: 4] float MaxMoveDeltaTime;//[Offset: 0x18, Size: 4] -------------------------------- Class: ShovelInfo -------------------------------- Class: BaseCharacterEffectCom.ActorComponent.Object ParticleSystem* DeathFX;//[Offset: 0xbc, Size: 4] STExtraBaseCharacter* OwningCharacter;//[Offset: 0xc0, Size: 4] void HandleOwnerDeath(STExtraBaseCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x1fba7f0 -------------------------------- Class: CharacterParachuteComponent.LuaInstancedActorComponent.ActorComponent.Object float CurrentDiveRate;//[Offset: 0x154, Size: 4] float FreeFall_InputForwardTriggerThreshold;//[Offset: 0x168, Size: 4] float FreeFall_InputRightTriggerThreshold;//[Offset: 0x16c, Size: 4] float FreeFall_AcceFall;//[Offset: 0x170, Size: 4] float FreeFall_MaxFreeFallSpeed;//[Offset: 0x174, Size: 4] float FreeFall_MaxFallSpeedChangeAccel;//[Offset: 0x178, Size: 4] float FreeFall_AcceForward;//[Offset: 0x17c, Size: 4] float FreeFall_MinForwardSpeed;//[Offset: 0x180, Size: 4] float FreeFall_MaxForwardSpeed;//[Offset: 0x184, Size: 4] float FreeFall_MaxForwardExtraFallSpeed;//[Offset: 0x188, Size: 4] float FreeFall_AcceRight;//[Offset: 0x18c, Size: 4] float FreeFall_MaxRightSpeed;//[Offset: 0x190, Size: 4] float FreeFall_MaxRightExtraFallSpeed;//[Offset: 0x194, Size: 4] float FreeFall_MinPitchForwardAngle;//[Offset: 0x198, Size: 4] float FreeFall_MaxPitchForwardAngle;//[Offset: 0x19c, Size: 4] float FreeFall_MaxPitchBackAngle;//[Offset: 0x1a0, Size: 4] float FreeFall_RotationYawInterpSpeed;//[Offset: 0x1a4, Size: 4] float FreeFall_RotationPitchInterpSpeed;//[Offset: 0x1a8, Size: 4] float FreeFall_MinDiveAngle;//[Offset: 0x1ac, Size: 4] float FreeFall_DiveExtraAcceFall;//[Offset: 0x1b0, Size: 4] float FreeFall_MaxDiveExtraFallSpeed;//[Offset: 0x1b4, Size: 4] bool bOpened_EnableInputMode8Dirs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8, Size: 1] float Opened_AcceFall;//[Offset: 0x1bc, Size: 4] float Opened_MaxFreeFallSpeed;//[Offset: 0x1c0, Size: 4] float Opened_AcceForward;//[Offset: 0x1c4, Size: 4] float Opened_MaxForwardSpeed;//[Offset: 0x1c8, Size: 4] float Opened_MaxBackwardSpeed;//[Offset: 0x1cc, Size: 4] float Opened_MaxForwardExtraFallSpeed;//[Offset: 0x1d0, Size: 4] float Opened_MaxBackExtraFallSpeed;//[Offset: 0x1d4, Size: 4] float Opened_GlidingSpeedRemainPercent;//[Offset: 0x1d8, Size: 4] float Opened_AcceRight;//[Offset: 0x1dc, Size: 4] float Opened_MaxRightSpeed;//[Offset: 0x1e0, Size: 4] float Opened_MaxLeftRightExtraFallSpeed;//[Offset: 0x1e4, Size: 4] float Opened_MaxRollAngle;//[Offset: 0x1e8, Size: 4] float Opened_MaxPitchForwardAngle;//[Offset: 0x1ec, Size: 4] float Opened_MaxPitchBackAngle;//[Offset: 0x1f0, Size: 4] float Opened_MaxYawAngleSpeed;//[Offset: 0x1f4, Size: 4] float Opened_RotationInterpSpeed;//[Offset: 0x1f8, Size: 4] float ReliableRPCInterval;//[Offset: 0x1fc, Size: 4] float UseNewVerifyHeightInParachuteOpen;//[Offset: 0x200, Size: 4] float AdjustClientDistanceMinSq;//[Offset: 0x230, Size: 4] Vector Launch_InitSpeed;//[Offset: 0x240, Size: 12] Vector Launch_SpeedRandomDelta;//[Offset: 0x24c, Size: 12] Vector Launch_Accel;//[Offset: 0x258, Size: 12] bool Launch_AutoExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x264, Size: 1] float Launch_YawRandomDelta;//[Offset: 0x268, Size: 4] float Launch_WingUpAngle;//[Offset: 0x26c, Size: 4] float Launch_WingForwardDecreaseRate;//[Offset: 0x270, Size: 4] float Launch_WingForwardDecreaseConstRate;//[Offset: 0x274, Size: 4] float Launch_WingForwardEnterFreeFallSpeed;//[Offset: 0x278, Size: 4] float Launch_WingForwardToUpRate;//[Offset: 0x27c, Size: 4] float Launch_WingUpDampingRate;//[Offset: 0x280, Size: 4] float Launch_WingUpDampingConstRate;//[Offset: 0x284, Size: 4] float Launch_MaxWingUpSpeed;//[Offset: 0x288, Size: 4] float Launch_WingUpDropPlus;//[Offset: 0x28c, Size: 4] delegate OnInitLaunch;//[Offset: 0x290, Size: 12] delegate OnResetLaunch;//[Offset: 0x29c, Size: 12] delegate OnChangeMovementModeWhenLaunch;//[Offset: 0x2a8, Size: 12] delegate OnLanded;//[Offset: 0x2b4, Size: 12] float CurrentFallSpeed;//[Offset: 0x2c0, Size: 4] float AllowMaxDiatanceSqAtServer;//[Offset: 0x2c4, Size: 4] float AllowMaxDistanceSqInParachuteOpen;//[Offset: 0x2c8, Size: 4] float MaxZAllowDistance;//[Offset: 0x2cc, Size: 4] bool bIsPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0, Size: 1] float FollowerDist;//[Offset: 0x2f8, Size: 4] float ReletiveStaticNearbyDistanceSquare;//[Offset: 0x2fc, Size: 4] bool bGmSetUseServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] bool bGmSetUseMaxForwardInputValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x345, Size: 1] bool bEanbleRadiouBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] bool bEanbleRadiouBlurDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x359, Size: 1] MaterialInterface* RadiouBlurMat;//[Offset: 0x360, Size: 40] MaterialInterface* RadiouBlurMatCache;//[Offset: 0x388, Size: 4] float DistanceToJumpPlaneLoc;//[Offset: 0x390, Size: 4] float AutoParachuteStopMoveForwardDistance;//[Offset: 0x394, Size: 4] float AutoParachuteMoveForwardRate;//[Offset: 0x398, Size: 4] float AutoParachuteOpenMoveForwardRate;//[Offset: 0x39c, Size: 4] float AutoParachutePitchOffset;//[Offset: 0x3a0, Size: 4] bool VerifyClientTimeStamp(float TimeStamp);// 0x1fff780 void UpdateRotation(float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation);// 0x1fff5e4 void UpdateRadiouBlurState(float DeltaTime, float ThrottleInput, float SteerInput, enum State);// 0x1fff49c void UpdateParachuteState(float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation);// 0x1fff300 void UpdateParachuteOpenedRotation(float InputForward, float InputRight, float DeltaTime);// 0x1fff200 void UpdateLaunchRotation(float InputForward, float InputRight, float DeltaTime);// 0x1fff100 void UpdateFreeFallRotation(Rotator CameraWorldRotation, float InputForward, float InputRight, float DeltaTime);// 0x1ffefb4 void TickParachuteComponent(float DeltaTime, float ThrottleInput, float SteeringInput, out const Rotator CameraRotation);// 0x1ffee60 void StopParachute();// 0x1ffee4c void StartParachute();// 0x1ffee38 void SetParachuteVelocity(out const Vector NewVelocity);// 0x1ffedb4 void SetAutoParachuteLocation(out const Vector Location);// 0x1ffed30 void Set_UseServerAuthorize(const bool InUseServerAuthor);// 0x1ffecb0 void ResetVelocity();// 0x1ffec9c void RemoveRadiouBlur();// 0x1ffec88 void PostNetReceiveNewState();// 0x1ffec74 void OnPreReconnectOnServer();// 0x1ffec60 void OnAsyncLoadRadiouBlurDone();// 0x1ffec4c static bool IsParachuteWindEnable();// 0x1ffec24 bool IsAutoParachutePathPlanningEnable();// 0x1ffebfc bool IsAutoParachuteEnable();// 0x1ffebd4 void InvalidateAdjustFollowerLocation();// 0x1ffebc0 void InitRadiouBlurMat();// 0x1ffebac void GMParachuteAddServerPos(float X, float Y, float Z);// 0x1ffeaac float GetReplicatedRightInput();// 0x1ffea84 float GetReplicatedForwardInput();// 0x1ffea5c Vector GetParachuteVelocity();// 0x1ffea14 Vector GetLaunchInitVelocity();// 0x1ffe9c4 Vector GetCurVelocity();// 0x1ffe97c float GetAutoParachuteMoveForwardRate();// 0x1ffe954 Vector GetAutoParachuteLocation();// 0x1ffe90c void EnableAutoParachutePathPlanning(bool bEnable);// 0x1ffe88c void EnableAutoParachute(bool bEnable);// 0x1ffe80c void ClearParachuteStatusCache();// 0x1ffe7f8 Vector CalWingUpVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1ffe6d4 Vector CalParachuteOpenedVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1ffe5b8 Vector CalLaunchVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1ffe494 Vector CalFreeFallVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1ffe378 float AngleInterpTo(float Current, float Target, float DeltaTime, float Speed);// 0x1ffe228 void AdjustFollowerLocation();// 0x1ffe214 void AddRadiouBlur(float InWeight);// 0x1ffe19c -------------------------------- Class: LuaInstancedActorComponent.ActorComponent.Object FString LuaFilePath;//[Offset: 0x104, Size: 12] void UnRegistLuaTick();// 0x53e8c9c void RegistLuaTick(float TickInterval);// 0x53e98e8 -------------------------------- Class: NavigationInvokerComponent.ActorComponent.Object float TileGenerationRadius;//[Offset: 0xbc, Size: 4] float TileRemovalRadius;//[Offset: 0xc0, Size: 4] -------------------------------- Class: GroupPhysicsComponent.ActorComponent.Object PrimitiveComponent*[] PrimitiveComponents;//[Offset: 0xe4, Size: 12] void ResetPhysicsGroup();// 0x1f4942c void K2_GroupPhysics(int InMaskFilter, bool EnableCache);// 0x20a3d0c int K2_GetQueryMask();// 0x20a3ce4 int K2_GetPhysicsGroup();// 0x20a3cbc bool IsPhysicsGrouped();// 0x20a3ca0 void GroupPhysics(byte MaskFilter, bool EnableCache);// 0x20a3bd4 byte GetQueryMask();// 0x20a3bac byte GetPhysicsGroup();// 0x20a3b84 -------------------------------- Class: UnmannedVehicleSyncData enum EUAVUseType;//[Offset: 0x0, Size: 1] STExtraVehicleBase* CurrentUnmannedVehicle;//[Offset: 0x4, Size: 4] -------------------------------- Class: STBaseBuffSystemComponent.ActorComponent.Object delegate OnBuffAttached;//[Offset: 0xf8, Size: 12] delegate OnBuffDetached;//[Offset: 0x104, Size: 12] UTBuffSynData[] BuffSyncList;//[Offset: 0x150, Size: 12] FString ServerBuffString;//[Offset: 0x15c, Size: 12] float BuffSyncRemainingPeriod;//[Offset: 0x168, Size: 4] BuffInstancedItem[] AllBuffs;//[Offset: 0x16c, Size: 12] bool isNeedCheckValidation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x180, Size: 1] bool SetBuffExpiry(FName BuffName, float ExpirySeconds);// 0x2478804 void ResetForDeath();// 0x24787f0 void RepBuffSyncList();// 0x24787dc bool RemoveBuffWithCauser(FName BuffName, bool RemoveLayerOnly, Controller* pCauser);// 0x24786c0 bool RemoveBuffByID(int BuffID, bool RemoveLayerOnly, Controller* pCauser, Actor* BuffApplierActor);// 0x2478564 bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x2478448 void RefreshAllBuffs();// 0x20fc424 bool IsBufferMutexed(FName NewBuffName);// 0x24783c8 bool HasBuffID(int BuffID);// 0x2478348 bool HasBuff(FName BuffName);// 0x24782c8 Pawn* GetPawnOwner();// 0x24782a0 FName GetBuffName(int BuffID);// 0x2478218 int GetBuffID(FName BuffName);// 0x2478198 float GetBuffExpiry(out const FName BuffName);// 0x2478104 STBaseBuff* GetBuffByName(FName BuffName);// 0x2478084 Actor* GetActorOwner();// 0x247805c void ClientSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x2477dfc void ClientSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x2477f10 void ClientMulticastSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x2477dfc void ClientMulticastSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x2477cb0 void ClientMulticastSetBuffExpiry(FName BuffName, float LeftSecondsAfterNow);// 0x2477bec void ClearBuff(bool bDebuff, bool bGainBuff);// 0x2477b1c bool CheckBuffStatus(class STBaseBuffStatusType Status, out bool Value);// 0x2477a48 void BuffDetached__DelegateSignature(out const FName BuffName);// 0x2c90a38 void BuffAttached__DelegateSignature(out const FName BuffName);// 0x2c90a38 bool AddBuffLayer(FName BuffName, int layerNum);// 0x2477984 bool AddBuffExpiry(FName BuffName, float ExpirySeconds);// 0x24778b8 int AddBuffByID(int BuffID, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x2477760 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x24775c4 -------------------------------- Class: UTBuffSynData FName BuffName;//[Offset: 0x0, Size: 8] Controller* BuffCauser;//[Offset: 0x8, Size: 4] int LayerCount;//[Offset: 0xc, Size: 4] Actor* BuffApplierActor;//[Offset: 0x10, Size: 4] float RemainingTime;//[Offset: 0x14, Size: 4] float ExpireTime;//[Offset: 0x18, Size: 4] -------------------------------- Class: BuffInstancedItem FName BuffName;//[Offset: 0x0, Size: 8] int BuffID;//[Offset: 0x8, Size: 4] STBaseBuff* Buff;//[Offset: 0xc, Size: 8] int LayerCount;//[Offset: 0x14, Size: 4] Controller* CauserPawnController;//[Offset: 0x18, Size: 4] bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] float Expiry;//[Offset: 0x20, Size: 4] Actor* Target;//[Offset: 0x24, Size: 4] Actor* BuffApplier;//[Offset: 0x28, Size: 4] int BuffIndex;//[Offset: 0x2c, Size: 4] uint32 DamageCauseID;//[Offset: 0x30, Size: 4] -------------------------------- Class: STBaseBuff.Object FString BuffName;//[Offset: 0x24, Size: 12] FString DisplayName;//[Offset: 0x30, Size: 12] FString Message;//[Offset: 0x3c, Size: 12] Texture2D* Icon;//[Offset: 0x48, Size: 4] SoundBase* SoundData;//[Offset: 0x4c, Size: 4] bool IsDeBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] bool IgnoreMagicalImmunity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51, Size: 1] bool bAllowOtherPawnRefreshBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52, Size: 1] bool Layerable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53, Size: 1] bool NeedDetachAndAttachForReplaceExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] bool NeedDetachAndAttachForAddLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1] bool ReplaceExsist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56, Size: 1] bool StaysOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57, Size: 1] int LayerMax;//[Offset: 0x58, Size: 4] int InitialLayerCount;//[Offset: 0x5c, Size: 4] int LayerCount;//[Offset: 0x60, Size: 4] float ValidityTime;//[Offset: 0x64, Size: 4] float Internal;//[Offset: 0x68, Size: 4] UTSkillCondition*[] BuffConditions;//[Offset: 0x6c, Size: 12] float Expiry;//[Offset: 0x78, Size: 4] StatusChange[] StatusChanges;//[Offset: 0x7c, Size: 12] bool NeedSimulateToClientMulticast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88, Size: 1] bool NeedSimulateToClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89, Size: 1] byte SimulateAddBuffRole;//[Offset: 0x8a, Size: 1] FName[] MutexBuffers;//[Offset: 0x8c, Size: 12] BuffActionItem[] BuffActions;//[Offset: 0x98, Size: 12] BuffEventActionItem[] EventBuffActions;//[Offset: 0xa4, Size: 12] float fADScale;//[Offset: 0xb0, Size: 4] float fAPScale;//[Offset: 0xb4, Size: 4] bool IsAlwaysExists;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1] Controller* CauserPawnController;//[Offset: 0xbc, Size: 4] Actor* CauserPawnActor;//[Offset: 0xc0, Size: 4] UAEBlackboardParameter[] UAEBlackboardParamList;//[Offset: 0xd0, Size: 12] Actor* BuffApplier;//[Offset: 0xdc, Size: 4] InstancedNodeNameToMemoryMap;//[Offset: 0xe0, Size: 60] int InstancedNodesTotalSize;//[Offset: 0x11c, Size: 4] -------------------------------- Class: UTSkillCondition.UTSkillBaseWidget.Object bool IsTargetOK(ActorComponent* SkillManagerComponent, Actor* Target);// 0x48161f4 bool IsOK_Internal();// 0x4816180 bool IsOK(ActorComponent* SkillManagerComponent);// 0x4816090 UTSkill* GetOwnerSkill();// 0x4816028 -------------------------------- Class: UTSkillBaseWidget.Object bool bWidgetEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] FString EffectName;//[Offset: 0x24, Size: 12] Actor* BuffTargetActor;//[Offset: 0x30, Size: 4] UTSkill* OwnerSkill;//[Offset: 0x34, Size: 8] ActorComponent* CurOwnerActorComponent;//[Offset: 0x3c, Size: 4] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x4819c20 void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x4819aa4 void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x481989c void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator RotatorValue);// 0x4819720 void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x48195a4 void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x4819430 void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x48192b4 void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x481912c void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x4818fac void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x4818e30 void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x4818c7c bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x4818b5c bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x4818a3c bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x481891c bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x48187fc bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x48186dc bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x48185bc bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x481849c bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x481837c bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x481825c bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x481813c bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x481801c Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x4817f00 Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x4817d8c Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x4817c4c FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x4817b00 Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x48179c0 Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x48178a4 FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x481776c int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x4817650 float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x4817530 byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x4817414 class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x48172f8 bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x48171d8 Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x4817064 UAEBlackboard* GetUAEBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x4816f78 UAEBlackboard* GetUAEBlackboard();// 0x4816f08 UTSkillManagerComponent* GetOwnerSkillManager();// 0x4816e98 Actor* GetOwnerPawn();// 0x4816e28 GetActorBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x4816d20 GetActorBlackboard();// 0x4816c8c -------------------------------- Class: UTSkill.Actor.Object bool bNeedSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] FString SkillName;//[Offset: 0x308, Size: 12] FName SkillGroup;//[Offset: 0x318, Size: 8] bool bSinglePhaseRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320, Size: 1] enum SkillCastType;//[Offset: 0x321, Size: 1] bool bShouldMonopolize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x322, Size: 1] bool bMonopolizeSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x323, Size: 1] int SkillID;//[Offset: 0x324, Size: 4] int SkillTemplateID;//[Offset: 0x328, Size: 4] FString SkillDescription;//[Offset: 0x32c, Size: 12] FString SkillDetailDes;//[Offset: 0x338, Size: 12] bool bMeleeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] bool bCheckFirstPhaseConditions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x345, Size: 1] bool bNeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x346, Size: 1] bool bKeepCastingWhenDisconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x347, Size: 1] bool bClearInputCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] UTSkillCreateData BaseData;//[Offset: 0x350, Size: 304] int SkillCategory;//[Offset: 0x480, Size: 4] bool bUseNewSkillCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x484, Size: 1] UAEBlackboardParameter[] BlackboardParamList;//[Offset: 0x488, Size: 12] bool bSetBlackboardDefaultData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494, Size: 1] bool bGsListener;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x495, Size: 1] FString SkillTimeScaleAttrName;//[Offset: 0x498, Size: 12] InstancedNodeNameToMemoryMap;//[Offset: 0x4a4, Size: 60] int InstancedNodesTotalSize;//[Offset: 0x4e0, Size: 4] FString[] ParentFolderPath;//[Offset: 0x4e4, Size: 12] int64 LastEditBluePrintTime;//[Offset: 0x4f0, Size: 8] int CurComponentNameIndex;//[Offset: 0x4f8, Size: 4] bool IsSkillEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fc, Size: 1] UTSkillManagerComponent* SpecificSkillCompRef;//[Offset: 0x53c, Size: 8] UAEBlackboard* SpecificBlackBlackRef;//[Offset: 0x544, Size: 8] void StopSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x480cf28 void SetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent, float Percentage);// 0x480cde4 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType, int PhaseIndex);// 0x480cc18 bool IsEnableSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent);// 0x480cb28 bool IsCDOK(UTSkillManagerComponent* SkillManagerComponent);// 0x480ca38 UTSkillManagerComponent* GetSpecificSkillManager();// 0x480c9d0 UAEBlackboard* GetSpecificBlackboard();// 0x480c968 float GetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent);// 0x480c88c UTSkillPhase* GetSkillPhaseByName(FString PhaseName);// 0x480c750 UTSkillPhase* GetSkillPhase(int PhaseIndex);// 0x480c664 UTSkillBaseWidget* GetSkillEffectByPhaseName(FString PhaseName, FString EffectName);// 0x480c46c UTSkillBaseWidget* GetSkillEffectByPhaseIndex(int PhaseIndex, FString EffectName);// 0x480c2c8 void DoSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x480c178 bool CanBePlayed(UTSkillManagerComponent* SkillManagerComponent, bool bShowErrorMsg);// 0x480bff4 -------------------------------- Class: UTSkillCreateData bool bSkillActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int SkillGroupIndex;//[Offset: 0x4, Size: 4] float interval;//[Offset: 0x8, Size: 4] float IntervalSincePrevFinish;//[Offset: 0xc, Size: 4] FString CoolDownMessage;//[Offset: 0x10, Size: 12] int CoolDownMessageID;//[Offset: 0x1c, Size: 4] UTSkillPhase*[] Phases;//[Offset: 0x20, Size: 12] UTSkillCDBase*[] SkillCDs;//[Offset: 0x2c, Size: 12] SkillUIs;//[Offset: 0x38, Size: 60] SkillUIPathToHandle;//[Offset: 0x74, Size: 60] SoftClassPath SkillMainWidget;//[Offset: 0xb0, Size: 24] FName SkillWidgetAttachPanelName;//[Offset: 0xc8, Size: 8] bool bInitMainSkillUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] SkillIcons;//[Offset: 0xd4, Size: 60] int SkillMainWidgetHandle;//[Offset: 0x110, Size: 4] FName[] AsyncLoadingSkillUI;//[Offset: 0x118, Size: 12] UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x124, Size: 12] -------------------------------- Class: UTSkillPhase.Object FString PhaseName;//[Offset: 0x20, Size: 12] FString PhaseDescription;//[Offset: 0x2c, Size: 12] bool bPhaseEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] UTSkill* OwnerSkill;//[Offset: 0x3c, Size: 8] int PhaseIndex;//[Offset: 0x44, Size: 4] int ActionsTopHalfCount;//[Offset: 0x60, Size: 4] UTSkillPhaseCreateData BaseData;//[Offset: 0x64, Size: 104] UTSkillPicker* InEffectPickerOnAction;//[Offset: 0xcc, Size: 4] bool TryJumpToPhase(UTSkillManagerComponent* SkillManagerComponent, int PhaseId);// 0x482ecdc void StopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x482ebf8 void StartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x482eb14 void RepeatPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x482ea30 bool PlaySkillHurtEffect(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x482e8d4 bool PlaySkillHurtAppearances(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x482e778 void PickTargets(UTSkillManagerComponent* SkillManagerComponent);// 0x482e694 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x482e534 bool OnCustomEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x482e3d4 float GetChargePhaseRate(UTSkillManagerComponent* SkillManagerComponent);// 0x482e2f8 bool ForceStopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x482e208 bool ClearAttachments();// 0x482e19c void AfterStartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x482e0b8 void AddSkillConditionLua(UTSkill* InSkill, FString InLuaPath);// 0x482df3c void AddSkillActionLua(UTSkill* InSkill, FString InLuaPath);// 0x482ddc0 -------------------------------- Class: UTSkillPhaseCreateData float PhaseDuration;//[Offset: 0x0, Size: 4] FString TimeAdjustAttr;//[Offset: 0x4, Size: 12] float AltPhaseDuration;//[Offset: 0x10, Size: 4] float CacheMouseInputTime;//[Offset: 0x14, Size: 4] bool bMustHasTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] bool bCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19, Size: 1] int CoolDownIndex;//[Offset: 0x1c, Size: 4] UTSkillCondition*[] PhaseConditions;//[Offset: 0x20, Size: 12] UTSkillPicker* Picker;//[Offset: 0x2c, Size: 4] UTSkillEffect*[] Actions;//[Offset: 0x30, Size: 12] UTSkillEffect*[] HurtAppearances;//[Offset: 0x3c, Size: 12] enum PhaseType;//[Offset: 0x48, Size: 1] int JumpPhaseIndex;//[Offset: 0x4c, Size: 4] FString EnterPhaseTipString;//[Offset: 0x50, Size: 12] UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x5c, Size: 12] -------------------------------- Class: UTSkillPicker.UTSkillBaseWidget.Object UTSkillPickerCreateData BaseData;//[Offset: 0x40, Size: 32] UTSkillPickedTarget[] PickedResultTargets;//[Offset: 0x6c, Size: 12] UTSkillPickerFilter*[] Filters;//[Offset: 0x78, Size: 12] bool PickTargetsInner(Vector OriginPoint);// 0x483032c bool PickTargets(Vector OriginPoint);// 0x4830258 -------------------------------- Class: UTSkillPickerCreateData enum PickerType;//[Offset: 0x0, Size: 1] UAEBlackboardKeySelector PickerOriginBlackboardKey;//[Offset: 0x8, Size: 8] enum PickerTargetType;//[Offset: 0x10, Size: 1] enum PickerTargetRole;//[Offset: 0x11, Size: 1] int PickerMaxCount;//[Offset: 0x14, Size: 4] bool bIncludeOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] bool bOnlyHero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19, Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a, Size: 1] bool bIsUsingViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b, Size: 1] bool bUseNewOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bIgnoreOwnerVehicleWhenTracePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] -------------------------------- Class: UTSkillPickedTarget Actor* Target;//[Offset: 0x0, Size: 8] PrimitiveComponent* TargetComponent;//[Offset: 0x8, Size: 8] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] byte HitPos;//[Offset: 0x11, Size: 1] FName BoneName;//[Offset: 0x18, Size: 8] Vector HitEnvLocation;//[Offset: 0x20, Size: 12] float HitAngleCos;//[Offset: 0x2c, Size: 4] byte HitPhysMatType;//[Offset: 0x30, Size: 1] bool IgnoreTakeDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31, Size: 1] -------------------------------- Class: UTSkillPickerFilter.Object void HandleFilterArray(out UTSkillPickedTarget[] inArray, Actor* Owner);// 0x482fda0 -------------------------------- Class: UTSkillEffect.UTSkillBaseWidget.Object float fADScale;//[Offset: 0x40, Size: 4] float fAPScale;//[Offset: 0x44, Size: 4] Object*[] CacheSoftObject;//[Offset: 0x48, Size: 12] void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x481b064 void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x481af80 void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x480e150 void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x480e000 void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x480deb0 void OnAsyncLoadSoftPathDone();// 0x481af20 UTSkill* GetOwnerSkill();// 0x4816028 void DoHurtAppearance(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x481add0 bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x480dc7c -------------------------------- Class: UTSkillManagerComponent.LuaActorComponent.ActorComponent.Object Pawn* OwnerPawn;//[Offset: 0x18c, Size: 4] bool bEnableSkillCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1] Actor* OwnerActor;//[Offset: 0x1a4, Size: 4] bool DestroySkillsOnDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a8, Size: 1] SkillIDToSkills;//[Offset: 0x1ac, Size: 60] UAEUserWidget*[] AsyncLoadedSkillUI;//[Offset: 0x1e8, Size: 12] UAEUserWidget* SkillUIRoot;//[Offset: 0x1f4, Size: 4] PanelWidget* SkillUIRootPanel;//[Offset: 0x1f8, Size: 4] SkillsBlackboardMap;//[Offset: 0x1fc, Size: 60] ActorBlackboardMap;//[Offset: 0x238, Size: 60] delegate ChangeActorBlackboard;//[Offset: 0x274, Size: 12] Actor* Target;//[Offset: 0x280, Size: 4] SkillBaseDataMaps;//[Offset: 0x284, Size: 60] UTSkillLastCastInfo[] LastCastArray;//[Offset: 0x2c0, Size: 12] delegate OnSkillHit;//[Offset: 0x2cc, Size: 12] delegate OnSkillCast;//[Offset: 0x2d8, Size: 12] float PhasePercentage;//[Offset: 0x2e4, Size: 4] IDToSyncSkillActiveStateData;//[Offset: 0x2e8, Size: 60] SkillActiveRepData[] SyncSkillActiveStateDatas;//[Offset: 0x324, Size: 12] IDToSyncSkillCDDatas;//[Offset: 0x330, Size: 60] SkillDynamicRepData SyncDynamicRepData;//[Offset: 0x36c, Size: 12] SkillCDRepData[] SyncSkillCDDatas;//[Offset: 0x378, Size: 12] UTSkillHitInfo SkillHitInfo;//[Offset: 0x388, Size: 40] UTSkillHitEnvInfo SkillHitEnvInfo;//[Offset: 0x3b0, Size: 40] FString[] MutexMontageGroupBeenPlayed;//[Offset: 0x3d8, Size: 12] FString LastESkillTargetDesc;//[Offset: 0x3e8, Size: 12] int SkillSynRandomSeed;//[Offset: 0x3f4, Size: 4] RandomStream SkillSynRandStream;//[Offset: 0x3f8, Size: 8] int SkillSynRandomSeedExpireCount;//[Offset: 0x400, Size: 4] SkillTimerMap;//[Offset: 0x404, Size: 60] float ZombieModeUseSkillCD;//[Offset: 0x448, Size: 4] int ZombieModeMaxSkillPropLevel;//[Offset: 0x450, Size: 4] SkillParamater[] SkillParamaters;//[Offset: 0x460, Size: 12] UTMutilSkillSynData[] SkillSynData;//[Offset: 0x46c, Size: 12] UTSkillSynSinglePhaseData[] SkillSynSinglePhaseData;//[Offset: 0x484, Size: 12] SkillCurPhaseIndexes;//[Offset: 0x4a0, Size: 60] LastPhaseIndexes;//[Offset: 0x4dc, Size: 60] delegate OnSkillInitSignature;//[Offset: 0x560, Size: 12] delegate SkillStartEvent;//[Offset: 0x56c, Size: 12] delegate SkillStopEvent;//[Offset: 0x578, Size: 12] int[] PendingRemoveSkillID;//[Offset: 0x584, Size: 12] CurSKillLevels;//[Offset: 0x590, Size: 60] UTReplaceSkillData[] ReplacedSkillDatas;//[Offset: 0x5cc, Size: 12] void UpdateSyncSkillCDData(int SkillID);// 0x48287b8 void UpdateSyncSkillActiveState(int SkillID);// 0x48286e8 void UnRegisterActorBlackBorad(Actor* InActor);// 0x4828618 void TryDeleteOneSkill(int SkillID, bool IsImmediately);// 0x48284a8 void TryAddOneSkill(int SkillID, bool bActive);// 0x4828338 void TriggerEvent_WithID(int InSkillID, byte InEventType, out const UTSkillBBUploadData SkillBBUploadData);// 0x4828118 void TriggerEvent(int SkillID, byte EventType);// 0x4827fc4 bool TraceTarget(Vector StartTrace, Vector EndTrace, enum TargetType, float Radius, out Actor* TargetActor);// 0x4827cb8 void SyncOneSkillState(bool RepSkillCD, bool RepSkillActiveState, int RequestID);// 0x4827aa0 bool StopSkillWithSlot(int SkillSlot, enum StopReason);// 0x4827944 void StopSkillSpecific(UTSkill* Skill, enum StopReason);// 0x4827808 void StopSkillAll(enum StopReason);// 0x4827720 int StopSkill_WithID(int SkillID, enum StopReason);// 0x48275c8 void StopSkill(int SkillID, enum StopReason);// 0x4827478 bool ShouldTriggerEvent(int SkillID, byte EventType);// 0x4827318 bool SetupOwnerAndSystem();// 0x48272ac void SetSkillState(out const UTSkillStateSyncData[] InSyncStateDatas);// 0x4827160 void SetSkillOwner(Actor* tempActor);// 0x482707c void SetSkillLevel(int SkillID, int SkillLevel);// 0x4826f44 void SetSkillLastPhase(UTSkill* Skill, int PhaseIndex);// 0x4826e0c void SetSkillCurPhase(UTSkill* Skill, int PhaseIndex);// 0x4826cd4 bool SetSkillActive(int SkillID, bool bActive, bool bForceSet);// 0x4826ab8 void SetModSkillUIRoot(UAEUserWidget* ModSkillUIRoot);// 0x48269e8 void SetCurSkill(int SkillID, int SkillSlot);// 0x48268b0 void SetAutoSkillID(int InSkillID);// 0x48267e0 void ServerTriggerEvent_WithParams(int SkillID, byte EventType, const UAEBlackboardKeySelector[] KeySelectors, const byte[] Content);// 0x4826498 void ServerTriggerEvent_WithID(int SkillID, byte EventType);// 0x4826300 void ServerTriggerEvent(int SkillID, byte EventType);// 0x4826168 bool ServerStartSkill(int SkillID, bool bAutoCast);// 0x4825fe4 void ServerNotifyRandomSeed(int Seed);// 0x4825ec4 void ResetSkillCollDown(int SkillID);// 0x4825de0 void ResetAllSkillCollDown();// 0x4825d78 void RequestSkillStates(bool RepSkillCD, bool RepSkillActiveState, const int[] RequestIDs);// 0x4825a98 void RepSkillHitInfo();// 0x4825a38 void RepOneSkillSynData(int SkillSlot, int InLastSkillID);// 0x4825900 void RepLastCastTime();// 0x48258a0 void ReplaceSkill(int OldSkillID, int NewSkillID);// 0x4825768 void RemoveSkillUIWidget(FString SkillClassName, SoftObjectPath ObjPath);// 0x482553c void RemoveReplacedSkill(int OldSkillID);// 0x482546c void RemoveAllSkillUIWidget();// 0x482540c void RegistSkillUIWidgetBP(FString SkillClassName, SoftObjectPath ObjPath);// 0x48251e0 void RegisterActorBlackBorad(Actor* InActor, UAEBlackboard* RegisterBlackboard);// 0x48250a8 int RandRangeSyn(int StartIndex, int EndIndex);// 0x4824f68 void PlayHurtSkillEffect(UTSkillHitInfo TheSkillHitInfo);// 0x4824e20 void OnStopSkill(UTSkill* Skill, enum StopReason);// 0x4824cd0 static bool OnSameTeam(Actor* A, Actor* B);// 0x4824b98 void OnRespawned();// 0x4824b30 void OnRep_SkillSynSinglePhaseData();// 0x4824ac8 void OnRep_SkillSynData();// 0x4824a60 void OnRep_SkillHitInfo();// 0x48249f8 void OnRep_SkillCDDatas();// 0x4824998 void OnRep_SkillActiveState();// 0x4824938 void OnRep_ReplaceSkill();// 0x48248d8 void OnRep_DynamicRepData();// 0x4824878 void OnRecycled();// 0x4824810 void OnInterruptSkill(UTSkill* Skill, enum StopReason);// 0x48246c0 bool IsUsingSkill(int SkillID);// 0x48245e4 bool IsSkillCanUse();// 0x4824578 bool IsSkillActived(int SkillID);// 0x482449c bool IsReadyToCastSkill(int SkillID);// 0x48243ac bool IsEnableSkillCoolDown();// 0x4824338 bool IsCurrentUseSkillID(int InSkillID);// 0x482425c bool IsCastingSkillID(int InSkillID);// 0x482416c bool IsCastingSkill();// 0x48240f8 bool HandleTriggerParamsEvent(int SkillID, byte EventType);// 0x2c90a38 void HandleSkillStop(int SkillID, enum StopReason);// 0x4823fa8 void HandleSkillStart(int SkillID);// 0x4823ec4 UAEBlackboard* GetUAEBlackboardBySkillId(int SkillID);// 0x4823dd8 UAEBlackboard* GetUAEBlackboard(UTSkill* InSkill);// 0x4823d00 UTSkillWidget* GetSkillWidget(int SkillID);// 0x4823c14 UTSkillStateSyncData[] GetSkillState();// 0x4823b80 int GetSkillSlotBySkillID(int SkillID);// 0x4823aa8 int GetSkillSlotBySkill(UTSkill* Skill);// 0x48239d0 UTSkill*[] GetSkillsByGroup(FName SkillGroup);// 0x482389c int GetSkillLevel(int SkillID);// 0x48237c4 int GetSkillLastPhase(UTSkill* Skill);// 0x48236ec int GetSkillIDFromSkillIndex(int InSkillIndex);// 0x4823600 int GetSkillIDByClass(class Object SkillClass);// 0x4823514 int GetSkillCurPhase(UTSkill* Skill);// 0x482343c UTSkill* GetSkillByName(FString SkillName);// 0x48232c4 UTSkill* GetSkillByClassName(FString SkillClassName);// 0x482314c UTSkillCreateData GetSkillBaseData(int SkillID);// 0x4823058 UTSkill* GetSkill(int SkillID);// 0x4822f6c int GetReplacedSkill(int OldSkillID);// 0x4822e94 byte GetRealOwnerRoleSafety();// 0x4822e0c float GetLastCastTime(int SkillID);// 0x4822d30 float GetLastCastFinishTime(int SkillID);// 0x4822c54 int[] GetCurUsingSkillIDS();// 0x4822bc0 UTSkill*[] GetCurSkills();// 0x4822b2c UTSkillPhase*[] GetCurSkillPhases();// 0x4822a98 UTSkillPhase* GetCurSkillPhase(int InSkillSlot);// 0x48229c0 int[] GetCurSkillIDs();// 0x4822940 int GetCurSkillID(UTSkill* Skill);// 0x4822868 UTSkill* GetCurSkill(int InSkillSlot);// 0x4822790 int[] GetCurMonopolizeSkills();// 0x48226fc int FindRelatedCurSkillID(int SkillID, out int OutRelatedSkillSlot, bool bPeekSlotIndex);// 0x48224e4 void DynamicRemoveSkill(int InSkillID);// 0x4822400 void DynamicAddSkill(int InSkillID);// 0x482231c void ClientStartSkill(int SkillID, bool bAutoCast);// 0x48221a4 void ClearSkill();// 0x482213c void ClearRepParams();// 0x48220d4 void ClearInitParams();// 0x482206c -------------------------------- Class: UTSkillLastCastInfo int SkillID;//[Offset: 0x0, Size: 4] float LastCastTime;//[Offset: 0x4, Size: 4] float LastCastFinishTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: SkillActiveRepData int SkillID;//[Offset: 0x0, Size: 4] int SkillLevel;//[Offset: 0x4, Size: 4] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: SkillDynamicRepData SkillDynamicState[] SkillData;//[Offset: 0x0, Size: 12] -------------------------------- Class: SkillDynamicState int SkillID;//[Offset: 0x0, Size: 4] bool bAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: SkillCDRepData int SkillID;//[Offset: 0x0, Size: 4] UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0x4, Size: 12] -------------------------------- Class: UTSkillSyncData_CD int SkillCDIndex;//[Offset: 0x0, Size: 4] float LastActiveTime;//[Offset: 0x4, Size: 4] bool bIsCDReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bIsTickFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] float InitEnergy;//[Offset: 0xc, Size: 4] float MaxEnergy;//[Offset: 0x10, Size: 4] float CurEnergy;//[Offset: 0x14, Size: 4] float DeltaEnergy;//[Offset: 0x18, Size: 4] float SyncCount;//[Offset: 0x1c, Size: 4] float TickCountTime;//[Offset: 0x20, Size: 4] -------------------------------- Class: UTSkillHitInfo Actor*[] ToPawn;//[Offset: 0x0, Size: 12] Actor* FromPawn;//[Offset: 0xc, Size: 4] int SkillID;//[Offset: 0x10, Size: 4] int SkillPhaseID;//[Offset: 0x14, Size: 4] bool Flag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19, Size: 1] byte HitSurfaceType;//[Offset: 0x1a, Size: 1] Vector HitEnvLocation;//[Offset: 0x1c, Size: 12] -------------------------------- Class: UTSkillHitEnvInfo Actor*[] ToPawn;//[Offset: 0x0, Size: 12] Actor* FromPawn;//[Offset: 0xc, Size: 4] int SkillID;//[Offset: 0x10, Size: 4] int SkillPhaseID;//[Offset: 0x14, Size: 4] byte HitSurfaceType;//[Offset: 0x18, Size: 1] Vector HitEnvLocation;//[Offset: 0x1c, Size: 12] -------------------------------- Class: RandomStream int InitialSeed;//[Offset: 0x0, Size: 4] int Seed;//[Offset: 0x4, Size: 4] -------------------------------- Class: TimerHandle uint64 Handle;//[Offset: 0x0, Size: 8] -------------------------------- Class: SkillParamater bool bUseTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FName SkillTag;//[Offset: 0x8, Size: 8] enum SkillType;//[Offset: 0x10, Size: 1] float CDRecoveryScale;//[Offset: 0x14, Size: 4] float SkillRuntimeScale;//[Offset: 0x18, Size: 4] -------------------------------- Class: UTMutilSkillSynData int CurSkillID;//[Offset: 0x0, Size: 4] int Token;//[Offset: 0x4, Size: 4] int PhaseIndexes;//[Offset: 0x8, Size: 4] -------------------------------- Class: UTSkillSynSinglePhaseData int CurSkillID;//[Offset: 0x0, Size: 4] int CurSkillPhase;//[Offset: 0x4, Size: 4] byte UpdateFlag;//[Offset: 0x8, Size: 1] -------------------------------- Class: UTReplaceSkillData int OldSkillID;//[Offset: 0x0, Size: 4] int NewSkillID;//[Offset: 0x4, Size: 4] -------------------------------- Class: UTSkillBBUploadData UAEBlackboardKeySelector[] KeySelectors;//[Offset: 0x0, Size: 12] -------------------------------- Class: UTSkillStateSyncData UTSkillStateSyncDataParam SyncParam;//[Offset: 0x0, Size: 2] int SkillID;//[Offset: 0x4, Size: 4] bool bSkillActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0xc, Size: 12] -------------------------------- Class: UTSkillStateSyncDataParam bool bSyncActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bSyncCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] -------------------------------- Class: UTSkillWidget.LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object UTSkillManagerComponent* SkillManager;//[Offset: 0x358, Size: 4] int SkillID;//[Offset: 0x35c, Size: 4] float TickInterval;//[Offset: 0x360, Size: 4] bool bEnableTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364, Size: 1] void TriggerPassiveEvent(byte SkillEvent);// 0x48325dc void TriggerEvent(byte SkillEvent);// 0x48324f4 void SetSkillManager(UTSkillManagerComponent* manager);// 0x4832424 void SetSkillID(int InSkillID);// 0x4832354 void RemoveSkillUI();// 0x48322ec void OnSkillStopEvent(int InSkillID, enum InStopReason);// 0x483219c void OnSkillStartEvent(int InSkillID);// 0x48320b8 bool IsTickFinish();// 0x483204c bool IsCDReady();// 0x4831fe0 FString GetSkillName();// 0x4831f4c UTSkillManagerComponent* GetSkillManager();// 0x4831ee4 int GetSkillID();// 0x4831e7c float[] GetSkillCDProgess();// 0x4831de8 UTSkillCDBase*[] GetSkillCDBases();// 0x4831d68 UTSkill* GetSkill();// 0x4831d00 float GetMaxEnergy();// 0x4831c94 PlayerController* GetLocalPlayerController();// 0x4831c2c float GetEnergyValue();// 0x4831bc0 float GetEnergyThreshold();// 0x4831b54 float GetDeltaEnergy();// 0x4831ae8 void DoRemove();// 0x4831a88 -------------------------------- Class: LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object FString LuaFilePath;//[Offset: 0x348, Size: 12] bool bEnableBlueprintTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] -------------------------------- Class: UTSkillCDBase.LuaObject.Object UTSkillManagerComponent* OwnerSkillManager;//[Offset: 0x70, Size: 8] UTSkill* OwnerSkill;//[Offset: 0x78, Size: 8] enum cdType;//[Offset: 0x80, Size: 1] FString cdTypeStr;//[Offset: 0x84, Size: 12] UTSkillManagerComponent* CurOwnerManager;//[Offset: 0x90, Size: 4] bool StopConsumCD();// 0x4815410 bool IsTickFinish();// 0x481539c bool IsCDReady();// 0x4815328 float GetCurrentTime();// 0x48152b4 bool ForceConsumCD();// 0x4815240 bool ConsumCD();// 0x48151cc -------------------------------- Class: LuaObject.Object FString LuaFilePath;//[Offset: 0x64, Size: 12] -------------------------------- Class: UTSkillEventEffectMapForEditor.UTSkillBaseWidget.Object byte SkillEventType;//[Offset: 0x40, Size: 1] FName[] InterestedOwnerTags;//[Offset: 0x44, Size: 12] FName PreEventActionTag;//[Offset: 0x50, Size: 8] UTSkillEffect* SkillEffect;//[Offset: 0x58, Size: 4] SkillConditionWarpper[] Conditions;//[Offset: 0x5c, Size: 12] SkillConditionWarpper[] TargetConditions;//[Offset: 0x68, Size: 12] -------------------------------- Class: SkillConditionWarpper UTSkillCondition* SkillCondition;//[Offset: 0x0, Size: 4] -------------------------------- Class: StatusChange class STBaseBuffStatusType* StatusName;//[Offset: 0x0, Size: 4] bool StatusValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: STBaseBuffStatusType.Object -------------------------------- Class: BuffActionItem UTSkillAction* BuffAction;//[Offset: 0x0, Size: 4] -------------------------------- Class: UTSkillAction.UTSkillEffect.UTSkillBaseWidget.Object UTSkillActionCreateData BaseData;//[Offset: 0x54, Size: 4] UTSkillAction* OwnerPeriodAction;//[Offset: 0x58, Size: 4] bool bClearTimerAfterReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1] Object* EventObj;//[Offset: 0x60, Size: 4] void UpdateAction_Internal(float DeltaSeconds);// 0x480e874 void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x480e730 void UndoAction_Internal();// 0x480e6c8 void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x480e5f8 void TimerRealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x480e528 void Reset_Internal();// 0x480e4c0 void Reset(ActorComponent* SkillManagerComponent);// 0x480e3f0 bool RealDoAction_Internal();// 0x480e37c bool RealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x480e2a0 void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x480e150 void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x480e000 void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x480deb0 void OnAsyncLoadAssetDone(UTSkillManagerComponent* SkillManagerComponent);// 0x480dde0 bool JudgeNeedPhaseWait();// 0x480dd6c bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x480dc7c -------------------------------- Class: UTSkillActionCreateData float DelayTime;//[Offset: 0x0, Size: 4] -------------------------------- Class: BuffEventActionItem STBaseBuffEventType* EventType;//[Offset: 0x0, Size: 4] UTSkillAction* BuffEventAction;//[Offset: 0x4, Size: 4] -------------------------------- Class: STBaseBuffEventType.Object -------------------------------- Class: ActorAttributeComponent.ActorComponent.Object FString tableName;//[Offset: 0xbc, Size: 12] void UpdateAttribute(int TemplateID);// 0x1f49448 void InitializeFollow();// 0x1f4942c void Initialize(Actor* Actor);// 0x1f493ac -------------------------------- Class: PawnStateDisable enum PawnState;//[Offset: 0x0, Size: 1] int8 Disabled;//[Offset: 0x1, Size: 1] -------------------------------- Class: PartHitComponent.ActorComponent.Object STExtraCharacter* OwnerCharacter;//[Offset: 0xbc, Size: 4] float UpdateHitBoxDeltaTime;//[Offset: 0xc0, Size: 4] bool bActivePartHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4, Size: 1] Transform[] HitBoxs_Stand_Tran;//[Offset: 0xc8, Size: 12] Transform[] HitBoxs_Prone_Tran;//[Offset: 0xd4, Size: 12] PrimitiveComponent*[] HitBoxs_Stand;//[Offset: 0xe0, Size: 12] PrimitiveComponent*[] HitBoxs_Prone;//[Offset: 0xec, Size: 12] FString HitBox_Stand_Tag;//[Offset: 0xfc, Size: 12] FString HitBox_Prone_Tag;//[Offset: 0x108, Size: 12] bool bDebugCollisionLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114, Size: 1] OpenCollisionLODAngle[] ConfigCollisionDistSqAngles;//[Offset: 0x118, Size: 12] float Server_HitBox_Stand_HalfHeight;//[Offset: 0x124, Size: 4] float Server_HitBox_Stand_Radius;//[Offset: 0x128, Size: 4] float Server_HitBox_Prone_HalfHeight;//[Offset: 0x12c, Size: 4] float Server_HitBox_Prone_Radius;//[Offset: 0x130, Size: 4] bool bCloseCharacterMeshCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1] BodyTypeDef ProneBodyDef;//[Offset: 0x138, Size: 8] BodyTypeDef StandBodyDef;//[Offset: 0x140, Size: 8] BodyTypeDef CrouchBodyDef;//[Offset: 0x148, Size: 8] BodyTypeDef DyingBodyDef;//[Offset: 0x150, Size: 8] BodyTypeDef VechicleBodyDef;//[Offset: 0x158, Size: 8] NewHitBodyPosMap;//[Offset: 0x160, Size: 60] float PawnCollisionCountdown;//[Offset: 0x19c, Size: 4] bool IsRefreshPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1] float BoxCollisionCountdown;//[Offset: 0x1a4, Size: 4] bool IsRefreshBoxCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a8, Size: 1] void UpdatePoseCollisionShapes(byte PoseState);// 0x1f70444 void UpdateAllInstanceBodyTransform(int Type);// 0x21161c0 PrimitiveComponent* GetHitBoxByState(enum InPoseState);// 0x2116140 enum GetHitBodyTypeByHitPos(out const Vector InHitPos);// 0x21160ac enum GetHitBodyTypeByBoneName(FString InBoneName);// 0x2115fe0 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x2115e6c byte GetCurHitPartJugementType();// 0x2115e44 void CloseBodyBulletCollision();// 0x1f4942c enum CalcHitBodyType(out const Vector HitPos, out const Vector Projvec, out const Vector CenterPos, out const BodyTypeDef bodyDef);// 0x2115ca8 -------------------------------- Class: OpenCollisionLODAngle float DistSq;//[Offset: 0x0, Size: 4] float Angle;//[Offset: 0x4, Size: 4] -------------------------------- Class: TickControlComponent.ActorComponent.Object enum CustomTickType;//[Offset: 0xbc, Size: 1] NeedTickComponentClassList;//[Offset: 0xc0, Size: 60] TickListItem[] NeedTickComponentList;//[Offset: 0xfc, Size: 12] byte RoleBits;//[Offset: 0x108, Size: 1] -------------------------------- Class: TickListItem ActorComponent* Comp;//[Offset: 0x0, Size: 4] enum RoleType;//[Offset: 0x4, Size: 1] -------------------------------- Class: CharacterMaterialComponent.ActorComponent.Object -------------------------------- Class: CharacterBodyOffset Vector HeadOffset;//[Offset: 0x0, Size: 12] Vector PitchOffset;//[Offset: 0xc, Size: 12] Vector FootOffset;//[Offset: 0x18, Size: 12] Vector TPPSpringArmOffset;//[Offset: 0x24, Size: 12] -------------------------------- Class: ActivitySyncData bool bIsDuringActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bIsAttachedToActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bIsMovementDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] Vector AttachedOffsetLocation;//[Offset: 0x4, Size: 12] Rotator AttachedOffsetRotation;//[Offset: 0x10, Size: 12] -------------------------------- Class: WeaponSlotSwitchTimeData byte EquipSlot;//[Offset: 0x0, Size: 1] float TotalTime;//[Offset: 0x4, Size: 4] float AttachWeaponTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: SpecialAmbientData AkAudioEvent* Sound;//[Offset: 0x0, Size: 4] FString SwitchGroupName;//[Offset: 0x4, Size: 12] FString SwitchValue;//[Offset: 0x10, Size: 12] -------------------------------- Class: STCharacterNearDeathComp.ActorComponent.Object bool bHasFallInWaterFully;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf1, Size: 1] float BreathMax;//[Offset: 0x104, Size: 4] float AssistAccountableDuration;//[Offset: 0x108, Size: 4] float EnterNearDeathDamageInvincibleTime;//[Offset: 0x10c, Size: 4] bool bNearDeathOnSinglePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, Size: 1] bool IsTurnOnDebugSameTeamAccountable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x111, Size: 1] CurveFloat* CurveLayeredDeathInterval;//[Offset: 0x114, Size: 4] int MaxDeathTimes;//[Offset: 0x118, Size: 4] bool IsDebugging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] int NDStatusEnterTimes;//[Offset: 0x120, Size: 4] STExtraBaseCharacter* PawnOwner;//[Offset: 0x124, Size: 4] float EnterNearDeathSeconds;//[Offset: 0x128, Size: 4] float Breath;//[Offset: 0x12c, Size: 4] int NearDeathRestoredOrignalHealth;//[Offset: 0x130, Size: 4] int NearDeathRestoredOrignalBreathAmount;//[Offset: 0x134, Size: 4] float NDDecreaseRate;//[Offset: 0x138, Size: 4] Controller* EventInstigatorRecorded;//[Offset: 0x140, Size: 4] Actor* DamageCauserRecorded;//[Offset: 0x144, Size: 4] DamageEvent DamageEventRecorded;//[Offset: 0x148, Size: 8] delegate OnPreEnterNearDeath;//[Offset: 0x154, Size: 12] float BeCarriedReduceRate;//[Offset: 0x160, Size: 4] float BeEnemyCarriedReduceRate;//[Offset: 0x164, Size: 4] bool bEnableSwimWhileDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168, Size: 1] float SetHealthSafety(float AddVal);// 0x21d4d70 void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x21d4c5c void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x21d4b48 void ResetDataOnRespawn();// 0x21d4b34 void RescueFinishSuccessfully();// 0x21d4b20 void OnRep_BreathChanged();// 0x21d4744 bool IsNearDeathInvincible();// 0x21d4af8 bool IsHealthAlive();// 0x21d4ad0 bool IsHaveLastBreathStatus();// 0x21d4aa8 bool IsFinishedLastBreathStatus();// 0x21d4a80 void InitializeOwner(Pawn* TempPawn);// 0x21d4a08 bool GotoLastBreathStatus(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, bool IsHeadShot);// 0x21d4840 Controller* GetRecordedEventInstigator();// 0x21d4824 float GetBreathMax();// 0x21d4808 float GetBreath();// 0x21d47ec void EnterSwimWhileDying();// 0x21d47d8 void EnableDirectlyDie(bool bEnable);// 0x21d4758 void DoFinishLastBreath();// 0x21d4744 void DidFinishLastBreath();// 0x21d4730 void ClearNearDeathTeammate();// 0x21d471c float AddHealthSafety(float AddVal, bool ForceIgnoreInvinceTime);// 0x21d4650 void AddDeadBuff();// 0x21d463c -------------------------------- Class: STCharacterRescueOtherComp.ActorComponent.Object int WanderingRadius;//[Offset: 0xf4, Size: 4] float ReturnToCheckConditionCDTimeSetting;//[Offset: 0xf8, Size: 4] anPickerData FanData;//[Offset: 0xfc, Size: 20] STExtraBaseCharacter* RescueWho;//[Offset: 0x128, Size: 4] STExtraBaseCharacter* CarryWho;//[Offset: 0x12c, Size: 4] float RescueingStatusStartTimeSeconds;//[Offset: 0x130, Size: 4] float RestoringDuration;//[Offset: 0x14c, Size: 4] FString DurationAttrModifyRef;//[Offset: 0x150, Size: 12] STExtraBaseCharacter* PawnOwner;//[Offset: 0x15c, Size: 8] STCharacterNearDeathComp* ParentNDComp;//[Offset: 0x164, Size: 4] bool WaitingConfirmState_IsConditionSatisfied();// 0x21d5df4 void WaitingConfirmState_ActOnUnsatisfied();// 0x21d5de0 void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x2032f5c bool WaitingConfirmCarryState_IsConditionSatisfied();// 0x21d5db8 void WaitingConfirmCarryState_ActOnUnsatisfied();// 0x21d5da4 void WaitingConfirmCarryState_ActOnSatisfied(float DeltaTime);// 0x2032f5c void TickAsHelper(float DeltaTime);// 0x21d5d2c void ServerPlayerConfirm(STExtraBaseCharacter* _RescueWho);// 0x21d5c78 void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x21d5c00 void SelectedCarryEnemyTargetChangeNotifyHUD(Pawn* previousTarget);// 0x21d5b88 bool RescueingState_IsConditionSatisfied();// 0x21d5b60 void RescueingState_ActOnUnsatisfied();// 0x21d5b4c void RescueingState_ActOnSatisfied(float DeltaTime);// 0x2032f5c void RescueingProcessFinished();// 0x21d5b38 void RefreshTargetChangeNotifyHUD();// 0x21d5b24 bool PlayerConfirmToRescueClientSide();// 0x21d5afc bool PickTargetsAsHelper(out STExtraBaseCharacter*[] pickedTargets);// 0x21d5a28 void OnRep_IsRescueingOtherStatusChange();// 0x21d5a14 bool IsInRescueingStatus();// 0x21d59ec void InitializeOwner(Pawn* _TempPawn, STCharacterNearDeathComp* _Outer);// 0x21d5930 float GetRestoringDuration();// 0x21d5908 void DrawDebugFan();// 0x1f6b840 -------------------------------- Class: anPickerData float Radius;//[Offset: 0x0, Size: 4] float Angle;//[Offset: 0x4, Size: 4] float Offset;//[Offset: 0x8, Size: 4] bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] float LowerTraceRatio;//[Offset: 0x10, Size: 4] -------------------------------- Class: STCharacterFollowComp.ActorComponent.Object TargetJumpOperation* CurRecordingVaultOperation;//[Offset: 0xbc, Size: 4] TargetJumpOperation* CurPlayingVaultOperation;//[Offset: 0xc0, Size: 4] STExtraBaseCharacter* Target;//[Offset: 0xc8, Size: 4] float CanFollowDist;//[Offset: 0xcc, Size: 4] float QuitFollowAngleInput;//[Offset: 0xd0, Size: 4] float QuitFollowDist;//[Offset: 0xd4, Size: 4] float PointDensityTimeInterval;//[Offset: 0xd8, Size: 4] float DistThrehold;//[Offset: 0xdc, Size: 4] bool IsEnableAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] STExtraBaseCharacter* PawnOwner;//[Offset: 0xe4, Size: 8] STCharacterNearDeathComp* ParentNDComp;//[Offset: 0xec, Size: 4] TargetKeyOperation*[] TargetOps;//[Offset: 0x124, Size: 12] TargetKeyOperation* CurOp;//[Offset: 0x130, Size: 4] bool WaitingConfirmState_IsConditionSatisfied();// 0x21d0298 void WaitingConfirmState_ActOnUnsatisfied();// 0x21d0284 void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x2032f5c TargetJumpOperation* TargetStartVault(Vector vaultStartPos);// 0x21d020c void SetInterruptAutoFollowByInput(int InterrupteReason);// 0x21d0194 void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x21d011c bool PlayerStopFollow();// 0x21d00f4 bool PlayerConfirmToFollow();// 0x21d00cc void InitializeOwner(Pawn* _TempPawn);// 0x21d0054 void FollowingTargetChangeNotifyHUD(Pawn* previousTarget);// 0x21cffdc bool FollowingState_IsConditionSatisfied();// 0x21cffb4 void FollowingState_ActOnUnsatisfied();// 0x21cffa0 void FollowingState_ActOnSatisfied(float DeltaTime);// 0x21cff28 -------------------------------- Class: TargetJumpOperation.TargetKeyOperation.Object void TaskRemoved();// 0x211d7ac byte Start();// 0x20134b4 bool IsValidate();// 0x2102db0 void DebugDraw(Color DebugColor, bool isPersist);// 0x22f5bec void Awake();// 0x211d790 -------------------------------- Class: TargetKeyOperation.Object STExtraBaseCharacter* PawnOwner;//[Offset: 0x7c, Size: 4] STExtraBaseCharacter* Target;//[Offset: 0x80, Size: 4] byte Update(float DeltaTime);// 0x202bd28 FString ToString();// 0x22f5cb0 void TaskRemoved();// 0x211d7ac byte Start();// 0x20134b4 bool IsValidate();// 0x2102db0 bool IsReachable();// 0x208a86c byte Finish();// 0x208a9c0 void DebugDraw(Color DebugColor, bool isPersist);// 0x22f5bec void Awake();// 0x211d790 -------------------------------- Class: CustomSpringArmComponent.STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float SpringArmLengthModifier1;//[Offset: 0x3ac, Size: 4] float SpringArmLengthModifier2;//[Offset: 0x3b0, Size: 4] float SpringArmLengthModifier3;//[Offset: 0x3b4, Size: 4] CurveFloat* SpringArmForwadOffsetByPitchCurve;//[Offset: 0x3b8, Size: 4] bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc, Size: 1] bool bUseHitPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bd, Size: 1] bool bUseLocalSpaceClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e2, Size: 1] bool bClampPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e3, Size: 1] float ResultMinPitch;//[Offset: 0x3e4, Size: 4] float ResultMaxPitch;//[Offset: 0x3e8, Size: 4] bool bEnableShoulderCameraMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] bool bCameraTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1] float FreeCamRotationReturnRate;//[Offset: 0x3fc, Size: 4] CameraOffsetData CrouchCameraData;//[Offset: 0x400, Size: 28] CameraOffsetData ProneCameraData;//[Offset: 0x41c, Size: 28] CameraOffsetData IndoorCameraData;//[Offset: 0x438, Size: 28] CameraOffsetData LeanLeftCameraData;//[Offset: 0x454, Size: 28] CameraOffsetData LeanRightCameraData;//[Offset: 0x470, Size: 28] CameraOffsetData InVehicleCameraData;//[Offset: 0x48c, Size: 28] CameraOffsetData NearDeathCameraData;//[Offset: 0x4a8, Size: 28] CameraOffsetData PeekLeftCameraData;//[Offset: 0x4c4, Size: 28] CameraOffsetData PeekRightCameraData;//[Offset: 0x4e0, Size: 28] CameraOffsetData IndoorLowerCameraStand;//[Offset: 0x4fc, Size: 28] CameraOffsetData IndoorLowerCameraCrouch;//[Offset: 0x518, Size: 28] CameraOffsetData IndoorLowerCameraProne;//[Offset: 0x534, Size: 28] CameraOffsetData VaultCameraData;//[Offset: 0x550, Size: 28] CameraOffsetData ShovelingCameraData;//[Offset: 0x56c, Size: 28] CameraOffsetData InHelicopterCameraData;//[Offset: 0x588, Size: 28] CameraOffsetData InFireBalloonCameraData;//[Offset: 0x5a4, Size: 28] CameraOffsetData ShoulderLeftCameraData;//[Offset: 0x5c0, Size: 28] CameraOffsetData ShoulderRightCameraData;//[Offset: 0x5dc, Size: 28] CameraOffsetData PeekLeftCameraDataInShoudler;//[Offset: 0x5f8, Size: 28] CameraOffsetData PeekRightCameraDataInShoudler;//[Offset: 0x614, Size: 28] float SocketOffsetInterpSpeedInShoulder;//[Offset: 0x630, Size: 4] float TargetOffsetInterpSpeedInShoulder;//[Offset: 0x634, Size: 4] float ArmLengthInterpSpeedInShoulder;//[Offset: 0x638, Size: 4] CameraOffsetData InsectCameraData;//[Offset: 0x63c, Size: 28] CameraOffsetData SkillCameraData;//[Offset: 0x658, Size: 28] bool bIsGunShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x674, Size: 1] bool bIsShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x675, Size: 1] CameraOffsetData ShoulderCameraData;//[Offset: 0x678, Size: 28] bool NeedTraceHeadCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x694, Size: 1] bool bUseFixedTraceTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x695, Size: 1] Vector TraceTagetLocation;//[Offset: 0x698, Size: 12] float AdditionalSocketOffetZMax;//[Offset: 0x6a8, Size: 4] Vector2D AdditionalSocketOffetZPitch;//[Offset: 0x6ac, Size: 8] CurveVector* LandingHeavyCameraOffset;//[Offset: 0x6b4, Size: 4] float LandingHeavyCameraOffsetDurationTime;//[Offset: 0x6b8, Size: 4] float LandingHeavyCameraOffsetPlaySpeed;//[Offset: 0x6bc, Size: 4] bool bNeedAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c5, Size: 1] bool bIsPlayingCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c6, Size: 1] float OffsetCountTime;//[Offset: 0x6c8, Size: 4] float OffSetDurTime;//[Offset: 0x6cc, Size: 4] float RevertMoveSpeed;//[Offset: 0x6d0, Size: 4] CurveVector* TargetOffsetAnimCurve;//[Offset: 0x6d4, Size: 4] Transform PrevRelativeTrans;//[Offset: 0x6e0, Size: 48] Vector PrevRelativeSocketLocation;//[Offset: 0x710, Size: 12] Quat PrevRelativeSocketRotation;//[Offset: 0x720, Size: 16] void SetSelfieCameraDefRotation();// 0x201bf94 void SetFreeCameraAutoReturn(bool bEnabled);// 0x201bf14 void SetCustomCameraDataEnable(out CameraOffsetData CustomCameraData, bool IsEnable);// 0x201be08 void SetCameraDataEnable(byte CameraDataType, bool IsEnable);// 0x201bd44 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x201bbd8 void DelayRotationLagEnabledEnd();// 0x201bbc4 void DelayRotationLagEnabled(bool bEnabled, float Time);// 0x201bafc void DelayRotationBackLagEnabledEnd();// 0x201bae8 void DelayRotationBackLagEnabled(bool bEnabled, float Time, out const Rotator InRotation);// 0x201b9d0 -------------------------------- Class: STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float SocketOffsetInterpSpeed;//[Offset: 0x318, Size: 4] float TargetOffsetInterpSpeed;//[Offset: 0x31c, Size: 4] float ArmLengthInterpSpeed;//[Offset: 0x320, Size: 4] CameraOffsetData CurCameraData;//[Offset: 0x36c, Size: 28] CameraOffsetData DefaultCameraData;//[Offset: 0x388, Size: 28] bool bViewTargetIsAnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] PlayerController* CachedPC;//[Offset: 0x3a8, Size: 4] void OnRespawned();// 0x1fca234 Rotator GetTargetRotation();// 0x22c8ac0 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x201bbd8 void ClearCameraData();// 0x22c8aa4 -------------------------------- Class: SyncAKEvent int AkEventID;//[Offset: 0x0, Size: 4] Vector AkLocation;//[Offset: 0x4, Size: 12] -------------------------------- Class: DamageCauserRecordData Controller* Causer;//[Offset: 0x0, Size: 4] float Time;//[Offset: 0x4, Size: 4] float Damage;//[Offset: 0x8, Size: 4] int StatusChangeMargin;//[Offset: 0xc, Size: 4] int DamageType;//[Offset: 0x10, Size: 4] int AdditionalParam;//[Offset: 0x14, Size: 4] bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] int WeaponId;//[Offset: 0x1c, Size: 4] int FloorType;//[Offset: 0x20, Size: 4] -------------------------------- Class: STCharacterMovementComponent.CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object bool bServerMoveCheckPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c0, Size: 1] bool bCheckPassWallUseSweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c1, Size: 1] float CheckPassWallShapeShrinkScale;//[Offset: 0x6c4, Size: 4] float AdjustRadiusScaleWhenPassWall;//[Offset: 0x6c8, Size: 4] float RadiusScaleWhenCheckPassWall;//[Offset: 0x6cc, Size: 4] float MaxPrisonmentMove;//[Offset: 0x6d0, Size: 4] bool NoPrisonReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d4, Size: 1] bool bIgnoreClientRotationErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d5, Size: 1] bool bIsServerPriorityControlShoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ec, Size: 1] bool bNotUseClientCustomMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ed, Size: 1] float ShovelingStopMaxRelianceClientTime;//[Offset: 0x6f0, Size: 4] float EnterShovelCD;//[Offset: 0x6f4, Size: 4] float DSEnterShovelCD;//[Offset: 0x6f8, Size: 4] float ShovelingCollisionHalfHeight;//[Offset: 0x6fc, Size: 4] float MaxShovelFloorAngle;//[Offset: 0x700, Size: 4] float UseVelocityDirMinSpeed;//[Offset: 0x704, Size: 4] float StandMinEnterShovelingSpeed;//[Offset: 0x708, Size: 4] float CrounchMinEnterShovelingSpeed;//[Offset: 0x70c, Size: 4] float DefaultShovelingSpeed;//[Offset: 0x710, Size: 4] float DefaultShovelingDCC;//[Offset: 0x714, Size: 4] float ExtraShovelingDCC1;//[Offset: 0x718, Size: 4] float ExtraShovelingDCC2;//[Offset: 0x71c, Size: 4] float ExtraShovelingDCC3;//[Offset: 0x720, Size: 4] float MinusGradeShovelingACC;//[Offset: 0x724, Size: 4] float MinusGradeShovelingDCC;//[Offset: 0x728, Size: 4] float MaxShovelingSpeed;//[Offset: 0x72c, Size: 4] float StopShovelingSpeed;//[Offset: 0x734, Size: 4] float MinNoDCCInShovelingSlopeAngle;//[Offset: 0x738, Size: 4] float MAxNoDCCInShovelingSlopeAngle;//[Offset: 0x73c, Size: 4] float EnterShovelingMinHeightInFalling;//[Offset: 0x740, Size: 4] float ShovelingFPPFovVaule;//[Offset: 0x744, Size: 4] float EnterShovelingFPPFovChangeSpeed;//[Offset: 0x748, Size: 4] float ExitShovelingFPPFovChangeSpeed;//[Offset: 0x74c, Size: 4] float ShovelingTPPFovVaule;//[Offset: 0x750, Size: 4] float EnterShovelingTPPFovChangeSpeed;//[Offset: 0x754, Size: 4] float ExitShovelingTPPFovChangeSpeed;//[Offset: 0x758, Size: 4] float ShovelingLegBodyMaxAngle;//[Offset: 0x75c, Size: 4] float ShovelingLegStartFollowBodyMinAngle;//[Offset: 0x760, Size: 4] float ShovelingLegFollowBodySpeed;//[Offset: 0x764, Size: 4] float MaxAngleShovelingLegFollowBodySpeed;//[Offset: 0x768, Size: 4] float ShovelingLegFollowFloorSpeed;//[Offset: 0x76c, Size: 4] SoftObjectPath ShovelingEffectPath;//[Offset: 0x770, Size: 24] AkAudioEvent* EnterShovelingSound;//[Offset: 0x788, Size: 4] AkAudioEvent* ExitShovelingSound;//[Offset: 0x78c, Size: 4] AkAudioEvent* InterruptShovelingSound;//[Offset: 0x790, Size: 4] bool bIgnoreClientMovementModeErrorChecks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x794, Size: 1] bool bIgnoreClientMovementModeSkillChecks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x794, Size: 1] float nowShovelingSpeed;//[Offset: 0x798, Size: 4] Rotator ShovelingRotation;//[Offset: 0x79c, Size: 12] bool ShovelingIsTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a8, Size: 1] bool ShovelingIsHold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a9, Size: 1] byte ShovelingPrePoseState;//[Offset: 0x7ab, Size: 1] float PreShovelFov;//[Offset: 0x7ac, Size: 4] delegate OnClientAdjustPosition;//[Offset: 0x7c4, Size: 12] delegate OnCharacterServerMoveDelegate;//[Offset: 0x7d0, Size: 12] delegate OnShovelStateChangeForBP;//[Offset: 0x7dc, Size: 12] delegate PostServerMoveDelegate;//[Offset: 0x7e8, Size: 12] ParticleSystemComponent* ShovelingParticleSystemComponent;//[Offset: 0x7fc, Size: 4] bool StopTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x800, Size: 1] float TimeSpeedFactor;//[Offset: 0x804, Size: 4] bool CheatCheckSumFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x808, Size: 1] bool bCanSendCmdAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x809, Size: 1] bool bCheatClientLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80a, Size: 1] float MaxPenetrationAdjustmentSize;//[Offset: 0x80c, Size: 4] bool bIgnoreChangingMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x810, Size: 1] bool bEnableAdjustFloorHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x811, Size: 1] bool bEnableJumpOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x812, Size: 1] float JumpOffVelocityFactor;//[Offset: 0x814, Size: 4] bool mb_UseVehiclePushSwim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x818, Size: 1] bool mb_UseVehiclePushUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x819, Size: 1] float MaxDecideClientTimeSpeedDeltaTime;//[Offset: 0x81c, Size: 4] bool bUseTimeSpeedAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x820, Size: 1] bool bUseUserCmdDeltaCompress;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x820, Size: 1] float SimulatedNearDistanceSqAtClient;//[Offset: 0x824, Size: 4] float SimulatedNearTickIntervalAtClient;//[Offset: 0x828, Size: 4] float SimulatedMiddleDistanceSqAtClient;//[Offset: 0x82c, Size: 4] float SimulatedMiddleTickIntervalAtClient;//[Offset: 0x830, Size: 4] float SimulatedFarDistanceSqAtClient;//[Offset: 0x834, Size: 4] float SimulatedFarTickIntervalAtClient;//[Offset: 0x838, Size: 4] float WalkSpeedCurveScale;//[Offset: 0x83c, Size: 4] CurveFloat* MaxWalkSpeedCurve;//[Offset: 0x840, Size: 4] float ProneFloorAngle;//[Offset: 0x844, Size: 4] float ProneFloorZ;//[Offset: 0x848, Size: 4] float JumpFloorAngle;//[Offset: 0x84c, Size: 4] float JumpFloorZ;//[Offset: 0x850, Size: 4] float ResolvePenetrationPosDiffSq;//[Offset: 0x854, Size: 4] float ResolvePenetrationAdjustment;//[Offset: 0x858, Size: 4] bool bOpenLocationSmoothOnDynamicMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c, Size: 1] float DistSqOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x860, Size: 4] float DistAngleOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x864, Size: 4] bool bProcessDeltaRotationWhenKnockedDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x880, Size: 1] bool EnabledResetPredictionData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x881, Size: 1] bool bEnableAdjustWhenStepUpFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x882, Size: 1] float AdjustDistanceWhenStepUpFailed;//[Offset: 0x884, Size: 4] bool ForceSimulatedOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x888, Size: 1] float CurrentEnterShovelCD;//[Offset: 0x968, Size: 4] bool bFixParachuteEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x96c, Size: 1] float CheckDistanceAhead;//[Offset: 0x970, Size: 4] bool bPrintMoveStatusDataDebugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x974, Size: 1] int PrintMoveStatusDataDebugsMaxNum;//[Offset: 0x978, Size: 4] float BaseSolvedWallCheckDistance;//[Offset: 0x98c, Size: 4] float BaseSolvedWallTraceDistance;//[Offset: 0x990, Size: 4] float BaseSolvedWallOutDistance;//[Offset: 0x994, Size: 4] float BaseSolvedWallMoveWithForwardCos;//[Offset: 0x998, Size: 4] bool bStepUpHardIgnoreEdgeTolerance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99c, Size: 1] float fStepDownEdgeToleranceRate;//[Offset: 0x9a0, Size: 4] float fStepDownSuccessEdgeToleranceRate;//[Offset: 0x9a4, Size: 4] float MaxBaseStepUpHeight;//[Offset: 0x9a8, Size: 4] bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9ac, Size: 1] CharacterDistanceSquareTickInternal[] AIDSTickDistanceInternal;//[Offset: 0x9b0, Size: 12] bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c0, Size: 1] CharacterDistanceSquareTickInternal[] AIDSPhysicsQueryDistanceInternal;//[Offset: 0x9c8, Size: 12] float DSAIDistanceOptimizeEnhanceAngle;//[Offset: 0x9d4, Size: 4] float AIMovementSimulatePredictTime;//[Offset: 0x9ec, Size: 4] STExtraBaseCharacter* STCharacter_PRIVATE;//[Offset: 0x9f4, Size: 4] bool bOpenServerControlPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0d, Size: 1] float MaxFlyAcceleration;//[Offset: 0xa14, Size: 4] float fSimulateInterpolateSmoothLocationTime;//[Offset: 0xa50, Size: 4] int nMaxSimulateCacheNum;//[Offset: 0xa80, Size: 4] float SimulateBufferDelayLagThrehold;//[Offset: 0xa88, Size: 4] float SimulateBufferDelaySecondsWhenLag;//[Offset: 0xa90, Size: 4] float SimulateBufferDelaySecondsWhenNoLag;//[Offset: 0xa94, Size: 4] float fServerMoveNetLagScaleSecMin;//[Offset: 0xa98, Size: 4] float fServerMoveNetLagScaleSecMax;//[Offset: 0xa9c, Size: 4] float fServerMoveAllowDiscrepancySquare;//[Offset: 0xaa0, Size: 4] float fSkipProxyPredictionOnNetUpdateSquare;//[Offset: 0xaa4, Size: 4] float fNoSkipProxyPredictionOnNetUpdateSquare;//[Offset: 0xaa8, Size: 4] float fLessThanSkipProxyPredictionOnNetUpdateCosTheta;//[Offset: 0xaac, Size: 4] float fSimulatePredictionNoAttenuationSec;//[Offset: 0xab4, Size: 4] float fSimulatePredictionAttenuationSecMax;//[Offset: 0xab8, Size: 4] float fSimulatePredictionAttenuationRate;//[Offset: 0xabc, Size: 4] float fSimulatePredictionAttenuationRateNearlyNoChg;//[Offset: 0xac0, Size: 4] CustomSkillMoveData DirectMoveData;//[Offset: 0xad8, Size: 40] CustomSkillMoveData AirJumpData;//[Offset: 0xb00, Size: 40] PrimitiveComponent* CurrentClientMovementBase;//[Offset: 0xb3c, Size: 4] float ComputeFloorConsiderClientPosDiffSizeSqMax;//[Offset: 0xb48, Size: 4] float SkilDirectMoveInertiaRatio;//[Offset: 0xb68, Size: 4] float SkilAirJumpJoystickForceSize;//[Offset: 0xb6c, Size: 4] float ReportSimulateDragConfigSeconds;//[Offset: 0xb70, Size: 4] bool UpdatedComponentWithBase(float DeltaSeconds, Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x21d30a8 void ToggleUserCmdDelta(bool Val);// 0x21d2ff0 void TimeSpeedCheck(bool Val);// 0x21d2f38 void SeverReportSimulateDrag(int DragCount);// 0x21d2e84 void SeverAddRotationVelocity(const Vector RotationVelocity);// 0x21d2dd8 void SetProneFloorZ(float InProneFloorZ);// 0x21d2d60 void SetProneFloorAngle(float InProneFloorAngle);// 0x21d2ce8 void SetJumpFloorZ(float InJumpFloorZ);// 0x21d2c70 void SetJumpFloorAngle(float InJumpFloorAngle);// 0x21d2bf8 void SetBase(PrimitiveComponent* NewBase, const FName BoneName, bool bNotifyActor);// 0x21d2ae0 void ServerUserMoveCmdOld(int ClientApplySequence, const byte[] UserCmdDelta);// 0x21d29b4 void ServerUserMoveCmdDual(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x21d2768 void ServerUserMoveCmd(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x21d25a8 void ReleaseSimulateMoveCaches(bool bDestroy);// 0x21d2528 void RefreshCharacterWithBase();// 0x21d2514 void ProcessCacheSimulateRepMove(float DeltaSeconds);// 0x21d249c void Ping2Server(float ServerTime, float ClientTime);// 0x21d23b0 void Ping2Client(float ServerTime);// 0x21d2338 void PhysicsFlyDistance(float DeltaTime, out const Vector flyVelocity);// 0x21d2270 void OnRespawned();// 0x1fc6f30 void OnRecycled();// 0x21d2254 void OnRecoverOnServer();// 0x21d2238 void OnPreReconnectOnServer();// 0x21d2224 void OnClientCloseUserCmdDelta();// 0x21d2210 float K2_GetProneFloorZ();// 0x21d21e8 float K2_GetProneFloorAngle();// 0x21d21c0 float K2_GetJumpFloorZ();// 0x21d2198 float K2_GetJumpFloorAngle();// 0x21d2170 bool IsWalkable(out const HitResult Hit);// 0x21d20c4 bool IsSimulateWeakNetworkOptimize();// 0x21d209c bool IsProning();// 0x21d2074 bool IsAutonomousWeakNetworkOptimize();// 0x21d204c bool HasDsSwitchOpenWeakNetworkOptimize();// 0x21d2024 STExtraBaseCharacter* GetSTCharacter();// 0x21d1ffc Vector GetPendingImpulse();// 0x21d1fd8 Vector GetLocationOffsetToBase();// 0x21d1f90 float GetLastServerMoveTime();// 0x21d1f68 bool GetIsOpenShovelingAbility();// 0x21d1f40 float GetHasPredictionSeconds(Vector PredictionDeltaLoc, Vector PredictionVelocity);// 0x21d1e78 Vector GetComputeFloorDistStartLocation();// 0x21d1e30 float GetClientCurrentSeconds();// 0x21d1e08 Vector GetBaseLocation();// 0x21d1dc0 Vector GetAcceleration();// 0x21d1d78 void EnterDirectMove(out const Vector Speed, float Time, CurveFloat* SpeedCurve);// 0x21d1c68 void EnterAirJump(out const Vector Speed, float Time, CurveFloat* SpeedCurve);// 0x21d1b58 bool DragOnGround(float DeltaTime);// 0x21d1ad8 void DisableSimulateCorrection(bool bDisable);// 0x21d1a58 void ClientVeryShortAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x21d17b0 void ClientUserMoveCmdAck(int Sequence);// 0x21d1738 void ClientAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x21d1430 void ChangePhysxShapeFlag();// 0x1f6b840 void CacheSimulateRepMove(out const RepMovement RepMove, float ServerTimeStamp);// 0x21d135c bool AllowClientLocationWithDSPrediction(out const Vector InClientLoc, float NetLagDiffScale);// 0x21d1288 -------------------------------- Class: CharacterDistanceSquareTickInternal float DistanceSquare;//[Offset: 0x0, Size: 4] float TickInternal;//[Offset: 0x4, Size: 4] -------------------------------- Class: CustomSkillMoveData CurveFloat* SpeedCurve;//[Offset: 0x24, Size: 4] -------------------------------- Class: SimLocalViewData float ViewPitch;//[Offset: 0x0, Size: 4] float ViewYaw;//[Offset: 0x4, Size: 4] float ViewRoll;//[Offset: 0x8, Size: 4] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: SimViewData uint16 ViewPitch;//[Offset: 0x0, Size: 2] uint16 ViewYaw;//[Offset: 0x2, Size: 2] byte ViewRoll;//[Offset: 0x4, Size: 1] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] -------------------------------- Class: AnchorPlatData int AnchorPlatResID;//[Offset: 0x0, Size: 4] int AnchorPlatColorID;//[Offset: 0x4, Size: 4] -------------------------------- Class: InteractiveMoveActor.LuaActor.Actor.Object class InteractiveActorMoveComponent* MoveComponent;//[Offset: 0x38c, Size: 4] byte InteractiveMoveType;//[Offset: 0x390, Size: 1] bool InFPPViewPitchLimitMaxEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391, Size: 1] float InFPPViewPitchLimitMin;//[Offset: 0x394, Size: 4] float InFPPViewPitchLimitMax;//[Offset: 0x398, Size: 4] float InFPPViewYawLimit;//[Offset: 0x39c, Size: 4] -------------------------------- Class: InteractiveActorMoveComponent.MovementComponent.ActorComponent.Object InteractiveMoveActor* TargetActor;//[Offset: 0xf4, Size: 4] void OnRep_TargetActorNotify(InteractiveMoveActor* IMActor);// 0x20bb164 bool IsTakeOverJump();// 0x20bb134 bool IsInInteractiveState();// 0x20bb104 void HandleJumpInput();// 0x20bb0e8 void HandleEnterInput();// 0x20bb0cc -------------------------------- Class: PlayerGunCollosionComp.ActorComponent.Object float DetectInterval;//[Offset: 0xbc, Size: 4] int DetectThreshold;//[Offset: 0xc0, Size: 4] float FoldFactor;//[Offset: 0xc4, Size: 4] STExtraBaseCharacter* pCharOwner;//[Offset: 0xc8, Size: 4] Vector BoxHalfSize;//[Offset: 0xd4, Size: 12] Vector QEoffsetPeekLeftOnVehicle;//[Offset: 0xe0, Size: 12] Vector QEoffsetPeekRightOnVehicle;//[Offset: 0xec, Size: 12] Vector QEoffsetPeekLeft;//[Offset: 0xf8, Size: 12] Vector QEoffsetPeekRight;//[Offset: 0x104, Size: 12] float StaticTraceLengthOffset;//[Offset: 0x110, Size: 4] Vector QEoffsetPeekStandAdd;//[Offset: 0x114, Size: 12] Vector QEoffsetPeekCrouchAdd;//[Offset: 0x120, Size: 12] Vector QEoffsetPeekProneAdd;//[Offset: 0x12c, Size: 12] int FoldFactorDelt;//[Offset: 0x138, Size: 4] int FoldFactorDeltChange;//[Offset: 0x13c, Size: 4] int TraceDis;//[Offset: 0x140, Size: 4] float TickDeltTime;//[Offset: 0x144, Size: 4] bool IsDrawDebugLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148, Size: 1] Actor*[] SweepIgnoreActors;//[Offset: 0x150, Size: 12] bool IsUseCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c, Size: 1] void SetEffect(const bool Visbile, out const Vector EffectLoc);// 0x2130a30 void CheckCollision(out const int InFoldFactor, out const Vector FoldPoint, out const Vector FoldNormal);// 0x21308f8 -------------------------------- Class: PlayerSwimComponent.ActorComponent.Object delegate OnPlayerTouchWater;//[Offset: 0x100, Size: 12] float MaxBreathAmount;//[Offset: 0x10c, Size: 4] float DrowningHurtHight;//[Offset: 0x110, Size: 4] float SwimWaterNearHeight;//[Offset: 0x114, Size: 4] float SwimWaterBodyOffset;//[Offset: 0x118, Size: 4] float SwimWaterSufaceOffset;//[Offset: 0x11c, Size: 4] float BreathVauleChangeoffset;//[Offset: 0x120, Size: 4] float OpBreathVauleChangeoffset;//[Offset: 0x124, Size: 4] float BreathDeltaTime;//[Offset: 0x128, Size: 4] float MaxSpeedScaleHeightOffset;//[Offset: 0x12c, Size: 4] float MinSpeedScale;//[Offset: 0x130, Size: 4] float MaxCrouchWaterHeight;//[Offset: 0x134, Size: 4] float MaxProneWaterHeight;//[Offset: 0x138, Size: 4] float DeadInWaterLocZOffset;//[Offset: 0x13c, Size: 4] float RollMaxAngle;//[Offset: 0x140, Size: 4] float DistoVolume;//[Offset: 0x144, Size: 4] bool ResetEnterWaterWhenVolumeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148, Size: 1] CharacterMovementComponent* CharaterMovement;//[Offset: 0x160, Size: 4] bool AdjustCharacterInvalidHeightInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x165, Size: 1] float CheckCharacterInWaterInternal;//[Offset: 0x168, Size: 4] float CharacterInWaterInvalidHeight;//[Offset: 0x16c, Size: 4] CharacterMovementComponent* OwnerMovementComp;//[Offset: 0x174, Size: 4] STExtraBaseCharacter* OwnerPlayerCharater;//[Offset: 0x178, Size: 4] PhysicsVolume* UnderWaterBox;//[Offset: 0x17c, Size: 4] float DyingSwimSpeedRate;//[Offset: 0x180, Size: 4] bool bDyingSwimChangeCapsule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x184, Size: 1] void UpdateSwimCollisionHeightCpp();// 0x213af1c void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x213aea4 void OnPawnExitParachute();// 0x213ae90 void LeaveWater();// 0x213ae7c Actor* GetWaterObject();// 0x213ae54 void EnterWater_BluePrint();// 0x2c90a38 void EnterWater(Actor* WaterObject);// 0x213addc void BP_UnderWaterStateChanged(bool bEnterWater);// 0x2c90a38 -------------------------------- Class: PoseChangeTime float PoseChange_Prone_Stand;//[Offset: 0x0, Size: 4] float PoseChange_Prone_Move;//[Offset: 0x4, Size: 4] float PoseChange_UnProne_Stand;//[Offset: 0x8, Size: 4] float PoseChange_UnProne_Move;//[Offset: 0xc, Size: 4] -------------------------------- Class: BaseCharacterPickupProxy.PickupProxy.Object STExtraBaseCharacter* ProxyOwnerCharacter;//[Offset: 0x20, Size: 4] -------------------------------- Class: PickupProxy.Object Actor* ProxyOwner;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PickupManagerComponent.ActorComponent.Object float CheckPickUpInterval;//[Offset: 0xf4, Size: 4] float PickUpZLimit;//[Offset: 0xf8, Size: 4] bool bApplyVisibleTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc, Size: 1] Vector2D[] FindPutDownPointSearchRadiusGroupArray;//[Offset: 0x100, Size: 12] int FindPutDownPointCircleSplitNum;//[Offset: 0x10c, Size: 4] float FindPutDownPointZThreshold;//[Offset: 0x110, Size: 4] float FindPutDownPointZTraceOffset;//[Offset: 0x114, Size: 4] Vector2D RegionXRange;//[Offset: 0x118, Size: 8] Vector2D RegionYRange;//[Offset: 0x120, Size: 8] bool bDrawDebugSearchLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128, Size: 1] bool bDrawDebugSearchedPutDownPointsSphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x129, Size: 1] Vector DebugSearchedPutDownPointsBoxExtent;//[Offset: 0x12c, Size: 12] float DebugSearchedPutDownPointsSphereRadius;//[Offset: 0x138, Size: 4] float DebugSearchedPutDownPointsPointSize;//[Offset: 0x13c, Size: 4] float DrawTime;//[Offset: 0x140, Size: 4] bool bDebugGetLocWithOutClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144, Size: 1] Actor* CacheRepActorForGetRandomLoc;//[Offset: 0x148, Size: 4] RecentAutoPickupMap;//[Offset: 0x14c, Size: 60] Actor*[] PickupAvailableActorPool;//[Offset: 0x188, Size: 12] Actor*[] ConfirmedPickupActorPool;//[Offset: 0x194, Size: 12] void ServerPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x212238c void ServerPutDownTarget(Actor* Target);// 0x21222d8 void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x2122144 void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2121ecc void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x2121e0c void PutDownTarget(Actor* Target);// 0x2121d94 void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2121b60 void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x2121a18 void NotifyMissPickupAvailableActor(Actor* Target);// 0x21219a0 void NotifyMeetPickupAvailableActor(Actor* Target, bool bUpdatePickupManager);// 0x21218dc void MarkRecentAutoPickUp(SearchedPickUpItemResult PickUpResult);// 0x2121678 Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x21215e8 Vector[] GetNearItemLocationList(out const Vector TargetLoc, float Radius, float IgnoreDist, uint32[] ItemIDs);// 0x2121318 void GetConfirmedPickupAvailableActors(out OutSet);// 0x212120c void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x2121108 void ControlClientPutDownTarget(Actor* Target);// 0x2121054 void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);// 0x2120f58 void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2120da4 void ClampWorldLocation(out Vector OutVector);// 0x2120d20 bool CheckRecentAutoPickUp(SearchedPickUpItemResult PickUpResult, float OverTime);// 0x2120a70 -------------------------------- Class: SearchedPickUpItemResult PickUpWrapperActor* Wrapper;//[Offset: 0x0, Size: 4] PickUpItemData MainItemData;//[Offset: 0x8, Size: 48] -------------------------------- Class: CharacterWeaponManagerComponent.WeaponManagerComponent.ActorComponent.Object float AttachCheckInterval;//[Offset: 0x520, Size: 4] float AttachCheckDistance;//[Offset: 0x524, Size: 4] float RefreshUIIntervalAfterReconnect;//[Offset: 0x528, Size: 4] int RefreshUITimesAfterReconnect;//[Offset: 0x52c, Size: 4] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x530, Size: 4] WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x54c, Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x558, Size: 12] void UpdateDataWhenBagChangedOnServer(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x20014cc void UpdateDataWhenBagChangedOnAutonomous();// 0x20014b8 void RPC_Client_ResyncWeaponSpawnData(const SpawnAndBackpackWeaponReplicatedData[] SpawnWeaponData);// 0x200135c void OnRecoverOnServer();// 0x2001340 void OnReconnectOnServer();// 0x1f7ea98 void OnReconnectOnClient();// 0x2001324 void OnDisconnectToClientOnServer();// 0x2001310 int GetBagLevel();// 0x1f7bf0c -------------------------------- Class: PlayerVehAnimList int FrameCounter;//[Offset: 0x4, Size: 4] AnimationAsset* IdleAnim;//[Offset: 0x8, Size: 4] AnimationAsset* IdleMotorbikeAnim;//[Offset: 0xc, Size: 4] AnimationAsset* VacateMotorbikeAnim;//[Offset: 0x10, Size: 4] AnimationAsset* LeanOutAnim;//[Offset: 0x14, Size: 4] AnimationAsset* LeanInAnim;//[Offset: 0x18, Size: 4] AnimationAsset* AimAnim;//[Offset: 0x1c, Size: 4] AnimationAsset* WeaponIdleAddition;//[Offset: 0x20, Size: 4] AnimationAsset* WeaponAimAddition;//[Offset: 0x24, Size: 4] AnimationAsset* WeaponReloadAddition;//[Offset: 0x28, Size: 4] AnimationAsset* SurfBoard_IdleAnim;//[Offset: 0x2c, Size: 4] AnimationAsset* SurfBoard_MoveAnim;//[Offset: 0x30, Size: 4] AnimationAsset* SurfBoard_JumpAnim;//[Offset: 0x34, Size: 4] AnimationAsset* SurfBoard_LandAnim;//[Offset: 0x38, Size: 4] AnimationAsset* SurfBoard_JumpLeftTurnAnim;//[Offset: 0x3c, Size: 4] AnimationAsset* SurfBoard_JumpRightTurnAnim;//[Offset: 0x40, Size: 4] AnimationAsset* Ski_JumpStationary;//[Offset: 0x44, Size: 4] AnimationAsset* Ski_DownTurnLR;//[Offset: 0x48, Size: 4] AnimationAsset* Ski_DownTurnRL;//[Offset: 0x4c, Size: 4] AnimationAsset* Ski_DownTurnFD;//[Offset: 0x50, Size: 4] AnimationAsset* Ski_Falling;//[Offset: 0x54, Size: 4] AnimationAsset* Ski_DownFallLandingAdditive;//[Offset: 0x58, Size: 4] AnimationAsset* Ski_DownFallLandingHard;//[Offset: 0x5c, Size: 4] AnimationAsset* VehicleWeaponIdleAnim;//[Offset: 0x60, Size: 4] AnimationAsset* VehicleWeaponReloadAnim;//[Offset: 0x64, Size: 4] AnimationAsset* VehicleWeaponAimOffsetAnim;//[Offset: 0x68, Size: 4] AnimationAsset* MotorgliderSteerAnim;//[Offset: 0x6c, Size: 4] AnimationAsset* MotorgliderIdleAnim;//[Offset: 0x70, Size: 4] AnimationAsset* VehicleDriverForwardAnim;//[Offset: 0x74, Size: 4] -------------------------------- Class: AnimVehParamList int FrameCounter;//[Offset: 0x0, Size: 4] bool IsLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool IsDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] bool IsSwitchingSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6, Size: 1] bool IsIdleAnimReplaced;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7, Size: 1] float VacateHight;//[Offset: 0x8, Size: 4] bool IsVehicleMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] Rotator VehViewRotation;//[Offset: 0x10, Size: 12] Vector VehMoveVelocity;//[Offset: 0x1c, Size: 12] byte SeatWeaponHoldType;//[Offset: 0x28, Size: 1] byte SeatSpecialType;//[Offset: 0x29, Size: 1] enum VehicleType;//[Offset: 0x2a, Size: 1] float LeanOutPercentage;//[Offset: 0x2c, Size: 4] -------------------------------- Class: AnimStatusKeyList STExtraWeapon* EquipWeapon;//[Offset: 0x1c, Size: 4] -------------------------------- Class: BodyPartCfg float DamageScale;//[Offset: 0x0, Size: 4] float Durability;//[Offset: 0x4, Size: 4] float DamageReduceScale;//[Offset: 0x8, Size: 4] float DamageReduceScaleIgnoreDurability;//[Offset: 0xc, Size: 4] float BrokenArmorDamageReduceScale;//[Offset: 0x10, Size: 4] float DurabilityReduceScale;//[Offset: 0x14, Size: 4] FString BodyDurabilityIndexName;//[Offset: 0x18, Size: 12] float MomentumResistance;//[Offset: 0x24, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactEffectOverride;//[Offset: 0x28, Size: 4] -------------------------------- Class: CharacterEnergyData CharacterEnergyPhase[] EnergyEffactPhase;//[Offset: 0x0, Size: 12] float EnergyMax;//[Offset: 0xc, Size: 4] float EnergyCurrent;//[Offset: 0x10, Size: 4] float EnergyPredict;//[Offset: 0x14, Size: 4] float AttenuationPeriod;//[Offset: 0x18, Size: 4] float AttenuationAmount;//[Offset: 0x1c, Size: 4] -------------------------------- Class: CharacterEnergyPhase float MakeEffectSection;//[Offset: 0x0, Size: 4] FString BuffName;//[Offset: 0x4, Size: 12] -------------------------------- Class: STDamageCameraShake.CameraShake.Object float DamageShakeScale;//[Offset: 0x140, Size: 4] -------------------------------- Class: HealthPredictShowData FString ShowDataKey;//[Offset: 0x0, Size: 12] byte ShowType;//[Offset: 0xc, Size: 1] float Value;//[Offset: 0x10, Size: 4] float LimitValue;//[Offset: 0x14, Size: 4] -------------------------------- Class: SecuryInfoComponent.ActorComponent.Object GameBaseInfo GameBaseInfo;//[Offset: 0x130, Size: 104] UAEGameMode* UAEGM;//[Offset: 0x198, Size: 4] void ServerSendGameStartFlow(out const ClientGameStartFlow ClientGameStartFlow);// 0x2179db0 void ServerSendGameEndFlow(out const ClientGameEndFlow ClientGameEndFlow);// 0x2179d00 void ReportVerifyInfoFlow();// 0x2179ca4 void ReportSecAttackFlow(const SecAttackFlow SecAttackFlow);// 0x2179bd4 void ReportPlayerKillFlow(const ClientSecPlayerKillFlow PlayerKillFlow);// 0x2179ae4 void ReportMrpcsFlow(const ClientSecMrpcsFlow MrpcsFlow);// 0x21799f4 void ReportJumpFlow(const ClientJumpFlow JumpFlow);// 0x2179924 void ReportHurtFlow(const HurtFlow HurtFlow);// 0x2179854 void ReportGvoiceTeamQuit(const GvoiceTeamQuit teamQuit);// 0x2179724 void ReportGvoiceTeamCreate(const GvoiceTeamCreate teamCreate);// 0x21795f4 void ReportGameStartFlow(const ClientGameStartFlow GameStartFlow);// 0x21794f0 void ReportGameSetting(const GameSetting GameSetting);// 0x2179400 void ReportGameEndFlow(const ClientGameEndFlow GameEndFlow);// 0x2179330 void ReportGameBaseInfo(const GameBaseInfo BaseInfo);// 0x2179230 void ReportCircleFlow(const ClientCircleFlow CircleFlow);// 0x2179160 void ReportAttackFlow(const AttackFlow AttackFlow);// 0x2179090 void ReportAimFlow(const AimFlow AimFlow);// 0x2178fc0 void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x2178f30 void GetWeaponProperty(STExtraBaseCharacter* Character, STExtraWeapon* TWeapon, out int WeaponId, out int BulletID, out int BulletNum);// 0x2178d6c void CheckSendGameStartFlow();// 0x2178d58 void CheckSendGameEndFlow();// 0x2178d44 -------------------------------- Class: ClientGameStartFlow int64 ClientStartTime;//[Offset: 0x0, Size: 8] int[] MrpcsFlow;//[Offset: 0x8, Size: 12] FString MapName;//[Offset: 0x14, Size: 12] int8 WeatherID;//[Offset: 0x20, Size: 1] FString ItemList;//[Offset: 0x24, Size: 12] int8 TeamType;//[Offset: 0x30, Size: 1] int TeamID;//[Offset: 0x34, Size: 4] FString TeamPlayer1;//[Offset: 0x38, Size: 12] FString TeamPlayer2;//[Offset: 0x44, Size: 12] FString TeamPlayer3;//[Offset: 0x50, Size: 12] uint32 SecGameStartFlowFlowID;//[Offset: 0x5c, Size: 4] FString GVoiceTeamID;//[Offset: 0x60, Size: 12] FString GVoiceRoomID;//[Offset: 0x6c, Size: 12] int GVoiceTeamMemberID;//[Offset: 0x78, Size: 4] int GVoiceRoomMemberID;//[Offset: 0x7c, Size: 4] -------------------------------- Class: ClientGameEndFlow int64 ClientStartTime;//[Offset: 0x0, Size: 8] int[] MrpcsFlow;//[Offset: 0x8, Size: 12] FString ClientVersion;//[Offset: 0x14, Size: 12] uint32 OverTime;//[Offset: 0x20, Size: 4] int8 EndType;//[Offset: 0x24, Size: 1] byte KillCount;//[Offset: 0x25, Size: 1] byte AssistsCount;//[Offset: 0x26, Size: 1] byte DropCount;//[Offset: 0x27, Size: 1] byte SaveCount;//[Offset: 0x28, Size: 1] byte RebornCount;//[Offset: 0x29, Size: 1] bool AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a, Size: 1] int GoldGet;//[Offset: 0x2c, Size: 4] int DiamondGet;//[Offset: 0x30, Size: 4] int ExpGet;//[Offset: 0x34, Size: 4] byte WinRank;//[Offset: 0x38, Size: 1] byte TotalPlayers;//[Offset: 0x39, Size: 1] int PlayerRank;//[Offset: 0x3c, Size: 4] int RankEnd;//[Offset: 0x40, Size: 4] int TeamID;//[Offset: 0x44, Size: 4] FString TeamPlayer1;//[Offset: 0x48, Size: 12] FString TeamPlayer2;//[Offset: 0x54, Size: 12] FString TeamPlayer3;//[Offset: 0x60, Size: 12] bool TeamPlayer1AliveType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c, Size: 1] bool TeamPlayer2AliveType;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6c, Size: 1] bool TeamPlayer3AliveType;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6c, Size: 1] byte TeamPlayer1Kill;//[Offset: 0x6d, Size: 1] byte TeamPlayer2Kill;//[Offset: 0x6e, Size: 1] byte TeamPlayer3Kill;//[Offset: 0x6f, Size: 1] uint32 GameEndFlowID;//[Offset: 0x70, Size: 4] byte RoundCircleCount;//[Offset: 0x74, Size: 1] int[] UseQuickMsgIDArray;//[Offset: 0x78, Size: 12] int[] UseQuickMsgCountArray;//[Offset: 0x84, Size: 12] int[] UseWheelMsgIDArray;//[Offset: 0x90, Size: 12] int[] UseWheelMsgCountArray;//[Offset: 0x9c, Size: 12] int[] InexistentAvatarStat;//[Offset: 0xa8, Size: 12] int[] InexistentAvatarInBornStat;//[Offset: 0xb4, Size: 12] int[] InexistentWeaponAvatarStat;//[Offset: 0xc0, Size: 12] int[] InexistentVehicleAvatarStat;//[Offset: 0xcc, Size: 12] int InexistentPlaneAvatarStat;//[Offset: 0xd8, Size: 4] int InexistentEmoteAvatarStat;//[Offset: 0xdc, Size: 4] byte ShowMsgCnt;//[Offset: 0xe0, Size: 1] byte UserConfirmCnt;//[Offset: 0xe1, Size: 1] byte UserCancelCnt;//[Offset: 0xe2, Size: 1] byte UserDoNothingCnt;//[Offset: 0xe3, Size: 1] float FPSBeforeAdapt;//[Offset: 0xe4, Size: 4] float FPSAfterAdapt;//[Offset: 0xe8, Size: 4] float TeammateMicrophoneTime;//[Offset: 0xec, Size: 4] float TeammateSpeakerTime;//[Offset: 0xf0, Size: 4] float EnemyMicrophoneTime;//[Offset: 0xf4, Size: 4] float EnemySpeakerTime;//[Offset: 0xf8, Size: 4] float TeammateInterphoneTime;//[Offset: 0xfc, Size: 4] float EnemyInterphoneTime;//[Offset: 0x100, Size: 4] byte PlayerUseQuickSight;//[Offset: 0x104, Size: 1] byte PlayerUseShoulderCnt;//[Offset: 0x105, Size: 1] -------------------------------- Class: SecAttackFlow FString GameSvrId;//[Offset: 0x0, Size: 12] int64 dtEventTime;//[Offset: 0x10, Size: 8] FString GameAppID;//[Offset: 0x18, Size: 12] FString OpenID;//[Offset: 0x24, Size: 12] int8 PlatID;//[Offset: 0x30, Size: 1] uint16 AreaID;//[Offset: 0x32, Size: 2] FString ZoneID;//[Offset: 0x34, Size: 12] uint64 BattleID;//[Offset: 0x40, Size: 8] int64 ClientStartTime;//[Offset: 0x48, Size: 8] uint64 RoleID;//[Offset: 0x50, Size: 8] FString TargetUserName;//[Offset: 0x58, Size: 12] FString TargetOpenID;//[Offset: 0x64, Size: 12] uint64 TargetRoleID;//[Offset: 0x70, Size: 8] FString HitPart;//[Offset: 0x78, Size: 12] int GunID;//[Offset: 0x84, Size: 4] byte PlayerKill;//[Offset: 0x88, Size: 1] uint64 AttackFlowID;//[Offset: 0x90, Size: 8] int KillAICnt;//[Offset: 0x98, Size: 4] int KillRealPlayerCnt;//[Offset: 0x9c, Size: 4] -------------------------------- Class: ClientSecPlayerKillFlow int64 ClientStartTime;//[Offset: 0x0, Size: 8] int8 SecPlayerKillFlowID;//[Offset: 0x8, Size: 1] int GunID;//[Offset: 0xc, Size: 4] uint32 KilledPlayerKey;//[Offset: 0x10, Size: 4] RecoilInfo RecoilInfo;//[Offset: 0x14, Size: 54] int LocationX;//[Offset: 0x4c, Size: 4] int LocationY;//[Offset: 0x50, Size: 4] int LocationZ;//[Offset: 0x54, Size: 4] int KilledLocationX;//[Offset: 0x58, Size: 4] int KilledLocationY;//[Offset: 0x5c, Size: 4] int KilledLocationZ;//[Offset: 0x60, Size: 4] int KilledTeamID;//[Offset: 0x64, Size: 4] int TeamID;//[Offset: 0x68, Size: 4] FString GameModeID;//[Offset: 0x6c, Size: 12] uint64 PawnState;//[Offset: 0x78, Size: 8] uint64 KilledPawnState;//[Offset: 0x80, Size: 8] -------------------------------- Class: RecoilInfo int16 VerticalRecoilMin;//[Offset: 0x0, Size: 2] int16 VerticalRecoilMax;//[Offset: 0x2, Size: 2] int16 VerticalRecoilVariation;//[Offset: 0x4, Size: 2] int16 VerticalRecoveryModifier;//[Offset: 0x6, Size: 2] int16 VerticalRecoveryClamp;//[Offset: 0x8, Size: 2] int16 VerticalRecoveryMax;//[Offset: 0xa, Size: 2] int16 LeftMax;//[Offset: 0xc, Size: 2] int16 RightMax;//[Offset: 0xe, Size: 2] int16 HorizontalTendency;//[Offset: 0x10, Size: 2] int16 BulletPerSwitch;//[Offset: 0x12, Size: 2] int16 TimePerSwitch;//[Offset: 0x14, Size: 2] bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16, Size: 1] int16 RecoilSpeedVertical;//[Offset: 0x18, Size: 2] int16 RecoilSpeedHorizontal;//[Offset: 0x1a, Size: 2] int16 RecovertySpeedVertical;//[Offset: 0x1c, Size: 2] int16 RecoilValueClimb;//[Offset: 0x1e, Size: 2] int16 RecoilValueFail;//[Offset: 0x20, Size: 2] int16 RecoilModifierStand;//[Offset: 0x22, Size: 2] int16 RecoilModifierCrouch;//[Offset: 0x24, Size: 2] int16 RecoilModifierProne;//[Offset: 0x26, Size: 2] int16 RecoilHorizontalMinScalar;//[Offset: 0x28, Size: 2] int16 BurstEmptyDelay;//[Offset: 0x2a, Size: 2] bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1] int16 ShootSightReturnSpeed;//[Offset: 0x2e, Size: 2] int16 AccessoriesVRecoilFactor;//[Offset: 0x30, Size: 2] int16 AccessoriesHRecoilFactor;//[Offset: 0x32, Size: 2] int16 AccessoriesRecoveryFactor;//[Offset: 0x34, Size: 2] -------------------------------- Class: ClientSecMrpcsFlow byte SecMrpcsFlowID;//[Offset: 0x0, Size: 1] byte[] MrpcsFlowData;//[Offset: 0x4, Size: 12] -------------------------------- Class: ClientJumpFlow int64 ClientStartTime;//[Offset: 0x0, Size: 8] int[] MrpcsFlow;//[Offset: 0x8, Size: 12] FString MapName;//[Offset: 0x14, Size: 12] int8 WeatherID;//[Offset: 0x20, Size: 1] int64 GameStartTime;//[Offset: 0x28, Size: 8] uint32 StartJumpTime;//[Offset: 0x30, Size: 4] uint32 EndJumpTime;//[Offset: 0x34, Size: 4] uint32 PlayerJumpTime;//[Offset: 0x38, Size: 4] uint32 PlayerOpenTime;//[Offset: 0x3c, Size: 4] uint32 PlayerLandTime;//[Offset: 0x40, Size: 4] FString FollowPlayerUID;//[Offset: 0x44, Size: 12] uint32 ExitFollowTime;//[Offset: 0x50, Size: 4] int PlayerJumpPositionX;//[Offset: 0x54, Size: 4] int PlayerJumpPositionY;//[Offset: 0x58, Size: 4] int PlayerJumpPositionZ;//[Offset: 0x5c, Size: 4] int PlaneJumpPositionX;//[Offset: 0x60, Size: 4] int PlaneJumpPositionY;//[Offset: 0x64, Size: 4] int PlaneJumpPositionZ;//[Offset: 0x68, Size: 4] int PlayerLandPositionX;//[Offset: 0x6c, Size: 4] int PlayerLandPositionY;//[Offset: 0x70, Size: 4] int PlayerLandPositionZ;//[Offset: 0x74, Size: 4] uint32 PlayerLandDistance;//[Offset: 0x78, Size: 4] uint32 PlayerSpeedMax1;//[Offset: 0x7c, Size: 4] uint32 PlayerSpeedMax2;//[Offset: 0x80, Size: 4] FString GVoiceTeamID;//[Offset: 0x84, Size: 12] FString GVoiceRoomID;//[Offset: 0x90, Size: 12] int GVoiceTeamMemberID;//[Offset: 0x9c, Size: 4] int GVoiceRoomMemberID;//[Offset: 0xa0, Size: 4] -------------------------------- Class: HurtFlow FString GameSvrId;//[Offset: 0x0, Size: 12] int64 dtEventTime;//[Offset: 0x10, Size: 8] FString GameAppID;//[Offset: 0x18, Size: 12] FString OpenID;//[Offset: 0x24, Size: 12] int8 PlatID;//[Offset: 0x30, Size: 1] uint16 AreaID;//[Offset: 0x32, Size: 2] FString ZoneID;//[Offset: 0x34, Size: 12] uint64 BattleID;//[Offset: 0x40, Size: 8] int64 ClientStartTime;//[Offset: 0x48, Size: 8] int MrpcsFlowcount_;//[Offset: 0x50, Size: 4] int[] MrpcsFlow;//[Offset: 0x54, Size: 12] FString UserName;//[Offset: 0x60, Size: 12] uint64 RoleID;//[Offset: 0x70, Size: 8] int8 RoleType;//[Offset: 0x78, Size: 1] FString EnemyOpenID;//[Offset: 0x7c, Size: 12] FString EnemyUserName;//[Offset: 0x88, Size: 12] uint64 EnemyRoleID;//[Offset: 0x98, Size: 8] int EnemyRoleType;//[Offset: 0xa0, Size: 4] uint32 HurtTime;//[Offset: 0xa4, Size: 4] int HurtType;//[Offset: 0xa8, Size: 4] int HitType;//[Offset: 0xac, Size: 4] int DamageStart;//[Offset: 0xb0, Size: 4] int DamageReduce;//[Offset: 0xb4, Size: 4] int ArmorDef;//[Offset: 0xb8, Size: 4] int HPstart;//[Offset: 0xbc, Size: 4] int HPEnd;//[Offset: 0xc0, Size: 4] int ArmorHPStart1;//[Offset: 0xc4, Size: 4] int ArmorHPEnd1;//[Offset: 0xc8, Size: 4] int ArmorHPStart2;//[Offset: 0xcc, Size: 4] int ArmorHPEnd2;//[Offset: 0xd0, Size: 4] int CarHPStart;//[Offset: 0xd4, Size: 4] int CarHPEnd;//[Offset: 0xd8, Size: 4] int FallHeight;//[Offset: 0xdc, Size: 4] int HypoxiaTime;//[Offset: 0xe0, Size: 4] int HypoxiaHurtTotal;//[Offset: 0xe4, Size: 4] int PlayerKilled;//[Offset: 0xe8, Size: 4] int ArmorKill;//[Offset: 0xec, Size: 4] int CarKill;//[Offset: 0xf0, Size: 4] int IfIsAI;//[Offset: 0xf4, Size: 4] int CircleIndex;//[Offset: 0xf8, Size: 4] uint32 HurtFlowID;//[Offset: 0xfc, Size: 4] -------------------------------- Class: GvoiceTeamQuit FString GVoiceTeamID;//[Offset: 0x0, Size: 12] FString GVoiceRoomID;//[Offset: 0xc, Size: 12] int GVoiceTeamMemberID;//[Offset: 0x18, Size: 4] int GVoiceRoomMemberID;//[Offset: 0x1c, Size: 4] uint64 UId;//[Offset: 0x20, Size: 8] -------------------------------- Class: GvoiceTeamCreate FString GVoiceTeamID;//[Offset: 0x0, Size: 12] FString GVoiceRoomID;//[Offset: 0xc, Size: 12] int GVoiceTeamMemberID;//[Offset: 0x18, Size: 4] int GVoiceRoomMemberID;//[Offset: 0x1c, Size: 4] uint64 UId;//[Offset: 0x20, Size: 8] -------------------------------- Class: GameSetting uint64 RoleID;//[Offset: 0x0, Size: 8] GameSetting_BasicSetting BasicSetting;//[Offset: 0x8, Size: 44] GameSetting_ArtQuality ArtQuality;//[Offset: 0x34, Size: 8] GameSetting_Operate Operate;//[Offset: 0x3c, Size: 8] GameSetting_Vehicle Vehicle;//[Offset: 0x44, Size: 8] GameSetting_Sensibility Sensibility;//[Offset: 0x4c, Size: 136] GameSetting_PickUp PickUp;//[Offset: 0xd4, Size: 56] -------------------------------- Class: GameSetting_BasicSetting int CrossHairColor;//[Offset: 0x0, Size: 4] bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] int SingleShotWeaponShootMode;//[Offset: 0x8, Size: 4] int ShotGunShootMode;//[Offset: 0xc, Size: 4] bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int LRShootMode;//[Offset: 0x14, Size: 4] bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] int LeftHandFire;//[Offset: 0x1c, Size: 4] int Gyroscope;//[Offset: 0x20, Size: 4] bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27, Size: 1] bool ShoulderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] bool ShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] -------------------------------- Class: GameSetting_ArtQuality int ArtStyle;//[Offset: 0x0, Size: 4] bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: GameSetting_Operate int FireMode;//[Offset: 0x0, Size: 4] bool Touch_3D_Switcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: GameSetting_Vehicle int VehicleControlMode;//[Offset: 0x0, Size: 4] int DrivingViewMode;//[Offset: 0x4, Size: 4] -------------------------------- Class: GameSetting_Sensibility int CameraLensSensibility;//[Offset: 0x0, Size: 4] GameSetting_Sensibility_FreeCam Sens_FreeCamera;//[Offset: 0x4, Size: 12] GameSetting_Sensibility_Cam Sens_Camera;//[Offset: 0x10, Size: 40] GameSetting_Sensibility_Fire Sens_Fire;//[Offset: 0x38, Size: 40] GameSetting_Sensibility_Gyroscope Sens_Gyroscope;//[Offset: 0x60, Size: 40] -------------------------------- Class: GameSetting_Sensibility_FreeCam float VehicleEye;//[Offset: 0x0, Size: 4] float ParachuteEye;//[Offset: 0x4, Size: 4] float CamFpFreeEye;//[Offset: 0x8, Size: 4] -------------------------------- Class: GameSetting_Sensibility_Cam float CamLensSenNoneSniper;//[Offset: 0x0, Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x4, Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x8, Size: 4] float CamLensSen2XSniper;//[Offset: 0xc, Size: 4] float CamLensSen3XSniper;//[Offset: 0x10, Size: 4] float CamLensSen4XSniper;//[Offset: 0x14, Size: 4] float CamLensSen6XSniper;//[Offset: 0x18, Size: 4] float CamLensSen8XSniper;//[Offset: 0x1c, Size: 4] float CamLensSenShoulderSniper;//[Offset: 0x20, Size: 4] float CamLensSenShoulderSniperFP;//[Offset: 0x24, Size: 4] -------------------------------- Class: GameSetting_Sensibility_Fire float FireCamLensSenNoneSniper;//[Offset: 0x0, Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x4, Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x8, Size: 4] float FireCamLensSen2XSniper;//[Offset: 0xc, Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x10, Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x14, Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x18, Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x1c, Size: 4] float FireCamLensSenShoulderSniper;//[Offset: 0x20, Size: 4] float FireCamLensSenShoulderSniperFP;//[Offset: 0x24, Size: 4] -------------------------------- Class: GameSetting_Sensibility_Gyroscope float GyroscopeSenNoneSniper;//[Offset: 0x0, Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x4, Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x8, Size: 4] float GyroscopeSen2XSniper;//[Offset: 0xc, Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x10, Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x14, Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x18, Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x1c, Size: 4] float GyroscopeShoulderSniper;//[Offset: 0x20, Size: 4] float GyroscopeShoulderSniperFP;//[Offset: 0x24, Size: 4] -------------------------------- Class: GameSetting_PickUp bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] GameSetting_PickUp_Drug Drug;//[Offset: 0x4, Size: 24] Gamesetting_PickUp_Grenade Grenade;//[Offset: 0x1c, Size: 16] GameSetting_PickUp_WeaponBullet[] WeaponBulletList;//[Offset: 0x2c, Size: 12] -------------------------------- Class: GameSetting_PickUp_Drug int MedicalTreatment;//[Offset: 0x0, Size: 4] int Bandage;//[Offset: 0x4, Size: 4] int PainKiller;//[Offset: 0x8, Size: 4] int Adrenaline;//[Offset: 0xc, Size: 4] int EnergyDrink;//[Offset: 0x10, Size: 4] int FirstAidKit;//[Offset: 0x14, Size: 4] -------------------------------- Class: Gamesetting_PickUp_Grenade int IncendiaryBomb;//[Offset: 0x0, Size: 4] int ShockBomb;//[Offset: 0x4, Size: 4] int SmokeBomb;//[Offset: 0x8, Size: 4] int GrenadeFragmented;//[Offset: 0xc, Size: 4] -------------------------------- Class: GameSetting_PickUp_WeaponBullet int WeaponId;//[Offset: 0x0, Size: 4] int BulletCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: ClientCircleFlow int64 ClientStartTime;//[Offset: 0x0, Size: 8] int[] MrpcsFlow;//[Offset: 0x8, Size: 12] FString PicUrl;//[Offset: 0x14, Size: 12] uint32 GameStartTime;//[Offset: 0x20, Size: 4] uint32 NewCircleBornTime;//[Offset: 0x24, Size: 4] int NewCirclePositionX;//[Offset: 0x28, Size: 4] int NewCirclePositionY;//[Offset: 0x2c, Size: 4] int NewCirclePositionRadius;//[Offset: 0x30, Size: 4] int NewCircleCount;//[Offset: 0x34, Size: 4] int PlayerPositionX;//[Offset: 0x38, Size: 4] int PlayerPositionY;//[Offset: 0x3c, Size: 4] int PlayerPositionZ;//[Offset: 0x40, Size: 4] int PlayerHP;//[Offset: 0x44, Size: 4] uint32 OldCircleMoveTime;//[Offset: 0x48, Size: 4] uint32 OldCircleMoveEndTime;//[Offset: 0x4c, Size: 4] uint32 PlayerOutTime;//[Offset: 0x50, Size: 4] int CirclePoisonCount;//[Offset: 0x54, Size: 4] int CirclePoisonMin;//[Offset: 0x58, Size: 4] int CirclePoisonMax;//[Offset: 0x5c, Size: 4] int CirclePoisonAvg;//[Offset: 0x60, Size: 4] int CirclePoisonTotal;//[Offset: 0x64, Size: 4] int CirclePoisonDrop;//[Offset: 0x68, Size: 4] int CirclePoisonDead;//[Offset: 0x6c, Size: 4] int RecoveryCount;//[Offset: 0x70, Size: 4] int RecoveryMin;//[Offset: 0x74, Size: 4] int RecoveryMax;//[Offset: 0x78, Size: 4] int RecoveryTotal;//[Offset: 0x7c, Size: 4] int EnergyRecoveryCount;//[Offset: 0x80, Size: 4] int EnergyRecoveryMin;//[Offset: 0x84, Size: 4] int EnergyRecoveryMax;//[Offset: 0x88, Size: 4] int EnergyRecoveryTotal;//[Offset: 0x8c, Size: 4] int EnergyStartLv;//[Offset: 0x90, Size: 4] int EnergyStartTime;//[Offset: 0x94, Size: 4] FString EnergyItemUse;//[Offset: 0x98, Size: 12] int EnergyLvTimeInfo;//[Offset: 0xa4, Size: 4] FString EnergyRunFastTime;//[Offset: 0xa8, Size: 12] FString EnergyRecoveryLvTimeInfo;//[Offset: 0xb4, Size: 12] int EnergyEndLv;//[Offset: 0xc0, Size: 4] int EnergyEndTime;//[Offset: 0xc4, Size: 4] int PlayerMoveDis;//[Offset: 0xc8, Size: 4] int PlayerSpeedMax;//[Offset: 0xcc, Size: 4] int PlayerSpeedAvg;//[Offset: 0xd0, Size: 4] int PlayerCarSpeedMax;//[Offset: 0xd4, Size: 4] int PlayerCarSpeedAvg;//[Offset: 0xd8, Size: 4] int PlayerSquatMoveDis;//[Offset: 0xdc, Size: 4] int PlayerSquatMoveTime;//[Offset: 0xe0, Size: 4] int PlayerCreepMoveDis;//[Offset: 0xe4, Size: 4] int PlayerCreepMoveTime;//[Offset: 0xe8, Size: 4] int PlayerRunMoveDis;//[Offset: 0xec, Size: 4] int PlayerRunMoveTime;//[Offset: 0xf0, Size: 4] int PlayerDriveMoveDis;//[Offset: 0xf4, Size: 4] int PlayerDriveMoveTime;//[Offset: 0xf8, Size: 4] int PlayerCar;//[Offset: 0xfc, Size: 4] int PlayerCameraDistanceMax;//[Offset: 0x100, Size: 4] uint32 SecCircleFlowID;//[Offset: 0x104, Size: 4] byte AutoAimType;//[Offset: 0x108, Size: 1] int AutoAimTime;//[Offset: 0x10c, Size: 4] byte[] MrpcsFlowData;//[Offset: 0x110, Size: 12] -------------------------------- Class: AttackFlow FString GameSvrId;//[Offset: 0x0, Size: 12] int64 dtEventTime;//[Offset: 0x10, Size: 8] FString GameAppID;//[Offset: 0x18, Size: 12] FString OpenID;//[Offset: 0x24, Size: 12] uint16 AreaID;//[Offset: 0x30, Size: 2] int8 PlatID;//[Offset: 0x32, Size: 1] FString ZoneID;//[Offset: 0x34, Size: 12] uint64 BattleID;//[Offset: 0x40, Size: 8] int64 ClientStartTime;//[Offset: 0x48, Size: 8] int MrpcsFlowcount_;//[Offset: 0x50, Size: 4] int[] MrpcsFlow;//[Offset: 0x54, Size: 12] FString UserName;//[Offset: 0x60, Size: 12] uint64 RoleID;//[Offset: 0x70, Size: 8] int8 RoleType;//[Offset: 0x78, Size: 1] FString TargetOpenID;//[Offset: 0x7c, Size: 12] FString TargetUserName;//[Offset: 0x88, Size: 12] uint64 TargetRoleID;//[Offset: 0x98, Size: 8] int8 TargetRoleType;//[Offset: 0xa0, Size: 1] FString GunName;//[Offset: 0xa4, Size: 12] FString GunPartsType;//[Offset: 0xb0, Size: 12] int8 SightType;//[Offset: 0xbc, Size: 1] int BulletSpeed;//[Offset: 0xc0, Size: 4] int8 MagazineMax;//[Offset: 0xc4, Size: 1] int8 MagazineLeft;//[Offset: 0xc5, Size: 1] int ShotFrequency;//[Offset: 0xc8, Size: 4] int BulletDamage;//[Offset: 0xcc, Size: 4] int16 BulletDown;//[Offset: 0xd0, Size: 2] byte BulletDamageReduce;//[Offset: 0xd2, Size: 1] int Recoil;//[Offset: 0xd4, Size: 4] int ReloadTime;//[Offset: 0xd8, Size: 4] FString PlayerState;//[Offset: 0xdc, Size: 12] byte ShotPose;//[Offset: 0xe8, Size: 1] byte FireType;//[Offset: 0xe9, Size: 1] bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xea, Size: 1] byte Sideways;//[Offset: 0xeb, Size: 1] int ShootingDeviationX;//[Offset: 0xec, Size: 4] int ShootingDeviationY;//[Offset: 0xf0, Size: 4] uint32 ZeroDistance;//[Offset: 0xf4, Size: 4] uint32 ShotTime;//[Offset: 0xf8, Size: 4] int HitTime;//[Offset: 0xfc, Size: 4] int PlayerPositionX;//[Offset: 0x100, Size: 4] int PlayerPositionY;//[Offset: 0x104, Size: 4] int PlayerPositionZ;//[Offset: 0x108, Size: 4] int GunPositionX;//[Offset: 0x10c, Size: 4] int GunPositionY;//[Offset: 0x110, Size: 4] int GunPositionZ;//[Offset: 0x114, Size: 4] int BulletsBornPositionX;//[Offset: 0x118, Size: 4] int BulletsBornPositionY;//[Offset: 0x11c, Size: 4] int BulletsBornPositionZ;//[Offset: 0x120, Size: 4] uint32 LastHitTime;//[Offset: 0x124, Size: 4] uint32 BulletFlyDistance;//[Offset: 0x128, Size: 4] uint32 BulletFlyTime;//[Offset: 0x12c, Size: 4] int HitPositionX;//[Offset: 0x130, Size: 4] int HitPositionY;//[Offset: 0x134, Size: 4] int HitPositionZ;//[Offset: 0x138, Size: 4] byte HitPart;//[Offset: 0x13c, Size: 1] bool bHitCar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13d, Size: 1] bool bTireOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13d, Size: 1] byte BulletCost;//[Offset: 0x13e, Size: 1] int HPstart;//[Offset: 0x140, Size: 4] int HPEnd;//[Offset: 0x144, Size: 4] int ArmorHPStart;//[Offset: 0x148, Size: 4] int ArmorHPEnd;//[Offset: 0x14c, Size: 4] int CarHPStart;//[Offset: 0x150, Size: 4] int CarHPEnd;//[Offset: 0x154, Size: 4] byte PlayerKill;//[Offset: 0x158, Size: 1] bool bArmorKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x159, Size: 1] bool bCarKill;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x159, Size: 1] int RecoilMoveX;//[Offset: 0x15c, Size: 4] int RecoilMoveY;//[Offset: 0x160, Size: 4] int WeaponAimFOV;//[Offset: 0x164, Size: 4] int BulletDamageDebuff;//[Offset: 0x168, Size: 4] int BulletDamageBuff;//[Offset: 0x16c, Size: 4] uint32 AtackFlowID;//[Offset: 0x170, Size: 4] int AutoAimSpeed;//[Offset: 0x174, Size: 4] int AutoAimSpeedRateMax;//[Offset: 0x178, Size: 4] int AutoAimRangeMax;//[Offset: 0x17c, Size: 4] int AutoAimRangeRateMax;//[Offset: 0x180, Size: 4] int GunID;//[Offset: 0x184, Size: 4] int IfIsOnCar;//[Offset: 0x188, Size: 4] bool InMoveablePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c, Size: 1] int KillAICnt;//[Offset: 0x190, Size: 4] int KillRealPlayerCnt;//[Offset: 0x194, Size: 4] -------------------------------- Class: AimFlow FString GameSvrId;//[Offset: 0x0, Size: 12] int64 dtEventTime;//[Offset: 0x10, Size: 8] FString GameAppID;//[Offset: 0x18, Size: 12] FString OpenID;//[Offset: 0x24, Size: 12] uint16 AreaID;//[Offset: 0x30, Size: 2] int8 PlatID;//[Offset: 0x32, Size: 1] FString ZoneID;//[Offset: 0x34, Size: 12] uint64 BattleID;//[Offset: 0x40, Size: 8] int64 ClientStartTime;//[Offset: 0x48, Size: 8] int MrpcsFlowcount_;//[Offset: 0x50, Size: 4] int[] MrpcsFlow;//[Offset: 0x54, Size: 12] FString UserName;//[Offset: 0x60, Size: 12] uint64 RoleID;//[Offset: 0x70, Size: 8] int8 RoleType;//[Offset: 0x78, Size: 1] int AimTime;//[Offset: 0x7c, Size: 4] FString ShotCDTime;//[Offset: 0x80, Size: 12] int ShotCount;//[Offset: 0x8c, Size: 4] int ShotHitCount;//[Offset: 0x90, Size: 4] int ShotHeadHitCount;//[Offset: 0x94, Size: 4] int ShotPersonHitCount;//[Offset: 0x98, Size: 4] int ShotPersonKillCount;//[Offset: 0x9c, Size: 4] FString HitDistance;//[Offset: 0xa0, Size: 12] FString HitEachDistance;//[Offset: 0xac, Size: 12] FString HitAngle;//[Offset: 0xb8, Size: 12] FString HitEachCdTime;//[Offset: 0xc4, Size: 12] FString HitPartInfo;//[Offset: 0xd0, Size: 12] FString PlayerState;//[Offset: 0xdc, Size: 12] bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe8, Size: 1] int8 SightType;//[Offset: 0xe9, Size: 1] uint32 AimFlowID;//[Offset: 0xec, Size: 4] -------------------------------- Class: RepVehicleAttachment STExtraVehicleBase* Vehicle;//[Offset: 0x0, Size: 4] FName AttachSocket;//[Offset: 0x8, Size: 8] -------------------------------- Class: STExtraUnderWaterEffectComp.SceneComponent.ActorComponent.Object bool bTickWaterEffectEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25d, Size: 1] FName UnderWaterFogTagName;//[Offset: 0x260, Size: 8] class ActorComponent* UnderWaterCamEffectClass;//[Offset: 0x268, Size: 4] Transform UnderWaterCamEffectTransform;//[Offset: 0x270, Size: 48] AkAudioEvent* SfxInWater;//[Offset: 0x2a0, Size: 4] AkAudioEvent* SfxOutWater;//[Offset: 0x2a4, Size: 4] float FoggyWeatherUnderWaterFogMaxOpacity;//[Offset: 0x2a8, Size: 4] float NormalWeatherUnderWaterFogMaxOpacity;//[Offset: 0x2ac, Size: 4] float HDRUnderWaterFogDensity;//[Offset: 0x2b0, Size: 4] float NormalUnderWaterFogDensity;//[Offset: 0x2b4, Size: 4] ExponentialHeightFogComponent* UnderWaterFogComp;//[Offset: 0x2b8, Size: 4] WaterSwimActor*[] WaterSwimObjs;//[Offset: 0x2bc, Size: 12] ExponentialHeightFogComponent*[] SceneFogComps;//[Offset: 0x2c8, Size: 12] CameraComponent* LastActiveCamComp;//[Offset: 0x2d4, Size: 4] PostProcessVolume* UnderWaterPPV;//[Offset: 0x2dc, Size: 4] void OnToggleUnderWaterPPV();// 0x22d0c24 void AddWaterSwimActor(WaterSwimActor* Actor);// 0x22d0bac void AddSceneFogComponent(ExponentialHeightFog* SceneFogActor);// 0x22d0b34 -------------------------------- Class: ExponentialHeightFogComponent.SceneComponent.ActorComponent.Object float FogDensity;//[Offset: 0x260, Size: 4] CustomHeightFog[] CustomHightFogDensity;//[Offset: 0x264, Size: 12] bool bUseCustomFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270, Size: 1] float CustomFogLow_Height;//[Offset: 0x274, Size: 4] float CustomFogLow_DensityCoefficient;//[Offset: 0x278, Size: 4] LinearColor CustomFogLow_Color;//[Offset: 0x27c, Size: 16] float CustomFogHigh_Height;//[Offset: 0x28c, Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x290, Size: 4] LinearColor CustomFogHigh_Color;//[Offset: 0x294, Size: 16] LinearColor FogInscatteringColor;//[Offset: 0x2a4, Size: 16] TextureCube* InscatteringColorCubemap;//[Offset: 0x2b4, Size: 4] float InscatteringColorCubemapAngle;//[Offset: 0x2b8, Size: 4] LinearColor InscatteringTextureTint;//[Offset: 0x2bc, Size: 16] float FullyDirectionalInscatteringColorDistance;//[Offset: 0x2cc, Size: 4] float NonDirectionalInscatteringColorDistance;//[Offset: 0x2d0, Size: 4] float DirectionalInscatteringGapControl;//[Offset: 0x2d4, Size: 4] float DirectionalInscatteringExponent;//[Offset: 0x2d8, Size: 4] float DirectionalInscatteringStartDistance;//[Offset: 0x2dc, Size: 4] LinearColor DirectionalInscatteringColor;//[Offset: 0x2e0, Size: 16] float FogHeightFalloff;//[Offset: 0x2f0, Size: 4] float FogMaxOpacity;//[Offset: 0x2f4, Size: 4] float StartDistance;//[Offset: 0x2f8, Size: 4] float FogCutoffDistance;//[Offset: 0x2fc, Size: 4] bool bEnableVolumetricFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] float VolumetricFogScatteringDistribution;//[Offset: 0x304, Size: 4] Color VolumetricFogAlbedo;//[Offset: 0x308, Size: 4] LinearColor VolumetricFogEmissive;//[Offset: 0x30c, Size: 16] float VolumetricFogExtinctionScale;//[Offset: 0x31c, Size: 4] float VolumetricFogDistance;//[Offset: 0x320, Size: 4] float VolumetricFogStaticLightingScatteringIntensity;//[Offset: 0x324, Size: 4] bool bOverrideLightColorsWithFogInscatteringColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328, Size: 1] float VolumetricFogStartDistance;//[Offset: 0x32c, Size: 4] Texture2D* VolumetricFogNoiseTexture;//[Offset: 0x330, Size: 4] Transform VolumetricFogNoiseTransform;//[Offset: 0x340, Size: 48] void SetVolumetricFogStartDistance(float NewValue);// 0x460fa98 void SetVolumetricFogScatteringDistribution(float NewValue);// 0x460fa20 void SetVolumetricFogNoiseTransform(Transform Transform);// 0x460f940 void SetVolumetricFogNoiseTexture(Texture2D* NewValue);// 0x460f8c8 void SetVolumetricFogExtinctionScale(float NewValue);// 0x460f850 void SetVolumetricFogEmissive(LinearColor NewValue);// 0x460f7d4 void SetVolumetricFogDistance(float NewValue);// 0x460f75c void SetVolumetricFogAlbedo(Color NewValue);// 0x460f6ec void SetVolumetricFog(bool bNewValue);// 0x460f66c void SetStartDistance(float Value);// 0x460f5f4 void SetNonDirectionalInscatteringColorDistance(float Value);// 0x460f57c void SetInscatteringTextureTint(LinearColor Value);// 0x460f500 void SetInscatteringColorCubemapAngle(float Value);// 0x460f488 void SetInscatteringColorCubemap(TextureCube* Value);// 0x460f410 void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x460f398 void SetFogMaxOpacity(float Value);// 0x460f320 void SetFogInscatteringColor(LinearColor Value);// 0x460f2a4 void SetFogHeightFalloff(float Value);// 0x460f22c void SetFogDensity(float Value);// 0x45d3804 void SetFogCutoffDistance(float Value);// 0x460f1b4 void SetDirectionalInscatteringStartDistance(float Value);// 0x460f13c void SetDirectionalInscatteringGapControl(float Value);// 0x460f0c4 void SetDirectionalInscatteringExponent(float Value);// 0x460f04c void SetDirectionalInscatteringColor(LinearColor Value);// 0x460efd0 void SetCustomFogInscatteringColor(LinearColor Value, int Index);// 0x460ef10 void SetCustomFogDensityCoefficient(float Value, int Index);// 0x460ee54 -------------------------------- Class: CustomHeightFog float Height;//[Offset: 0x0, Size: 4] float DensityCoefficient;//[Offset: 0x4, Size: 4] LinearColor CustomFogInscatteringColor;//[Offset: 0x8, Size: 16] -------------------------------- Class: WaterSwimActor.Actor.Object float Damage;//[Offset: 0x2fc, Size: 4] float interval;//[Offset: 0x300, Size: 4] class DamageType* DamageType;//[Offset: 0x304, Size: 4] class Pawn[] DamageFilters;//[Offset: 0x308, Size: 12] int[] BuffIDs;//[Offset: 0x314, Size: 12] int[] SkillBuffIDs;//[Offset: 0x320, Size: 12] BoxComponent* WaterBoxComp;//[Offset: 0x32c, Size: 4] bool IsLocationInWater(out const Vector Location);// 0x23953ac bool GetWaterZHeight(out float MinHeight, out float MaxHeight);// 0x23952c4 -------------------------------- Class: PostProcessVolume.Volume.Brush.Actor.Object PostProcessSettings Settings;//[Offset: 0x330, Size: 1328] float Priority;//[Offset: 0x860, Size: 4] float BlendRadius;//[Offset: 0x864, Size: 4] float BlendWeight;//[Offset: 0x868, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86c, Size: 1] bool bUnbound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x86c, Size: 1] void RemoveBlendable(interface classNone InBlendableObject);// 0x46e4914 void AddOrUpdateBlendable(interface classNone InBlendableObject, float InWeight);// 0x46e47e4 -------------------------------- Class: ExponentialHeightFog.Info.Actor.Object ExponentialHeightFogComponent* Component;//[Offset: 0x2fc, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] void OnRep_bEnabled();// 0x1f5d518 -------------------------------- Class: HalloweenVampireCloth bool bWearingHalloweenVampireCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int HalloweenVampireClothItemID;//[Offset: 0x4, Size: 4] -------------------------------- Class: STParachuteState float ThrottleInput;//[Offset: 0x0, Size: 4] float SteerInput;//[Offset: 0x4, Size: 4] int8 State;//[Offset: 0x8, Size: 1] Rotator CameraRotation;//[Offset: 0xc, Size: 12] -------------------------------- Class: UAEChaParachuteAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharParachuteAnimData[] CharParachuteAnimDataList;//[Offset: 0x180, Size: 12] void ReleaseParachuteAnimAssets();// 0x289bd30 void OnParachuteAnimAsyncLoadingFinished(FString AnimLoaded);// 0x2090d88 void OnAnimListAsyncLoadingFinished();// 0x289bd1c bool HasAnimAsyncLoadingFinished();// 0x289bcf4 void HandleAsyncLoadingFinishedEvent();// 0x289bce0 FString GetOwnerName();// 0x289bc18 AnimationAsset* GetCharacterParachuteAnim(byte AnimType);// 0x289bb98 -------------------------------- Class: CharParachuteAnimData byte ParachuteAnimType;//[Offset: 0x0, Size: 1] AnimationAsset* ParachuteAnimSoftPtr;//[Offset: 0x8, Size: 40] AnimationAsset* ParachuteAnim;//[Offset: 0x30, Size: 4] -------------------------------- Class: STReplicatedMoveState Vector_NetQuantize Location;//[Offset: 0x0, Size: 12] byte Roll;//[Offset: 0xc, Size: 1] uint32 View;//[Offset: 0x10, Size: 4] Vector_NetQuantize Velocity;//[Offset: 0x14, Size: 12] -------------------------------- Class: ParachuteFollowComponent.ActorComponent.Object -------------------------------- Class: ParachuteFollowState enum FollowState;//[Offset: 0x0, Size: 1] int LeaderIdx;//[Offset: 0x4, Size: 4] -------------------------------- Class: LastEmoteInfo int EmoteId;//[Offset: 0x0, Size: 4] int AreaID;//[Offset: 0x4, Size: 4] float EmoteTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: BaseFPPComponent.ActorComponent.Object bool bIsBoltAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1, Size: 1] STExtraPlayerCharacter* Pawn;//[Offset: 0x100, Size: 4] FName ScopeAimCameraSocketName;//[Offset: 0x108, Size: 8] FName FPPSocketName;//[Offset: 0x110, Size: 8] FName BoltActionCurveName;//[Offset: 0x118, Size: 8] float ScopeZoomSpringArmLength;//[Offset: 0x120, Size: 4] float BoltActionHoldTimeDefault;//[Offset: 0x128, Size: 4] float BoltActionFov;//[Offset: 0x12c, Size: 4] float ScopeZoomAlpha;//[Offset: 0x130, Size: 4] ScopeZoomBackupMap;//[Offset: 0x134, Size: 60] float ScopeZoomSpeed;//[Offset: 0x170, Size: 4] ScopeZoomConfigMap;//[Offset: 0x174, Size: 60] int CurrentPlayAnimIndex;//[Offset: 0x1b0, Size: 4] DollyZoomParam ZoomScopeParam;//[Offset: 0x1b4, Size: 12] WeaponAngledSightState;//[Offset: 0x1c4, Size: 60] ScopeZoomMap;//[Offset: 0x200, Size: 60] float TanHalfFOV;//[Offset: 0x240, Size: 4] bool InScopeInProcess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] bool IsRearSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245, Size: 1] FName SourceScopeAimCameraSocketName;//[Offset: 0x248, Size: 8] FName TargetScopeAimCameraSocketName;//[Offset: 0x250, Size: 8] void UpdateScopeCameraOffsets(out DollyZoomParam Param, bool IsAngledSight);// 0x1fbc70c float SwitchSightConfigMaterial();// 0x2c90a38 void SwitchScopeMeshAnim(byte Type);// 0x1fbc694 void SwitchRearSightTimelineUpdate(float Alpha);// 0x1fbc61c void SwitchRearSightTimelineFinish(int TargetRearSightSocketIndex);// 0x1fbc5a4 void SwitchRearSight(bool IsBegin);// 0x1fbc51c void SwitchCameraMode(byte Mode);// 0x1fbc4a4 float SwitchAngledSightConfigMaterial(bool forceSwitch);// 0x2c90a38 void StopScopeIn();// 0x2c90a38 float ShowReflectorSightTPPMaterial(bool forceADSState);// 0x2c90a38 float ShowAngledSightTPPMaterial(bool forceADSState);// 0x2c90a38 void SetWeaponAngledSightState(STExtraShootWeapon* Weapon, bool State);// 0x1fbc3d8 void SetTagCulling(bool IsUse);// 0x2c90a38 void SetNearClipPlane(bool EnableNearClip);// 0x1fbc358 void ScopingChange(bool InValue);// 0x1fbc2d8 void Scoping(byte NewType);// 0x1fbc260 void ScopeZoomUpdate(float Alpha);// 0x1fbc1e8 void ScopeZoomTick(float DeltaTime);// 0x1fbc170 void ScopeTimelineUpdate(float Alpha);// 0x1fbc0f8 void ScopeOutSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1fbc03c void ScopeOutLogic();// 0x1fbc028 void ScopeOutEnd();// 0x2c90a38 void ScopeOut(byte NewType);// 0x1fbbfb0 void ScopeNotHandFold();// 0x1fbbf9c void ScopeInterrupt(byte NewType);// 0x1fbbf24 void ScopeInSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1fbbe68 void ScopeInLogic();// 0x1fbbe54 void ScopeInEnd();// 0x2c90a38 void ScopeInContinue();// 0x1fbbe40 void ScopeInAfterTimeline();// 0x1fbbe2c void ScopeIn(byte NewType);// 0x1fbbdb4 void ScopeHandFold();// 0x1fbbda0 void PlayScopeInTimeline();// 0x2c90a38 bool IsUseZoomScope();// 0x1fbbd78 bool IsRPGScopeIn();// 0x1fbbd50 bool IsCurWeaponAttachedAngledSight();// 0x1fbbb3c bool IsAngledSightBySlot(byte Slot);// 0x1fbbcd0 bool IsAngledSight();// 0x1fbbca0 void InitScopeZoom(int WeaponId, int ScopeID);// 0x1fbbbe4 bool HaveAngledSightBySlot(byte Slot);// 0x1fbbb64 bool HaveAngledSight();// 0x1fbbb3c byte GetSightType();// 0x1fbbb14 float GetScopeZoomValue(int WeaponId, int ScopeID);// 0x1fbba50 FName GetScopeZoomKey(int WeaponId, int ScopeID);// 0x1fbb984 MaterialInstance* GetScopeMaterialOverride(STExtraShootWeapon* Weapon);// 0x2c90a38 float GetScopeFov(STExtraWeapon* Weapon, bool bIsAngled);// 0x2c90a38 MeshComponent* GetScopeCameraAttachTarget(bool IsAngled);// 0x1fbb8f4 FName GetScopeAimCameraSocketName();// 0x1fbb8b4 ScopeZoomConfig GetCurScopeZoomConfig();// 0x1fbb86c STExtraWeapon* GetCurScopeWeapon();// 0x1fbb844 void GetCurrentScopeZoomFov(out float MinFov, out float CurFov);// 0x1fbb764 void CalculateDollyZoomParam(float SpringOffset, float MinFov, float CurFov, out DollyZoomParam Param);// 0x1fbb604 void BoltAction(float DeltaSeconds);// 0x1fbb58c void AttachToSightKeepTransform();// 0x2c90a38 void AttachToSight();// 0x2c90a38 void ApplyDollyZoomParam(out const DollyZoomParam Param, bool bSyncToPawn);// 0x1fbb4ac void ActiveComponentTickable();// 0x1fbb498 -------------------------------- Class: ScopeZoomConfig int DisplayMaxScale;//[Offset: 0x0, Size: 4] int DisplayMinScale;//[Offset: 0x4, Size: 4] CurveFloat* FovCurve;//[Offset: 0x8, Size: 4] -------------------------------- Class: DollyZoomParam float FOV;//[Offset: 0x0, Size: 4] float Scale;//[Offset: 0x4, Size: 4] float Offset;//[Offset: 0x8, Size: 4] -------------------------------- Class: UAECharacterAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharacterMovementAnimData[] CharacterMovementAnimEditList;//[Offset: 0x180, Size: 12] CharacterMovementAnimData[] CharacterFPPAnimEditList;//[Offset: 0x18c, Size: 12] CharacterShieldAnimData[] CharacterShieldAnimEditList;//[Offset: 0x198, Size: 12] CharacterJumpAnimData[] CharacterJumpEditList;//[Offset: 0x1a4, Size: 12] CharacterJumpAnimData[] CharacterJumpEditListFPP;//[Offset: 0x1b0, Size: 12] CurveFloat* FallingIKCurve;//[Offset: 0x1bc, Size: 4] CharacterShovelAnimData[] CharacterShovelEditList;//[Offset: 0x1c0, Size: 12] CharacterShovelAnimData[] CharacterShovelEditListFPP;//[Offset: 0x1cc, Size: 12] CharAnimModifyData[] CharAnimModifyList;//[Offset: 0x1d8, Size: 12] CharacterVehAnimModifyData[] CharVehAnimModifyList;//[Offset: 0x1e4, Size: 12] bool IsInitByBeginPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0, Size: 1] bool EnablePreLoadingFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f1, Size: 1] bool EnableNewAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f2, Size: 1] bool CurrentIsTPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f3, Size: 1] bool CurrentHoldShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f4, Size: 1] bool OnPreLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x289e54c void OnAsyncLoadingFinishedNew(AsyncLoadCharAnimParams LoadingParam);// 0x289e2b0 void OnAsyncLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x289e014 PlayerAnimData[] GetCharacterShovelAnim();// 0x289df54 PlayerAnimData[] GetCharacterJumpAnim(byte JumpType);// 0x289de4c AnimationAsset* GetAnimationAsset(AnimationAsset* AnimPtr);// 0x289dcc4 -------------------------------- Class: CharacterMovementAnimData byte AnimType;//[Offset: 0x0, Size: 1] FName AnimTypeName;//[Offset: 0x8, Size: 8] ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10, Size: 48] ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40, Size: 48] ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70, Size: 48] -------------------------------- Class: ChararacterPoseAnimData byte PoseType;//[Offset: 0x0, Size: 1] AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x8, Size: 40] -------------------------------- Class: CharacterShieldAnimData byte AnimType;//[Offset: 0x0, Size: 1] FName AnimTypeName;//[Offset: 0x8, Size: 8] ChararacterPoseAnimData PoseAnim_Stand;//[Offset: 0x10, Size: 48] ChararacterPoseAnimData PoseAnim_Crouch;//[Offset: 0x40, Size: 48] ChararacterPoseAnimData PoseAnim_Prone;//[Offset: 0x70, Size: 48] -------------------------------- Class: CharacterJumpAnimData byte JumpType;//[Offset: 0x0, Size: 1] FName JumpTypeName;//[Offset: 0x8, Size: 8] ChararacterJumpPhaseData JumpPhase_PreJump;//[Offset: 0x10, Size: 48] ChararacterJumpPhaseData JumpPhase_FallLoop0;//[Offset: 0x40, Size: 48] ChararacterJumpPhaseData JumpPhase_FallLoop1;//[Offset: 0x70, Size: 48] ChararacterJumpPhaseData JumpPhase_Land0;//[Offset: 0xa0, Size: 48] ChararacterJumpPhaseData JumpPhase_Land1;//[Offset: 0xd0, Size: 48] -------------------------------- Class: ChararacterJumpPhaseData byte JumpPhase;//[Offset: 0x0, Size: 1] AnimationAsset* PhaseAnimSoftPtr;//[Offset: 0x8, Size: 40] -------------------------------- Class: CharacterShovelAnimData CharacterShovelPhaseData ShovelPhase_Enter;//[Offset: 0x0, Size: 48] CharacterShovelPhaseData ShovelPhase_Shoveling;//[Offset: 0x30, Size: 48] CharacterShovelPhaseData ShovelPhase_Leave;//[Offset: 0x60, Size: 48] CharacterShovelPhaseData ShovelPhase_Crouch_Leave;//[Offset: 0x90, Size: 48] -------------------------------- Class: CharacterShovelPhaseData enum ShovelPhase;//[Offset: 0x0, Size: 1] AnimationAsset* PhaseAnimSoftPtr;//[Offset: 0x8, Size: 40] -------------------------------- Class: CharAnimModifyData int AppliedGameMode;//[Offset: 0x0, Size: 4] byte ModifyAnimListType;//[Offset: 0x4, Size: 1] byte AnimType;//[Offset: 0x5, Size: 1] byte PoseType;//[Offset: 0x6, Size: 1] byte JumpType;//[Offset: 0x7, Size: 1] byte JumpPhase;//[Offset: 0x8, Size: 1] AnimationAsset* PoseAnimSoftPtr;//[Offset: 0x10, Size: 40] -------------------------------- Class: CharacterVehAnimModifyData enum VehicleType;//[Offset: 0x0, Size: 1] int SeatIdx;//[Offset: 0x4, Size: 4] byte VehicleAnimType;//[Offset: 0x8, Size: 1] AnimationAsset* VehicleAnimSoftPtr;//[Offset: 0x10, Size: 40] -------------------------------- Class: AsyncLoadCharAnimParams -------------------------------- Class: WeaponOverrideAttrs float GameModeOverride_DeviationMoveModifier;//[Offset: 0x0, Size: 4] float GameModeOverride_DeviationStanceJumpModifier;//[Offset: 0x4, Size: 4] float GameModeOverride_MeleeDamageAmountModifier;//[Offset: 0x8, Size: 4] float GameModeOverride_GrenadeDamageRadiusModifier;//[Offset: 0xc, Size: 4] float GameModeOverride_GrenadeDamageAmountModifier;//[Offset: 0x10, Size: 4] float GameModeOverride_GunsDamageAmountModifier;//[Offset: 0x14, Size: 4] -------------------------------- Class: CharacterOverrideAttrs float GameModeOverride_SpeedScaleModifier;//[Offset: 0x0, Size: 4] float GameModeOverride_SwimSpeedScaleModifier;//[Offset: 0x4, Size: 4] float GameModeOverride_EnergySpeedScaleModifier;//[Offset: 0x8, Size: 4] float GameModeOverride_LastBreathSpeedScaleModifier;//[Offset: 0xc, Size: 4] -------------------------------- Class: BonfireActor.UAEBuffApplierActor.Actor.Object float RemainingLifeTime;//[Offset: 0x304, Size: 4] bool bHasBeenLit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308, Size: 1] bool bHasBurnOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309, Size: 1] RoastMeatActor* curRoastMeat;//[Offset: 0x30c, Size: 4] void RemingLifeTimeChanged(float previousRemaining);// 0x1f58458 void RecordBonFireSuccess();// 0x1fccc08 void OnRep_RemainingLifeTime(float previousRemaining);// 0x1fccb90 void OnRep_HasBurnOut();// 0x1fccb7c void OnRep_HasBeenLit();// 0x1fccb68 void OnRep_CurRoastMeat();// 0x1fccb54 void IsBurnOutChanged();// 0x1fccb38 FString CastMsg_Implementation(FString Msg);// 0x1fcc9ec -------------------------------- Class: UAEBuffApplierActor.Actor.Object Controller* InstigatorController;//[Offset: 0x2fc, Size: 4] Controller* GetTheInstigatorController();// 0x1f6354c -------------------------------- Class: RoastMeatActor.Actor.Object BonfireActor* parentBonfire;//[Offset: 0x2fc, Size: 8] enum AnimalType;//[Offset: 0x304, Size: 1] bool IsDone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x305, Size: 1] void RecordRoastMeatSuccess();// 0x216c7ec void OnRep_IsDone();// 0x216c7d8 void CastActorMsg(FString Msg);// 0x216c714 -------------------------------- Class: STCharacterBonfireLinkComp.ActorComponent.Object BonfireFanPickerData FanData;//[Offset: 0xbc, Size: 20] float ReturnToFindNewTimer;//[Offset: 0xd0, Size: 4] STExtraBaseCharacter* PawnOwner;//[Offset: 0xd8, Size: 8] BonfireActor*[] bonFireCandidates;//[Offset: 0xe0, Size: 12] void RemoveBonfireCandidate(BonfireActor* newBonfire);// 0x21cd9a0 void InitializeOwner(Pawn* _TempPawn);// 0x21cd928 void AddBonfireCandidate(BonfireActor* newBonfire);// 0x21cd8b0 -------------------------------- Class: BonfireFanPickerData float Radius;//[Offset: 0x0, Size: 4] float HightDiff;//[Offset: 0x4, Size: 4] float Angle;//[Offset: 0x8, Size: 4] bool IsShowDebugFan;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] bool bEnableTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] float LowerTraceRatio;//[Offset: 0x10, Size: 4] -------------------------------- Class: InteractionEmoteConfig int SelfEmoteId;//[Offset: 0x0, Size: 4] int OtherEmoteId;//[Offset: 0x4, Size: 4] -------------------------------- Class: PlayerRespawnData byte RespawnCount;//[Offset: 0x0, Size: 1] Vector Location;//[Offset: 0x4, Size: 12] Rotator Rotation;//[Offset: 0x10, Size: 12] bool bCanRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bIsDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] -------------------------------- Class: BaseVaultComponent.LuaActorComponent.ActorComponent.Object bool bCheckState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190, Size: 1] bool bHoldingVaultButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x191, Size: 1] bool VaultCheckCPP();// 0x1f43308 void StartAsyncLoadTeamVaultAnimRes();// 0x1f7ea98 void ServerRPC_VaultServer(float dis, float Height, float Length, FString VaultKey, Vector StartPos, Actor* InCheckActor, float crossblockMaxFall, float crossblockMaxDis, Vector InHitPoint, Actor* WindowActor, Rotator movedir);// 0x1fc17a8 void ServerRPC_StopVault();// 0x1fc174c void ServerRPC_FpsVaultServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1fc1480 void MulticastRPC_VaultFail(FString Reason);// 0x1fc13bc void MulticastRPC_VaultAll(float dis, float Height, float Length, FString VaultKey, Vector StartPos, Actor* InCheckActor, float crossblockMaxFall, float crossblockMaxDis, Vector InHitPoint, Rotator movedir);// 0x1fc1048 void MulticastRPC_StopVault();// 0x1fc102c void MulticastRPC_FpsVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1fc0de8 void EndVaultCPP();// 0x1fc0dcc void DoVaultIgnoreStateCPP();// 0x1fc0db0 void DoVaultCPP();// 0x1fc0d94 -------------------------------- Class: InjuryParticleAttachOffset byte MovementMode;//[Offset: 0x0, Size: 1] Transform AttachTransform;//[Offset: 0x10, Size: 48] byte AttachLocationType;//[Offset: 0x40, Size: 1] -------------------------------- Class: NetCarryBackState enum State;//[Offset: 0x0, Size: 1] enum DetachMethod;//[Offset: 0x1, Size: 1] STExtraBaseCharacter* CarryBackCharacter;//[Offset: 0x4, Size: 4] STExtraBaseCharacter* BeCarriedBackCharacter;//[Offset: 0x8, Size: 4] -------------------------------- Class: STCharacterCarryBackComp.LuaActorComponent.ActorComponent.Object FString ActorComponentName;//[Offset: 0x14c, Size: 12] int CarryBackSkillID;//[Offset: 0x158, Size: 4] int PutDownSkillID;//[Offset: 0x15c, Size: 4] int DSSwitchId;//[Offset: 0x160, Size: 4] enum State;//[Offset: 0x164, Size: 1] STExtraBaseCharacter* CarryBackCharacter;//[Offset: 0x168, Size: 4] STExtraBaseCharacter* BeCarriedBackCharacter;//[Offset: 0x16c, Size: 4] enum DetachMethod;//[Offset: 0x170, Size: 1] delegate OnEnterCarryBackState;//[Offset: 0x174, Size: 12] delegate OnExitCarryBackState;//[Offset: 0x180, Size: 12] delegate OnEnterBeCarriedBackState;//[Offset: 0x18c, Size: 12] delegate OnExitBeCarriedBackState;//[Offset: 0x198, Size: 12] bool bEnableBPInterrupted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0, Size: 1] SkillReplaceCharAnimData[] AnimDataList;//[Offset: 0x1c4, Size: 12] float CorrectTickInterval;//[Offset: 0x1d0, Size: 4] bool bEnableTranformCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4, Size: 1] bool bEnableCollisionCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d5, Size: 1] void StopPutDown();// 0x21ce668 void StopCarryBack(enum InDetachMethod);// 0x21ceef8 void StopBePutDown();// 0x1f6b840 void StopBeCarriedBack(enum InDetachMethod);// 0x21cee78 void StartPrePutDown();// 0x20eaee8 void StartPreCarryBack(STExtraBaseCharacter* InCharacter);// 0x20b9bb8 void StartPreBePutDown();// 0x1fc102c void StartPreBeCarriedBack(STExtraBaseCharacter* InCharacter);// 0x21cedf8 void StartCorrectBeCarriedState(bool bInEnableTranformCorrect, bool bInEnableCollisionCorrect);// 0x21ced28 void SetCarryBackState(enum InState, STExtraBaseCharacter* InCarryBackCharacter, STExtraBaseCharacter* InBeCarriedBackCharacter);// 0x21cec28 void ResetCarryBackState();// 0x21cec14 void ReplaceCharacterAnimation(bool bReplace);// 0x21ceb94 void PutDownSomebody(bool bFront);// 0x21ceb14 void PutDownFailed();// 0x21ceb00 void OnHandleSkillEndEvent(Character* Character, enum StopReason, int SkillID);// 0x21cea00 void LocalPutDownFailed();// 0x21ce9e4 void LocalExitCarryBackState(enum InDetachMethod);// 0x21ce964 void LocalExitBeCarriedBackState(enum InDetachMethod);// 0x21ce8e4 void LocalEnterPutDownState();// 0x217fb40 void LocalEnterCarryBackState();// 0x1fc0dcc void LocalEnterBePutDownState();// 0x21ce8c8 void LocalEnterBeCarriedBackState();// 0x212da2c void LocalCompleteCarryBackState();// 0x1fc0db0 void LocalCompleteBeCarriedBackState();// 0x2183df0 void LocalCarryBackFailed();// 0x2011998 bool IsInCarryBackState();// 0x21ce8a0 bool IsInBeCarriedBackState();// 0x21ce878 bool IsCarryBackEnable();// 0x21ce850 void HandleCarrySkillEndEvent(enum StopReason, int SkillID);// 0x21ce78c void CompletePutDown(bool bFront);// 0x21ce704 void CompleteCarryBack();// 0x2114118 void CompleteBePutDown(bool bFront);// 0x21ce67c void CompleteBeCarriedBack();// 0x1f7e744 void CarryBackStateDelegate__DelegateSignature();// 0x2c90a38 void CarryBackSomebody();// 0x21ce668 void CarryBackFailed();// 0x21ce654 void BPOnCarryBackCharacterStateInterrupted(int stateID, int InterruptedBy);// 0x2c90a38 void BPOnBeCarriedBackCharacterStateInterrupted(int stateID, int InterruptedBy);// 0x2c90a38 void BePutDownBySomebody(bool bFront);// 0x1fed9c8 void BeCarriedBackBySomebody();// 0x1f6b840 -------------------------------- Class: SkillReplaceCharAnimData byte CharacterAnimType;//[Offset: 0x0, Size: 1] AnimationAsset*[] PoseAnimList;//[Offset: 0x4, Size: 12] AnimationAsset*[] FPPPoseAnimList;//[Offset: 0x10, Size: 12] -------------------------------- Class: PlayerDecalData int DecalId;//[Offset: 0x0, Size: 4] Transform DecalTransform;//[Offset: 0x10, Size: 48] int DecalInstanceId;//[Offset: 0x40, Size: 4] IdeaDecalInfo[] DecalInfos;//[Offset: 0x44, Size: 12] -------------------------------- Class: SearchedTombBoxAndWrapperListResult PlayerTombBox* Box;//[Offset: 0x0, Size: 4] SearchedPickUpItemResult[] SearchedPickUpItemResultList;//[Offset: 0x4, Size: 12] -------------------------------- Class: DeathReplayData bool IsValidDeathReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool IsForCE;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] FString SelfName;//[Offset: 0x4, Size: 12] FString PlayerName;//[Offset: 0x10, Size: 12] uint64 PlayerUID;//[Offset: 0x20, Size: 8] int DamageType;//[Offset: 0x28, Size: 4] int SubType;//[Offset: 0x2c, Size: 4] FString CauseName;//[Offset: 0x30, Size: 12] FString CauseActionName;//[Offset: 0x3c, Size: 12] bool IsBot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48, Size: 1] bool IsSuicide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49, Size: 1] int AliasID;//[Offset: 0x4c, Size: 4] FString AliasTitle;//[Offset: 0x50, Size: 12] FString AliasNation;//[Offset: 0x5c, Size: 12] int AliasRank;//[Offset: 0x68, Size: 4] FString AliasPartnerName;//[Offset: 0x6c, Size: 12] int AliasPartnerRelation;//[Offset: 0x78, Size: 4] int AliasRankID;//[Offset: 0x7c, Size: 4] int SegmentLevel;//[Offset: 0x80, Size: 4] float KDNum;//[Offset: 0x84, Size: 4] int GameCount;//[Offset: 0x88, Size: 4] int WinCount;//[Offset: 0x8c, Size: 4] int TopTenCount;//[Offset: 0x90, Size: 4] int KillNum;//[Offset: 0x94, Size: 4] float Distance;//[Offset: 0x98, Size: 4] DeathReplayHitInfo OtherHitInfo;//[Offset: 0x9c, Size: 32] DeathReplayHitInfo SelfHitInfo;//[Offset: 0xbc, Size: 32] -------------------------------- Class: DeathReplayHitInfo float Damage;//[Offset: 0x0, Size: 4] int HitCount;//[Offset: 0x4, Size: 4] int HeadShoot;//[Offset: 0x8, Size: 4] int LimbsShoot;//[Offset: 0xc, Size: 4] int BodyShoot;//[Offset: 0x10, Size: 4] int HandShoot;//[Offset: 0x14, Size: 4] int FootShoot;//[Offset: 0x18, Size: 4] float GunHitRate;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PlayerPosMarkerParam Character* Player;//[Offset: 0x0, Size: 4] float MarkTimeLen;//[Offset: 0x4, Size: 4] int MarkIcon;//[Offset: 0x8, Size: 4] -------------------------------- Class: PUBGDoor.UAENetActor.LuaActor.Actor.Object int iRegionDoor;//[Offset: 0x410, Size: 4] bool EnableForceAutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1] bool EnableCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415, Size: 1] float MaxNetCullDistanceSquared;//[Offset: 0x418, Size: 4] bool EnableRPCCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41c, Size: 1] bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41d, Size: 1] float autoOpenDistanceSquared;//[Offset: 0x420, Size: 4] float autoOpenAngel;//[Offset: 0x424, Size: 4] float forwardSpeedRatio;//[Offset: 0x428, Size: 4] int DoorState;//[Offset: 0x42c, Size: 4] bool DoorBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430, Size: 1] float DoorOperateTime;//[Offset: 0x434, Size: 4] StaticMeshComponent* doorMesh;//[Offset: 0x438, Size: 4] BoxComponent* interactionBox;//[Offset: 0x43c, Size: 4] BoxComponent* interForceBox;//[Offset: 0x440, Size: 4] bool bDoubleDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x444, Size: 1] int DoorStateEx;//[Offset: 0x448, Size: 4] bool DoorBrokenEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44c, Size: 1] StaticMeshComponent* doorMeshEx;//[Offset: 0x450, Size: 4] BoxComponent* interactionBoxEx;//[Offset: 0x454, Size: 4] BoxComponent* interForceBoxEx;//[Offset: 0x458, Size: 4] bool bUseDoorWaitPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45c, Size: 1] bool bIsFobidUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45d, Size: 1] bool bIsFobidAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45e, Size: 1] delegate OnDoorBrokenDelegate;//[Offset: 0x460, Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0x46c, Size: 12] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x478, Size: 4] bool bAutoOpenTriggered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47c, Size: 1] bool bAutoOpenStated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47d, Size: 1] bool bTriggeredDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47e, Size: 1] bool bAutoOpenTriggeredEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47f, Size: 1] bool bAutoOpenStatedEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x480, Size: 1] bool bTriggeredDoorEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x481, Size: 1] Character* PlayerCharacter;//[Offset: 0x484, Size: 4] float autoOpenAngelCosinValue;//[Offset: 0x488, Size: 4] StaticMesh* InitialMesh_C;//[Offset: 0x494, Size: 4] bool bInitedDataBeforeBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x498, Size: 1] FName DoorMeshCollisionProfileBeforeBroken;//[Offset: 0x4a0, Size: 8] FName DoorMeshBoxCollisionProfileBeforeBroken;//[Offset: 0x4a8, Size: 8] CollisionResponseContainer DoorMeshBoxCollisionResponses;//[Offset: 0x4b8, Size: 32] bool WasBrokenForObjectPoolReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8, Size: 1] void SetDoorBroken(bool bExtraDoor);// 0x2150dd8 void RefreshUIOnClient();// 0x2150dc4 void OpenDoorBy(Character* Character, bool extraDoor);// 0x2150d00 void OnRep_RepDoorStateEx();// 0x2150cec void OnRep_RepDoorState();// 0x2150cd8 void OnRep_RepDoorBrokenEx();// 0x2150cc4 void OnRep_RepDoorBroken();// 0x2150cb0 void OnEndOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2150b68 void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x2150a20 void OnDoorRPC(Character* Character, bool bAimingExtraDoor);// 0x215095c void OnBPRespawned();// 0x1f59f54 void OnBeginOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x2150760 void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x2150564 void On_DoorAniFinsih(const BoxComponent* InDoorCheckBox, bool extraDoor);// 0x21504a0 bool IsSameDoorState(int ClientState);// 0x2150420 void Init(BoxComponent* interactionBox, StaticMeshComponent* doorMesh, bool inDoubleDoor, BoxComponent* interactionBoxEx, StaticMeshComponent* doorMeshEx, BoxComponent* interForceBox, BoxComponent* interForceBoxEx);// 0x21501fc enum[] GetDamageableGameObjectType();// 0x2150134 void ForceNetUpdate();// 0x2123c8c void DeCodeKey();// 0x200c70c void CloseDoorBy(Character* Character, bool extraDoor);// 0x2150070 void ClientDoorRPC(int iDoorState, bool bDoorBroken, int iDoorStateEx, bool bDoorBrokenEx);// 0x214ff0c void BPSetObjectPoolInitialData();// 0x1f59f8c void BP_DoorBroken(bool isBeginPlay, bool bExtraDoor);// 0x2c90a38 void ActionDoorOnClient(int doorStateDst, bool bExtraDoor);// 0x2c90a38 void ActionDoorImmediatly(int doorStateDst, bool bExtraDoor);// 0x2c90a38 -------------------------------- Class: BackpackEmoteHandle.BattleItemHandleBase.ItemHandleBase.Object AnimationAsset* AnimAsset;//[Offset: 0xf8, Size: 40] float blendTime;//[Offset: 0x120, Size: 4] bool ShowWeaponWhenPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124, Size: 1] bool bOnlyEmoteActionAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x125, Size: 1] LobbyGenderAnimData[] LobbyEnterEmoteAnimAssetList;//[Offset: 0x128, Size: 12] LobbyGenderAnimData[] LobbyLeaveEmoteAnimAssetList;//[Offset: 0x134, Size: 12] EmoteAnimConfig[] MainCharacterAnimConfig;//[Offset: 0x140, Size: 12] EmoteActionBase*[] EmoteActionList;//[Offset: 0x14c, Size: 12] AkAudioEvent* EmoteSoundStartEvent;//[Offset: 0x158, Size: 4] AkAudioEvent* EmoteSoundInterruptEvent;//[Offset: 0x15c, Size: 4] bool IsGenderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x160, Size: 1] AkAudioEvent*[] MaleEmoteSoundStartEventList;//[Offset: 0x164, Size: 12] AkAudioEvent*[] FemaleEmoteSoundStartEventList;//[Offset: 0x170, Size: 12] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1f945e4 bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1f941c0 bool HandleDrop(int InCount, enum Reason);// 0x1f93bdc bool HandleDisuse(enum Reason);// 0x1f848c0 BackpackComponent* GetBackpackComponent();// 0x1f96b70 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1f96aac -------------------------------- Class: LobbyGenderAnimData AnimationAsset* BoyAnim;//[Offset: 0x0, Size: 40] AnimationAsset* GirlAnim;//[Offset: 0x28, Size: 40] -------------------------------- Class: EmoteAnimConfig FName GenderStr;//[Offset: 0x0, Size: 8] class Character* MainCharacter;//[Offset: 0x8, Size: 40] AnimationAsset* MainCharacterAnimAsset;//[Offset: 0x30, Size: 40] bool CanRotateMainCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] Transform MainCharacterTransform;//[Offset: 0x60, Size: 48] bool RotateBackToZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90, Size: 1] LevelSequence* EmoteLevelSequence;//[Offset: 0x94, Size: 4] EmoteAnimCharacterConfig[] MultiFollowerCharacters;//[Offset: 0x98, Size: 12] class Character* FollowerCharacter;//[Offset: 0xa8, Size: 40] bool NeedAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] -------------------------------- Class: EmoteAnimCharacterConfig class Character* Character;//[Offset: 0x0, Size: 40] Transform Transform;//[Offset: 0x30, Size: 48] bool NeedAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] -------------------------------- Class: EmoteActionBase.Object float PropStartShowTime;//[Offset: 0x1c, Size: 4] float PropEndShowTime;//[Offset: 0x20, Size: 4] bool bOnlyInBornIsland;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] delegate OnActionReady;//[Offset: 0x38, Size: 12] void SetActionDelayTimeHandle(Object* InOuter, BackpackEmoteHandle* InHandle);// 0x2043d3c Object* GetSoftRefObj(out const SoftObjectPath AssetRef);// 0x2043c60 class Object GetSoftRefClass(out const SoftObjectPath AssetRef);// 0x2043b84 bool GetIsExecuting();// 0x2043b68 void Destroy();// 0x20411b8 void DelayShow();// 0x20421e4 -------------------------------- Class: MovementRecordData Vector Location;//[Offset: 0x0, Size: 12] Vector LocationAfterHandleClientError;//[Offset: 0xc, Size: 12] Rotator Rotation;//[Offset: 0x18, Size: 12] Vector Velocity;//[Offset: 0x24, Size: 12] Vector ControllerNormalRot;//[Offset: 0x30, Size: 12] float ServerTimeStamp;//[Offset: 0x3c, Size: 4] bool IsInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] Vector VehicleLocation;//[Offset: 0x44, Size: 12] byte PoseState;//[Offset: 0x50, Size: 1] enum MoveBaseState;//[Offset: 0x51, Size: 1] float PingMillisecond;//[Offset: 0x54, Size: 4] bool IsCustomMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] uint64 PawnStates;//[Offset: 0x60, Size: 8] bool bHasWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] -------------------------------- Class: ShootDamageTipsStr STExtraBaseCharacter* DamageTarget;//[Offset: 0x0, Size: 4] float Damage;//[Offset: 0x4, Size: 4] bool IsHeadShotDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: TLog_ActivityEventType byte ActivityEventID;//[Offset: 0x0, Size: 1] Vector ActivityEventLoc;//[Offset: 0x4, Size: 12] -------------------------------- Class: ClientFatalDamageRecordData FString Causer;//[Offset: 0x0, Size: 12] FString CauserNation;//[Offset: 0xc, Size: 12] FString VictimName;//[Offset: 0x18, Size: 12] FString VictimNation;//[Offset: 0x24, Size: 12] FString FuzzyCauserName;//[Offset: 0x30, Size: 12] FString FuzzyVictimName;//[Offset: 0x3c, Size: 12] int DamageType;//[Offset: 0x48, Size: 4] int AdditionalParam;//[Offset: 0x4c, Size: 4] int CauserWeaponAvatarID;//[Offset: 0x50, Size: 4] int CauserClothAvatarID;//[Offset: 0x54, Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] int ResultHealthStatus;//[Offset: 0x5c, Size: 4] byte RecordRelationShip;//[Offset: 0x60, Size: 1] int PreviousHealthStatus;//[Offset: 0x64, Size: 4] int causerAnchorPlatformResID;//[Offset: 0x68, Size: 4] int causerAnchorPlatformColorID;//[Offset: 0x6c, Size: 4] int realKillerAnchorPlatformResID;//[Offset: 0x70, Size: 4] int realKillerAnchorPlatformColorID;//[Offset: 0x74, Size: 4] int victimAnchorPlatformResID;//[Offset: 0x78, Size: 4] int victimAnchorPlatformColorID;//[Offset: 0x7c, Size: 4] FString CauserPicURL;//[Offset: 0x80, Size: 12] FString VictimPicURL;//[Offset: 0x8c, Size: 12] FString RealKillerName;//[Offset: 0x98, Size: 12] int RealKillNum;//[Offset: 0xa4, Size: 4] byte CauserType;//[Offset: 0xa8, Size: 1] byte VictimType;//[Offset: 0xa9, Size: 1] int CauserTeamID;//[Offset: 0xac, Size: 4] int VictimTeamID;//[Offset: 0xb0, Size: 4] bool IsUseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1] LinearColor UseColor;//[Offset: 0xb8, Size: 16] byte[] ExpandDataContent;//[Offset: 0xc8, Size: 12] -------------------------------- Class: STRadialDamageEvent.STCustomRadialDamageEvent.RadialDamageEvent.DamageEvent -------------------------------- Class: STCustomRadialDamageEvent.RadialDamageEvent.DamageEvent bool bPlayHurtAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] -------------------------------- Class: DotDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: ValidTouchMoveFrameConfig FString DeviceName;//[Offset: 0x0, Size: 12] int Enable;//[Offset: 0xc, Size: 4] int Frame;//[Offset: 0x10, Size: 4] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] -------------------------------- Class: BattleSceneAvatarDisplayInfo FString PlayerName;//[Offset: 0x0, Size: 12] FString PlayerUIDStr;//[Offset: 0xc, Size: 12] int PlayerGender;//[Offset: 0x18, Size: 4] bool bIsMVP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int[] EquipedAvatarList;//[Offset: 0x20, Size: 12] int[] EquipedWeaponList;//[Offset: 0x2c, Size: 12] -------------------------------- Class: SensibilityConfig SensibilityMode NormalMode;//[Offset: 0x0, Size: 40] SensibilityMode FireMode;//[Offset: 0x28, Size: 40] SensibilityMode MotionMode;//[Offset: 0x50, Size: 40] SensibilityMode MotionFireMode;//[Offset: 0x78, Size: 40] float VehicleEye;//[Offset: 0xa0, Size: 4] float ParachuteEye;//[Offset: 0xa4, Size: 4] float FPPEye;//[Offset: 0xa8, Size: 4] int SideMirrorModeC;//[Offset: 0xac, Size: 4] MaterialConfigs;//[Offset: 0xb0, Size: 60] -------------------------------- Class: SensibilityMode float NoAim;//[Offset: 0x0, Size: 4] float Sight1X;//[Offset: 0x4, Size: 4] float Sight2X;//[Offset: 0x8, Size: 4] float Sight3X;//[Offset: 0xc, Size: 4] float Sight4X;//[Offset: 0x10, Size: 4] float Sight6X;//[Offset: 0x14, Size: 4] float Sight8X;//[Offset: 0x18, Size: 4] float FPPNoAim;//[Offset: 0x1c, Size: 4] float Shoulder;//[Offset: 0x20, Size: 4] float ShoulderFPP;//[Offset: 0x24, Size: 4] -------------------------------- Class: SightMaterialConfig int Color;//[Offset: 0x0, Size: 4] int Type;//[Offset: 0x4, Size: 4] -------------------------------- Class: KillOrPutDownMessage byte MsgType;//[Offset: 0x0, Size: 1] FString AttackActionName;//[Offset: 0x4, Size: 12] FString AttackName;//[Offset: 0x10, Size: 12] bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int KillNum;//[Offset: 0x20, Size: 4] bool bShowKillNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool bHideKillIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] FString FullMsg;//[Offset: 0x28, Size: 12] int victimAnchorPlatformResID;//[Offset: 0x34, Size: 4] FString VictimPlayerName;//[Offset: 0x38, Size: 12] FString CauserPlayerName;//[Offset: 0x44, Size: 12] FString CauserRealPlayerName;//[Offset: 0x50, Size: 12] bool bIsCauserTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] bool bIsVictimTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1] bool bIamCauser;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e, Size: 1] bool bIamVictim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f, Size: 1] int ResultHealthStatus;//[Offset: 0x60, Size: 4] int CauserType;//[Offset: 0x64, Size: 4] int DamageType;//[Offset: 0x68, Size: 4] int AdditionalParam;//[Offset: 0x6c, Size: 4] int PreviousHealthStatus;//[Offset: 0x70, Size: 4] byte[] ExpandDataContent;//[Offset: 0x74, Size: 12] -------------------------------- Class: NewbieGuideComponent.ActorComponent.Object int CurTipsID;//[Offset: 0xbc, Size: 4] bool IsStartShowingGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] bool OpenNewbieGuideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1, Size: 1] float GuideInterval;//[Offset: 0xc4, Size: 4] int MaxGuideLevel;//[Offset: 0xc8, Size: 4] class STNewBieGuideConfig* uBRNewGuideConfig;//[Offset: 0xd0, Size: 40] class Object[] tGuideConfigClassArray;//[Offset: 0xf8, Size: 12] STNewBieGuideConfig*[] tGuideConfigArray;//[Offset: 0x104, Size: 12] class STNewBieGuideConfig* uModNewGuideConfig;//[Offset: 0x110, Size: 40] NewbieGuideItem[] tItems;//[Offset: 0x138, Size: 12] STExtraPlayerController* OwnerController;//[Offset: 0x144, Size: 4] int[] FinishedTips;//[Offset: 0x148, Size: 12] int[] FinishedCounts;//[Offset: 0x154, Size: 12] int PlayerLevel;//[Offset: 0x160, Size: 4] byte curPlayerCategory;//[Offset: 0x164, Size: 1] void TriggerNewbieEvent(FString NewbieEvent);// 0x2103d30 void ShowHideGuide(int TipsID, bool bShow);// 0x2103c6c void SendNewbieMsg(int TipsID, bool isStart, int tipsIndex);// 0x2103b60 void OnUIAssetLoadFinsh(LoadGuideUIFinishRet inFinishRet);// 0x2103ae4 void OnNewbieEventMapUpdate__DelegateSignature();// 0x2c90a38 void OnLoadGuideConfigFinish(LoadGuideConfig inFinishRet);// 0x2103964 void InitComponent(STExtraPlayerController* _OwnerController, int[] _FinishedTips, int[] _FinishedCounts, byte _curPlayerCategory, int _PlayerLevel);// 0x2103620 void HandleNewbieGuideEnd(FString GuideID, FString EndType);// 0x21034e0 void HandleNewbieGuideBegin(FString GuideID);// 0x2103424 bool GetIsAllowNewGuide();// 0x21033fc bool GetIsAllowLuaNewGuide();// 0x21033d4 void AddGuidItem(class STNewBieGuideConfig Config);// 0x2103254 -------------------------------- Class: STNewBieGuideConfig.Object NewbieGuideItem[] tItems;//[Offset: 0x1c, Size: 12] -------------------------------- Class: NewbieGuideItem int ID;//[Offset: 0x0, Size: 4] FString Name;//[Offset: 0x4, Size: 12] byte Type;//[Offset: 0x10, Size: 1] int MaxGuideCounts;//[Offset: 0x14, Size: 4] int MaxGuideLevel;//[Offset: 0x18, Size: 4] byte[] SubjectPlayerTypes;//[Offset: 0x1c, Size: 12] int Priority;//[Offset: 0x28, Size: 4] int MuteFlag;//[Offset: 0x2c, Size: 4] int PreconditionID;//[Offset: 0x30, Size: 4] float PreconditionTipTimeGap;//[Offset: 0x34, Size: 4] STNewbieGuideConditionBase*[] Conditions;//[Offset: 0x38, Size: 12] STNewbieGuideSuccessListenerBase* QuickFinishedListener;//[Offset: 0x44, Size: 4] STNewbieGuideSuccessListenerBase*[] QuickFinishedListenerList;//[Offset: 0x48, Size: 12] float Duration;//[Offset: 0x54, Size: 4] NewbieGuideUIInfo[] UIInfos;//[Offset: 0x58, Size: 12] bool UseNewEdition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] -------------------------------- Class: STNewbieGuideConditionBase.Object Controller* OwnerController;//[Offset: 0x60, Size: 8] FString LuaFilePath;//[Offset: 0x68, Size: 12] bool ReconnectRecover();// 0x20134b4 bool IsOK();// 0x20134f8 -------------------------------- Class: STNewbieGuideSuccessListenerBase.GSListenerBase.Object bool GuideFinishedByPlayer();// 0x2102db0 -------------------------------- Class: GSListenerBase.Object delegate OnGSListenerBaseTrigger;//[Offset: 0x1c, Size: 12] Controller* OwnerController;//[Offset: 0x28, Size: 8] bool bAutoDisableWhenTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] float DelayTime;//[Offset: 0x34, Size: 4] bool ReconnectRecover();// 0x20134b4 void OnEventTrigger();// 0x1f845a4 Actor* GetCurrentEventOwnerActor();// 0x1f62db8 bool EnableListener();// 0x208a9c0 bool DisableListener();// 0x20134f8 -------------------------------- Class: NewbieGuideUIInfo class UAEUserWidget* WidgetClassPath;//[Offset: 0x0, Size: 40] bool isMountUIDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] FString MountName;//[Offset: 0x2c, Size: 12] FString MountOuterName;//[Offset: 0x38, Size: 12] AnchorData LayoutData;//[Offset: 0x44, Size: 40] FString LogicManagerNames;//[Offset: 0x6c, Size: 12] bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78, Size: 1] int ZOrder;//[Offset: 0x7c, Size: 4] Widget* UIWidget;//[Offset: 0x80, Size: 4] class Object* UIWidgetClass;//[Offset: 0x84, Size: 4] -------------------------------- Class: AnchorData Margin Offsets;//[Offset: 0x0, Size: 16] Anchors Anchors;//[Offset: 0x10, Size: 16] Vector2D Alignment;//[Offset: 0x20, Size: 8] -------------------------------- Class: LoadGuideUIFinishRet -------------------------------- Class: LoadGuideConfig -------------------------------- Class: TimeLineSyncComponent.ActorComponent.Object void RPC_SrvSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf, double InClientTime);// 0x2301918 void RPC_SrvSyncTimeLine(int InSrvDeltaTime, double InClientTime);// 0x2301810 void RPC_GetClientTimeRespond(int Index, float serverLevelTime, int64 serverSystemTime, double serverBootTime);// 0x2301664 void RPC_GetClientTimeRequest(int Index);// 0x23015b0 void RPC_ClientSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf);// 0x23014b4 void RPC_ClientSyncTimeLine(int InSrvDeltaTime);// 0x2301400 void ReportDebugInfo(int RporetedId);// 0x230134c void OnServerAboutToReconnect();// 0x2301338 void GetClientTimeInterval();// 0x2301324 void CheckTimeLine();// 0x2301310 -------------------------------- Class: TimeWatchDogComponent.ActorComponent.Object bool bUseTimeSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] float TimeStartDelay;//[Offset: 0xc0, Size: 4] float SyncInterval;//[Offset: 0xc4, Size: 4] void RPC_SrvSyncTimeLine(float InSrvSendTime, float InClientTime);// 0x2302d94 void RPC_ClientSyncTimeLine(float InServerTime);// 0x1f49448 void OnTimeInspectorColdMove_Vehicle();// 0x2302d80 void OnTimeInspectorColdMove_Own();// 0x2302d6c void OnServerAboutToReconnect();// 0x2302d58 void CheckTimeLine();// 0x2302d44 -------------------------------- Class: HiggsBosonComponent.ActorComponent.Object FString TraceData;//[Offset: 0x1cc, Size: 12] FString GameTraceData;//[Offset: 0x1d8, Size: 12] uint32 HeartBreaks;//[Offset: 0x1e4, Size: 4] FString HeartInfo;//[Offset: 0x1e8, Size: 12] delegate OnSwiftHawkDelegate;//[Offset: 0x1f4, Size: 12] delegate OnGlueHiaRayResult;//[Offset: 0x200, Size: 12] STExtraBaseCharacter* CharacterOwner;//[Offset: 0x20c, Size: 4] STExtraPlayerController* PlayerController;//[Offset: 0x210, Size: 4] void SwiftHawk(const byte[] Hawks, uint32 Magic);// 0x20ad928 void ServerShowSecurityAlert(FString Tips);// 0x1ff19b0 void RPC_ServerGlueHiaPark(int8 HeShui, const byte[] GlueHiaParkArr, uint32 HiaStatus, const byte[] GlueArg);// 0x20ad718 void RPC_ServerCapbo(int8 BoCapC, int8 InBoType, const byte[] BoDataArr);// 0x20ad594 void RPC_ClientCoronaLab(byte bAllSwitch, const byte[] CoronaLab, uint32 CoronaState);// 0x20ad410 void OnWeaponAimInput(float InDistToEnemy, float InYaw, float InPitch, float InRoll);// 0x20ad2c8 void OnTouchInput(float InYaw, float InPitch, float InRoll);// 0x20ad1c8 void OnStopFireEvent();// 0x20ad1b4 void OnStartFireEvent();// 0x20ad1a0 void OnSkillInteruptVisual(const Actor* InTarget, const Actor* InCauser);// 0x20ad0e4 void OnSkillEndVisual(const Actor* InTarget, const Actor* InCauser);// 0x20ad028 void OnSkillEndTrans(const Actor* InTarget, const Actor* InCauser);// 0x20acf6c void OnSkillBeginVisual(const Actor* InTarget, const Actor* InCauser);// 0x20aceb0 void OnSkillBeginTrans(const Actor* InTarget, const Actor* InCauser);// 0x20acdf4 void OnPlayerScopeOut(bool bBegan);// 0x20acd74 void OnPlayerScopeIn(bool bBegan);// 0x20accf4 void OnMyPawnRespawn(UAEPlayerController* InPlayerController);// 0x20acc7c void OnKillSomeOneEvent(const Actor* InSomeOne);// 0x20acc04 void OnGyroInput(float InYaw, float InPitch, float InRoll);// 0x20acb04 void OnClientAdjustPosition(Vector NewLoc, enum Reason);// 0x20aca48 void OnCapboReturn(int BoCapC, int InBoType, out const byte[] RetData);// 0x20ac8f4 void OnBulletImpactEvent(const Actor* InCauser, out const HitResult InImpactResult);// 0x20ac814 void FlushGameEnd();// 0x20ac800 void ClientSwiftHawk(byte Type, int SequenceID);// 0x20ac73c void ClientDoJT();// 0x20ac728 -------------------------------- Class: PlayerAntiCheatManager.ActorComponent.Object VerifySwitch VsHitDetail;//[Offset: 0x134, Size: 12] VerifySwitch VsFlyDist2D;//[Offset: 0x140, Size: 12] VerifySwitch VsFlyDist3D;//[Offset: 0x14c, Size: 12] VerifySwitch VsFlyGravitySimple;//[Offset: 0x158, Size: 12] VerifySwitch VsFlyGravityDetail;//[Offset: 0x164, Size: 12] VerifySwitch VsRelMoveFailed;//[Offset: 0x170, Size: 12] VerifySwitch VsPureMoveSpeed;//[Offset: 0x17c, Size: 12] VerifySwitch VsNoHitDetail;//[Offset: 0x188, Size: 12] VerifySwitch VsFakeTraceMissMatch;//[Offset: 0x194, Size: 12] VerifySwitch VsSilentProtect01;//[Offset: 0x1a0, Size: 12] VerifySwitch VsSilentProtect02;//[Offset: 0x1ac, Size: 12] VerifySwitch VsLocusCheckHorizon;//[Offset: 0x1b8, Size: 12] VerifySwitch VsLocusCheckZ;//[Offset: 0x1c4, Size: 12] VerifySwitch VsLocusCheckHorizonSingle;//[Offset: 0x1d0, Size: 12] VerifySwitch VsLocusCheckHorizonBigBox;//[Offset: 0x1dc, Size: 12] VerifySwitch VsMuzzleDataWrong;//[Offset: 0x1e8, Size: 12] VerifySwitch VsMuzzleRangeCircle;//[Offset: 0x1f4, Size: 12] VerifySwitch VsMuzzleRangeUp;//[Offset: 0x200, Size: 12] VerifySwitch VsMuzzleRangeForward;//[Offset: 0x20c, Size: 12] VerifySwitch VsMuzzleRangeRight;//[Offset: 0x218, Size: 12] VerifySwitch VsDeConAndTimeOld;//[Offset: 0x224, Size: 12] VerifySwitch VsMaxWeaponToBaseFailed;//[Offset: 0x230, Size: 12] VerifySwitch VsBulletDirFailed;//[Offset: 0x23c, Size: 12] VerifySwitch VsBulletBornFailed;//[Offset: 0x248, Size: 12] VerifySwitch VsBoneScale;//[Offset: 0x254, Size: 12] VerifySwitch VsHitBoneNameNone;//[Offset: 0x260, Size: 12] VerifySwitch VsHitBoneHitMissMatch;//[Offset: 0x26c, Size: 12] VerifySwitch VsBulletID;//[Offset: 0x278, Size: 12] VerifySwitch VsWeaponHasNoBase;//[Offset: 0x284, Size: 12] VerifySwitch VsBlockStaticToDynamic;//[Offset: 0x290, Size: 12] VerifySwitch VsMoveTimeStampError;//[Offset: 0x29c, Size: 12] VerifySwitch VsVehicleTimeStampError;//[Offset: 0x2a8, Size: 12] VerifySwitch VsWatchTimeStampError;//[Offset: 0x2b4, Size: 12] int MaxShootPointPassWall;//[Offset: 0x2c0, Size: 4] int MaxMuzzleHeightTime;//[Offset: 0x2c4, Size: 4] int MaxLocusFailTime;//[Offset: 0x2c8, Size: 4] int MaxBulletVictimClientPassWallTimes;//[Offset: 0x2cc, Size: 4] int MaxGunPosErrorTimes;//[Offset: 0x2d0, Size: 4] float MaxSkeletonLength;//[Offset: 0x2d4, Size: 4] int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0x2d8, Size: 4] int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x2dc, Size: 4] int MaxAllowVehicleAccTime;//[Offset: 0x2e0, Size: 4] int MaxShooterDataNumErrorCnt;//[Offset: 0x2e4, Size: 4] VerifySwitch VsBoneInfo;//[Offset: 0x2e8, Size: 12] VerifySwitch VsJumpMaxHeight;//[Offset: 0x2f4, Size: 12] VerifySwitch VsJumpMaxHeight15;//[Offset: 0x300, Size: 12] VerifySwitch VsJumpMaxHeight2;//[Offset: 0x30c, Size: 12] VerifySwitch VsTimeLineUpFailed;//[Offset: 0x318, Size: 12] VerifySwitch VsTimeLineDnFailed;//[Offset: 0x324, Size: 12] VerifySwitch VsTimeLineBlock;//[Offset: 0x330, Size: 12] VerifySwitch VsSysTimeCheckNoBack;//[Offset: 0x33c, Size: 12] VerifySwitch VsSysTimeRateCheck;//[Offset: 0x348, Size: 12] VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x354, Size: 12] VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x360, Size: 12] VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x36c, Size: 12] VerifySwitch VsShootGunInfoCheck;//[Offset: 0x378, Size: 12] VerifySwitch VsDynamicBasePassWall;//[Offset: 0x384, Size: 12] VerifySwitch VsShootTimeConDelta;//[Offset: 0x390, Size: 12] VerifySwitch VsShootTimeDeConMerged;//[Offset: 0x39c, Size: 12] int MaxMergedStrategy1;//[Offset: 0x3a8, Size: 4] int MaxMergedStrategy2;//[Offset: 0x3ac, Size: 4] VerifySwitch VsShootTimeDeConFrameControl;//[Offset: 0x3b0, Size: 12] VerifySwitch VsShootTimeServerNoConnSpan;//[Offset: 0x3bc, Size: 12] VerifySwitch VsServerNoOldShoot;//[Offset: 0x3c8, Size: 12] VerifySwitch VsClientNotConnectShoot;//[Offset: 0x3d4, Size: 12] VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x3e0, Size: 12] VerifySwitch VsParachuteVelocityCheck;//[Offset: 0x3ec, Size: 12] float MaxFuelConsume;//[Offset: 0x3f8, Size: 4] VerifySwitch VsHighMuzzleShootDown;//[Offset: 0x47c, Size: 12] VerifySwitch VsWeaponScopeHeightError;//[Offset: 0x488, Size: 12] VerifySwitch VsWeaponScopeDisError;//[Offset: 0x494, Size: 12] VerifySwitch VsOwnerHeadAndMuzzlePassWall;//[Offset: 0x4a0, Size: 12] VerifySwitch VsImpactPointAndActorDisBig;//[Offset: 0x4ac, Size: 12] VerifySwitch VsImpactPointAndBulletDisBig;//[Offset: 0x4b8, Size: 12] VerifySwitch VsShooterPosByNetdelayInvalid;//[Offset: 0x4c4, Size: 12] VerifySwitch VsVictmPosByNetdelayInvalid;//[Offset: 0x4d0, Size: 12] VerifySwitch VsShootVerifyInvalid;//[Offset: 0x4dc, Size: 12] bool bOpenDetailDataCollect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e8, Size: 1] bool bOpenSocialIslandJump2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e9, Size: 1] VerifySwitch VsClientImpactActorOffset;//[Offset: 0x4ec, Size: 12] VerifySwitch VsClientBulletOffset;//[Offset: 0x4f8, Size: 12] VerifySwitch VsClientBulletDir;//[Offset: 0x504, Size: 12] VerifySwitch VsClientWeaponHeight;//[Offset: 0x510, Size: 12] VerifySwitch VsClientDownShoot;//[Offset: 0x51c, Size: 12] VerifySwitch VsImpactActorPosWithNoHisPos;//[Offset: 0x528, Size: 12] VerifySwitch FarJump;//[Offset: 0x534, Size: 12] VerifySwitch VsShootAngleInVaild;//[Offset: 0x540, Size: 12] VerifySwitch VsMuzzleAndTailPosInVaild;//[Offset: 0x54c, Size: 12] VerifySwitch VsMuzzleAndImpactPassWall;//[Offset: 0x558, Size: 12] VerifySwitch VsMuzzleAndTailPassWall;//[Offset: 0x564, Size: 12] VerifySwitch VsImpactActorPosOffsetBig;//[Offset: 0x570, Size: 12] VerifySwitch VsImpactPointChangeSmall;//[Offset: 0x57c, Size: 12] VerifySwitch VsImpactBulletPosOffsetBig;//[Offset: 0x588, Size: 12] VerifySwitch VsTotalImactCharacterNum;//[Offset: 0x594, Size: 12] AntiCheatDetailData CatchReportAntiCheatDetailData;//[Offset: 0x5a0, Size: 28] int MaxCatchWeaponAntiDataNLength;//[Offset: 0x5bc, Size: 4] VerifySwitch ClientTimeSpeedAcc;//[Offset: 0x5c0, Size: 12] VerifySwitch SpeedCheatOver10;//[Offset: 0x5e8, Size: 12] VerifySwitch SpeedCheatOver15;//[Offset: 0x5f4, Size: 12] VerifySwitch SpeedCheatOver20;//[Offset: 0x600, Size: 12] VerifySwitch SpeedQuickCheck;//[Offset: 0x60c, Size: 12] VerifySwitch BulletDirError;//[Offset: 0x618, Size: 12] VerifySwitch MuzzleAndOwnerDisOpti;//[Offset: 0x624, Size: 12] VerifySwitch ImpactAndEnemyDisOpti;//[Offset: 0x630, Size: 12] VerifySwitch SwitchMuzzleImpactDirError1;//[Offset: 0x63c, Size: 12] VerifySwitch SwitchMuzzleImpactDirError2;//[Offset: 0x648, Size: 12] VerifySwitch SwitchShootPosHistoryLocusError1;//[Offset: 0x654, Size: 12] VerifySwitch SwitchShootPosHistoryLocusError2;//[Offset: 0x660, Size: 12] VerifySwitch SwitchMuzzleLocusError;//[Offset: 0x66c, Size: 12] VerifySwitch SwitchMuzzleLocusErrorX;//[Offset: 0x678, Size: 12] VerifySwitch SwitchMuzzleLocusErrorY;//[Offset: 0x684, Size: 12] VerifySwitch SwitchMuzzleLocusErrorZ;//[Offset: 0x690, Size: 12] float MaxUseOptiArguPing;//[Offset: 0x69c, Size: 4] int UploadHitDataDelayTime1;//[Offset: 0x6a0, Size: 4] int UploadHitDataDelayTime2;//[Offset: 0x6a4, Size: 4] int UploadHitDataDelayTime3;//[Offset: 0x6a8, Size: 4] int UploadHitDataDelayTime4;//[Offset: 0x6ac, Size: 4] int ShootVerifyTimes;//[Offset: 0x6b0, Size: 4] float VehicleSpeedZDeltaTotal;//[Offset: 0x6f8, Size: 4] int VehicleSpeedZDeltaOver10Times;//[Offset: 0x6fc, Size: 4] VerifySwitch VehicleSpeedZDeltaOver10TimesWhenNoXY;//[Offset: 0x700, Size: 12] VerifySwitch VehicleSpeedZCheck;//[Offset: 0x70c, Size: 12] float ParachuteStartTime;//[Offset: 0x71c, Size: 4] float ParachuteOpenTime;//[Offset: 0x720, Size: 4] float ParachuteCloseTime;//[Offset: 0x724, Size: 4] float ParachuteStartHight;//[Offset: 0x728, Size: 4] float ParachuteOpenHight;//[Offset: 0x72c, Size: 4] float ParachuteCloseHight;//[Offset: 0x730, Size: 4] void ReportAntiCheatDetailData();// 0x212be24 void PushWeaponAntiData(out WeaponAntiData NewWeaponAntiData);// 0x212bd88 void OnRecoverOnServer();// 0x212bd74 void OnPreReconnectOnServer();// 0x212bd60 void ExitParachute();// 0x212bd4c void EnterParachute();// 0x212bd38 void EnterJumping();// 0x212bd24 -------------------------------- Class: AntiCheatDetailData uint16 AreaID;//[Offset: 0x0, Size: 2] int8 PlatID;//[Offset: 0x2, Size: 1] FString ZoneID;//[Offset: 0x4, Size: 12] WeaponAntiData[] WeaponAntiDataList;//[Offset: 0x10, Size: 12] -------------------------------- Class: CommonCameraModeData SwitchCameraData SwitchCameraData;//[Offset: 0x0, Size: 36] -------------------------------- Class: SwitchCameraData.CameraData float StartCameraSwitchDelayTimeFrom_Normal;//[Offset: 0x14, Size: 4] float StartCameraSwitchDelayTimeFrom_Near;//[Offset: 0x18, Size: 4] float StartCameraSwitchDelayTimeFrom_Aim;//[Offset: 0x1c, Size: 4] float CameraSwitchTime;//[Offset: 0x20, Size: 4] -------------------------------- Class: CameraData float CameraFOV;//[Offset: 0x0, Size: 4] Vector SpringArmSocketOffset;//[Offset: 0x4, Size: 12] float SpringArmLength;//[Offset: 0x10, Size: 4] -------------------------------- Class: AimCameraModeData SwitchCameraData SwitchCameraData;//[Offset: 0x0, Size: 36] -------------------------------- Class: CameraViewPitchLimitData float ViewPitchMin;//[Offset: 0x0, Size: 4] float ViewPitchMax;//[Offset: 0x4, Size: 4] -------------------------------- Class: ServerHitEnemyReplicatedData STExtraBaseCharacter* HitTargetPawn;//[Offset: 0x0, Size: 4] uint32 EventId;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeaponSystemReconnectReplicateData FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x0, Size: 8] FName LastUseLogicSlot;//[Offset: 0x8, Size: 8] FName[] GrenadeLogicSlotList;//[Offset: 0x10, Size: 12] ItemDefineID[] GrenadeDefineIDList;//[Offset: 0x1c, Size: 12] -------------------------------- Class: TeamMateStateInfo byte DirtyFlags;//[Offset: 0x0, Size: 1] STExtraPlayerState* PlayerState;//[Offset: 0x4, Size: 4] Vector_NetQuantize10 Location;//[Offset: 0x8, Size: 12] Rotator Rotation;//[Offset: 0x14, Size: 12] float PlayerHealth;//[Offset: 0x20, Size: 4] float PlayerHealthMax;//[Offset: 0x24, Size: 4] int MemberIdInVoiceRoom;//[Offset: 0x28, Size: 4] -------------------------------- Class: TeamateStateUAVChangedCompressData Vector_NetQuantize100 Location;//[Offset: 0x0, Size: 12] uint32 View;//[Offset: 0xc, Size: 4] byte Roll;//[Offset: 0x10, Size: 1] byte uavType;//[Offset: 0x11, Size: 1] -------------------------------- Class: CommonBtnComponent.ActorComponent.Object float CheckDoorDistanceSqr;//[Offset: 0xbc, Size: 4] PUBGDoor* TriggeredDoor;//[Offset: 0xc0, Size: 4] PUBGDoor* TriggeredDoorAux;//[Offset: 0xc4, Size: 4] void SetAutoOpenDoorMode(int Mode);// 0x200e90c void SetAutoOpenDoorEnable(bool bEnable);// 0x200e88c void RPC_Server_DoorState(PUBGDoor* actionDoor, int ClientDoorState);// 0x200e790 void RPC_Client_DoorState(PUBGDoor* actionDoor, int DoorState);// 0x200e694 bool IsAimingExtraDoor(PUBGDoor* actionDoor);// 0x200e614 PUBGDoor* GetPriorityDoor();// 0x200e5ec void DoorRequireRPC(PUBGDoor* actionDoor, bool bAimingExtraDoor, int ClientDoorState);// 0x200e494 void BP_SimulateUIClick(bool bExtraDoor);// 0x2c90a38 void BP_ShowDoorBtn(bool bShow, bool bOpen, int doorOpenMode);// 0x2c90a38 -------------------------------- Class: ChatComponent.ActorComponent.Object int end_time;//[Offset: 0xc0, Size: 4] FString Reason;//[Offset: 0xc4, Size: 12] int[] audioChat;//[Offset: 0xd0, Size: 12] QuickChatIDAndAudio[] chatQuickList;//[Offset: 0xdc, Size: 12] QuickChatIDAndAudio[] TurnplateChatQuickList;//[Offset: 0xe8, Size: 12] QuickChatOption[] allChatOption;//[Offset: 0xf4, Size: 12] int MinTraceDist;//[Offset: 0x100, Size: 4] FString TeammateColor;//[Offset: 0x104, Size: 12] FString MyColor;//[Offset: 0x110, Size: 12] ActorNameList;//[Offset: 0x11c, Size: 60] FriendChatInfo;//[Offset: 0x158, Size: 60] QuickChatFlag[] ChatFlagList;//[Offset: 0x194, Size: 12] float SendMsgCD;//[Offset: 0x1a0, Size: 4] float lastShowChatTime;//[Offset: 0x1a4, Size: 4] float ShowChatDuration;//[Offset: 0x1a8, Size: 4] QuickGroundFlag[] groundFlags;//[Offset: 0x1ac, Size: 12] FString EndChar;//[Offset: 0x1b8, Size: 12] FString ColonChar;//[Offset: 0x1c4, Size: 12] TextID2AudioID;//[Offset: 0x1d0, Size: 60] InGameFilterChatMsg[] ChatFilterList;//[Offset: 0x20c, Size: 12] PickupManagerComponent* PickupMgrComp;//[Offset: 0x218, Size: 4] int itemIDOnGround;//[Offset: 0x22c, Size: 4] int itemOnGroundNetGUID;//[Offset: 0x230, Size: 4] PickUpWrapperActor* itemOnGround;//[Offset: 0x234, Size: 4] Vector hitItemPosition;//[Offset: 0x238, Size: 12] bool hitGroundValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] Vector hitGroundPosition;//[Offset: 0x248, Size: 12] FString CongregationPlayerName;//[Offset: 0x254, Size: 12] FString CongregationPlayerKey;//[Offset: 0x260, Size: 12] InGameChatMsg CurrMsg;//[Offset: 0x26c, Size: 72] void UpdateQuickItemText(int MsgID, int resID, int alternateMsgID);// 0x2c90a38 void ShowTeamMsg(out const InGameChatMsg msgItem, bool isMe, bool ShowChat);// 0x2005094 void ShowQuickPanel(bool bShow);// 0x2005014 void ServerSendMsg(const InGameChatMsg msgItem);// 0x2004e9c void ServerSendGift(const InGameChatMsg msgItem);// 0x2004d24 void SendDirtyFilterContent(FString Content);// 0x2c90a38 void SendDirtyFilter(FString Name, FString Content, bool isMe);// 0x2c90a38 void ReportBattleChat(int MsgID, FString Msg, int msgExtraParam);// 0x2c90a38 void OnInviteNextBattle(FString gid, FString Name);// 0x2004be4 void OnFilterFinish(FString filterText);// 0x2c90a38 void NotifyFriendReplyInvite(FString str_gid, FString sender_name, bool bReply);// 0x2c90a38 void NotifyFriendInvite(FString str_gid, FString sender_name);// 0x2c90a38 void NotifyFriendChat(FString str_gid, FString sender_name, FString chat_content, bool self_msg);// 0x2c90a38 void MakeQuickSignMark(out const InGameChatMsg msgItem, bool isMe, enum flagType);// 0x2004a00 void LoadBankAndPlay(FString BankName, FString EventName);// 0x20048c0 void InviteNextBattleReply(FString gid, FString Name, bool bReply);// 0x2004734 void FindTextIDByAudioID();// 0x2c90a38 void CloseChatHistoryList();// 0x2c90a38 void ClientReceiveMsg(const InGameChatMsg msgItem, bool isMe);// 0x20045a0 void ClientReceiveGift(const InGameChatMsg msgItem, bool isMe);// 0x200440c void AddQuickAudio(AkAudioEvent* audio, int chatID);// 0x2004350 void AddOneMsgToUI1(FString Name, FString Content, int MsgID, int audioID, int ItemId, FString PlayerKeyString, bool isMe, bool PlaySound, bool ShowChat, float Distance);// 0x2c90a38 void AddOneMarkToUI(FString Name, FString Content, int MsgID, int audioID, int ItemId, FString PlayerKeyString, bool isMe, bool PlaySound, bool ShowChat, float Distance);// 0x2c90a38 void AddFriendChat(FString gid, FString Name, FString Content, bool IsSelf);// 0x2003f78 -------------------------------- Class: QuickChatIDAndAudio int chatTextID;//[Offset: 0x0, Size: 4] int RealTextID;//[Offset: 0x4, Size: 4] int AlternateTextID;//[Offset: 0x8, Size: 4] -------------------------------- Class: QuickChatOption int chatTextID;//[Offset: 0x0, Size: 4] AkAudioEvent* audioEvent1;//[Offset: 0x4, Size: 4] -------------------------------- Class: IngameFriendChat IngameFriendChatMsg[] ChatList;//[Offset: 0x0, Size: 12] -------------------------------- Class: IngameFriendChatMsg FString Name;//[Offset: 0x0, Size: 12] FString Content;//[Offset: 0xc, Size: 12] bool IsSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] int MsgType;//[Offset: 0x1c, Size: 4] bool bReply;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] -------------------------------- Class: QuickChatFlag enum Type;//[Offset: 0x0, Size: 1] int[] chatIDList;//[Offset: 0x4, Size: 12] int AlternateChatID;//[Offset: 0x10, Size: 4] int FlagIndex;//[Offset: 0x14, Size: 4] int traceDist;//[Offset: 0x18, Size: 4] float minDist;//[Offset: 0x1c, Size: 4] -------------------------------- Class: QuickGroundFlag int Index;//[Offset: 0x0, Size: 4] int flagID;//[Offset: 0x4, Size: 4] Vector hitPosition;//[Offset: 0x8, Size: 12] -------------------------------- Class: InGameFilterChatMsg FString PlayerName;//[Offset: 0x0, Size: 12] bool isMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: InGameChatMsg FString PlayerName;//[Offset: 0x0, Size: 12] uint32 playerIdentifier;//[Offset: 0xc, Size: 4] FString msgContent;//[Offset: 0x10, Size: 12] int MsgID;//[Offset: 0x1c, Size: 4] int audioID;//[Offset: 0x20, Size: 4] int ItemId;//[Offset: 0x24, Size: 4] FString PlayerKeyString;//[Offset: 0x28, Size: 12] bool hitValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] Vector hitPosition;//[Offset: 0x38, Size: 12] int itemIDOnGround;//[Offset: 0x44, Size: 4] -------------------------------- Class: GuideComponent.ActorComponent.Object GuideInfo[] WidgetList;//[Offset: 0xbc, Size: 12] Widget* MaskWidget;//[Offset: 0xc8, Size: 8] void SetMaskWidgetOnTop(bool bTop);// 0x20a852c void CreateGuideUI();// 0x2c90a38 -------------------------------- Class: GuideInfo Widget* Widget;//[Offset: 0x0, Size: 4] int guildUI;//[Offset: 0x4, Size: 4] Vector2D Offset;//[Offset: 0x8, Size: 8] Vector2D Size;//[Offset: 0x10, Size: 8] int childData;//[Offset: 0x18, Size: 4] -------------------------------- Class: QuickSignComponent.ActorComponent.Object delegate OnAddSignMarkDelegate;//[Offset: 0xbc, Size: 12] delegate OnDelSignMarkDelegate;//[Offset: 0xc8, Size: 12] delegate OnDangerousQuickSignDelegate;//[Offset: 0xd4, Size: 12] bool IsBlockWhomInVoiceBlackList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] int TextID_OutRange;//[Offset: 0xe4, Size: 4] FString PreFix_Command;//[Offset: 0xe8, Size: 12] FString PreFix_Command_Res;//[Offset: 0xf4, Size: 12] FString PreFix_Mark;//[Offset: 0x100, Size: 12] int MinTraceDist;//[Offset: 0x10c, Size: 4] int MaxTraceDist;//[Offset: 0x110, Size: 4] int ItemTraceDist;//[Offset: 0x114, Size: 4] int MarkMutualExclusionDist;//[Offset: 0x118, Size: 4] int MiniMapAttentionIconID;//[Offset: 0x11c, Size: 4] int MiniMapThingIconID;//[Offset: 0x120, Size: 4] float MinHighLightDangerousTime;//[Offset: 0x124, Size: 4] float MinHighLightDangerousDistance;//[Offset: 0x128, Size: 4] float DangerousMarkLifeSpan;//[Offset: 0x12c, Size: 4] LastDangerousID;//[Offset: 0x130, Size: 60] int MarkMaxNum;//[Offset: 0x16c, Size: 4] float ReplyDelayTime;//[Offset: 0x170, Size: 4] PickupManagerComponent* PickupMgrComp;//[Offset: 0x174, Size: 4] CommandTypeIDMap;//[Offset: 0x178, Size: 60] MarkNameClassMap;//[Offset: 0x1b4, Size: 60] MarkInfoMap;//[Offset: 0x1f0, Size: 60] MarkLifeTimeMap;//[Offset: 0x22c, Size: 60] FString[] HasReplyMsg;//[Offset: 0x268, Size: 12] MarkTypeArrayMap;//[Offset: 0x274, Size: 60] MsgIDActorNetGUIDMap;//[Offset: 0x2b0, Size: 60] int[] ServerCachedNetGUIDs;//[Offset: 0x2ec, Size: 12] int[] ActorNetGUIDTrashArray;//[Offset: 0x2f8, Size: 12] FString[] TempIDArray;//[Offset: 0x304, Size: 12] MsgKey2MiniMapID;//[Offset: 0x310, Size: 60] MsgKey2MiniMapIconTypeID;//[Offset: 0x34c, Size: 60] ConfigKeyToTextID;//[Offset: 0x388, Size: 60] ConfigKeyToSignSubType;//[Offset: 0x3c4, Size: 60] CustomMarkInfoMap;//[Offset: 0x43c, Size: 60] void SwitchAndLoadBankAndPlay(FName SwitchGroup, FName SwitchState, FString BankName, FString EventName);// 0x2163aa8 void ShowMsgTipsVoice(out const QuickSignMsg msgItem, bool IsSelf);// 0x2c90a38 void ServerSendMsg(const QuickSignMsg msgItem, byte SignType);// 0x2163960 void ServerMarkCustom(const QuickSignMsg msgItem, float ShareDistance, bool ShareWithTeammates);// 0x21637bc void ServerDelNetGuid(int Guid);// 0x2163744 void ServerDelMsg(FString MsgID);// 0x2163650 void ServerDelCustomMark(FString MsgID, bool ShareWithTeammates);// 0x2163500 void ServerAddNetGuid(int Guid);// 0x2163488 void ReportQuickSign(out const QuickSignMsg msgItem);// 0x2c90a38 void RemoveActorMask(int ActorNetGUID);// 0x21633d4 void OperMark(FString MsgID);// 0x2163318 void OnPickUpActor(int Guid);// 0x21632a0 void MakeQuickNeed(enum SignSubType);// 0x2163228 void MakeQuickMark_PickupActor(PickUpWrapperActor* PickUpActor);// 0x21631b0 void MakeQuickMark();// 0x216319c void MakeQuickCommand(byte SignType);// 0x2163124 void MakeCustomMark(Vector targetPos, FString SignConfigKey);// 0x2163024 bool IsSelfMark(FString MsgID);// 0x2162f60 bool IsContainMark(FString MsgID);// 0x2162e9c int GetVoiceAudioID(enum MsgType);// 0x2c90a38 bool GenerateMarkInfo(out const QuickSignMsg msgItem, out QuickSignMark MarkInfo);// 0x2c90a38 FString FindMarkNameClassKey(class Object uMarkClass);// 0x2162d98 void DelSpecialReplyMsg(out const QuickSignMark msgItem);// 0x2162ca8 void DelMarkFromPool(FString MsgMark, bool bIsCheckSenderMap);// 0x2162ba0 void DealWithNewMsg(out const QuickSignMsg msgItem, bool IsSelf, FString SenderPlayerKey, bool ShowChat);// 0x2162908 void DealWithMarkCustomMsg(out const QuickSignMsg msgItem, bool IsSelf);// 0x21627e4 void ClientReceiveMsg(const QuickSignMsg msgItem, bool IsSelf, FString SenderPlayerKey);// 0x2162640 void ClientMarkCustomMsg(const QuickSignMsg msgItem, bool IsSelf);// 0x2162524 void ClientDelMsg(FString MsgID);// 0x2162460 void ClientDelCustomMarkMsg(FString MsgID);// 0x1ff19b0 void CheckMsgValid();// 0x216244c void AnalysisConfigKeyClass(FString ConfigId, FString ConfigScriptParam);// 0x216230c void AddSpecialReplyMsg(out const QuickSignMark msgItem);// 0x216221c void AddNewMark(out const QuickSignMsg msgItem, bool IsSelf, FString SenderPlayerKey);// 0x2161fd4 void AddMarkToPool(out const QuickSignMark MsgMark, FString SenderPlayerKey);// 0x2161dc4 void AddActorMask(int ActorNetGUID);// 0x2161d10 -------------------------------- Class: DangerousSignInfo FString MsgID;//[Offset: 0x0, Size: 12] Vector LastDangerousLocation;//[Offset: 0xc, Size: 12] float LastMarkDangerousTime;//[Offset: 0x18, Size: 4] -------------------------------- Class: QuickSignMark FString MsgID;//[Offset: 0x0, Size: 12] FString MarkType;//[Offset: 0xc, Size: 12] FString IconPath;//[Offset: 0x18, Size: 12] FString IconBGPath;//[Offset: 0x24, Size: 12] FString IconOuterPath;//[Offset: 0x30, Size: 12] FString IconOuterBGPath;//[Offset: 0x3c, Size: 12] FString IconOutScreenIconPath;//[Offset: 0x48, Size: 12] FString IconOutScreenBGPath;//[Offset: 0x54, Size: 12] FString IconOutScreenArrowPath;//[Offset: 0x60, Size: 12] FString ReplyID;//[Offset: 0x6c, Size: 12] Vector Loc;//[Offset: 0x78, Size: 12] int MaxNum;//[Offset: 0x84, Size: 4] int LifeSpan;//[Offset: 0x88, Size: 4] bool IsSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1] FString SenderPlayerKey;//[Offset: 0x90, Size: 12] -------------------------------- Class: QuickSignIDArray FString[] InnerArray;//[Offset: 0x0, Size: 12] -------------------------------- Class: QuickSignMsg FString MsgID;//[Offset: 0x0, Size: 12] FString PlayerName;//[Offset: 0xc, Size: 12] Vector HitPos;//[Offset: 0x18, Size: 12] FString ConfigKey;//[Offset: 0x24, Size: 12] int audioID;//[Offset: 0x30, Size: 4] FString ParamString;//[Offset: 0x34, Size: 12] int BindActorGUID;//[Offset: 0x40, Size: 4] uint32 PlayerKey;//[Offset: 0x44, Size: 4] int MiniMapIconTypeId;//[Offset: 0x48, Size: 4] enum MsgType;//[Offset: 0x4c, Size: 1] -------------------------------- Class: BaseTaskComponent.ActorComponent.Object STExtraPlayerController* OwningPC;//[Offset: 0xbc, Size: 4] FString OwningPlayerName;//[Offset: 0xc0, Size: 12] UAETriggerObject*[] TaskTriggerObjects;//[Offset: 0xcc, Size: 12] TriggerEvents;//[Offset: 0xd8, Size: 60] int RetrieveUseItemAreaType(int ItemId, Vector PlayerLocation);// 0x1fbfc00 int RetrieveTaskAreaType(Vector PlayerLocation);// 0x1fbfb88 int[] RetrieveTaskAreaList(Vector PlayerLocation);// 0x1fbfa7c int RetrieveLandLocType(FString TargetName);// 0x1fbf91c void ReportTaskAndSpecialCollection(byte TaskType, int TaskId, int process);// 0x1fbf814 bool RegisterEvent(class Object RegisterEventClass, UAETriggerObject* TriggerListener, byte TaskEventType);// 0x1fbf704 bool IsTriggerActive(int InTaskID);// 0x1fbf684 bool IsSpecialPickItem(int InItemID);// 0x1fbf604 bool IsInSpecifiedArea(Vector PlayerLocation, FString outAreaAnchorsStr, FString InMapName, FString InTargetName);// 0x1fbf21c void HandlePlayerPickupItem(int ItemId, int Count, STExtraPlayerController* PC);// 0x1fbf11c void HandlePlayerKilling();// 0x1fbf108 void HandlePlayerEnterArea(int AreaID);// 0x1fbf090 void HandlePlayerDropItem(int ItemId, int Count, STExtraPlayerController* PC);// 0x1fbef90 void HandlePlayerDoEmote(int EmoteIndex);// 0x1fbef18 void HandleInitTaskData(int TaskId, int process, FString ext_info);// 0x1fbed30 void HandleInitCollectionData(int ItemId, int CurrentCount, int TotalCount);// 0x1fbec30 void HandleDeathBoxSpawned(Transform SpawnTransform);// 0x1fbeb50 UAETriggerObject* GetTriggerObject(int InTaskID);// 0x1fbeac4 int GetTaskSubTypeFromDataTable(int InTaskID);// 0x2c90a38 bool GetTaskParamsFromDataTable(int InTaskID, out FString outMainConditionParam, out int outTargetProcess);// 0x2c90a38 bool GetTaskParams(int InTaskID, out FString outMainConditionParamStr, out int outTaskProcess);// 0x1fbe954 FString GetTaskClassPath(byte TaskType, int TaskUID);// 0x1fbe800 int[] GetTaskAreaListFromDataTable(Vector InPlayerLocation);// 0x2c90a38 int GetTaskAreaIDFromDataTable(Vector InPlayerLocation);// 0x2c90a38 FString GetOwningPlayerName();// 0x1fbe740 FString GetMapName();// 0x1fbe680 int GetLandLocIDFromDataTable(FString InTargetName);// 0x2c90a38 int GetItemUseAreaIDFromDataTable(int ItemId, Vector InPlayerLocation);// 0x2c90a38 void FireEvent(byte TaskEventType, int Param, FString ExtMsg);// 0x1fbe494 void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1fbe3d0 UAETriggerObject_Task* CreateTriggerObject(byte TaskType, int TaskId);// 0x1fbe304 bool AddTrigger(byte TaskType, int TaskId, int process, FString ext_info);// 0x1fbe0c4 void AddEventToTrigger(UAETriggerObject* TriggerObj, class Object Event, byte TaskEventType);// 0x1fbdfbc void ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1fbdef8 -------------------------------- Class: UAETriggerObject.Object enum RunType;//[Offset: 0x1c, Size: 1] enum TriggerObjectType;//[Offset: 0x1d, Size: 1] int EventDelayTime;//[Offset: 0x20, Size: 4] int ActionDelayTime;//[Offset: 0x24, Size: 4] FString TriggerName;//[Offset: 0x28, Size: 12] Actor* OuterActor;//[Offset: 0x34, Size: 4] class Object[] TriggerEventsClass;//[Offset: 0x38, Size: 12] TriggerAction*[] TriggerActions;//[Offset: 0x44, Size: 12] TriggerCondition*[] TriggerConditions;//[Offset: 0x50, Size: 12] FlowNodeBase* CarrierFlowNode;//[Offset: 0x5c, Size: 4] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] TimerHandle TimerHandle_EventDelay;//[Offset: 0x70, Size: 8] TimerHandle TimerHandle_ActionDelay;//[Offset: 0x78, Size: 8] TriggerEvent* CurEvent;//[Offset: 0x80, Size: 4] FString DelayEventName;//[Offset: 0x84, Size: 12] FString FiredEventName;//[Offset: 0x90, Size: 12] TriggeredEvents;//[Offset: 0x9c, Size: 60] CompleteActions;//[Offset: 0xd8, Size: 60] bool IsEnableCheckDo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114, Size: 1] UAELevelDirector* OwnerLevelDirector;//[Offset: 0x118, Size: 4] bool bEnableTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1] float TickInterval;//[Offset: 0x138, Size: 4] bool bShouldReplicateAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c, Size: 1] bool bCacheParamToTriggerObject;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d, Size: 1] Property*[] eventParams;//[Offset: 0x140, Size: 12] -------------------------------- Class: TriggerAction.Object VariableSet* DataSource;//[Offset: 0x1c, Size: 4] bool bEnableActionTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] enum ExecPolicy;//[Offset: 0x29, Size: 1] UAETriggerObject* ParentTrigger;//[Offset: 0x2c, Size: 4] UAELevelDirector* ActionOuterActor;//[Offset: 0x30, Size: 4] bool bSupportNetRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] -------------------------------- Class: VariableSet.Object VariableSetCachedActors DataActors;//[Offset: 0x58, Size: 64] -------------------------------- Class: VariableSetCachedActors Actor* LastAccessActor;//[Offset: 0x3c, Size: 4] -------------------------------- Class: UAELevelDirector.Actor.Object bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fc, Size: 1] bool ClientEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fd, Size: 1] bool ServerEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fe, Size: 1] LevelDirectorInstAction[] InstanceActions;//[Offset: 0x300, Size: 12] FString[] ClassPaths;//[Offset: 0x30c, Size: 12] FString ConfigFilePath;//[Offset: 0x318, Size: 12] class UAELevelDirector_PlayerRepInfo* PlayerRepInfoClass;//[Offset: 0x324, Size: 4] FString ClientConfigFilePath;//[Offset: 0x328, Size: 12] UAELevelDirectorRepData LevelDirectorRepData;//[Offset: 0x334, Size: 16] AllPlayersRepInfo;//[Offset: 0x344, Size: 60] UAETriggerFuncLib*[] FunctionLibList;//[Offset: 0x380, Size: 12] TriggersFlowBase* TriggersFlowTree;//[Offset: 0x38c, Size: 4] TriggerObjectMap;//[Offset: 0x390, Size: 60] VariableSet* AllVariableSet;//[Offset: 0x3cc, Size: 4] UAETriggerParamFuncLib* TriggerParamFuncLib;//[Offset: 0x3d0, Size: 4] LevelEventCenter* LevelEventCenter;//[Offset: 0x3d4, Size: 4] FString DescData;//[Offset: 0x3d8, Size: 12] UAELevelDirector_PlayerRepInfo* CurLevelDirector_PlayerRepInfo;//[Offset: 0x3e4, Size: 4] HistoryLevelDirector_PlayerRepInfos;//[Offset: 0x3e8, Size: 60] TaskRepData TaskData;//[Offset: 0x42c, Size: 16] bool StartLevelDirector();// 0x51132c0 void SetTriggerRunType(FString TriggerName, enum RunType);// 0x5113124 void SetEnable(bool Enab);// 0x51130a8 void S2Sim_CallExcuteAction();// 0x1f5d518 void RequestTriggerComplete(UAETriggerObject* CompleteTrigger);// 0x5112ff4 void OnRep_LevelDirectorData();// 0x5112fe0 bool InitialLevelDirector();// 0x5112fb0 UAETriggerObject* GetTrigger(FString NodeName, FString TriggerName);// 0x5112d38 bool GetHasBeenInit();// 0x5112d10 VariableSet* GetDataSet();// 0x5112ce8 int GetCurTaskID();// 0x28b7590 void ForceExecuteTrigger(FString TriggerName);// 0x2090d88 bool FlowControllSubControll(out FString[] TriggerNames, FString NodeName);// 0x5112a80 bool FlowControllOr(out FString[] TriggerNames, FString NodeName);// 0x5112818 bool FlowControllOneSequence(FString TriggerName, FString NodeName);// 0x51125a0 bool FlowControllMultiSequence(out FString[] TriggerNames, FString NodeName);// 0x5112338 bool FlowControllAnd(out FString[] TriggerNames, FString NodeName, bool DefaultActive);// 0x5112080 void DeactiveTrigger(FString NodeName, FString TriggerName);// 0x5111e10 void DeactiveNode(FString NodeName);// 0x5111cb8 void ClientExecuteAction(FString ActionClassName, int64 UId, const TriggerParamRepData[] RepParams, bool IsKeep, bool IsRevert, UAELevelDirector_PlayerRepInfo* InLevelDirector_PlayerRepInfo);// 0x5111a60 void AddEventToTrigger(FString TriggerName, class Object Event);// 0x51118c4 TriggerCondition* AddConditionToTrigger(FString TriggerName, class Object Condition);// 0x5111720 TriggerAction* AddActionToTrigger(FString TriggerName, class Object Action);// 0x511157c void ActiveTrigger(FString NodeName, FString TriggerName);// 0x511130c void ActiveNode(FString NodeName);// 0x51111b4 -------------------------------- Class: LevelDirectorInstAction int64 ActionUniqueID;//[Offset: 0x0, Size: 8] TriggerAction* Action;//[Offset: 0x8, Size: 4] -------------------------------- Class: UAELevelDirector_PlayerRepInfo.Info.Actor.Object TriggerActionRepData[] ActionRepDatas;//[Offset: 0x2fc, Size: 12] uint32 UniqueId;//[Offset: 0x308, Size: 4] UAELevelDirector* RelevantLevelDirector;//[Offset: 0x30c, Size: 4] void OnRep_LevelDirector();// 0x51140dc void OnRep_ActionRepDatas();// 0x51140c8 void ClientExecuteAction(const TriggerActionRepData InActionRepData);// 0x5113fe0 -------------------------------- Class: TriggerActionRepData int64 RepID;//[Offset: 0x0, Size: 8] int64 UId;//[Offset: 0x8, Size: 8] FString ActionClassName;//[Offset: 0x10, Size: 12] TriggerParamRepData[] ParamDatas;//[Offset: 0x1c, Size: 12] -------------------------------- Class: TriggerParamRepData byte ParamType;//[Offset: 0x0, Size: 1] byte ParamSubType;//[Offset: 0x1, Size: 1] FString ParamName;//[Offset: 0x4, Size: 12] byte[] ParamData;//[Offset: 0x10, Size: 12] -------------------------------- Class: UAELevelDirectorRepData UFlowNodeRepData FlowNodeRepData;//[Offset: 0x0, Size: 16] -------------------------------- Class: UFlowNodeRepData FString RepData;//[Offset: 0x0, Size: 12] int NodeID;//[Offset: 0xc, Size: 4] -------------------------------- Class: UAETriggerFuncLib.Object TriggerClassItem[] ClassItemList;//[Offset: 0x1c, Size: 12] VariableSet* DataSet;//[Offset: 0x28, Size: 4] Actor* GetLastIteratorActor();// 0x51155a4 -------------------------------- Class: TriggerClassItem FString TagName;//[Offset: 0x0, Size: 12] FString ClassFullPath;//[Offset: 0xc, Size: 12] float RandomRadius;//[Offset: 0x18, Size: 4] -------------------------------- Class: TriggersFlowBase.Object UAELevelDirector* OwnerLevelDirector;//[Offset: 0x24, Size: 4] Nodes;//[Offset: 0x28, Size: 60] bool IsRun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] -------------------------------- Class: FlowNodeBase.Object FlowNodeBase* NextFlowNode;//[Offset: 0x1c, Size: 4] UFlowNodeRepData RepData;//[Offset: 0x20, Size: 16] bool IsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] bool DefaltActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1] TriggersFlowBase* CarriedFlow;//[Offset: 0x44, Size: 4] enum NodeType;//[Offset: 0x48, Size: 1] UAETriggerObject*[] TriggerObjects;//[Offset: 0x4c, Size: 12] -------------------------------- Class: UAETriggerParamFuncLib.UAETriggerFuncLib.Object -------------------------------- Class: LevelEventCenter.Object TriggerEvents;//[Offset: 0x28, Size: 60] EventListeners;//[Offset: 0x68, Size: 60] -------------------------------- Class: TriggerEvent.Object FString EventName;//[Offset: 0x1c, Size: 12] Object* EventInstigator;//[Offset: 0x28, Size: 4] RelevantListener;//[Offset: 0x38, Size: 60] -------------------------------- Class: TriggerEventListenerTrigger UAETriggerObject* ListenerTrigger;//[Offset: 0x0, Size: 4] -------------------------------- Class: LevelEventListenerList Listeners;//[Offset: 0x0, Size: 60] -------------------------------- Class: LevelEventListener.Object FString EventName;//[Offset: 0x1c, Size: 12] RelevantListenerCallbacks;//[Offset: 0x28, Size: 60] ObjectRelevantEvents;//[Offset: 0x64, Size: 60] Actor* ListenerEntity;//[Offset: 0xa0, Size: 4] Property*[] Params;//[Offset: 0xa4, Size: 12] -------------------------------- Class: TaskRepData FString TaskName;//[Offset: 0x0, Size: 12] int TaskId;//[Offset: 0xc, Size: 4] -------------------------------- Class: TriggerCondition.Object VariableSet* DataSource;//[Offset: 0x1c, Size: 4] TriggerCondition*[] ChildConditions;//[Offset: 0x20, Size: 12] UAETriggerObject* ParentTrigger;//[Offset: 0x38, Size: 4] void AddChildCondition(TriggerCondition* NewChildCond);// 0x510fd84 -------------------------------- Class: UAETriggerObject_Task.UAETriggerObject.Object TriggerCondition* RootCondition;//[Offset: 0x150, Size: 4] byte[] TaskEventTypes;//[Offset: 0x154, Size: 12] TriggerAction*[] RedoTriggerActions;//[Offset: 0x160, Size: 12] int TaskId;//[Offset: 0x16c, Size: 4] byte TaskType;//[Offset: 0x170, Size: 1] void SetTaskProcess(int process, FString ext_info);// 0x234a148 void RedoAction();// 0x1f803a8 void NofityTriggerComplete();// 0x20411b8 bool IsConditionsSatisfy(const TriggerEvent* Event);// 0x1f83474 void InitConfigurableCondition(int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x2349f64 void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x2349e98 TriggerCondition* CreateSpecifiedSpaceCondition(byte SpecifiedSpace);// 0x2349e10 TriggerCondition* CreateSpecifiedItemCondition(int ItemId);// 0x2349d90 TriggerCondition* CreateSpecifiedAreaCondition(byte SpecifiedArea);// 0x2349d08 TriggerAction* CreateRedoAction(byte ActionType);// 0x2349c80 TriggerCondition* CreateORCondition(TriggerCondition*[] ChildConditions);// 0x2349b20 TriggerCondition* CreateOperatorCondition(class TriggerCondition_Operator OperatorClass, TriggerCondition*[] ChildConditions);// 0x2349978 TriggerCondition* CreateKillPlayerCondition();// 0x2349950 TriggerCondition* CreateGameModeCondition(enum GameModeType);// 0x23498d0 TriggerAction* CreateDoAction(byte ActionType);// 0x2349848 TriggerCondition* CreateCondition(class TriggerCondition ConditionClass);// 0x23497c8 TriggerCondition* CreateCollectItemCondition(int ItemId, int CollectCount);// 0x2349704 TriggerCondition* CreateANDCondition(TriggerCondition*[] ChildConditions);// 0x23495a4 TriggerAction* CreateAction(byte ActionType);// 0x234951c bool ConstructTask(int InTaskID, int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x23492e4 byte[] ConstructRedoActions();// 0x2c90a38 byte[] ConstructEvents();// 0x2c90a38 TriggerCondition* ConstructConditions();// 0x2c90a38 byte[] ConstructActions();// 0x2c90a38 void AddEventTypes(byte[] EventTypes);// 0x234918c bool ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x23490b8 -------------------------------- Class: TriggerCondition_Operator.TriggerCondition_Task.TriggerCondition.Object -------------------------------- Class: TriggerCondition_Task.TriggerCondition.Object byte TaskConditionType;//[Offset: 0x3c, Size: 1] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] bool bIsConfigurable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e, Size: 1] void SetTargetParam(int Value);// 0x2311468 void SetConditionParam(int Value);// 0x1f866cc bool IsSatisfy(const TriggerEvent* Event);// 0x1f5a534 bool IsSameCondition(byte InTaskConditionType);// 0x23113e0 bool FillDataSource(VariableSet* InDataSource);// 0x202bd28 bool DeactiveCondition(VariableSet* InDataSource);// 0x1fac67c bool CompareParam(VariableSet* InDataSource);// 0x1fae410 bool ActiveCondition(VariableSet* InDataSource);// 0x1f83474 -------------------------------- Class: FriendObserver FString PlayerName;//[Offset: 0x0, Size: 12] byte gender;//[Offset: 0xc, Size: 1] -------------------------------- Class: PlayerBaseInfoInOB Vector_NetQuantize Location;//[Offset: 0x0, Size: 12] int Health;//[Offset: 0xc, Size: 4] int HealthMax;//[Offset: 0x10, Size: 4] int LiveState;//[Offset: 0x14, Size: 4] int KillNum;//[Offset: 0x18, Size: 4] int KillNumBeforeDie;//[Offset: 0x1c, Size: 4] float SignalHP;//[Offset: 0x20, Size: 4] uint32 PlayerKey;//[Offset: 0x24, Size: 4] int GotAirDropNum;//[Offset: 0x28, Size: 4] int MaxKillDistance;//[Offset: 0x2c, Size: 4] int Damage;//[Offset: 0x30, Size: 4] int InDamage;//[Offset: 0x34, Size: 4] int Heal;//[Offset: 0x38, Size: 4] int HeadShotNum;//[Offset: 0x3c, Size: 4] int KillNumInVehicle;//[Offset: 0x40, Size: 4] int SurvivalTime;//[Offset: 0x44, Size: 4] int DriveDistance;//[Offset: 0x48, Size: 4] int marchDistance;//[Offset: 0x4c, Size: 4] int MonsterCatchupDistance;//[Offset: 0x50, Size: 4] int Assists;//[Offset: 0x54, Size: 4] int KillNumByGrenade;//[Offset: 0x58, Size: 4] int Rank;//[Offset: 0x5c, Size: 4] bool IsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] float OutsideBlueCircleTime;//[Offset: 0x64, Size: 4] int Knockouts;//[Offset: 0x68, Size: 4] int rescueTimes;//[Offset: 0x6c, Size: 4] int UseSmokeGrenadeNum;//[Offset: 0x70, Size: 4] int UseFragGrenadeNum;//[Offset: 0x74, Size: 4] int CurWeaponID;//[Offset: 0x78, Size: 4] -------------------------------- Class: PlayerInfoInOB.PlayerBaseInfoInOB uint64 UId;//[Offset: 0x80, Size: 8] FString PlayerName;//[Offset: 0x88, Size: 12] FString PlayerOpenID;//[Offset: 0x94, Size: 12] FString PicUrl;//[Offset: 0xa0, Size: 12] bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] int TeamID;//[Offset: 0xb0, Size: 4] FString TeamName;//[Offset: 0xb4, Size: 12] Pawn* Character;//[Offset: 0xc0, Size: 8] bool IsFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool bHasDied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] -------------------------------- Class: AIPlayerInfoInOB FString PlayerKey;//[Offset: 0x0, Size: 12] int TeamID;//[Offset: 0xc, Size: 4] Pawn* Character;//[Offset: 0x10, Size: 8] -------------------------------- Class: AllStarReportData bool bShowReportFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int BeReportedNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: TeamInfoInOB int TeamID;//[Offset: 0x0, Size: 4] FString TeamName;//[Offset: 0x4, Size: 12] bool IsShowLogo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] FString LogoPicUrl;//[Offset: 0x14, Size: 12] int KillNum;//[Offset: 0x20, Size: 4] int LiveMemberNum;//[Offset: 0x24, Size: 4] -------------------------------- Class: ObservedData FString PlayerName;//[Offset: 0x0, Size: 12] FString PicUrl;//[Offset: 0xc, Size: 12] bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] int TeamID;//[Offset: 0x1c, Size: 4] uint64 UId;//[Offset: 0x20, Size: 8] Vector[] PosList;//[Offset: 0x28, Size: 12] -------------------------------- Class: OwnerClientCreateWeaponCache ItemDefineID[] IDList;//[Offset: 0x0, Size: 12] uint32 CharacterGUID;//[Offset: 0xc, Size: 4] int SyncTicket;//[Offset: 0x10, Size: 4] -------------------------------- Class: WeaponMgrInfo ItemDefineID[] ItemList;//[Offset: 0x0, Size: 12] WeaponManagerComponent* WeaponMgr;//[Offset: 0xc, Size: 4] -------------------------------- Class: KillerTracker.Actor.Object Actor* TargetKiller;//[Offset: 0x2fc, Size: 4] Rotator TargetKillerRotation;//[Offset: 0x300, Size: 12] Actor* ReturnActor;//[Offset: 0x30c, Size: 4] SpringArmComponent* CameraSpringArm;//[Offset: 0x330, Size: 4] CameraComponent* ObservingCamera;//[Offset: 0x334, Size: 4] delegate OnTrackingEnd;//[Offset: 0x338, Size: 12] float MinMovingSpeed;//[Offset: 0x344, Size: 4] float MaxMovingTime;//[Offset: 0x348, Size: 4] float ObservingTime;//[Offset: 0x34c, Size: 4] float TrackingDelay;//[Offset: 0x350, Size: 4] float ExpectedMinObservingDistance;//[Offset: 0x354, Size: 4] float CameraAdjustSpeed;//[Offset: 0x358, Size: 4] float TrackerToTargetMaxTime;//[Offset: 0x360, Size: 4] bool bAdjustTargetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364, Size: 1] float MinRotatingngSpeed;//[Offset: 0x368, Size: 4] static KillerTracker* StartTrackingKiller(class KillerTracker Template, Actor* Killer, PlayerController* PC, Vector InitLocation, Rotator InitRotation);// 0x20c5f84 void ForceEnd();// 0x20c5f70 -------------------------------- Class: VehicleUserComponent.LuaActorComponent.ActorComponent.Object bool bGameModeHasMobs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x149, Size: 1] ItemDefineID LastUsedItemDefineID;//[Offset: 0x150, Size: 24] float LastFinishCD;//[Offset: 0x168, Size: 4] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16e, Size: 1] delegate OnClosestVehicleChanged;//[Offset: 0x170, Size: 12] STExtraVehicleBase* Vehicle;//[Offset: 0x17c, Size: 4] STExtraVehicleBase* UnmannedVehicle;//[Offset: 0x180, Size: 4] STExtraPlayerCharacter* Character;//[Offset: 0x184, Size: 4] enum VehicleUserState;//[Offset: 0x188, Size: 1] STExtraVehicleBase* LastDriveVehicle;//[Offset: 0x18c, Size: 4] float UpdateVehicleSpeedGUIInterval;//[Offset: 0x190, Size: 4] float UpdateClosestVehicleInterval;//[Offset: 0x198, Size: 4] STExtraVehicleBase*[] OverlappingVehicles;//[Offset: 0x1a4, Size: 12] STExtraVehicleBase*[] CullWaterRangeVehicles;//[Offset: 0x1b0, Size: 12] STExtraVehicleBase* CurrentClosestVehicle;//[Offset: 0x1bc, Size: 4] bool EnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0, Size: 1] float MaxAllowedExitSpeedDiff;//[Offset: 0x1d4, Size: 4] bool bRotateToViewOnExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e4, Size: 1] float NoFuelTipsDisplayCooldown;//[Offset: 0x1e8, Size: 4] bool bExitVehicleCheckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f4, Size: 1] float ExitVehicleCheckInterval;//[Offset: 0x1f8, Size: 4] float CurrentMoveForwardRate;//[Offset: 0x208, Size: 4] float CurrentMoveRightRate;//[Offset: 0x20c, Size: 4] float CurrentMoveUpRate;//[Offset: 0x210, Size: 4] float MaxCanAimAngle;//[Offset: 0x214, Size: 4] bool bPlayMusicEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x218, Size: 1] bool EnableTestPawnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x219, Size: 1] float BaseVehicleLockTime;//[Offset: 0x21c, Size: 4] float BaseVehicleServerAuTime;//[Offset: 0x220, Size: 4] float MaxVehicleLockTime;//[Offset: 0x224, Size: 4] float MaxVehicleServerAuTime;//[Offset: 0x228, Size: 4] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22c, Size: 1] float UAVSpeedPercent;//[Offset: 0x230, Size: 4] bool bTestModeOn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c, Size: 1] STExtraVehicleBase* CullWaterVehicle;//[Offset: 0x240, Size: 4] STExtraVehicleBase* LastCullWaterVehicle;//[Offset: 0x244, Size: 4] Rotator InputExtraRot;//[Offset: 0x248, Size: 12] Rotator CharRotVsVehiRot;//[Offset: 0x254, Size: 12] float ResetInputExtraRotTime;//[Offset: 0x264, Size: 4] bool isHelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d, Size: 1] float DelayLeanOutTimeAfterChangeSeat;//[Offset: 0x2a0, Size: 4] float DelayScopeInTimeAfterChangeSeat;//[Offset: 0x2a8, Size: 4] float ControllerYawClampMin;//[Offset: 0x2b0, Size: 4] float ControllerYawClampMax;//[Offset: 0x2b4, Size: 4] enum CurrentSeatType;//[Offset: 0x2b8, Size: 1] STExtraVehicleBase* BornLandSpawnedVehicle;//[Offset: 0x2e4, Size: 4] float FastestAllowDistance;//[Offset: 0x2e8, Size: 4] float NearVehicleTickRate;//[Offset: 0x2ec, Size: 4] int VehicleIconID;//[Offset: 0x2f0, Size: 4] float ForbidNightVehicleTipsCooldown;//[Offset: 0x30c, Size: 4] bool bBornInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319, Size: 1] bool bIgnoreVehicleLookInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31b, Size: 1] delegate OnReceiveReqQuickSwitchSeat;//[Offset: 0x31c, Size: 12] delegate OnReceiveReqDriverLostSwitchSeat;//[Offset: 0x328, Size: 12] delegate OnRefuseExchangeVehicleSeat;//[Offset: 0x334, Size: 12] void UseVehicleWeaponOrNot();// 0x2381c4c void UpdateVehWeaponPassengerViewLimit();// 0x2381c38 void UpdatePassengerViewPitchLimit();// 0x2381c24 void TurnVehicle(float Rate);// 0x2381bac void TryUseHorn(bool bUse);// 0x2381b2c void TryShutDownUnmannedVehicle();// 0x2381b18 void TryPauseUnmannedVehicle();// 0x2381b04 bool TryLeanOutOrIn(bool bAutoLeanOut, bool bForce);// 0x2381a2c void TryLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x23819b4 void TryLaunchCurrentUnmannedVehicle();// 0x2381994 void TryExitVehicle();// 0x2381980 void TryEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x23818c4 void TryChangeVehicleSeat();// 0x23818b0 bool TryChangeToVehicleSeat(int SeatIndex);// 0x2381830 bool TryChangeFreeFireSeatAndScopeIn();// 0x2381808 bool TryChangeFreeFireSeatAndLeanOut();// 0x23817e0 void TryAutonomousDriving(bool bEnable);// 0x2381760 void TickVehicleCullWater(STExtraVehicleBase* InCullWaterVehicle);// 0x2c90a38 void TestMoveVehicleRight(float Rate);// 0x23816e8 void TestMoveVehicleForward(float Rate);// 0x2381670 void TestForceTurnVehicle(Rotator Rotation, bool bIsAdd);// 0x23815ac void StopFireVehicleWeapon();// 0x2381598 bool ShowVehicleWeaponUI();// 0x2381570 void SetVehicleUserState(enum UserState);// 0x23814fc void SetVehicleIgnoreLookInput(bool bNewIgnore);// 0x238147c void SetLastDriveVehicle(STExtraVehicleBase* LastVehicle);// 0x2381404 void SetIsAutoMoveForward(bool IsEnable);// 0x2381384 void SetClosestVehicle(STExtraVehicleBase* InVehicle);// 0x2381310 void SetBrake(float Rate);// 0x2381298 void SetBoosting(bool bEnabled);// 0x2381218 void SetAirControlF(float Rate);// 0x23811a0 void SetAirControlB(float Rate);// 0x2381128 void ServerUseVehicleWeaponOrNot(int SeatId, bool bUse);// 0x2381018 void ServerStopFireVehicleWeapon();// 0x2380fbc void ServerReqQuickSwitchSeat(STExtraPlayerCharacter* ReqTarget);// 0x2380f08 bool ServerForceEnterVehicle(STExtraVehicleBase* InVehicle, int SeatIdx);// 0x2380e44 void ServerDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x2380dcc void ServerAgreeQuickSwitchSeat(bool bIsAgree);// 0x2380d04 void Server_JoystickCenterClickHandler();// 0x2380ca8 void SendToServerUnmannedVehicleUse();// 0x2380c4c void SendToServerUnmannedVehicleRecall();// 0x2380bf0 void SendToServerUnmannedVehiclePause();// 0x2380b94 void RspShutDownUnmannedVehicle(bool bSucceed);// 0x2380b0c void RspRefuseExchangeVehicleSeat(STExtraPlayerCharacter* acceptPlayer);// 0x2380a8c void RspPauseUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x23809c0 void RspLeanOut(bool bOut);// 0x2380938 void RspLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x238086c void RspExitVehicle(bool bSuccess);// 0x23807e4 void RspExchangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd);// 0x23806d8 void RspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x238057c void RspChangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd, bool bNeedLeanOut, bool bNeedScopeIn, int FailTips);// 0x2380380 void RspAutonomousDriving(bool bEnable, bool bSucceed);// 0x23802a8 void ReqSyncViewTargetLastDriveInfo(STExtraPlayerController* ObserverController, STExtraBaseCharacter* ViewTargetCharacter);// 0x23801ac void ReqShutDownUnmannedVehicle();// 0x2380150 void ReqQuickSwitchSeat();// 0x238013c void ReqPauseUnmannedVehicle();// 0x23800e0 void ReqMarkLastestVehicle(STExtraPlayerController* STEPC, STExtraVehicleBase* InVehicle);// 0x237ffe4 void ReqLeanOut(bool IsLeanOut);// 0x237ff1c void ReqLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x237fe68 void ReqExitVehicle(Vector ClientVehicleVelocity);// 0x237fdbc void ReqExchangeVehicleSeat();// 0x237fd60 void ReqEraseLastDriveVehicle();// 0x237fd04 void ReqEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x237fc08 void ReqChangeVehicleSeat(int InSeatIndex);// 0x237fb54 void ReqChangeFreeFireSeatAndScopeIn(bool LeftSide);// 0x237fa8c void ReqChangeFreeFireSeatAndLeanOut(bool LeftSide);// 0x237f9c4 void ReqAutonomousDriving(bool bEnable);// 0x237f8fc void ReqAcceptExchangeVehicleSeat(bool IsAccept);// 0x237f834 void OnUnmannedVehicleDriverDead(enum EnteredState);// 0x237f7bc void OnUnmannedVehicle_Standby_Reconnet();// 0x2c90a38 void OnShutDownUnmannedVehicleCompleted(float cdTime);// 0x2c90a38 void OnServerReconnected();// 0x237f7a8 void OnScopeInAfterChangeSeat();// 0x237f794 void OnRep_DefineID();// 0x237f780 void OnRep_BornInVehicle();// 0x237f76c void OnRefuseExchangeVehicleSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x2c90a38 void OnReceiveReqQuickSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x2c90a38 void OnReceiveReqDriverLostSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* Driver);// 0x2c90a38 void OnPauseUnmannedVehicleCompleted();// 0x2c90a38 void OnLeanOutAfterChangeSeat();// 0x237f758 void OnLaunchUnmannedVehicleCompleted();// 0x2c90a38 void OnInputAxisMoveRight(float Rate);// 0x2c90a38 void OnInputAxisMoveForward(float Rate);// 0x2c90a38 void OnExitVehicleCompleted();// 0x2c90a38 void OnEnterVehicleCompleted(enum SeatType);// 0x2c90a38 void OnCurrrentClosestVehicleChanged();// 0x2c90a38 void OnClientReconnected();// 0x237f744 void OnChangeVehicleSeatCompleted(enum SeatType);// 0x2c90a38 void NotifyLeaveVehicleFailed();// 0x1f7cdc8 void MoveVehicleUp(float Rate);// 0x237f6cc void MoveVehicleRight(float Rate);// 0x237f654 void MoveVehicleForward(float Rate);// 0x237f5dc void MaintenanceVehicle(float addpercenthp, bool fixtire);// 0x237f518 bool IsControllingUnmannedVehicle();// 0x237f4f0 bool IsAutoDriving();// 0x237f4c8 bool IgnoreVehicleLookInput();// 0x237f4a0 void HandleVehicleWeaponToLastWeapon(byte TargetChangeSlot);// 0x237f428 void HandleLocalEquipWeaponFromBackpackFinished();// 0x237f414 void HandleLocalBackpackCurrentWeaponFinished();// 0x237f400 bool HandleClientReconnecting();// 0x237f3d8 enum GetVehicleUserState();// 0x237f3bc STExtraVehicleBase* GetVehicle();// 0x237f3a0 STExtraVehicleBase* GetCurrentClosestVehicle();// 0x237f384 STExtraShootWeapon* GetCharacterVehicleWeapon();// 0x237f35c bool GetAssistantState();// 0x237f334 void ForceExitVehicle(bool bApplyVehicleVelocity, FString Reason, bool bMustExit);// 0x237f1dc void FobidRspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x237f080 void FlipTrackVehicleDirection();// 0x237f06c void FireVehicleWeapon();// 0x237f058 void DoExitVehicle(bool bApplyVehicleVelocity, bool bMustExit);// 0x237ef88 void ClosestVehicleDelegate__DelegateSignature();// 0x2c90a38 void ClientReqQuickSwitchSeat(STExtraPlayerCharacter* ReqOrign);// 0x237eed4 void ClientDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x1ff2894 void Client_UnbindTouchEvents();// 0x237ee78 void Client_ShouldBindTouchEvents();// 0x237ee1c bool CheckCanLeanOutVehicle();// 0x237edf4 void ChangeAssistantState(bool bEnter);// 0x237ed74 bool CanVehicleShoot(STExtraPlayerCharacter* PlayerCharacter);// 0x237ecf4 bool CanUseVehicleHorn();// 0x237eccc bool CanShowEnterBtn(STExtraVehicleBase* InVehicle);// 0x2c90a38 bool CanLeanOutVehicle(STExtraVehicleBase* InVehicle, STExtraPlayerCharacter* InCharacter, int InSeatIndex);// 0x237ebc4 bool CanEnterVehicle(STExtraVehicleBase* InVehicle, enum InSeatType);// 0x2c90a38 bool CanChangeSeat(STExtraVehicleBase* InVehicle);// 0x2c90a38 bool CanAutoDriving();// 0x237eb9c void BrakeTrackVehicle(bool bIsBrake);// 0x237eb1c void AgreeQuickSwitchSeat(bool bIsAgree);// 0x237ea9c void AddVehicleFuel(float amount);// 0x237ea24 -------------------------------- Class: ImpactMapValueData STEShootWeaponBulletImpactEffect*[] ImpactEffectList;//[Offset: 0x0, Size: 12] -------------------------------- Class: StateMachineComponent.ActorComponent.Object State*[] AllStateList;//[Offset: 0xbc, Size: 12] enum StartStateType;//[Offset: 0xc8, Size: 1] enum FinishStateType;//[Offset: 0xc9, Size: 1] State* CurrentState;//[Offset: 0xcc, Size: 4] enum CurrentStateType;//[Offset: 0xd0, Size: 1] enum LastStateType;//[Offset: 0xd1, Size: 1] -------------------------------- Class: State.Object -------------------------------- Class: MonsterTreasureBox.UAEHouseActor.UAENetActor.LuaActor.Actor.Object enum[] DamageableGameObjectTypeList;//[Offset: 0x498, Size: 12] FString TreasureBoxName;//[Offset: 0x4a4, Size: 12] float TotalHP;//[Offset: 0x4b0, Size: 4] float BrokenHPPropotion;//[Offset: 0x4b4, Size: 4] float TotalTime;//[Offset: 0x4b8, Size: 4] int boxId;//[Offset: 0x4bc, Size: 4] Vector GroupLoc;//[Offset: 0x4c0, Size: 12] float DestroyTime;//[Offset: 0x4cc, Size: 4] float OperationalDistance;//[Offset: 0x4d0, Size: 4] float VisibleHUDlDistance;//[Offset: 0x4d4, Size: 4] ParticleSystem* StandbyEffect;//[Offset: 0x4d8, Size: 4] Transform StandbyEffectTrans;//[Offset: 0x4e0, Size: 48] ParticleSystem* OpenningEffect;//[Offset: 0x510, Size: 4] Transform OpenningEffectTrans;//[Offset: 0x520, Size: 48] ParticleSystem* OpennedEffect;//[Offset: 0x550, Size: 4] Transform OpennedEffectTrans;//[Offset: 0x560, Size: 48] ParticleSystem* BrokenEffect1;//[Offset: 0x590, Size: 4] Transform BrokenEffect1Trans;//[Offset: 0x5a0, Size: 48] ParticleSystem* BrokenEffect2;//[Offset: 0x5d0, Size: 4] Transform BrokenEffect2Trans;//[Offset: 0x5e0, Size: 48] MaterialInterface* BlackMat;//[Offset: 0x610, Size: 4] ProduceDropItemComponent* ProduceComponent;//[Offset: 0x614, Size: 4] SceneComponent* DefaultRoot;//[Offset: 0x618, Size: 4] class Controller[] InstigatorList;//[Offset: 0x61c, Size: 12] class Actor[] DamageCauserList;//[Offset: 0x628, Size: 12] enum PickUpBoxType;//[Offset: 0x634, Size: 1] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x635, Size: 1] bool bIconInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x636, Size: 1] int IconID;//[Offset: 0x638, Size: 4] bool bHideLightColumn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a0, Size: 1] bool bRegisterRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a2, Size: 1] bool bAutoActiveBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a3, Size: 1] int ClientAutoActiveBoxCD;//[Offset: 0x6a4, Size: 4] int AutoActiveBoxCD;//[Offset: 0x6a8, Size: 4] int HideLightColumn;//[Offset: 0x6ac, Size: 4] float GoUpAnimationWait;//[Offset: 0x6b0, Size: 4] float GoUpAnimationSpeed;//[Offset: 0x6b4, Size: 4] float GoUpAnimationHight;//[Offset: 0x6b8, Size: 4] bool GoUpAnimationHightEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bc, Size: 1] float GoUpAnimationYawSpeed;//[Offset: 0x6c0, Size: 4] float GoUpAnimationYawTotal;//[Offset: 0x6c4, Size: 4] Vector BoxCoverLoc;//[Offset: 0x6c8, Size: 12] Rotator BoxCoverRot;//[Offset: 0x6d4, Size: 12] bool bImmediateOpenBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e0, Size: 1] bool IsForbidOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e1, Size: 1] bool GoUpAnimationAkAudioStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e2, Size: 1] SkeletalMeshComponent* NeedAnimationBoxMesh;//[Offset: 0x6e4, Size: 4] BoxComponent* NeedAnimationBoxCover;//[Offset: 0x6e8, Size: 4] float StartedTime;//[Offset: 0x708, Size: 4] enum CurState;//[Offset: 0x70c, Size: 1] uint32 StartedPlayerKey;//[Offset: 0x710, Size: 4] int StartedTeamId;//[Offset: 0x714, Size: 4] float CountdownTime;//[Offset: 0x718, Size: 4] float StartDestroytime;//[Offset: 0x71c, Size: 4] int MonsterBoxId;//[Offset: 0x720, Size: 4] int MonsterBoxTempleteId;//[Offset: 0x724, Size: 4] DataStrs;//[Offset: 0x728, Size: 60] ParticleSystemComponent* StandbyEffectComp;//[Offset: 0x768, Size: 4] ParticleSystemComponent* OpenningEffectComp;//[Offset: 0x76c, Size: 4] ParticleSystemComponent* OpenedEffectComp;//[Offset: 0x770, Size: 4] ParticleSystemComponent* BrokenEffect1Comp;//[Offset: 0x774, Size: 4] ParticleSystemComponent* BrokenEffect2Comp;//[Offset: 0x778, Size: 4] MaterialInstanceDynamic* DynamicMat;//[Offset: 0x77c, Size: 4] Object* TriggerActionHost;//[Offset: 0x7b0, Size: 4] void ShowMonsterTreasureBoxSkelemesh(bool IsShow);// 0x2c90a38 void ShowMonsterTreasureBox(PlayerController* PC);// 0x20ec064 void SetDropItems(out const DropPropData[] DropItems, STExtraPlayerState* PlayerState);// 0x2c90a38 void SetClientClientAutoActiveBoxCD(int CD);// 0x20ebfec void SetAutoActiveBoxCD(int leftTime);// 0x20ebf74 void OnTreasureBoxPicked__DelegateSignature();// 0x2c90a38 void OnSomeonePickItem(uint32 InPC);// 0x20ebefc void OnRep_HideLightColumn();// 0x20ebee8 void OnRep_CurState();// 0x20ebed4 void OnBoxEmpty();// 0x20ebec0 void OnAnimationStop();// 0x20ebeac bool IsShowIcon();// 0x20ebe84 int GetMonsterBoxId();// 0x20ebe5c enum[] GetDamageableGameObjectType();// 0x20ebd94 enum GetCurState();// 0x20ebd6c int GetClientClientAutoActiveBoxCD();// 0x20ebd44 void DeActiveMonsterTreasureBox();// 0x20ebd30 bool CanBeDamaged();// 0x20ebd08 void BPRepCurState();// 0x2c90a38 void BPOnStopMonsterTreasureBox();// 0x2c90a38 void BPOnStartMonsterTreasureBox();// 0x2c90a38 void BPOnHideLightColumn();// 0x2c90a38 void BPOnCountdownEnd();// 0x2c90a38 void BPOnBreakMonsterTreasureBox();// 0x2c90a38 void BPOnAnimationStop();// 0x2c90a38 void BPOnAnimationAkAudioStop();// 0x2c90a38 void BPOnAnimationAkAudioStart();// 0x2c90a38 FString BPGetTreasureBoxName();// 0x2c90a38 -------------------------------- Class: UAEHouseActor.UAENetActor.LuaActor.Actor.Object int iRegionHouse;//[Offset: 0x398, Size: 4] float WindowHideDistanceSquared;//[Offset: 0x39c, Size: 4] float WindowLoadDistanceSquared;//[Offset: 0x3a0, Size: 4] float WindowLoadDistanceSquaredOnVeryLowDevice;//[Offset: 0x3a4, Size: 4] float WindowLoadDistanceSquaredOnServer;//[Offset: 0x3a8, Size: 4] UAEWindowRepData[] WindowList;//[Offset: 0x3ac, Size: 12] WindowComponents;//[Offset: 0x3b8, Size: 60] bool bEnableWindow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4, Size: 1] bool bShouldConsiderDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f5, Size: 1] bool SerializeDataUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x444, Size: 1] bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x445, Size: 1] byte[] SerializeData;//[Offset: 0x448, Size: 12] static void ProcessWindowCreateList();// 0x28acd80 void OnRep_WindowList();// 0x28acd6c void ClearWindowList();// 0x28acd58 void BroadcastWindowRepDataUpdated(UAEWindowRepData InRepData);// 0x28acb30 -------------------------------- Class: ProduceDropItemComponent.ActorComponent.Object CustomDropRule CustomDropRule;//[Offset: 0xc0, Size: 3] HitResult GroundHitInfo;//[Offset: 0xc8, Size: 136] int produceID;//[Offset: 0x150, Size: 4] float DropGroundItemLifeSpan;//[Offset: 0x154, Size: 4] bool IsDropped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158, Size: 1] PickUpWrapperActor*[] GenerateActorList;//[Offset: 0x15c, Size: 12] int GridStep;//[Offset: 0x168, Size: 4] STExtraCharacter* OwnerPawn;//[Offset: 0x16c, Size: 4] bool IsDropSuc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170, Size: 1] int[] DropPlanIDList;//[Offset: 0x174, Size: 12] int[] NightDropPlanIDList;//[Offset: 0x180, Size: 12] int[] DayDropPlanIDList;//[Offset: 0x18c, Size: 12] class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x198, Size: 4] float TombBoxLifeTime;//[Offset: 0x1a8, Size: 4] ParticleSystem* DropGroundEffect;//[Offset: 0x1b0, Size: 40] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8, Size: 1] Transform DropGroundEffectTransform;//[Offset: 0x1e0, Size: 48] float DropGroundItemLifeOverride;//[Offset: 0x210, Size: 4] bool IsAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214, Size: 1] float startHeight;//[Offset: 0x218, Size: 4] bool bIsIgonreSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c, Size: 1] float DropGroundEffectLifeSpan;//[Offset: 0x220, Size: 4] bool DropGroundInRandomCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224, Size: 1] Vector DropGroundCenterOffest;//[Offset: 0x228, Size: 12] float DropGroundOuterCircleRadius;//[Offset: 0x234, Size: 4] float DropGroundInnerCircleRadius;//[Offset: 0x238, Size: 4] float DropGroundStartAndgle;//[Offset: 0x23c, Size: 4] float DropGroundEndAngle;//[Offset: 0x240, Size: 4] bool bDropGroundAngleRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] Vector2D[] DropGroundAngleRangeList;//[Offset: 0x248, Size: 12] bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254, Size: 1] bool bHideDeadTombBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x255, Size: 1] int OpenDropGroundEffect;//[Offset: 0x258, Size: 4] int RandomDropGroundEffect;//[Offset: 0x25c, Size: 4] float MaxTraceDist;//[Offset: 0x260, Size: 4] bool bUseDropCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x264, Size: 1] bool bUseDropCurveAnim_DropToTombBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x265, Size: 1] delegate OnItemSpawned;//[Offset: 0x268, Size: 12] DropItemCurveAnimComponent* DropItemCurveAnimComponent;//[Offset: 0x274, Size: 4] bool IsFoeceNotTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278, Size: 1] void StartDropToPosition(Vector DestinPos, Character* KillerPawn, Actor* DeadPawn, bool InTraceGround);// 0x214baf8 void StartDrop(Actor* DeadCharacter, Controller* Killer);// 0x214ba3c void SetProduceID(int produceID);// 0x214b9c8 void SetNightDropPlanIDList(out int[] DayIdList, out int[] NightIdList);// 0x214b864 void SetDropPlanIDList(out int[] IDList);// 0x214b798 void SetDropItemLifeSpan(int ItemTime);// 0x214b720 void RandomCircleDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans, Actor* IgnorePawn, Actor* KillerActor);// 0x214b530 void OnOwnerPawnDead(STExtraSimpleCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x214b330 void NineGridDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans);// 0x214b1c0 FString GetWrapperActorPath(ItemDefineID DefineID);// 0x214b0a0 class Object GetWrapperActorClass(ItemDefineID DefineID);// 0x214b008 PickUpWrapperActor*[] GetGenerateWrapperList();// 0x214aef0 FString GetDropItemCfgList(out DropItemConfig[] DropList);// 0x214ad94 int GetCountStrNum(FString CountStr);// 0x214ac34 FString GenerateDropItemByOwner(out DropPropData[] FinalDropItems);// 0x214aae0 FString GenerateDropItemByCfg(out DropPropData[] FinalDropItems);// 0x214a98c bool DropToTreasureBox(out const DropPropData[] PropData, Actor* TargetActor, FString BoxName, enum BoxType, Vector Offset, bool bIsAutoExpand, bool bFixBoxName);// 0x214a614 void DropToTombBox(out const PickUpItemData[] PropData, Character* DeadPawn);// 0x214a518 void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent* backpack);// 0x214a400 Actor* DropToGround(out const PickUpItemData PropData, Transform WrapperTrans, Vector StartPos, bool ShowGroundEffect);// 0x214a150 void DropToCommonTreasureBox(Actor* Producer);// 0x214a0d0 void DropToCommonLootBox(Actor* Producer, Transform BoxTrans, CommonTreasureBox* CommonTreasureBox);// 0x2149f60 void DropOutPropsNearActor(out const DropPropData[] PropDataList, Actor* StartActor);// 0x2149e40 void DropOutProps(out const DropPropData[] PropData, Character* KillerPawn, Actor* DeadPawn);// 0x2149ce0 void CalcDropItemListByDropRuleByCfg(out const DropItemConfig DropRuleCfg, out DropPropData[] DropItemList);// 0x2149ba8 void CalcDropItemListByDropRule(out DropPropData[] DropItemList, int DropPlanId);// 0x2149a8c -------------------------------- Class: CustomDropRule bool bTraceIgnorePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bTraceIgnoreWarteringArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bAttachToTargetActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] -------------------------------- Class: DropItemCurveAnimComponent.ActorComponent.Object Vector2D RangeHigh;//[Offset: 0xbc, Size: 8] Vector CustomStartOffset;//[Offset: 0xc4, Size: 12] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] bool UseTrailParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1, Size: 1] bool ClientDropOneByOne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2, Size: 1] float ClientDropOneByOneInterval;//[Offset: 0xd4, Size: 4] float CustomGravity;//[Offset: 0xd8, Size: 4] float TrailParticleDelayTime;//[Offset: 0xdc, Size: 4] float LandDirectlyAfterTheReplicatedTime;//[Offset: 0xe0, Size: 4] float ParticleScale;//[Offset: 0xe4, Size: 4] ParticleSystem* DropTailsParticle;//[Offset: 0xe8, Size: 40] ParticleSystem* DropTailsParticleSystem;//[Offset: 0x110, Size: 4] bool bUseDropGroundParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114, Size: 1] float DropGroundParticleLifeTime;//[Offset: 0x118, Size: 4] ParticleSystem* DropGroundParticle;//[Offset: 0x120, Size: 40] ParticleSystem* DropGroundParticleSystem;//[Offset: 0x148, Size: 4] DropGroupContainer[] ItemGroupList;//[Offset: 0x14c, Size: 12] CurveFloat* AnimCurve;//[Offset: 0x158, Size: 4] bool bUseAnimCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c, Size: 1] void OnDropTailsLoadFinsh2(int GroupID);// 0x202ec64 void OnDropGroundLoadFinsh();// 0x202ec50 void AddItemClient(int Group, Vector InStartPos, Vector InEndPos, Actor* Target);// 0x202eb00 void AddDropActorServer(Actor* PickUpWrapper, Vector InStartPos, int UserAddr);// 0x202e9fc -------------------------------- Class: DropGroupContainer int GroupIndex;//[Offset: 0x0, Size: 4] float GroupTime;//[Offset: 0x4, Size: 4] ItemCurveAnim[] List;//[Offset: 0x8, Size: 12] -------------------------------- Class: ItemCurveAnim enum CurState;//[Offset: 0x0, Size: 1] bool ShowGroundEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] float DropDuration;//[Offset: 0x4, Size: 4] float CurrentTime;//[Offset: 0x8, Size: 4] float DropStartSpeed;//[Offset: 0xc, Size: 4] float DelayDestroyParticleTime;//[Offset: 0x10, Size: 4] float DelayStartTime;//[Offset: 0x14, Size: 4] float DelayDestroyGroundParticleTime;//[Offset: 0x18, Size: 4] Vector StartPos;//[Offset: 0x1c, Size: 12] Vector EndPos;//[Offset: 0x28, Size: 12] Actor* TargetActor;//[Offset: 0x34, Size: 8] ParticleSystemComponent* TailParticleComponent;//[Offset: 0x3c, Size: 4] ParticleSystemComponent* GroundParticleComponent;//[Offset: 0x40, Size: 4] -------------------------------- Class: DropItemConfig int ItemDropPercent;//[Offset: 0x0, Size: 4] int ItemDropRuleID;//[Offset: 0x4, Size: 4] int RandomCount;//[Offset: 0x8, Size: 4] -------------------------------- Class: DropPropData int ItemId;//[Offset: 0x0, Size: 4] int ItemCount;//[Offset: 0x4, Size: 4] int DropMode;//[Offset: 0x8, Size: 4] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: CommonTreasureBox.PlayerTombBox.LuaActor.Actor.Object void RegisterToCurveAnimComponent();// 0x200ee44 -------------------------------- Class: UAEWindowRepData Transform Transform;//[Offset: 0x0, Size: 48] FString PathToLoad;//[Offset: 0x30, Size: 12] int ID;//[Offset: 0x3c, Size: 4] bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] Pawn* LastInstigatorPawn;//[Offset: 0x44, Size: 4] -------------------------------- Class: UAEWindowComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int ID;//[Offset: 0x6a8, Size: 4] bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ac, Size: 1] Pawn* LastInstigatorPawn;//[Offset: 0x6b0, Size: 4] StaticMesh* BrokenMesh;//[Offset: 0x6b4, Size: 4] ParticleSystem* BrokenEffect;//[Offset: 0x6b8, Size: 4] void NotifyServerBroken();// 0x2c90a38 void NotifyRepDataUpdated(bool bInitial, bool bLocal);// 0x28bceec void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal);// 0x2c90a38 void LocalHandleWindowBroken(bool bInitial, bool bLocal);// 0x28bce1c void HandleBroken(PlayerController* Instigator, bool bLocal);// 0x28bcd58 UAEWindowRepData GetRepData();// 0x28bcc20 -------------------------------- Class: AvatarCapture.Actor.Object SkeletalMeshComponent* DisplayMesh;//[Offset: 0x2fc, Size: 4] MeshComponent* WeaponMesh;//[Offset: 0x300, Size: 4] STExtraPlayerController* ASTPC;//[Offset: 0x304, Size: 4] int[] IgnoreDisplayWeaponIDList;//[Offset: 0x308, Size: 12] WeaponAnimList;//[Offset: 0x314, Size: 60] class AnimInstance* animBP;//[Offset: 0x350, Size: 4] AnimBP_SpecialMap;//[Offset: 0x354, Size: 60] class AnimInstance* AnimBP_Real;//[Offset: 0x390, Size: 4] delegate OnWeaponBlendAnim;//[Offset: 0x394, Size: 12] int CurUseWeaponSkinID;//[Offset: 0x3a0, Size: 4] bool bIsNewViewTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] SlotToSocket;//[Offset: 0x3a8, Size: 60] FName OBPlayerName;//[Offset: 0x3e8, Size: 8] STExtraCharacter* OBPlayerPawn;//[Offset: 0x3f0, Size: 4] CharacterAvatarComponent2* OBAvatar;//[Offset: 0x3f4, Size: 4] WeaponManagerComponent* OBWeaponMgr;//[Offset: 0x3f8, Size: 4] StaticMeshComponent*[] StMeshList;//[Offset: 0x3fc, Size: 12] SkeletalMeshComponent*[] SkMeshList;//[Offset: 0x408, Size: 12] SkeletalMeshComponent* PendantComponent;//[Offset: 0x414, Size: 4] FName[] HideBoneNames;//[Offset: 0x418, Size: 12] SkeletalMesh*[] SkMeshResList;//[Offset: 0x424, Size: 12] MeshComponent*[] WeaponAttachmentList;//[Offset: 0x430, Size: 12] SceneCaptureComponent2D* Capture2D;//[Offset: 0x43c, Size: 4] DirectionalLightComponent* DirectionalLight;//[Offset: 0x440, Size: 4] bool IsCaptureEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x444, Size: 1] bool SetOBTarget(STExtraCharacter* PlayerPawn, CharacterAvatarComponent2* AvatarComp, WeaponManagerComponent* WeaponMgr);// 0x1f785ac void SetEnable(bool IsEnable);// 0x1f7852c void ResetWeaponPendant(int WeaponId);// 0x1f784b4 void ResetBackpackPendant(CharacterAvatarComponent2* AvatarComponent);// 0x1f7843c void RenderCaptureScene();// 0x1f78428 void RefreshAvatar();// 0x1f78414 void OnWeaponSystemDataChanged(out WeaponSystemDataOnSimulateClient WeaponSystemData);// 0x1f7836c void OnWeaponAvatarEquipped(int SlotID, ItemDefineID NewItemID);// 0x1f7829c void OnSimulatedWeaponChanged();// 0x1f78288 void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemId);// 0x1f7817c void OnAvatarAllMeshLoaded();// 0x1f78168 SkeletalMesh* MergeMesh(out SkeletalMesh*[] SkMeshList, SkeletalMesh* RefMesh);// 0x1f7804c int[] GetWeaponSkinIDs();// 0x1f77f8c CharacterAvatarComponent2* GetOBAvatarComponent();// 0x1f77f64 AnimSequenceBase* GetAnimSeqAsset(SoftObjectPath AnimResRef);// 0x1f77df0 void EquipWeapon();// 0x1f77ddc void EquipPlayerAvatar(CharacterAvatarComponent2* AvatarComponent);// 0x1f77d64 void DisplayAvatar(bool IsEnable, STExtraCharacter* PlayerPawn);// 0x1f77c9c void CreateWeapon(bool IsSkeletalMesh);// 0x1f77c1c void BluePrintSetEnable(bool IsEnable);// 0x2c90a38 void ApplyAnimation();// 0x1f77c08 -------------------------------- Class: WeaponAnimAsset FName WeaponName;//[Offset: 0x0, Size: 8] AnimSequenceBase* AnimPose;//[Offset: 0x8, Size: 40] AnimSequenceBase* AnimAdd;//[Offset: 0x30, Size: 40] AnimSequenceBase* WeaponAnimBP;//[Offset: 0x58, Size: 40] -------------------------------- Class: SceneCaptureComponent2D.SceneCaptureComponent.SceneComponent.ActorComponent.Object byte ProjectionType;//[Offset: 0x2c4, Size: 1] float FOVAngle;//[Offset: 0x2c8, Size: 4] float OrthoWidth;//[Offset: 0x2cc, Size: 4] TextureRenderTarget2D* TextureTarget;//[Offset: 0x2d0, Size: 4] byte CaptureSource;//[Offset: 0x2d4, Size: 1] byte CompositeMode;//[Offset: 0x2d5, Size: 1] PostProcessSettings PostProcessSettings;//[Offset: 0x2e0, Size: 1328] float PostProcessBlendWeight;//[Offset: 0x810, Size: 4] bool bUseCustomProjectionMatrix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x814, Size: 1] Matrix CustomProjectionMatrix;//[Offset: 0x820, Size: 64] bool bEnableClipPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x860, Size: 1] Vector ClipPlaneBase;//[Offset: 0x864, Size: 12] Vector ClipPlaneNormal;//[Offset: 0x870, Size: 12] bool bCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x87c, Size: 1] void CaptureScene();// 0x46f86a4 void AddOrUpdateBlendable(interface classNone InBlendableObject, float InWeight);// 0x46f8574 -------------------------------- Class: SceneCaptureComponent.SceneComponent.ActorComponent.Object enum PrimitiveRenderMode;//[Offset: 0x25d, Size: 1] PrimitiveComponent*[] HiddenComponents;//[Offset: 0x260, Size: 12] Actor*[] HiddenActors;//[Offset: 0x26c, Size: 12] PrimitiveComponent*[] ShowOnlyComponents;//[Offset: 0x278, Size: 12] Actor*[] ShowOnlyActors;//[Offset: 0x284, Size: 12] bool bCaptureEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290, Size: 1] bool bCaptureOnMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x291, Size: 1] bool bAlwaysPersistRenderingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x292, Size: 1] float LODDistanceFactor;//[Offset: 0x294, Size: 4] float MaxViewDistanceOverride;//[Offset: 0x298, Size: 4] int CaptureSortPriority;//[Offset: 0x29c, Size: 4] EngineShowFlagsSetting[] ShowFlagSettings;//[Offset: 0x2a0, Size: 12] void ShowOnlyComponent(PrimitiveComponent* InComponent);// 0x46f7fd8 void ShowOnlyActorComponents(Actor* InActor);// 0x46f7f60 void SetCaptureSortPriority(int NewCaptureSortPriority);// 0x46f7ee8 void RemoveShowOnlyComponent(PrimitiveComponent* InComponent);// 0x46f7e70 void RemoveShowOnlyActorComponents(Actor* InActor);// 0x46f7df8 void HideComponent(PrimitiveComponent* InComponent);// 0x46f7d80 void HideActorComponents(Actor* InActor);// 0x46f7d08 void ClearShowOnlyComponents(PrimitiveComponent* InComponent);// 0x46f7c90 void ClearHiddenComponents();// 0x46f7c7c -------------------------------- Class: EngineShowFlagsSetting FString ShowFlagName;//[Offset: 0x0, Size: 12] bool Enabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: DirectionalLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object bool bEnableLightShaftOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x359, Size: 1] float OcclusionMaskDarkness;//[Offset: 0x35c, Size: 4] float OcclusionDepthRange;//[Offset: 0x360, Size: 4] Vector LightShaftOverrideDirection;//[Offset: 0x364, Size: 12] float WholeSceneDynamicShadowRadius;//[Offset: 0x370, Size: 4] float DynamicShadowDistanceMovableLight;//[Offset: 0x374, Size: 4] float DynamicShadowDistanceStationaryLight;//[Offset: 0x378, Size: 4] int DynamicShadowCascades;//[Offset: 0x37c, Size: 4] float CascadeDistributionExponent;//[Offset: 0x380, Size: 4] float CascadeTransitionFraction;//[Offset: 0x384, Size: 4] float ShadowDistanceFadeoutFraction;//[Offset: 0x388, Size: 4] bool bUseIndependentShadowBound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38c, Size: 1] float ShadowCenterOffset;//[Offset: 0x390, Size: 4] float ShadowIndependentRadius;//[Offset: 0x394, Size: 4] bool bUseInsetShadowsForMovableObjects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x398, Size: 1] int FarShadowCascadeCount;//[Offset: 0x39c, Size: 4] float FarShadowDistance;//[Offset: 0x3a0, Size: 4] float DistanceFieldShadowDistance;//[Offset: 0x3a4, Size: 4] float LightSourceAngle;//[Offset: 0x3a8, Size: 4] float TraceDistance;//[Offset: 0x3ac, Size: 4] LightmassDirectionalLightSettings LightmassSettings;//[Offset: 0x3b0, Size: 16] bool bCastModulatedShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c0, Size: 1] bool bCastsLandscapeShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c0, Size: 1] float LandscapeShadowColor;//[Offset: 0x3c4, Size: 4] float LandscapeShadowOffset;//[Offset: 0x3c8, Size: 4] float LandscapeShadowSoftHeight;//[Offset: 0x3cc, Size: 4] float LandscapeShadowPixelPrecision;//[Offset: 0x3d0, Size: 4] LandscapeGeometryAsset* LandscapeGeometry;//[Offset: 0x3d4, Size: 4] bool bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3d8, Size: 1] float SoftShadowSoftness;//[Offset: 0x3dc, Size: 4] float ShadowBlendFactor;//[Offset: 0x3e0, Size: 4] float BoundsScale;//[Offset: 0x3e4, Size: 4] float NearPlaneOffset;//[Offset: 0x3e8, Size: 4] float FarPlaneOffset;//[Offset: 0x3ec, Size: 4] float SplitNearOffset;//[Offset: 0x3f0, Size: 4] float SplitFarOffset;//[Offset: 0x3f4, Size: 4] float ShadowMapResolution;//[Offset: 0x3f8, Size: 4] Color ModulatedShadowColor;//[Offset: 0x3fc, Size: 4] ACESParameter[] ACESParameters;//[Offset: 0x400, Size: 12] bool bUsedShadowControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40c, Size: 1] float ShadowControl;//[Offset: 0x410, Size: 4] bool bUsedAsAtmosphereSunLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x414, Size: 1] int AtmosphereSunLightIndex;//[Offset: 0x418, Size: 4] LinearColor AtmosphereSunDiskColorScale;//[Offset: 0x41c, Size: 16] bool bPerPixelAtmosphereTransmittance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x42c, Size: 1] bool bCastsCloudShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x42c, Size: 1] Texture* CloudShadowTexture;//[Offset: 0x430, Size: 4] float CloudShadowTileSize;//[Offset: 0x434, Size: 4] float CloudShadowDensity;//[Offset: 0x438, Size: 4] Vector2D CloudShadowWinSpeed;//[Offset: 0x43c, Size: 8] void SetShadowDistanceFadeoutFraction(float NewValue);// 0x460049c void SetOcclusionMaskDarkness(float NewValue);// 0x4600424 void SetLightShaftOverrideDirection(Vector NewValue);// 0x46003b4 void SetEnableLightShaftOcclusion(bool bNewValue);// 0x4600334 void SetDynamicShadowDistanceStationaryLight(float NewValue);// 0x46002bc void SetDynamicShadowDistanceMovableLight(float NewValue);// 0x4600244 void SetDynamicShadowCascades(int NewValue);// 0x46001cc void SetCloudShadowWinSpeed(out const Vector2D InWinSpeed);// 0x4600148 void SetCloudShadowTileSize(float InValue);// 0x46000d0 void SetCloudShadowTexture(Texture* InTexture);// 0x4600058 void SetCloudShadowDensity(float InDensity);// 0x45fffe0 void SetCastsCloudShadow(bool InValue);// 0x45fff60 void SetCascadeTransitionFraction(float NewValue);// 0x45ffee8 void SetCascadeDistributionExponent(float NewValue);// 0x45ffe70 void SetAtmosphereSunLight(bool bNewValue);// 0x45ffdf0 -------------------------------- Class: LightmassDirectionalLightSettings.LightmassLightSettings float LightSourceAngle;//[Offset: 0xc, Size: 4] -------------------------------- Class: LandscapeGeometryAsset.DataAsset.Object Vector[] Vertex;//[Offset: 0x20, Size: 12] Vector[] Normals;//[Offset: 0x2c, Size: 12] Vector2D[] UV;//[Offset: 0x38, Size: 12] int[] Indices;//[Offset: 0x44, Size: 12] ComponentIndexOffset;//[Offset: 0x50, Size: 60] int ComponentIndexCount;//[Offset: 0x8c, Size: 4] int ComponentVertexCount;//[Offset: 0x90, Size: 4] SubLevelComponentMap;//[Offset: 0x94, Size: 60] StaticMesh* HighQualityMesh;//[Offset: 0xd0, Size: 40] float HighQualityMeshDestroyHight;//[Offset: 0xf8, Size: 4] ComponentVertexIndexOffset;//[Offset: 0xfc, Size: 60] -------------------------------- Class: LevelComponentMapValue FString Name;//[Offset: 0x0, Size: 12] int[] IndexOffsetArray;//[Offset: 0xc, Size: 12] int[] IndexCountArray;//[Offset: 0x18, Size: 12] int[] VertexOffsetIndex;//[Offset: 0x24, Size: 12] int[] BorderIndex1;//[Offset: 0x30, Size: 12] int[] BorderIndex2;//[Offset: 0x3c, Size: 12] int[] BorderIndex3;//[Offset: 0x48, Size: 12] int[] BorderIndex4;//[Offset: 0x54, Size: 12] int[] UnderBorderIndex1;//[Offset: 0x60, Size: 12] int[] UnderBorderIndex2;//[Offset: 0x6c, Size: 12] int[] UnderBorderIndex3;//[Offset: 0x78, Size: 12] int[] UnderBorderIndex4;//[Offset: 0x84, Size: 12] int[] BorderIndicesBuffer1;//[Offset: 0x90, Size: 12] int[] BorderIndicesBuffer2;//[Offset: 0x9c, Size: 12] int[] BorderIndicesBuffer3;//[Offset: 0xa8, Size: 12] int[] BorderIndicesBuffer4;//[Offset: 0xb4, Size: 12] FString Sibling1Name;//[Offset: 0xc0, Size: 12] FString Sibling2Name;//[Offset: 0xcc, Size: 12] FString Sibling3Name;//[Offset: 0xd8, Size: 12] FString Sibling4Name;//[Offset: 0xe4, Size: 12] int Sibling1Idx;//[Offset: 0xf0, Size: 4] int Sibling2Idx;//[Offset: 0xf4, Size: 4] int Sibling3Idx;//[Offset: 0xf8, Size: 4] int Sibling4Idx;//[Offset: 0xfc, Size: 4] -------------------------------- Class: ClientSettingBaseOnGameMode bool bEnableBulletImpactFXTargetCullingByQualityLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] BulletImpactFXTargetCullingByQualityLeveConfigItem[] BulletImpactFXTargetCullingByQualityLeveConfigList;//[Offset: 0x4, Size: 12] bool bBulletImpactFXAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool bSimulateClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] bool bAutonomousClientEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] int[] DisableBulletTrackDeviceQualityLevelConfigList;//[Offset: 0x14, Size: 12] int[] DisableSimulateClientBulletImpactFXDeviceQualityLevelConfigList;//[Offset: 0x20, Size: 12] int[] DisableSimulateClientMuzzleFXDeviceQualityLevelConfigList;//[Offset: 0x2c, Size: 12] -------------------------------- Class: BulletImpactFXTargetCullingByQualityLeveConfigItem byte QualityLevel;//[Offset: 0x0, Size: 1] class Actor[] TargetClassConfigList;//[Offset: 0x4, Size: 12] class Object[] CachedClassList;//[Offset: 0x10, Size: 12] -------------------------------- Class: FootprintActorInfo enum PhysicalSurface;//[Offset: 0x0, Size: 1] class FootprintInstanceActor* FootprintClass;//[Offset: 0x8, Size: 40] -------------------------------- Class: FootprintInstanceActor.Actor.Object InstancedStaticMeshComponent* InstancedMeshComponent;//[Offset: 0x2fc, Size: 4] -------------------------------- Class: FootprintActorBlock TeamFootprintInstanceActorMap;//[Offset: 0x0, Size: 60] FootprintInstanceActor* OthersFootprintInstanceActor;//[Offset: 0x3c, Size: 4] -------------------------------- Class: TrailMarkActorBlock TrailMarkActor*[] WorkingList;//[Offset: 0x0, Size: 12] TrailMarkActor*[] AssignableList;//[Offset: 0xc, Size: 12] -------------------------------- Class: IdeaDecalManager.Actor.Object DecalMaterialsLookupTable;//[Offset: 0x2fc, Size: 60] class Actor[] IgnoreActorClass;//[Offset: 0x338, Size: 12] float DecalLongestDistance;//[Offset: 0x344, Size: 4] IdeaDecalRenderComponent*[] DecalComponents;//[Offset: 0x348, Size: 12] RuntimeMeshComponent* Decal;//[Offset: 0x354, Size: 4] void RemoveDecalOnTimer(int[] DecalIdArray);// 0x20b2ab0 bool RemoveDecal(const int ID);// 0x20b2a30 int[] CreateNewDecal(out const Transform DecalTrans, MaterialInstanceDynamic* DecalMaterialInstance, out const Vector2D DecalUVOffset, out const Vector2D DecalUVScale, float AutoDisappearTime, byte TraceAxis, bool bNegativeDir, bool bIgnoreTransForEndPosition);// 0x20b26b0 -------------------------------- Class: DecalBlock MaterialInterface* DecalMaterial;//[Offset: 0x0, Size: 4] Texture* DecalTexure;//[Offset: 0x4, Size: 4] -------------------------------- Class: IdeaDecalRenderComponent.RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: BackpackDecalHandle.BattleItemHandleBase.ItemHandleBase.Object MaterialInterface* DecalMaterial;//[Offset: 0xf4, Size: 4] Texture* DecalTexure;//[Offset: 0xf8, Size: 4] int CoordX;//[Offset: 0xfc, Size: 4] int CoordY;//[Offset: 0x100, Size: 4] Vector2D DecalSize;//[Offset: 0x104, Size: 8] bool bIsGifDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] bool bIsMusicDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d, Size: 1] int GifDecalFrameNum;//[Offset: 0x110, Size: 4] float GifDecalFrameTime;//[Offset: 0x114, Size: 4] AkAudioEvent* DecalSound;//[Offset: 0x118, Size: 4] float AttenuationRadius;//[Offset: 0x11c, Size: 4] float OutputVolume;//[Offset: 0x120, Size: 4] -------------------------------- Class: SupplySpot.Actor.Object int TotalSupplyTimes;//[Offset: 0x2fc, Size: 4] int RemainSupplyTimes;//[Offset: 0x300, Size: 4] int SupplyBulletNum;//[Offset: 0x304, Size: 4] float ValidDistance;//[Offset: 0x308, Size: 4] delegate SupplySpotTimesChange;//[Offset: 0x30c, Size: 12] void ReqUseSupplySpot(STExtraPlayerController* InController);// 0x1f698f0 -------------------------------- Class: EnhancerSpot.Actor.Object EnhancerSpotPlayerSkill[] SkillIdConfig;//[Offset: 0x2fc, Size: 12] int AddMonsterExpNum;//[Offset: 0x308, Size: 4] int RemainEnhancerTimesConfig;//[Offset: 0x30c, Size: 4] int RemainEnhancerTimes;//[Offset: 0x310, Size: 4] int UseSuccessTipsId;//[Offset: 0x314, Size: 4] float ValidDistance;//[Offset: 0x318, Size: 4] float SelfResetTime;//[Offset: 0x31c, Size: 4] bool IsAutoResetSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320, Size: 1] enum EnhancerState;//[Offset: 0x321, Size: 1] float ReadyTime;//[Offset: 0x324, Size: 4] float FixReadyTime;//[Offset: 0x328, Size: 4] delegate EnhancerSpotTimesChange;//[Offset: 0x32c, Size: 12] void StateChangeDelegate();// 0x2045918 void SetReadyTime(float SReadyTime);// 0x20458a0 void SetEState(enum EState);// 0x2045828 void RPC_Broadcast_NotifyReadyTime(enum SEnhancerState, float SReadyTime);// 0x204572c void ResetTimes();// 0x2045718 void ResetSelf();// 0x2045704 void ReqUseEnhancerSpot(STExtraPlayerController* InController);// 0x2045684 void ReadyTimeChangeDelegate();// 0x1f698d4 void OpenEffect();// 0x1f59f8c void OnRep_StateChange();// 0x2045670 void OnRep_ReadyTimeChange();// 0x204565c void OnRep_FixReadyTimeChange();// 0x204565c enum GetSpotState();// 0x2045640 void DelayResetSelf();// 0x204562c void CloseEffect();// 0x1f59f70 -------------------------------- Class: EnhancerSpotPlayerSkill enum PawnSubType;//[Offset: 0x0, Size: 1] int SkillID;//[Offset: 0x4, Size: 4] -------------------------------- Class: PlayerRevivalComponent.LuaActorComponent.ActorComponent.Object int RevivalCountDownTime;//[Offset: 0x14c, Size: 4] int GotoSpectatingTime;//[Offset: 0x150, Size: 4] int64 FinishRevivalTime;//[Offset: 0x158, Size: 8] int64 StartObserverTime;//[Offset: 0x160, Size: 8] STExtraPlayerController* OwningPC;//[Offset: 0x168, Size: 4] RevivalPointActor* CurServerRevivalPoint;//[Offset: 0x16c, Size: 8] GameBaseInfo GameBaseInfo;//[Offset: 0x178, Size: 104] DateTime BePickupTime;//[Offset: 0x1e0, Size: 8] void TickRevival(float DeltaSeconds);// 0x21399b8 void SetRemainingRevivalTime(int InValue);// 0x2139940 void SetCaptureIDCardStatus(bool InValue);// 0x21398c0 void OnPlayerRevived(STExtraPlayerController* SaviorPC);// 0x2139848 void OnPlayerQuitSpectating();// 0x2139834 void OnPlayerGotoSpectating();// 0x2139820 void OnPlayerExitGame();// 0x213980c void OnPlayerEscapeWhenGameEnd(bool bIsPlayerAlive);// 0x213978c void LeaveRevivalState(uint32 SaviorKey);// 0x2139714 bool IsInWaittingRevivalState();// 0x21396ec int GetRevivalCountDownTime();// 0x21396d0 int GetRemainingRevivalTime();// 0x21396a8 bool GetCaptureIDCardStatus();// 0x2139680 int64 FindPlayerUIDFromKey(uint32 PlayerKey);// 0x2139600 void EnterRevivalState();// 0x21395ec void CaptureIDCard(out const RevivalCardItemPickData InPickupData);// 0x21394f0 void BePickupRevivalCard(out const RevivalCardItemPickData InPickupData);// 0x21393f4 -------------------------------- Class: RevivalPointActor.LuaActor.Actor.Object SceneComponent* DefaultRoot;//[Offset: 0x38c, Size: 4] float SmokeStartScaleDistance;//[Offset: 0x394, Size: 4] float SmokeEndScaleDistance;//[Offset: 0x398, Size: 4] float SmokeStartScaleValue;//[Offset: 0x39c, Size: 4] float SmokeEndScaleValue;//[Offset: 0x3a0, Size: 4] bool UseRevivalCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] float RevivalCDTime;//[Offset: 0x3a8, Size: 4] bool UseRevivalCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] int RevivalCount;//[Offset: 0x3b0, Size: 4] delegate OnHaveRevivedTeammates;//[Offset: 0x3b4, Size: 12] int ID;//[Offset: 0x3c0, Size: 4] enum CurState;//[Offset: 0x3c4, Size: 1] enum PreState;//[Offset: 0x3c5, Size: 1] int RevivalTime;//[Offset: 0x3c8, Size: 4] bool bCanBroadcastFatalDamageInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc, Size: 1] int CurRevivalTime;//[Offset: 0x3d0, Size: 4] bool CanBeShowSmoking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4, Size: 1] int OperationalDistance;//[Offset: 0x3d8, Size: 4] RevivalPointPS;//[Offset: 0x3dc, Size: 60] Transform PTowEleTransform;//[Offset: 0x420, Size: 48] PTowEleMap;//[Offset: 0x450, Size: 60] FString ExParticleComponentTag;//[Offset: 0x48c, Size: 12] RevivalPointSounds;//[Offset: 0x498, Size: 60] AkAudioEvent* RevivalInterruptSound;//[Offset: 0x4d4, Size: 4] int SmokingdisappearTime;//[Offset: 0x4d8, Size: 4] bool UseShowMiniMapIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc, Size: 1] int IconID;//[Offset: 0x4e0, Size: 4] uint32[] CurrentRevivingPlayers;//[Offset: 0x4e4, Size: 12] STExtraPlayerController* CurRevivalPC;//[Offset: 0x4f0, Size: 8] float RevivalCDTimeCur;//[Offset: 0x4f8, Size: 4] ParticleSystemComponent* DestoryStatePSCom;//[Offset: 0x510, Size: 8] void UpdateRevivalPointEffect();// 0x216b9d8 void StartRevival();// 0x216b9c4 void ShowOperatorUIByState();// 0x2045918 void SetDisableMapUI();// 0x216b9b0 bool RevivalPlayers(STExtraPlayerController* InPC);// 0x216b930 bool RecheckCurrentRevivingPlayers();// 0x216b908 void OnRep_ShowSmoking();// 0x216b8f4 void OnRep_RevivalPointState(enum LastPreState);// 0x216b874 void OnRep_RevivalCDTimeCur();// 0x1f59f70 void OnRep_CurrentRevivingPlayers();// 0x216b860 bool IsPlayerRevivedCurrently(uint32 PlayerKey);// 0x216b7e0 bool GiveUpRevivalPlayers(STExtraPlayerController* InPC);// 0x216b760 float GetRevivalCDTimeCurPercent();// 0x216b738 float GetRevivalCDTimeCur();// 0x216b710 float GetRevivalCDTime();// 0x1ffe954 int GetId();// 0x216b6e8 void DistanceChangedEvent(float Scale);// 0x2c90a38 void CheckOverlap();// 0x1f698d4 bool CanOperatorMe(STExtraPlayerController* InPC);// 0x216b668 -------------------------------- Class: RevivalCardItemPickData uint32 PickUpPlayerID;//[Offset: 0x0, Size: 4] uint32 DroperPlayerID;//[Offset: 0x4, Size: 4] int64 PickupTime;//[Offset: 0x8, Size: 8] int64 DroperTime;//[Offset: 0x10, Size: 8] FString PickUpName;//[Offset: 0x18, Size: 12] FString DroperPlayerName;//[Offset: 0x24, Size: 12] -------------------------------- Class: FloatingTextComponent.ActorComponent.Object int MaxWidgetNum;//[Offset: 0xd0, Size: 4] CurveFloat* OffsetXCurve;//[Offset: 0xd4, Size: 4] CurveFloat* OffsetYCurve;//[Offset: 0xd8, Size: 4] Vector RandomVector;//[Offset: 0xdc, Size: 12] float TextScale;//[Offset: 0xe8, Size: 4] LinearColor NormalTextColor;//[Offset: 0xec, Size: 16] float HeadShotTextScale;//[Offset: 0xfc, Size: 4] LinearColor HeadShotTextColor;//[Offset: 0x100, Size: 16] float BigDamageTextScale;//[Offset: 0x110, Size: 4] float BigDamage;//[Offset: 0x114, Size: 4] LinearColor BigDamageTextColor;//[Offset: 0x118, Size: 16] float MaxWidgetRemianTime;//[Offset: 0x128, Size: 4] int FloatTextZorder;//[Offset: 0x12c, Size: 4] bool bIgnoreZeorDamageSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130, Size: 1] UserWidget*[] IdleWidgetList;//[Offset: 0x134, Size: 12] ShowTextWidgetData[] ShowWidgetList;//[Offset: 0x140, Size: 12] float[] RecycleTimeList;//[Offset: 0x14c, Size: 12] float RecycleTime;//[Offset: 0x158, Size: 4] STExtraPlayerController* PC;//[Offset: 0x15c, Size: 4] void UpdateTextWidgetPos(out ShowTextWidgetData ShowTextWidgetData);// 0x206e678 void ShowFloatingText(out const FloatingTextData FloatingTextData);// 0x206e5ec void SetFloatingText(UserWidget* FloatingTextWidget, int Damage);// 0x2c90a38 void ReycleFloatingTextWidget();// 0x206e5d8 void PlayFloatingTextAnim(out ShowTextWidgetData ShowTextWidgetData, int Damage, bool IsHeadShot);// 0x206e4b8 void OnFloatingDamageText(float BaseDamage, bool IsHeadShot, out const DamageEvent DamageEvent, out const HitResult HitResult, const Actor* Victim);// 0x206e2d4 ShowTextWidgetData GetShowTextWidgetData(out const FloatingTextData FloatingTextData);// 0x206e22c void ClientHandleFloatingTextArray(const FloatingTextData[] FloatingTextArray);// 0x206e138 -------------------------------- Class: ShowTextWidgetData UserWidget* FloatingTextWidget;//[Offset: 0x0, Size: 4] float RecycleTime;//[Offset: 0x4, Size: 4] Vector ShowWorldPos;//[Offset: 0x8, Size: 12] Vector RandomOffset;//[Offset: 0x14, Size: 12] -------------------------------- Class: FloatingTextData float BaseDamage;//[Offset: 0x0, Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] Vector_NetQuantize ImpactPoint;//[Offset: 0x8, Size: 12] -------------------------------- Class: ParachuteAnimAssetData AnimAssetCache;//[Offset: 0x0, Size: 60] bool IsAnimCached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] -------------------------------- Class: WeatherConfigComponent.ActorComponent.Object WeatherInfo WeatherLevelInfo;//[Offset: 0xc0, Size: 20] FString LastLoadedWeatherLevelName;//[Offset: 0xd4, Size: 12] FString DefaultWeatherLevelName;//[Offset: 0xe0, Size: 12] bool bLoadWeatherLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec, Size: 1] bool bDefaulLevelLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed, Size: 1] void UnloadStreamLevel(FString LevelName);// 0x28c2290 void SyncWeatherLevelInfo();// 0x28c227c void OnWeatherLevelChanged();// 0x2c90a38 void OnUnLoadStreamLevelCompleted();// 0x28c2268 void OnRep_WeatherSyncCount();// 0x28c2254 void OnLoadStreamLevelCompleted();// 0x28c2240 void LoadWeatherLevel();// 0x28c222c void LoadStreamLevel(FString LevelName, int WeatherID);// 0x28c2090 void LoadDefaultWeatherLevel();// 0x28c207c void Init();// 0x1f7c070 -------------------------------- Class: DynamicWeatherExMgr.DynamicWeatherMgr.Actor.Object bool UseCircleIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x424, Size: 1] int CircleIndex;//[Offset: 0x428, Size: 4] WeatherControllerRepData SrcControllerCfg;//[Offset: 0x42c, Size: 28] WeatherControllerRepData DstControllerCfg;//[Offset: 0x448, Size: 28] ScreenAppearanceCfg ScreenAppearanceCfg;//[Offset: 0x468, Size: 32] float TickOBPlayerCD;//[Offset: 0x488, Size: 4] float TickWeatherFogCD;//[Offset: 0x48c, Size: 4] DynamicWeatherController* SrcController;//[Offset: 0x490, Size: 4] DynamicWeatherController* DstController;//[Offset: 0x494, Size: 4] STScreenAppearanceComponent* ScreenAppearanceComponent;//[Offset: 0x498, Size: 4] bool UseWeatherFogCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49c, Size: 1] WeatherFogCfg WeatherFogCfg;//[Offset: 0x4a0, Size: 68] PlayerKeyDstWeather[] PlayerKeyDstWeatherList;//[Offset: 0x4f0, Size: 12] PlayerKeyDstWeather[] OBPlayerKeyDstWeatherList;//[Offset: 0x4fc, Size: 12] void BlendToWeatherFog(bool bDstWeatherFog);// 0x203429c void BlendToWeather(bool bDstWeather);// 0x203421c -------------------------------- Class: DynamicWeatherMgr.Actor.Object WeatherChangeConfig WeatherChangeConfig;//[Offset: 0x2fc, Size: 68] int CurUseFixWeatherIndex;//[Offset: 0x340, Size: 4] WeatherChangeControl WeatherChangeControl;//[Offset: 0x344, Size: 28] DynamicWeatherLookupTable;//[Offset: 0x360, Size: 60] WeatherControllerRepData ControllerRepData;//[Offset: 0x39c, Size: 28] WeatherControllerRepData ControllerRepDataForReplay;//[Offset: 0x3b8, Size: 28] float ServerElapsedTime;//[Offset: 0x3d4, Size: 4] bool bAllowRPCRequire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dc, Size: 1] enum NextWeatherStatus;//[Offset: 0x3dd, Size: 1] float NextWeatherCountDownTime;//[Offset: 0x3e0, Size: 4] bool bEnableWeatherPredictionUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e9, Size: 1] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x3ec, Size: 12] bool bDisableModifyControllerRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408, Size: 1] STExtraGameStateBase* GameState;//[Offset: 0x40c, Size: 4] enum UICountDownType;//[Offset: 0x422, Size: 1] bool ForbidServerHandleRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x423, Size: 1] void StartTransition();// 0x2034fbc void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x2034f44 void RPCRequireControl();// 0x2034f30 void RPCRequire();// 0x2034f1c void RPC_S2C_UINotify(enum WeatherStatus);// 0x2034e9c void RPC_S2C_ForceStopDynamicWeatherChange();// 0x1f5d518 void ReinitInDemoReplay();// 0x2034c30 void RefreshWeatherPredictionUI();// 0x2034e88 void OnWeatherChangeStarted(out const WeatherChangeEvent Event);// 0x2034dfc void OnWeatherChangeSaturated(out const WeatherChangeEvent Event);// 0x2034d70 void OnWeatherChangeRestoreStarted(out const WeatherChangeEvent Event);// 0x2034ce4 void OnWeatherChangeRestoreEnded(out const WeatherChangeEvent Event);// 0x2034c58 void OnRep_NextWeatherCountDownTime();// 0x2034c1c void OnRep_ControllerDataForReplay();// 0x2034c44 void OnRep_ControllerData();// 0x2034c30 void OnRep_bEnableWeatherPredictionUI();// 0x2034c1c void OnDynamicWeatherChangeDelegate__DelegateSignature(out const WeatherChangeEvent Event);// 0x2c90a38 void HandleClientHasReactivated();// 0x2034c08 void GotoSpecificWeather(int WeatherIndex);// 0x2034b90 bool GetNextWeatherDataByWeatherType(out WeatherChangeSequenceItem OutData, enum WeatherStatusType);// 0x2034ab4 bool GetNextWeatherData(out WeatherChangeSequenceItem OutData);// 0x2034a20 float GetNextWeatherCountDownTimeByType(enum Type);// 0x20349a0 float GetInProgressElapsedTimeSecWithWeather();// 0x2034978 float GetGlobalWeatherSystemTimeOnServer();// 0x2034950 WeatherDetailStatus GetCurrentWeatherDetailStatus();// 0x2034908 void ForceStopDynamicWeatherChangeOnServer();// 0x20348f4 void ForceStartNextWeatherChangeOnServer();// 0x20348e0 void ClientInit(WeatherControllerRepData InitDataIn);// 0x2034830 -------------------------------- Class: WeatherControllerRepData enum WeatherType;//[Offset: 0x0, Size: 1] bool bStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] float ElapsedTime;//[Offset: 0x4, Size: 4] float BlendInTime;//[Offset: 0x8, Size: 4] float BlendOutTime;//[Offset: 0xc, Size: 4] float SaturateTime;//[Offset: 0x10, Size: 4] float TimeMultiplier;//[Offset: 0x14, Size: 4] bool BlendInStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] bool BlendSaturated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19, Size: 1] bool BlendOutStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a, Size: 1] bool BlendOutEnded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b, Size: 1] -------------------------------- Class: WeatherChangeConfig float StartTimeMin;//[Offset: 0x0, Size: 4] float StartTimeMax;//[Offset: 0x4, Size: 4] float BlendInTime;//[Offset: 0x8, Size: 4] float BlendOutTime;//[Offset: 0xc, Size: 4] float DurationTimeMin;//[Offset: 0x10, Size: 4] float DurationTimeMax;//[Offset: 0x14, Size: 4] enum LastWeatherStatus;//[Offset: 0x18, Size: 1] float LastWeatherAppearTime;//[Offset: 0x1c, Size: 4] bool bUseFixWeatherChangeSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] WeatherChangeWeight[] WeatherChangeWeights;//[Offset: 0x24, Size: 12] WeatherChangeSequenceItem[] WeatherChangeSequence;//[Offset: 0x30, Size: 12] float TimeMultiplier;//[Offset: 0x3c, Size: 4] bool bUseReadyGameStateEnetrAsOriginalTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] bool bDisableReadyGameStateWeatherTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1] -------------------------------- Class: WeatherChangeWeight enum NewWeatherStatus;//[Offset: 0x0, Size: 1] float Weight;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeatherChangeSequenceItem enum WeatherStatus;//[Offset: 0x0, Size: 1] float StartTime;//[Offset: 0x4, Size: 4] float TotalDurationTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: WeatherChangeControl bool WeatherChangeStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool WeatherChangeFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] float WeatherChangeStartTime;//[Offset: 0x4, Size: 4] float ElapsedTime;//[Offset: 0x8, Size: 4] enum NextWeather;//[Offset: 0xc, Size: 1] float NextDuration;//[Offset: 0x10, Size: 4] float WeatherTotalWeight;//[Offset: 0x14, Size: 4] float TimelineOffset;//[Offset: 0x18, Size: 4] -------------------------------- Class: DynamicWeatherController.ActorComponent.Object delegate DelegateOnWeatherChangeStarted;//[Offset: 0xbc, Size: 12] delegate DelegateOnWeatherChangeSaturated;//[Offset: 0xc8, Size: 12] delegate DelegateOnWeatherChangeRestoreStarted;//[Offset: 0xd4, Size: 12] delegate DelegateOnWeatherChangeRestoreEnded;//[Offset: 0xe0, Size: 12] delegate WeatherRecover;//[Offset: 0xec, Size: 12] enum DynamicWeatherType;//[Offset: 0xf8, Size: 1] MaterialParameterCollection* DyanmicWeatherCollection;//[Offset: 0xfc, Size: 4] CurveFloat* LightCurve;//[Offset: 0x100, Size: 4] float TargetLightValue;//[Offset: 0x104, Size: 4] bool bNotUseCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1] CurveFloat* FogBlendInCurve;//[Offset: 0x10c, Size: 4] CurveFloat* FogBlendOutCurve;//[Offset: 0x110, Size: 4] CurveFloat* DirectionLightRotYBlendInCurve;//[Offset: 0x114, Size: 4] CurveFloat* DirectionLightRotZBlendInCurve;//[Offset: 0x118, Size: 4] CurveFloat* DirectionLightRotYBlendOutCurve;//[Offset: 0x11c, Size: 4] CurveFloat* DirectionLightRotZBlendOutCurve;//[Offset: 0x120, Size: 4] float UINotifyTimeBeforeStart;//[Offset: 0x124, Size: 4] FString UINotifyModuleName;//[Offset: 0x128, Size: 12] int ChangeStartUINotifyID;//[Offset: 0x134, Size: 4] int ChangeQuitUINotifyID;//[Offset: 0x138, Size: 4] float ChangeStartUINotifyAnimPlayRate;//[Offset: 0x13c, Size: 4] AkAudioEvent* UINotifyAKEventBeforeStart;//[Offset: 0x140, Size: 4] AkAudioEvent* ChangeStartUINotifyAKEvent;//[Offset: 0x144, Size: 4] AkAudioEvent* ChangeQuitUINotifyAKEvent;//[Offset: 0x148, Size: 4] bool bUseLowEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c, Size: 1] WeatherControllerRepData LocalControlData;//[Offset: 0x150, Size: 28] float RuningDirection;//[Offset: 0x16c, Size: 4] float RuningTime;//[Offset: 0x170, Size: 4] float LerpTotalTime;//[Offset: 0x174, Size: 4] FString WeatherName;//[Offset: 0x178, Size: 12] DirectionalLight* MainLight;//[Offset: 0x184, Size: 4] SkyLight* SkyLight;//[Offset: 0x188, Size: 4] ExponentialHeightFog* Fog;//[Offset: 0x18c, Size: 4] WeatherObject ObjectValues;//[Offset: 0x190, Size: 104] WeatherObject WeatherObjectSrc;//[Offset: 0x1f8, Size: 104] WeatherObject WeatherObjectLerp;//[Offset: 0x264, Size: 104] WeatherDetailStatus CurrentWeatherStatus;//[Offset: 0x2cc, Size: 12] void UINotifyCallbackOnServer();// 0x2033a68 void OnUserQualitySettingChanged(int renderlevel);// 0x1f493ac -------------------------------- Class: WeatherObject float MainLight_Density;//[Offset: 0x0, Size: 4] LinearColor MainLight_Color;//[Offset: 0x4, Size: 16] float MainLight_Temperature;//[Offset: 0x14, Size: 4] Rotator MainLight_Rotation;//[Offset: 0x18, Size: 12] float SkyLight_Density;//[Offset: 0x24, Size: 4] LinearColor SkyLight_Color;//[Offset: 0x28, Size: 16] float CustomFogLow_DensityCoefficient;//[Offset: 0x38, Size: 4] LinearColor CustomFogLow_Color;//[Offset: 0x3c, Size: 16] float CustomFogHigh_DensityCoefficient;//[Offset: 0x4c, Size: 4] LinearColor CustomFogHigh_Color;//[Offset: 0x50, Size: 16] float HeightFallOff;//[Offset: 0x60, Size: 4] float StartDistance;//[Offset: 0x64, Size: 4] -------------------------------- Class: WeatherDetailStatus enum CurrentWeather;//[Offset: 0x0, Size: 1] float CurrentElapsedTime;//[Offset: 0x4, Size: 4] float TotalTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: STExtraGameStateBase.UAEGameState.LuaGameState.GameState.GameStateBase.Info.Actor.Object AirDropPathData3D AirDropPathData;//[Offset: 0x44c, Size: 60] bool IsTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x489, Size: 1] Vector BlueCircle;//[Offset: 0x48c, Size: 12] Vector WhiteCircle;//[Offset: 0x498, Size: 12] float CirclePain;//[Offset: 0x4a4, Size: 4] bool bIsCustomWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a8, Size: 1] Vector AirAttackArea;//[Offset: 0x4ac, Size: 12] delegate OnSafeZoneTips;//[Offset: 0x4b8, Size: 12] delegate OnHideCircle;//[Offset: 0x4c4, Size: 12] delegate OnBlueCirclePreWarning;//[Offset: 0x4d0, Size: 12] delegate OnBlueCircleRun;//[Offset: 0x4dc, Size: 12] delegate OnBlueCircleSizeAndPosition;//[Offset: 0x4e8, Size: 12] delegate OnCharacterCircleWaveOver;//[Offset: 0x4f4, Size: 12] delegate VehiclePostInitComponentDelegate;//[Offset: 0x500, Size: 12] delegate VehicleDestroyedDelegate;//[Offset: 0x50c, Size: 12] delegate STExtraCharacterPostInitComponentDelegate;//[Offset: 0x518, Size: 12] delegate STExtraCharacterDestroyed;//[Offset: 0x524, Size: 12] int PlayerNum;//[Offset: 0x53c, Size: 4] bool IsUseGameStartCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x540, Size: 1] delegate OnPlayerNumChange;//[Offset: 0x544, Size: 12] delegate OnBeKilledNumChange;//[Offset: 0x550, Size: 12] delegate OnGameEnd;//[Offset: 0x55c, Size: 12] bool bIsRevivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x568, Size: 1] bool bIngoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x569, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56a, Size: 1] bool bIsOpenDuelMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56b, Size: 1] bool IsShowDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c, Size: 1] bool bHasSignalBarReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56d, Size: 1] bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56e, Size: 1] bool bReInitUIAfterReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56f, Size: 1] bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x570, Size: 1] bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x571, Size: 1] bool bForbidDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x572, Size: 1] bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x573, Size: 1] bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1] bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x575, Size: 1] bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x576, Size: 1] bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x577, Size: 1] bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578, Size: 1] int[] forbitPickItemTypeList;//[Offset: 0x57c, Size: 12] int TrainingCountdownTimer;//[Offset: 0x588, Size: 4] bool bIsWeaponAutoReloadMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58c, Size: 1] FString GrenadeEffectPath;//[Offset: 0x590, Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c, Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59d, Size: 1] bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59e, Size: 1] bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59f, Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a0, Size: 1] DSSwitchInfo[] DsSwitch;//[Offset: 0x5a4, Size: 12] delegate OnDSSwitchChanged;//[Offset: 0x5ec, Size: 12] bool bIsPickUpFillBulletMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f8, Size: 1] bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f9, Size: 1] bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5fa, Size: 1] int nSignalGunEffectId;//[Offset: 0x5fc, Size: 4] byte nServerZoneId;//[Offset: 0x600, Size: 1] bool bRegisterPickUpsOnEnterFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x640, Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x641, Size: 1] bool bEnablePickUpTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x642, Size: 1] bool bEnableUpdateClosestVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x643, Size: 1] bool bPlayVehicleMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x644, Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x648, Size: 4] float PickUpColdCountDownToleranceTime;//[Offset: 0x64c, Size: 4] float PickUpColdCountDownMinTime;//[Offset: 0x650, Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x654, Size: 4] bool bReportAllPickUpFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x658, Size: 1] bool bDebugEnableDamageEffectInTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x659, Size: 1] bool bEnabledReInitUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65a, Size: 1] delegate OnAirAttack;//[Offset: 0x65c, Size: 12] delegate OnInfectedAreaWarn;//[Offset: 0x668, Size: 12] delegate OnSkillManagerInitFinishDelegate;//[Offset: 0x674, Size: 12] bool IsFPPGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680, Size: 1] bool IsCanSwitchFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x681, Size: 1] bool bResetBulletNumToMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x682, Size: 1] FName[] EnableMapPackages;//[Offset: 0x684, Size: 12] FName[] EnableMapLayers;//[Offset: 0x690, Size: 12] class ViewMaskManager* ViewMaskManagerClass;//[Offset: 0x69c, Size: 4] ViewMaskManager* ViewMaskManager;//[Offset: 0x6a0, Size: 4] class ModAdapter* ModAdapterClass;//[Offset: 0x6a4, Size: 4] ModAdapter* ModAdapter;//[Offset: 0x6a8, Size: 4] bool bEnableSignalSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ac, Size: 1] bool IsCanPlaceBuilding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ad, Size: 1] int PvePoliceOfficeTriggerCount;//[Offset: 0x6b0, Size: 4] int PveZombieGrenadeCount;//[Offset: 0x6b4, Size: 4] bool EnableVisualField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b8, Size: 1] VisualFieldFeatureParam VisualFieldFeatureParam;//[Offset: 0x6bc, Size: 48] VisualFieldFeature* VisualFieldFeature;//[Offset: 0x6ec, Size: 4] bool bIsShowCircleWarningTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f0, Size: 1] bool bReadyStateCountingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f1, Size: 1] int ReadyStateTime;//[Offset: 0x700, Size: 4] delegate ReConnectGameStateInfoNotify;//[Offset: 0x704, Size: 12] bool IsCircleShowSafeZoneTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x710, Size: 1] FString GameModeDisplayName;//[Offset: 0x714, Size: 12] int CurCircleWave;//[Offset: 0x720, Size: 4] bool bNoAliveHumanPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x724, Size: 1] bool EnableControllVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x725, Size: 1] GameModeFeatureSetData GameModeFeatureSet;//[Offset: 0x728, Size: 4] FName GameModeState;//[Offset: 0x740, Size: 8] bool bLessening;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x748, Size: 1] float timeFromLessen;//[Offset: 0x74c, Size: 4] Vector CircleLessenFrom;//[Offset: 0x750, Size: 12] Vector CircleLessenTo;//[Offset: 0x75c, Size: 12] float timeForLessen;//[Offset: 0x768, Size: 4] byte CurCircleStatusInfo;//[Offset: 0x778, Size: 1] float CurCircleStateStartServerWorldSecond;//[Offset: 0x77c, Size: 4] float CurCircleStatusElapsedTime;//[Offset: 0x780, Size: 4] float CurCircleStatusLastTime;//[Offset: 0x784, Size: 4] byte CurAirAttackType;//[Offset: 0x788, Size: 1] int CurAirAttackWave;//[Offset: 0x78c, Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x790, Size: 1] float ScreenSizeFactor;//[Offset: 0x794, Size: 4] float ExtraRadius;//[Offset: 0x798, Size: 4] int AlivePlayerNum;//[Offset: 0x79c, Size: 4] int AliveTeamNum;//[Offset: 0x7a0, Size: 4] int NoneAIGameTime;//[Offset: 0x7a4, Size: 4] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x7a8, Size: 12] delegate ForceStopDynamicWeatherDelegate;//[Offset: 0x7b4, Size: 12] delegate OnGetPlayerLandAreaList;//[Offset: 0x7c0, Size: 12] WeatherChangeEvent CurWeatherTypeCach;//[Offset: 0x7cc, Size: 2] GameModePlayerShowUpassInfo[] UpassInfoList;//[Offset: 0x7d0, Size: 12] GameModePlayerShowUpassInfo RepUpassInfoList;//[Offset: 0x7dc, Size: 120] enum GameModeType;//[Offset: 0xa34, Size: 1] enum GameModeConfigType;//[Offset: 0xa35, Size: 1] enum GameModeConfigSubType;//[Offset: 0xa36, Size: 1] enum GameModeSubType;//[Offset: 0xa37, Size: 1] int PlayerNumPerTeam;//[Offset: 0xa38, Size: 4] FString[] OpenTagCullingMaps;//[Offset: 0xa3c, Size: 12] bool bShouldUseCompletePB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa48, Size: 1] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa49, Size: 1] bool IsDark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4a, Size: 1] float FPVEWeatherPlaySpeed;//[Offset: 0xa58, Size: 4] float WeatherPhaseIndex;//[Offset: 0xa5c, Size: 4] enum[] WeatherProcessArray;//[Offset: 0xa60, Size: 12] delegate OnWeatherStateChange;//[Offset: 0xa6c, Size: 12] delegate OnWeatherSpeedChange;//[Offset: 0xa78, Size: 12] enum CurDynamicWeatherState;//[Offset: 0xa84, Size: 1] BeInvitedPlayers;//[Offset: 0xa88, Size: 60] float InviteCountDownTime;//[Offset: 0xac4, Size: 4] CircleDataMining[] CircleDataMining;//[Offset: 0xac8, Size: 12] Vector[] CircleArray;//[Offset: 0xad4, Size: 12] GameDataMining GameDataMining;//[Offset: 0xae0, Size: 60] uint64 GameID;//[Offset: 0xb20, Size: 8] FString GameModeID;//[Offset: 0xb28, Size: 12] FString[] ModeUIManagerArrayCached;//[Offset: 0xb34, Size: 12] FString ModLogicSwitchTag;//[Offset: 0xb40, Size: 12] delegate OnValidDynamicLevelChanged;//[Offset: 0xb4c, Size: 12] LevelEventCenter* LevelEventCenter;//[Offset: 0xb58, Size: 4] Character* CurCastActorMsgOwner;//[Offset: 0xb5c, Size: 8] float StartFlyTime;//[Offset: 0xb64, Size: 4] int64 StartReadyUnixTimestamp;//[Offset: 0xb68, Size: 8] int64 StartFightingUnixTimestamp;//[Offset: 0xb70, Size: 8] int64 StartFinishedUnixTimestamp;//[Offset: 0xb78, Size: 8] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb91, Size: 1] bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb92, Size: 1] int EnableNewStateMachine;//[Offset: 0xb94, Size: 4] float PlayerInBlueCircleClipTime;//[Offset: 0xb9c, Size: 4] float BroadcastClientDistance;//[Offset: 0xba0, Size: 4] int[] FinalWinTeams;//[Offset: 0xbbc, Size: 12] uint32[] FinalWinPlayers;//[Offset: 0xbc8, Size: 12] uint32 GameTerminatorPlayerKey;//[Offset: 0xbd4, Size: 4] bool CanForbitPickupTeammateBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd8, Size: 1] bool CanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd9, Size: 1] int[] ImprisonmentTeammateKillType;//[Offset: 0xbdc, Size: 12] int[] ImprisonmentTeammateGameType;//[Offset: 0xbe8, Size: 12] bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf4, Size: 1] bool bIsUseStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf5, Size: 1] bool IsOpenHighPingTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf6, Size: 1] bool bEnableCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf7, Size: 1] FString GuideImageName;//[Offset: 0xbf8, Size: 12] FString GuideLuaTableName;//[Offset: 0xc04, Size: 12] FString GuideLuaFunctionName;//[Offset: 0xc10, Size: 12] bool IsDisableTeamPanelPlayerStateInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1c, Size: 1] float PlayerNoOperationTime;//[Offset: 0xc20, Size: 4] float PlayerNoConfirmRetToGameTime;//[Offset: 0xc24, Size: 4] bool IsEnableHealthNumberText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc28, Size: 1] Vector2D SelfHealthOffset;//[Offset: 0xc2c, Size: 8] bool IsCollectHitFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc34, Size: 1] bool bOpenVehicleOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc35, Size: 1] UAELevelDirector* UAELevelDirector;//[Offset: 0xc38, Size: 4] MarkDispatchManager* MarkDispatchManager;//[Offset: 0xc3c, Size: 4] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0xc40, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0xc4c, Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0xc58, Size: 12] MarkSyncData[] PrevLocalMarkDispatchData;//[Offset: 0xc64, Size: 12] DynamicWeatherMgr* DynamicWeatherMgr;//[Offset: 0xc70, Size: 4] class Actor* PreloadPoolActorClass;//[Offset: 0xc78, Size: 40] class Actor* CommonPreloadPoolActorClass;//[Offset: 0xca0, Size: 40] FString CommonPrePoolActorPath;//[Offset: 0xcc8, Size: 12] ActorExtraComponents;//[Offset: 0xcd4, Size: 60] XTriggerLuaRemoteComponent* LuaRemoteComponent;//[Offset: 0xd10, Size: 4] FieldOfViewNotificationComponentRegistry* FieldOfViewNotificationComponentRegistry;//[Offset: 0xd14, Size: 4] bool bUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd18, Size: 1] bool bAIUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd19, Size: 1] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0xd1c, Size: 12] bool IgnoreWhenAttackNotInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd28, Size: 1] bool bEnableVehicleWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd29, Size: 1] bool bEnableVehicleDSWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2a, Size: 1] delegate OnVeteranOrRecruitListUpdate;//[Offset: 0xd2c, Size: 12] bool bNewForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd38, Size: 1] FString FServerStartTime;//[Offset: 0xd3c, Size: 12] bool bIsLowMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48, Size: 1] uint32 ServerStartTimestamp;//[Offset: 0xd4c, Size: 4] GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0xd50, Size: 12] FString MainWeaponTableName;//[Offset: 0xd5c, Size: 12] class Object[] PlaneAvatarClassArray;//[Offset: 0xd68, Size: 12] SendStartFlowRecord;//[Offset: 0xd88, Size: 60] SendEndFlowRecord;//[Offset: 0xdc4, Size: 60] TslSimpleCollisionManager* SimpleCollisionManager;//[Offset: 0xe00, Size: 4] DestructibleSurfaceManager* DestructibleSurfaceManager;//[Offset: 0xe04, Size: 4] bool bUseNewGrenadeMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe08, Size: 1] bool bEnablePlayerEventSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe09, Size: 1] bool bEnableAttrMod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0a, Size: 1] bool bAvatarDownloadInBattleClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0b, Size: 1] bool bEnableDeathPlaybackRecord;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0c, Size: 1] bool bEnableDisplayPlayerAddonCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0d, Size: 1] int PlayerAddonCount;//[Offset: 0xe10, Size: 4] STExtraBaseCharacter*[] DyingCharacters;//[Offset: 0xe1c, Size: 12] bool bEnableCarryAllCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe28, Size: 1] MapUIMarkManager* MarkMgr;//[Offset: 0xe2c, Size: 4] FString RenderTargetMgrClassPath;//[Offset: 0xe30, Size: 12] WidgetToRenderTarget* RenderTargetMgr;//[Offset: 0xe3c, Size: 4] GameStateWeaponRule WeaponRule;//[Offset: 0xe40, Size: 32] bool bHasUnderEarthWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe60, Size: 1] void WeatherStateChangeDelegate__DelegateSignature();// 0x2c90a38 void WeatherSpeedChangeDelegate__DelegateSignature();// 0x2c90a38 void UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x224daac void UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x224d8a0 void UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x224d518 void UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x224d354 STExtraBaseCharacter* TryGetCharacterByPlayerKey(FString PlayerKey);// 0x224d1f4 void SyncAirplaneAndAirDrops(out AirDropPathData3D InAirDropPathData);// 0x224d110 void SimulateAirAttackOver(int waveIndex);// 0x224d05c void ShowGameTips(int PlayerKey, int TipsID, FString Params);// 0x224cf18 void SetTagCulling(bool IsUse);// 0x1fed9c8 void SetServerStartTime(uint32 nServerStartTime);// 0x224cea0 void SetSendStartFlow(uint32 PlayerKey);// 0x224ce28 void SetSendEndFlow(uint32 PlayerKey);// 0x224cdb0 void SetReConnectGameStateInfo(ReConnectGameStateInfo ReConnectInfo);// 0x224cc74 static void SetOnGameStateEndPlay(delegate InOnGameStateEndPlay);// 0x224cbd8 static void SetOnGameStateBeginPlay(delegate InOnGameStateBeginPlay);// 0x224cb3c void SetIsLowMatch(int nClientType);// 0x224cac4 void SetCustomRoute(out const Vector2D StartPoint, out const Vector2D EndPoint);// 0x224c9ec void SetCurAirAttackWave(int AirAttackWave);// 0x224c974 void SetCurAirAttackType(byte airattacktype);// 0x224c8fc void SetCircleInfo(GetCircleInfo ReConnectInfo);// 0x224c7f0 void SetAvatarDownloadInBattleClientSwitch(bool bOpen);// 0x224c770 void SetAlivePlayerNum(int InAlivePlayerNum);// 0x224c6f8 void ServerRemoteDestroyAllActor();// 0x224c6e4 void ServerRemoteDestroyActor(int SingleId);// 0x224c66c int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x224c510 void RPC_Client_RemoteDestroyAllActor();// 0x224c4f4 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x224c474 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x224c2e0 void PlayPawnActive(FString PlayerKey, Actor* PlayerCharacter);// 0x224c13c void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2c90a38 void OnRep_WeatherStateChanged();// 0x224c128 void OnRep_VisualFieldFeatureParam();// 0x224c114 void OnRep_VeteranRecruitListUpdate();// 0x224c100 void OnRep_UpassInfoList();// 0x224c0ec void OnRep_StartFlyTime();// 0x224c0d8 void OnRep_ResetWeatherPlaySpeed();// 0x224c0c4 void OnRep_ReadyStateTime();// 0x1fce898 void OnRep_ReadyStateCountingDown();// 0x1f6b840 void OnRep_PlayerNumChange();// 0x1f6b840 void OnRep_PlayerAddonCount();// 0x1ff8b74 void OnRep_MarkSyncData();// 0x224c0b0 void OnRep_IsTrainingMode();// 0x224c09c void OnRep_IsShowDeadBox();// 0x224c088 void OnRep_IsOpenDuelMode();// 0x1f6b840 void OnRep_IsFPPMode();// 0x224c074 void OnRep_IsDark();// 0x224c060 void OnRep_GameTerminatorPlayerKey();// 0x224c04c void OnRep_GameModeType();// 0x224c038 void OnRep_GameModeSubType();// 0x224c024 void OnRep_GameModeState();// 0x224c008 void OnRep_GameModeFeatureSet();// 0x1f6b840 void OnRep_FinalWinTeams();// 0x1f6b840 void OnRep_FinalWinPlayers();// 0x1f6b840 void OnRep_EnableSignalSystem();// 0x224bff4 void OnRep_DynamicWeatherState();// 0x224bfe0 void OnRep_DSSwitch();// 0x224bfcc void OnRep_CircleArray();// 0x1f6b840 void OnRep_AliveTeamNum();// 0x224bfb8 void OnRep_AlivePlayerNum();// 0x224bfa4 void OnRep_AirDropPathData();// 0x224bf90 void OnPlayerSkillStart(STExtraBaseCharacter* SkillOwner, int SkillID);// 0x2157588 void OnPlaneAvatarAsyncLoadComplete(out class Object[] ClassArrays);// 0x224bec4 void OnGameStateEndPlay__DelegateSignature(byte EndPlayReason);// 0x2c90a38 void OnGameStateBeginPlay__DelegateSignature(GameState* GameState);// 0x2c90a38 void OnGameModeDisplayNameChange();// 0x224beb0 void OnCharacterTakeHeadShot(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState);// 0x2157084 void OnCharacterTakeDamage(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState, float Damage);// 0x2156f7c void NotifyDynamicWeatherChange(DynamicWeatherMgr* Mgr, WeatherChangeEvent Event);// 0x224bdf4 void ModifyEnableSignalSystemOnServer(bool bEnable);// 0x224bd74 bool IsSendStartFlow(uint32 PlayerKey);// 0x224bcf4 bool IsSendEndFlow(uint32 PlayerKey);// 0x224bc74 bool IsRevivalGame();// 0x224bc4c bool IsPVEMode();// 0x224bc24 bool IsNoCircleInfo();// 0x224bbfc bool IsMapUseTeamPattern();// 0x1fcf428 bool IsInWhiteCircle(out const Vector pos);// 0x224bb70 bool IsInNight();// 0x224bb40 bool IsInBlueCircleByCircleMgr(Actor* _actor);// 0x224bac0 bool IsInBlueCircle(out const Vector pos);// 0x224ba34 bool IsFeatureSupported(enum SubSystemType);// 0x224b9ac bool IsEnableObjectPool();// 0x224b984 bool IsEnableDamageInfo();// 0x218bd0c TslSimpleCollisionManager* GetSimpleCollisionManager();// 0x224b95c int GetServerStartUnixTimestamp();// 0x224b934 FString GetServerStartTime();// 0x224b874 float GetRepServerWorldTimeSeconds();// 0x224b84c ReConnectGameStateInfo GetReConnectGameStateInfo();// 0x224b7a0 int GetPVEWeatherPhaseIndex();// 0x224b778 STExtraPlayerState* GetPlayerStateByUID(uint64 PlayerUID);// 0x224b6f4 STExtraPlayerState* GetPlayerStateByPlayerName(FString PlayerName);// 0x224b630 STExtraPlayerState* GetPlayerStateByPlayerKey(uint32 PlayerKey);// 0x224b5b0 XTriggerLuaRemoteComponent* GetLuaRemoteComponent();// 0x224b588 bool GetIsReadyStateReport();// 0x224b558 FName GetGameModeState();// 0x224b518 FieldOfViewNotificationComponentRegistry* GetFieldOfViewNotificationComponentRegistry();// 0x224b4f0 FString GetDSSwitchValueFastWithCache(const int InSwitchId);// 0x224b3e8 FString GetDSSwitchValue(const int InSwitchId);// 0x224b2e0 DestructibleSurfaceManager* GetDestructibleSurfaceManager();// 0x224b2b8 enum GetCurWeatherState();// 0x224b290 enum GetCurDynamicWeatherState();// 0x224b268 int GetCurCircleWave();// 0x224b24c byte GetCurCircleState();// 0x224b20c int GetCurCircleIndex();// 0x20ebe5c GetCircleInfo GetCircleStateInfo();// 0x224b180 MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x224b0d4 MarkSyncData[] GetAllMarkLocalData(byte _TYPE);// 0x224b028 int GetAlivePlayerNum();// 0x224b000 AirDropPathData3D GetAirDropPathData();// 0x224ae64 STExtraBaseCharacter* FindCharacterByPlayerKey(FString PlayerKey);// 0x224ad04 void ExecuteCVarConfig();// 0x224acf0 void EnableObjectPool(bool bEnable);// 0x224ac70 void DSSwitchChangeDelegate__DelegateSignature();// 0x2c90a38 Widget* DeepFindWidgetInUserWidget(UserWidget* SourceWidget, FName WidgetName);// 0x224abac void ClearAirDropPathData();// 0x224ab98 bool CheckIsLowMatch();// 0x224ab70 void CheckInitLuaRemoteEvent();// 0x224ab5c bool CheckDSSwitchOpen(const int SwitchId);// 0x1ff5ac0 bool CheckDamage(STExtraBaseCharacter* AttackCharacter, STExtraBaseCharacter* TargetBaseCharacter);// 0x219fde0 void ChangeWeatherStatus(WeatherChangeEvent Event);// 0x224aae4 void ChangeDynamicWeatherState(enum DayState);// 0x224aa6c void BroadcastUISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x224a964 void BroadcastUISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x224a750 void BroadcastUIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x224a584 void BroadcastUICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x224a3b8 void BroadcastTemporaryMessage(FString Message);// 0x224a2f4 void BroadcastShowGameTips(int TipsID, FString Params);// 0x224a1ec void BroadcastLuaTipsBehaviorWithTime(FString BehaviorTag, int ID, FString Params1, FString Params2, float ControlTime);// 0x2249f90 void BroadcastLuaTipsBehavior(FString BehaviorTag, int ID, FString Params1, FString Params2);// 0x2249d7c void BroadcastEndCircle();// 0x2249d20 void BroadcastCircleWaveOver(int Index);// 0x2249c6c void BroadcastCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index, bool InbActiveScreenSize, float InScreenSizeFactor, float InExtraRadius, float Pain, bool IsCustomCircle);// 0x2249958 void BroadcastCircleInfo(byte circleInfo, float Time, const Vector BlueCircleSync, const Vector WhiteCircleSync, int CircleInvertedIndex, enum State);// 0x2249740 void BroadcastAirAttackWarning(const Vector AirAttackAreaSrc, int waveIndex);// 0x2249684 void BroadcastAirAttackOrder(const AirAttackOrder airAttackOrderSrc, const Vector AirAttackAreaSrc, int waveIndex);// 0x22494b8 void AsyncLoadResFinishCallback();// 0x22494a4 void AsyncLoadCommonResFinishCallback();// 0x2249490 void AddUseSpringJumpTimes(uint32 PlayerKey, int Times);// 0x2155928 void AddUseEnhancerTimes(uint32 PlayerKey, int Times);// 0x2155864 void AddPveZombieGrenadeCount(int Value);// 0x2249418 void AddPvePoliceOfficeTriggerCount(int Value);// 0x22493a0 void AddPlayerScore(Controller* ScorePlayer, Controller* VictimPlayer, FString ScoreType, float DamagePoint);// 0x215555c -------------------------------- Class: UAEGameState.LuaGameState.GameState.GameStateBase.Info.Actor.Object UAEGameSubsystem* GameBridge;//[Offset: 0x3dc, Size: 4] bool bTeamIDChgDeactivePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e5, Size: 1] FString WeaponAttrReloadTableName;//[Offset: 0x424, Size: 12] FString DamageSearchTableName;//[Offset: 0x430, Size: 12] bool IsInitTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c, Size: 1] void SendLuaDSToClient(int ID, out const byte[] Content);// 0x28aabc0 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x28aaa84 static WeaponAttrReloadTableStruct GetWeaponAttrReloadTableRow(int ID);// 0x28aaa04 UAEGameSubsystem* GetGameBridge();// 0x28aa9e8 bool CheckDSSwitchOpen(const int SwitchId);// 0x1ff5ac0 -------------------------------- Class: LuaGameState.GameState.GameStateBase.Info.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x394, Size: 60] FString LuaFilePath;//[Offset: 0x3d0, Size: 12] -------------------------------- Class: GameState.GameStateBase.Info.Actor.Object FName MatchState;//[Offset: 0x330, Size: 8] FName PreviousMatchState;//[Offset: 0x338, Size: 8] int ElapsedTime;//[Offset: 0x340, Size: 4] void OnRep_MatchState();// 0x2065680 void OnRep_ElapsedTime();// 0x46146b0 -------------------------------- Class: UAEGameSubsystem.Object delegate GameModeStateChangeEvent;//[Offset: 0x1c, Size: 12] delegate ActorOverlapEvent;//[Offset: 0x28, Size: 12] delegate ActorDieEvent;//[Offset: 0x34, Size: 12] delegate PawnDieEvent;//[Offset: 0x40, Size: 12] delegate CharacterDieEvent;//[Offset: 0x4c, Size: 12] delegate EnterAreaTriggerEvent;//[Offset: 0x58, Size: 12] delegate ExitAreaTriggerEvent;//[Offset: 0x64, Size: 12] delegate PawnPickupItemEvent;//[Offset: 0x70, Size: 12] delegate VehicleOverlapEvent;//[Offset: 0x7c, Size: 12] delegate InteractiveActorBeginEvent;//[Offset: 0x88, Size: 12] delegate InteractiveActorDoneEvent;//[Offset: 0x94, Size: 12] delegate CharacterStartSkill;//[Offset: 0xa0, Size: 12] delegate CharacterStopSkill;//[Offset: 0xac, Size: 12] delegate CharacterStartSkillPhase;//[Offset: 0xb8, Size: 12] delegate CharacterStopSkillPhase;//[Offset: 0xc4, Size: 12] delegate CharacterStartSkillCooldown;//[Offset: 0xd0, Size: 12] delegate CharacterStopSkillCooldown;//[Offset: 0xdc, Size: 12] delegate CharacterAddSkill;//[Offset: 0xe8, Size: 12] delegate CharacterRemoveSkill;//[Offset: 0xf4, Size: 12] delegate PlayerJoinEvent;//[Offset: 0x100, Size: 12] delegate PlayerRealExitEvent;//[Offset: 0x10c, Size: 12] delegate PlayerExitEvent;//[Offset: 0x118, Size: 12] delegate ProjectileStopEvent;//[Offset: 0x124, Size: 12] delegate ProjectileBounceEvent;//[Offset: 0x130, Size: 12] delegate DecoraterActorSpawnEvent;//[Offset: 0x13c, Size: 12] delegate RemoteEvent;//[Offset: 0x148, Size: 12] delegate PlayerDamageQueryEvent;//[Offset: 0x154, Size: 12] delegate PawnNearDeathEvent;//[Offset: 0x160, Size: 12] delegate PawnNearDeathOrRescuedEvent;//[Offset: 0x16c, Size: 12] delegate OnAIPawnSpawnEvent;//[Offset: 0x178, Size: 12] delegate OnCharacterRespawnEvent;//[Offset: 0x184, Size: 12] delegate ChooseEnemyLoseTargetEvent;//[Offset: 0x190, Size: 12] delegate FindEnemyWarningEvent;//[Offset: 0x19c, Size: 12] delegate ModFindEnemyWarningEvent;//[Offset: 0x1a8, Size: 12] delegate TaskInterActiveActorBeginEvent;//[Offset: 0x1b4, Size: 12] delegate TaskInterActiveActorDoneEvent;//[Offset: 0x1c0, Size: 12] delegate LevelAddedEvent;//[Offset: 0x1cc, Size: 12] delegate DSLuaGMEvent;//[Offset: 0x1d8, Size: 12] delegate OnWeaponFireEvent;//[Offset: 0x1e4, Size: 12] delegate PlayerPickUpItemEvent;//[Offset: 0x1f0, Size: 12] delegate PlayerDropItemEvent;//[Offset: 0x1fc, Size: 12] delegate PlayerUseItemEvent;//[Offset: 0x208, Size: 12] delegate PlayerDisUseItemEvent;//[Offset: 0x214, Size: 12] delegate PlayerSwapItemEvent;//[Offset: 0x220, Size: 12] delegate PlayerEquipItemEvent;//[Offset: 0x22c, Size: 12] delegate PlayerUnEquipItemEvent;//[Offset: 0x238, Size: 12] delegate PlayerConsumeEvent;//[Offset: 0x244, Size: 12] delegate PawnChangeTeamEvent;//[Offset: 0x250, Size: 12] -------------------------------- Class: WeaponAttrReloadTableStruct int KeyID;//[Offset: 0x0, Size: 4] float AutoAimingConfig_InnerRange_Speed;//[Offset: 0x4, Size: 4] float AutoAimingConfig_InnerRange_CenterSpeedRate;//[Offset: 0x8, Size: 4] float AutoAimingConfig_InnerRange_RangeRate;//[Offset: 0xc, Size: 4] float AutoAimingConfig_InnerRange_SpeedRate;//[Offset: 0x10, Size: 4] float AutoAimingConfig_InnerRange_RangeRateSight;//[Offset: 0x14, Size: 4] float AutoAimingConfig_InnerRange_SpeedRateSight;//[Offset: 0x18, Size: 4] float AutoAimingConfig_InnerRange_CrouchRate;//[Offset: 0x1c, Size: 4] float AutoAimingConfig_InnerRange_ProneRate;//[Offset: 0x20, Size: 4] float AutoAimingConfig_InnerRange_DyingRate;//[Offset: 0x24, Size: 4] float AutoAimingConfig_InnerRange_DriveVehicleRate;//[Offset: 0x28, Size: 4] float AutoAimingConfig_InnerRange_InVehicleRate;//[Offset: 0x2c, Size: 4] float AutoAimingConfig_InnerRange_FreeFallRate;//[Offset: 0x30, Size: 4] float AutoAimingConfig_InnerRange_OpeningRate;//[Offset: 0x34, Size: 4] float AutoAimingConfig_InnerRange_LandingRate;//[Offset: 0x38, Size: 4] float AutoAimingConfig_InnerRange_AdsorbMaxRange;//[Offset: 0x3c, Size: 4] float AutoAimingConfig_InnerRange_AdsorbMinRange;//[Offset: 0x40, Size: 4] float AutoAimingConfig_InnerRange_AdsorbMinAttenuationDis;//[Offset: 0x44, Size: 4] float AutoAimingConfig_InnerRange_AdsorbMaxAttenuationDis;//[Offset: 0x48, Size: 4] float AutoAimingConfig_InnerRange_AdsorbActiveMinRange;//[Offset: 0x4c, Size: 4] float AutoAimingConfig_OuterRange_Speed;//[Offset: 0x50, Size: 4] float AutoAimingConfig_OuterRange_CenterSpeedRate;//[Offset: 0x54, Size: 4] float AutoAimingConfig_OuterRange_RangeRate;//[Offset: 0x58, Size: 4] float AutoAimingConfig_OuterRange_SpeedRate;//[Offset: 0x5c, Size: 4] float AutoAimingConfig_OuterRange_RangeRateSight;//[Offset: 0x60, Size: 4] float AutoAimingConfig_OuterRange_SpeedRateSight;//[Offset: 0x64, Size: 4] float AutoAimingConfig_OuterRange_CrouchRate;//[Offset: 0x68, Size: 4] float AutoAimingConfig_OuterRange_ProneRate;//[Offset: 0x6c, Size: 4] float AutoAimingConfig_OuterRange_DyingRate;//[Offset: 0x70, Size: 4] float AutoAimingConfig_OuterRange_DriveVehicleRate;//[Offset: 0x74, Size: 4] float AutoAimingConfig_OuterRange_InVehicleRate;//[Offset: 0x78, Size: 4] float AutoAimingConfig_OuterRange_FreeFallRate;//[Offset: 0x7c, Size: 4] float AutoAimingConfig_OuterRange_OpeningRate;//[Offset: 0x80, Size: 4] float AutoAimingConfig_OuterRange_LandingRate;//[Offset: 0x84, Size: 4] float AutoAimingConfig_OuterRange_AdsorbMaxRange;//[Offset: 0x88, Size: 4] float AutoAimingConfig_OuterRange_AdsorbMinRange;//[Offset: 0x8c, Size: 4] float AutoAimingConfig_OuterRange_AdsorbMinAttenuationDis;//[Offset: 0x90, Size: 4] float AutoAimingConfig_OuterRange_AdsorbMaxAttenuationDis;//[Offset: 0x94, Size: 4] float AutoAimingConfig_OuterRange_AdsorbActiveMinRange;//[Offset: 0x98, Size: 4] float AutoAimingConfig_ScopeRange_Speed;//[Offset: 0x9c, Size: 4] float AutoAimingConfig_ScopeRange_CenterSpeedRate;//[Offset: 0xa0, Size: 4] float AutoAimingConfig_ScopeRange_RangeRate;//[Offset: 0xa4, Size: 4] float AutoAimingConfig_ScopeRange_SpeedRate;//[Offset: 0xa8, Size: 4] float AutoAimingConfig_ScopeRange_RangeRateSight;//[Offset: 0xac, Size: 4] float AutoAimingConfig_ScopeRange_SpeedRateSight;//[Offset: 0xb0, Size: 4] float AutoAimingConfig_ScopeRange_CrouchRate;//[Offset: 0xb4, Size: 4] float AutoAimingConfig_ScopeRange_ProneRate;//[Offset: 0xb8, Size: 4] float AutoAimingConfig_ScopeRange_DyingRate;//[Offset: 0xbc, Size: 4] float AutoAimingConfig_ScopeRange_DriveVehicleRate;//[Offset: 0xc0, Size: 4] float AutoAimingConfig_ScopeRange_InVehicleRate;//[Offset: 0xc4, Size: 4] float AutoAimingConfig_ScopeRange_FreeFallRate;//[Offset: 0xc8, Size: 4] float AutoAimingConfig_ScopeRange_OpeningRate;//[Offset: 0xcc, Size: 4] float AutoAimingConfig_ScopeRange_LandingRate;//[Offset: 0xd0, Size: 4] float AutoAimingConfig_ScopeRange_AdsorbMaxRange;//[Offset: 0xd4, Size: 4] float AutoAimingConfig_ScopeRange_AdsorbMinRange;//[Offset: 0xd8, Size: 4] float AutoAimingConfig_ScopeRange_AdsorbMinAttenuationDis;//[Offset: 0xdc, Size: 4] float AutoAimingConfig_ScopeRange_AdsorbMaxAttenuationDis;//[Offset: 0xe0, Size: 4] float AutoAimingConfig_ScopeRange_AdsorbActiveMinRange;//[Offset: 0xe4, Size: 4] float AutoAimingConfig_FollowTimeMax;//[Offset: 0xe8, Size: 4] float AutoAimingConfig_MaxAngle;//[Offset: 0xec, Size: 4] int AutoAimingConfig_TriggerBeforeFire;//[Offset: 0xf0, Size: 4] FString AutoAimingConfig_SpeedCurvePath;//[Offset: 0xf4, Size: 12] FString AutoAimingConfig_DistanceCurvePath;//[Offset: 0x100, Size: 12] FString AutoAimingConfig_SensitiveCurvePath;//[Offset: 0x10c, Size: 12] float AccessoriesVRecoilFactor;//[Offset: 0x118, Size: 4] float AccessoriesHRecoilFactor;//[Offset: 0x11c, Size: 4] float AccessoriesRecoveryFactor;//[Offset: 0x120, Size: 4] float RecoilLeftMax;//[Offset: 0x124, Size: 4] float RecoilRightMax;//[Offset: 0x128, Size: 4] float RecoilKickADS;//[Offset: 0x12c, Size: 4] float ExtraHitPerformScale;//[Offset: 0x130, Size: 4] float DeviationBase;//[Offset: 0x134, Size: 4] float DeviationBaseAim;//[Offset: 0x138, Size: 4] float DeviationRecoilGain;//[Offset: 0x13c, Size: 4] float DeviationRecoilGainAim;//[Offset: 0x140, Size: 4] float DeviationMaxMove;//[Offset: 0x144, Size: 4] float DeviationMoveMultiplier;//[Offset: 0x148, Size: 4] float DeviationStanceJump;//[Offset: 0x14c, Size: 4] float DeviationShoulderMultiplier;//[Offset: 0x150, Size: 4] float GameDeviationFactor;//[Offset: 0x154, Size: 4] float HitPartCoffHead;//[Offset: 0x158, Size: 4] float HitPartCoffBody;//[Offset: 0x15c, Size: 4] float HitPartCoffLimbs;//[Offset: 0x160, Size: 4] float HitPartCoffHand;//[Offset: 0x164, Size: 4] float HitPartCoffFoot;//[Offset: 0x168, Size: 4] float ZombileHitPartCoffHead;//[Offset: 0x16c, Size: 4] float ZombileHitPartCoffBody;//[Offset: 0x170, Size: 4] float ZombileHitPartCoffLimbs;//[Offset: 0x174, Size: 4] float ZombileHitPartCoffHand;//[Offset: 0x178, Size: 4] float ZombileHitPartCoffFoot;//[Offset: 0x17c, Size: 4] float BaseImpactDamage;//[Offset: 0x180, Size: 4] float RangeModifier;//[Offset: 0x184, Size: 4] float ReferenceDistance;//[Offset: 0x188, Size: 4] float IgnoreRangeAttenuatDis;//[Offset: 0x18c, Size: 4] float ReloadTime;//[Offset: 0x190, Size: 4] float ReloadTimeTactical;//[Offset: 0x194, Size: 4] float ReloadTimeMagOut;//[Offset: 0x198, Size: 4] float ReloadTimeMagIn;//[Offset: 0x19c, Size: 4] float ReloadDurationStart;//[Offset: 0x1a0, Size: 4] float ReloadDurationLoop;//[Offset: 0x1a4, Size: 4] float MaxBulletNumInOneClip;//[Offset: 0x1a8, Size: 4] float InitBulletInClip;//[Offset: 0x1ac, Size: 4] float BulletFireSpeed;//[Offset: 0x1b0, Size: 4] float ImpactEffectSkipDistance;//[Offset: 0x1b4, Size: 4] float MaxImpactEffectSkipTime;//[Offset: 0x1b8, Size: 4] int bEnableVehicleShoot;//[Offset: 0x1bc, Size: 4] int bEnableLeanOutHolding;//[Offset: 0x1c0, Size: 4] float Bullet_RadialDamageParams_BaseDamage;//[Offset: 0x1c4, Size: 4] float Bullet_RadialDamageParams_MinimumDamage;//[Offset: 0x1c8, Size: 4] float Bullet_RadialDamageParams_DamageInnerRadius;//[Offset: 0x1cc, Size: 4] float Bullet_RadialDamageParams_DamageOuterRadius;//[Offset: 0x1d0, Size: 4] float Bullet_RadialDamageParams_DamageFalloff;//[Offset: 0x1d4, Size: 4] float Bullet_MaxNoGravityRange;//[Offset: 0x1d8, Size: 4] float Bullet_LaunchGravityScale;//[Offset: 0x1dc, Size: 4] FString Bullet_RadialDamageParams_DamageTypeClass;//[Offset: 0x1e0, Size: 12] FString ImpactActorTemplatePath;//[Offset: 0x1ec, Size: 12] FString BulletTemplatePath;//[Offset: 0x1f8, Size: 12] int ReloadWithNoCost;//[Offset: 0x204, Size: 4] FString MuzzleFX;//[Offset: 0x208, Size: 12] FString ScopeMuzzleFX;//[Offset: 0x214, Size: 12] FString RemoteMuzzleFX;//[Offset: 0x220, Size: 12] FString LocalSilencerMuzzleFX;//[Offset: 0x22c, Size: 12] FString ScopeSilencerMuzzleFX;//[Offset: 0x238, Size: 12] FString RemoteSilencerMuzzleFX;//[Offset: 0x244, Size: 12] FString LocalFiringSuppressorMuzzleFX;//[Offset: 0x250, Size: 12] FString ScopeFiringSuppressorMuzzleFX;//[Offset: 0x25c, Size: 12] FString RemoteFiringSuppressorMuzzleFX;//[Offset: 0x268, Size: 12] FString LocalCompensatorMuzzleFX;//[Offset: 0x274, Size: 12] FString ScopeCompensatorMuzzleFX;//[Offset: 0x280, Size: 12] FString RemoteCompensatorMuzzleFX;//[Offset: 0x28c, Size: 12] FString Bullet_AutonomousFPPFX;//[Offset: 0x298, Size: 12] FString Bullet_AutonomousTPPFX;//[Offset: 0x2a4, Size: 12] FString Bullet_AutonomousGunADSFX;//[Offset: 0x2b0, Size: 12] FString Bullet_OBFPPFX;//[Offset: 0x2bc, Size: 12] FString Bullet_OBTPPFX;//[Offset: 0x2c8, Size: 12] FString Bullet_OBGunADSFX;//[Offset: 0x2d4, Size: 12] FString Bullet_ReplayFPPFX;//[Offset: 0x2e0, Size: 12] FString Bullet_ReplayTPPFX;//[Offset: 0x2ec, Size: 12] FString Bullet_ReplayGunADSFX;//[Offset: 0x2f8, Size: 12] FString Bullet_DefaultFX;//[Offset: 0x304, Size: 12] int bSimulateBulletOptimize;//[Offset: 0x310, Size: 4] int WeaponDurability;//[Offset: 0x330, Size: 4] int ShootReduceDurabilityAmount;//[Offset: 0x334, Size: 4] -------------------------------- Class: AirDropPathData3D int AirDropIndex;//[Offset: 0x0, Size: 4] Vector StartLoc3D;//[Offset: 0x4, Size: 12] Vector TargetLoc3D;//[Offset: 0x10, Size: 12] Vector[] AirDropLocs3D;//[Offset: 0x1c, Size: 12] bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] Vector MapCenter;//[Offset: 0x2c, Size: 12] float Radius;//[Offset: 0x38, Size: 4] -------------------------------- Class: ViewMaskManager.Object enum ViewMaskTypeSetting;//[Offset: 0x1c, Size: 1] class Actor[] FilterActorClassList;//[Offset: 0x20, Size: 12] void SetViewMaskType(enum NewMaskType);// 0x238cdcc bool IsPlayerViewMaskValid(STExtraBaseCharacter* BaseCharacter);// 0x238cd4c void Init();// 0x238cd38 int ClearViewMaskForActor(Actor* MaskActor);// 0x238ccb8 int ApplyViewMaskForPlayer(STExtraBaseCharacter* BaseCharacter);// 0x238cc38 int ApplyViewMaskForActorWithOwnerPlayer(Actor* MaskActor, STExtraBaseCharacter* BaseCharacter);// 0x238cb74 -------------------------------- Class: ModAdapter.Object Actor* SpawnPointLightActor(ModAdapterSpawnInfo SpawnInfo);// 0x20e8840 Actor* SpawnModActorByClass(class Actor ActorClass, out const Transform SpawnTransform, Pawn* Instigator, Actor* Owner);// 0x20e8690 -------------------------------- Class: ModAdapterSpawnInfo Actor* RelatedActor;//[Offset: 0x0, Size: 4] FName LightType;//[Offset: 0x8, Size: 8] Transform SpawnTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: VisualFieldFeatureParam float VisualFieldUpdateInterval;//[Offset: 0x0, Size: 4] float MaxVisualFieldDistanceSquared;//[Offset: 0x4, Size: 4] FName[] VisualCheckBoneList;//[Offset: 0x8, Size: 12] float DefaultFOVAngle;//[Offset: 0x14, Size: 4] byte[] VisualCheckChanelList;//[Offset: 0x18, Size: 12] class Character[] ExcludeCheckCharacterClass;//[Offset: 0x24, Size: 12] -------------------------------- Class: VisualFieldFeature.Object TimerHandle VisualFieldTickTimerHandle;//[Offset: 0x50, Size: 8] VisualFieldFrame VisualFieldFrame;//[Offset: 0x58, Size: 60] VisualAngleLimitMap;//[Offset: 0x94, Size: 60] STExtraPlayerController* CachedLocalController;//[Offset: 0xd0, Size: 8] -------------------------------- Class: VisualFieldFrame VisualFieldFrameMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: VisualFieldCamp VisibleActorInfo[] VisibleActorList;//[Offset: 0x0, Size: 12] -------------------------------- Class: VisibleActorInfo VisualFieldMetaInfo VisibleActorMetaInfo;//[Offset: 0x0, Size: 16] Actor* VisibleActor;//[Offset: 0x10, Size: 8] -------------------------------- Class: GameModeFeatureSetData uint32 GameModeFeatureSet_A;//[Offset: 0x0, Size: 4] -------------------------------- Class: WeatherChangeEvent enum WeaterType;//[Offset: 0x0, Size: 1] enum WeaterChangeEvent;//[Offset: 0x1, Size: 1] -------------------------------- Class: GameModePlayerShowUpassInfo FString PlayerName;//[Offset: 0x0, Size: 12] int updateTime;//[Offset: 0xc, Size: 4] int upassLevel;//[Offset: 0x10, Size: 4] int upassScore;//[Offset: 0x14, Size: 4] int planeAvatarId;//[Offset: 0x18, Size: 4] bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e, Size: 1] bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f, Size: 1] FString iconUrl;//[Offset: 0x20, Size: 12] FString Nation;//[Offset: 0x2c, Size: 12] GameModePlayerAliasInfo AliasInfo;//[Offset: 0x38, Size: 52] int upassKeepBuy;//[Offset: 0x6c, Size: 4] int upassCurValue;//[Offset: 0x70, Size: 4] int nUpassPrimePlusCard;//[Offset: 0x74, Size: 4] -------------------------------- Class: CircleDataMining Vector WhiteCircleCenter;//[Offset: 0x0, Size: 12] bool bDestinyCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] int LeftPlayerNum;//[Offset: 0x10, Size: 4] -------------------------------- Class: GameDataMining FString BattleID;//[Offset: 0x0, Size: 12] Vector PlaneStartPoint;//[Offset: 0xc, Size: 12] Vector PlaneEndPoint;//[Offset: 0x18, Size: 12] CircleDataMining[] CircleDataMining;//[Offset: 0x24, Size: 12] GameWatchReport[] WatchReport;//[Offset: 0x30, Size: 12] -------------------------------- Class: GameWatchReport uint16 AreaID;//[Offset: 0x0, Size: 2] int8 PlatID;//[Offset: 0x2, Size: 1] FString ZoneID;//[Offset: 0x4, Size: 12] uint64 player_uid;//[Offset: 0x10, Size: 8] float total_time;//[Offset: 0x18, Size: 4] WatchFlow[] watch_flow;//[Offset: 0x1c, Size: 12] -------------------------------- Class: WatchFlow uint64 UId;//[Offset: 0x0, Size: 8] uint32 sec;//[Offset: 0x8, Size: 4] -------------------------------- Class: MarkDispatchManager.ActorComponent.Object int CurrentInstanceCount;//[Offset: 0xbc, Size: 4] int CurrentLocalInstanceCount;//[Offset: 0xc0, Size: 4] MarkDispatchAction[] ActionQueue;//[Offset: 0xc4, Size: 12] MarkDispatchAction[] BatchActionQueue;//[Offset: 0xd0, Size: 12] MarkDispatchAction[] FramingDispatchMarkQueue;//[Offset: 0xdc, Size: 12] int MarkCountProcessed;//[Offset: 0xe8, Size: 4] int OverflowFrameCount;//[Offset: 0xec, Size: 4] static MarkDispatchManager* GetMarkDispatchManager(Object* WorldContextObject);// 0x20da73c int GenerateNewLocalInstanceID();// 0x20da714 int GenerateNewInstanceID();// 0x20da6f0 void DispatchMarkData(MarkDispatchAction Data);// 0x20da538 void ClearMarkDataByTypeID(int TypeId, enum MarkTypeIDClearType, STExtraPlayerState* WeakPlayerState);// 0x20da438 -------------------------------- Class: MarkDispatchAction enum ActionType;//[Offset: 0x0, Size: 1] enum RangeType;//[Offset: 0x1, Size: 1] MarkSyncData SyncData;//[Offset: 0x4, Size: 96] float DispatchDelayTime;//[Offset: 0x64, Size: 4] float RangeRad;//[Offset: 0x68, Size: 4] STExtraPlayerState* WeakPlayerState;//[Offset: 0x6c, Size: 8] float DispatchTime;//[Offset: 0x74, Size: 4] bool bIsFromLocal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78, Size: 1] delegate OnMapAlertSet;//[Offset: 0x80, Size: 16] -------------------------------- Class: ActorExtraComponents class ActorComponent[] BPComponents;//[Offset: 0x0, Size: 12] -------------------------------- Class: XTriggerLuaRemoteComponent.ActorComponent.Object EventTagCDMap;//[Offset: 0xbc, Size: 60] float EventCDTime;//[Offset: 0xf8, Size: 4] bool LuaRemoteEvent(FString EventTag, FString CustomParam, Object* Object01, Object* Object02);// 0x23b8b44 -------------------------------- Class: FieldOfViewNotificationComponentRegistry.Object delegate FieldOfViewNotificationComponentRegisteredDelegate;//[Offset: 0x1c, Size: 12] delegate FieldOfViewNotificationComponentUnregisteredDelegate;//[Offset: 0x28, Size: 12] void Unregister(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x206b9f0 void Register(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x206b970 void GetRegisteredFieldOfViewNotificationComponents(out FieldOfViewNotificationComponent*[] OutRegisteredFieldOfViewNotificationComponents);// 0x206b89c static FieldOfViewNotificationComponentRegistry* Get(Object* WorldContext);// 0x206b824 void FieldOfViewNotificationComponentUnregisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2c90a38 void FieldOfViewNotificationComponentRegisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2c90a38 -------------------------------- Class: FieldOfViewNotificationComponent.ActorComponent.Object delegate InFieldOfViewChangedDelegate;//[Offset: 0xbc, Size: 12] float CheckFrequencyLowerBoundInSeconds;//[Offset: 0xc8, Size: 4] float CheckFrequencyUpperBoundInSeconds;//[Offset: 0xcc, Size: 4] bool bSelfDebugLineTraceDrawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] bool bCheckingFieldOfViewEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1, Size: 1] enum FieldOfViewNotificationStatus;//[Offset: 0xd8, Size: 1] bool IsNotificationWorking();// 0x206b474 static int IsGlobalDebugLineTraceDrawn();// 0x206b448 void InFieldOfViewChangedDelegate__DelegateSignature(FieldOfViewNotificationComponent* Sender, enum OldFieldOfViewNotificationStatus);// 0x2c90a38 enum GetFieldOfViewNotificationStatus();// 0x206b420 -------------------------------- Class: GameModeCVarConfigItem FString Key;//[Offset: 0x0, Size: 12] FString Value;//[Offset: 0xc, Size: 12] -------------------------------- Class: TslSimpleCollisionManager.Actor.Object SimpleSpherePersistentChecker[] PersistentExplosiveItemFields;//[Offset: 0x314, Size: 12] float DamageFieldUpdatePeriod;//[Offset: 0x378, Size: 4] float DamageFieldPassedTime;//[Offset: 0x37c, Size: 4] void RegisterPersistentReceiver(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, int ID);// 0x2314c00 void RegisterBoundingSphere(out const Vector Origin, float Radius, TslSimpleCollisionReceiver* OwnerTracer);// 0x2314af0 void AddRandomPersistentCapsules(int Num, float RngRadius);// 0x2096418 int AddCheckerToBoundingSphere(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, TslSimpleCollisionReceiver* Receiver, bool RebuildSphere);// 0x2314958 -------------------------------- Class: SimpleSpherePersistentChecker PrimitiveComponent* TargetComponent;//[Offset: 0x0, Size: 4] SimpleCollisionSphere Sphere;//[Offset: 0x4, Size: 16] float PassedTime;//[Offset: 0x14, Size: 4] -------------------------------- Class: SimpleCollisionSphere Vector Origin;//[Offset: 0x0, Size: 12] float Radius;//[Offset: 0xc, Size: 4] -------------------------------- Class: SimpleCollisionCapsule Vector Start;//[Offset: 0x0, Size: 12] Vector End;//[Offset: 0xc, Size: 12] float Radius;//[Offset: 0x18, Size: 4] -------------------------------- Class: TslSimpleCollisionReceiver.SceneComponent.ActorComponent.Object -------------------------------- Class: DestructibleSurfaceManager.Info.Actor.Object -------------------------------- Class: MapUIMarkManager.LuaActorComponent.ActorComponent.Object MarkPathSetting[] MarkPathSettingArray;//[Offset: 0x17c, Size: 12] class ScreenMarkManager* ScreenMarkMgrClass;//[Offset: 0x188, Size: 4] class ScreenRotationMarkManager* ScreenRotationMarkMgrClass;//[Offset: 0x18c, Size: 4] MapUIBase* m_pMiniMap;//[Offset: 0x190, Size: 4] MapUIBase* m_pEntireMap;//[Offset: 0x194, Size: 4] ScreenMarkManager* m_ScreenMarkManager;//[Offset: 0x198, Size: 4] ScreenRotationMarkManager* m_ScreenRotationMarkManager;//[Offset: 0x19c, Size: 4] int[] CurMarkInstList;//[Offset: 0x1a0, Size: 12] CurMarkActorInstMap;//[Offset: 0x1ac, Size: 60] delegate OnAlertItemListUpdateDelegate;//[Offset: 0x260, Size: 12] delegate OnMiniMapPointerException;//[Offset: 0x26c, Size: 12] STExtraGameStateBase* pExtraGameState;//[Offset: 0x278, Size: 4] STExtraPlayerController* pExtraPC;//[Offset: 0x27c, Size: 4] UIBPAsyncParams[] UIBPCallbackBuffer;//[Offset: 0x2a0, Size: 12] float TickRate_Internal;//[Offset: 0x2b4, Size: 4] float TickRate_Callback;//[Offset: 0x2b8, Size: 4] MapMarkConfigs;//[Offset: 0x2bc, Size: 60] void OnUIBPLoadCallBack(UIBPAsyncParams inCallBackParams);// 0x20df878 void OnShowOrHideLegendMarkWidget(FString Tag, bool bIsShow);// 0x20df6d0 void OnMiniMapPointerExceptionDelegate__DelegateSignature();// 0x2c90a38 void OnAlertItemListUpdateDelegate__DelegateSignature(int Counts);// 0x2c90a38 -------------------------------- Class: MarkPathSetting int UIBPSrcID;//[Offset: 0x0, Size: 4] FString UIBPSoftPtr;//[Offset: 0x4, Size: 12] FString UIDescription;//[Offset: 0x10, Size: 12] -------------------------------- Class: ScreenMarkManager.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] ScreenMarkGroupMap;//[Offset: 0x6c, Size: 60] Vector2D LimitXY;//[Offset: 0xa8, Size: 8] Vector2D LimitZW;//[Offset: 0xb0, Size: 8] Vector2D UIOffset;//[Offset: 0xb8, Size: 8] byte[] CheckObjectTypes;//[Offset: 0xc0, Size: 12] ActorVectorPair[] ActorVectorHeapToBind;//[Offset: 0x1b0, Size: 12] ActorVectorPair[] ActorVectorArrayToUnBind;//[Offset: 0x1bc, Size: 12] void UpdateBindingWidgetByPanel(int ID);// 0x2171d98 void UpdateBindingLocationWidget(int ID);// 0x2171d20 void UpdateBindingActorWidget(int ID);// 0x2171ca8 void UnbindLocation(out const Vector BingdingLoction, int ID);// 0x2171bdc void UnbindActor(Actor* BindingObject, int ID);// 0x2171b20 bool RemoveBlockCheckIgnoreActor(int GroupID, Actor* Actor);// 0x2171a5c void ReleaseGroupByID(int ID);// 0x21719e4 bool RecycleBindWidget(Widget* BindWidget, int ID);// 0x2171920 void OnLocationUnbindUI(Widget* BindWidget, int ID);// 0x217185c void OnLocationBindUI(Widget* BindWidget, int ID);// 0x2171798 void OnInitMarkGroupData(int ID);// 0x206b970 void OnInit();// 0x1f845a4 void OnActorUnbindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x2171690 void OnActorBindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x2171588 bool IsInBindingRange(out const Vector PlayerToCharacter, int ID);// 0x21714b4 bool InitMarkGroupData(int ID, bool bIsAsync);// 0x21713e8 Widget* GetWidgetByActor(int ID, const Actor* Actor);// 0x2171324 Widget* FetchUI(int ID);// 0x21712a4 bool CheckShouldShow(Actor* Actor, out ScreenMarkGroupData GroupData);// 0x21710a0 bool BindToLoc(out const Vector BingdingLoction, int ID);// 0x2170fc8 bool BindToActor(Actor* BindingObject, int ID);// 0x2170f04 bool AddBlockCheckIgnoreActor(int GroupID, Actor* Actor);// 0x2170e40 -------------------------------- Class: ScreenMarkGroupData ScreenMarkGroupConfig Config;//[Offset: 0x0, Size: 72] UIDuplicatedItemPool* UIPool;//[Offset: 0x48, Size: 4] Actor*[] WorldObjectArr;//[Offset: 0x4c, Size: 12] Vector[] WorldLocationArr;//[Offset: 0x58, Size: 12] Widget*[] HidingUIArr;//[Offset: 0x64, Size: 12] Widget*[] ShowingUIArr;//[Offset: 0x70, Size: 12] ActorWidgetPair[] BindingActorUIArr;//[Offset: 0x7c, Size: 12] BindingLocationPairs;//[Offset: 0x88, Size: 60] UAEUserWidget* ScreenMarkPanel;//[Offset: 0xcc, Size: 4] CanvasPanel* AddToPanel;//[Offset: 0xd0, Size: 4] Actor*[] IgnoreBlockArr;//[Offset: 0xd4, Size: 12] -------------------------------- Class: ScreenMarkGroupConfig int MaxWidgetNum;//[Offset: 0x0, Size: 4] float MaxShowDistance;//[Offset: 0x4, Size: 4] float UpdateBindingInterval;//[Offset: 0x8, Size: 4] float UpdateBindingIntervalMax;//[Offset: 0xc, Size: 4] float ReduseBindingVelocityThreshold;//[Offset: 0x10, Size: 4] bool bIsBindingActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] bool bIsUpdatedByPanel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1] bool bBindOutScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16, Size: 1] bool bBindBlocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17, Size: 1] FString UIPathName;//[Offset: 0x18, Size: 12] bool bCollapseWhenFree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] FName SkeletaSocketName;//[Offset: 0x28, Size: 8] Vector WorldPositionOffset;//[Offset: 0x30, Size: 12] Vector2D UIOffset;//[Offset: 0x3c, Size: 8] -------------------------------- Class: UIDuplicatedItemPool.Object bool bActiveItemListHold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1] bool bCollapseWhenFree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36, Size: 1] FString[] TagArray;//[Offset: 0x38, Size: 12] FString ItemBPClassPath;//[Offset: 0x44, Size: 12] class Object* ItemClass;//[Offset: 0x50, Size: 4] UserWidget*[] UsedItemList;//[Offset: 0x54, Size: 12] UserWidget*[] IdleItemList;//[Offset: 0x60, Size: 12] UserWidget*[] IdleItemListHold;//[Offset: 0x6c, Size: 12] void RemoveTagFromItemPool(FString TagName);// 0x23519bc void RemoveAllTagFromItemPool();// 0x23519a8 void RecycleUnusedItem();// 0x2351994 void RecycleAllItems();// 0x2351980 void OnAsyncLoadWidgetFinished(UserWidget* Widget, int InstID);// 0x23518c4 bool ItemPoolHasTag(FString TagName);// 0x2351800 bool ItemPoolHasOneTagAtLeast(out const FString[] TagNameList);// 0x23516c4 bool ItemPoolHasAllTag(out const FString[] TagNameList);// 0x2351588 void InitItemPool(FString ClassPath, int DefaultItemCounts);// 0x2351488 UserWidget* GetOneItem();// 0x2351460 void GetAllUsedItem(out UserWidget*[] ItemList);// 0x2351394 void GetAllTagFromItemPool(out FString[] tagList);// 0x2351260 void FreeOneItem(UserWidget* IdleItem);// 0x23511e8 void AddTagToItemPool(FString TagName);// 0x235112c void AddMultiTagToItemPool(out const FString[] TagNameList);// 0x2350ff8 -------------------------------- Class: ActorWidgetPair Actor* Actor;//[Offset: 0x0, Size: 8] Widget* Widget;//[Offset: 0x8, Size: 4] -------------------------------- Class: CanvasPanel.PanelWidget.Widget.Visual.Object bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] void SetDontPaintWhenChildEmpty(bool Enable);// 0x3a4fa4c bool GetDontPaintWhenChildEmpty();// 0x3a4fa24 CanvasPanelSlot* AddChildToCanvas(Widget* Content);// 0x3a4f9a4 -------------------------------- Class: CanvasPanelSlot.PanelSlot.Visual.Object AnchorData LayoutData;//[Offset: 0x24, Size: 40] bool bAutoSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] bool bSupportNotch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d, Size: 1] int ZOrder;//[Offset: 0x50, Size: 4] void SetZOrder(int InZOrder);// 0x3a5069c void SetSupportNotch(bool InSupportNotch);// 0x3a5061c void SetSize(Vector2D InSize);// 0x3a505ac void SetPosition(Vector2D InPosition);// 0x3a5053c void SetOffsets(Margin InOffset);// 0x3a504b4 void SetMinimum(Vector2D InMinimumAnchors);// 0x3a50444 void SetMaximum(Vector2D InMaximumAnchors);// 0x3a503d4 void SetLayout(out const AnchorData InLayoutData);// 0x3a5033c void SetAutoSize(bool InbAutoSize);// 0x3a502bc void SetAnchors(Anchors InAnchors);// 0x3a50234 void SetAlignment(Vector2D InAlignment);// 0x3a501c4 int GetZOrder();// 0x3a5019c Vector2D GetSize();// 0x3a5015c Vector2D GetPosition();// 0x3a5011c Margin GetOffsets();// 0x3a500d8 AnchorData GetLayout();// 0x3a50084 bool GetAutoSize();// 0x3a5005c Anchors GetAnchors();// 0x3a50018 Vector2D GetAlignment();// 0x3a4ffd8 bool GeSupportNotch();// 0x3a4ffb0 -------------------------------- Class: ActorVectorPair Actor* Actor;//[Offset: 0x0, Size: 8] Vector Vector;//[Offset: 0x8, Size: 12] -------------------------------- Class: ScreenRotationMarkManager.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] ScreenRotationMarkGroupMap;//[Offset: 0x6c, Size: 60] Vector PlayerLoc;//[Offset: 0xa8, Size: 12] Vector PlayerDir;//[Offset: 0xb4, Size: 12] class Widget* ImageType;//[Offset: 0x1bc, Size: 4] void UpdateBindingLocationWidgetRender(int ID, out ScreenRotationMarkGroupData GroupData);// 0x21737ac void UpdateBindingLocationWidget(int ID, out ScreenRotationMarkGroupData GroupData);// 0x2173638 void UpdateBindingActorWidgetRender(int ID, out ScreenRotationMarkGroupData GroupData);// 0x21734c4 void UpdateBindingActorWidget(int ID, out ScreenRotationMarkGroupData GroupData);// 0x2173350 void UnbindLocation(out const Vector BingdingLoction, int ID);// 0x2173284 void UnbindActor(Actor* BindingObject, int ID);// 0x21731c8 void ReleaseGroupByID(int ID);// 0x2173150 bool RecycleBindWidget(Widget* BindWidget, int ID);// 0x217308c void OnInit();// 0x2173078 bool InitMarkGroupData(int ID, bool bIsAsync);// 0x2172fac Widget* GetWidgetByActor(int ID, const Actor* Actor);// 0x2172ee8 Widget* FetchUI(int ID, out ScreenRotationMarkGroupData GroupData);// 0x2172d6c enum CheckWidgetDisAndAngleValid(Vector TargetLoc, out ScreenRotationMarkGroupData GroupData, out float Angle, out float Distance);// 0x2172b44 bool BindToLoc(out const Vector BingdingLoction, int ID);// 0x2172a70 bool BindToActor(Actor* BindingObject, int ID);// 0x21729ac -------------------------------- Class: ScreenRotationMarkGroupData ScreenRotationMarkConfig Config;//[Offset: 0x0, Size: 72] UIDuplicatedItemPool* UIPool;//[Offset: 0x48, Size: 4] Actor*[] WorldObjectArr;//[Offset: 0x4c, Size: 12] Vector[] WorldLocationArr;//[Offset: 0x58, Size: 12] Widget*[] HidingUIArr;//[Offset: 0x64, Size: 12] Widget*[] ShowingUIArr;//[Offset: 0x70, Size: 12] BindingActorUIMap;//[Offset: 0x7c, Size: 60] BindingLocationUIMap;//[Offset: 0xb8, Size: 60] CanvasPanel* RootPanel;//[Offset: 0xf4, Size: 4] -------------------------------- Class: ScreenRotationMarkConfig ScreenRotationRangeValue DistanceRange;//[Offset: 0x0, Size: 16] ScreenRotationRangeValue AngleRange;//[Offset: 0x10, Size: 16] Actor* BindActor;//[Offset: 0x20, Size: 8] FString UIPathName;//[Offset: 0x28, Size: 12] float AngleOffset;//[Offset: 0x34, Size: 4] bool bIsIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] bool bIsBindingActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39, Size: 1] float UpdateBindingInterval;//[Offset: 0x3c, Size: 4] int DefaultNum;//[Offset: 0x40, Size: 4] float Radius;//[Offset: 0x44, Size: 4] -------------------------------- Class: ScreenRotationRangeValue float MaxValue;//[Offset: 0x0, Size: 4] bool IsCloseOutMaxValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] float MinValue;//[Offset: 0x8, Size: 4] bool IsCloseInMinValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: MapUIBase.Object delegate OnSetupUIMarkRoot;//[Offset: 0x1c, Size: 12] delegate OnUpdateMark;//[Offset: 0x28, Size: 12] delegate OnUpdateMultiMark;//[Offset: 0x34, Size: 12] delegate OnRepositionItemOnMap;//[Offset: 0x40, Size: 12] CanvasPanel* m_pMarkRoot;//[Offset: 0x4c, Size: 4] CanvasPanel*[] CustomTagMarkRootMap;//[Offset: 0x50, Size: 12] AllUIMarks;//[Offset: 0x5c, Size: 60] AllImageMarks;//[Offset: 0x98, Size: 60] bool bMapDynamicScaleDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c, Size: 1] bool bRepositionMarkerAndPinDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14d, Size: 1] Vector LevelLandScapeCenterC;//[Offset: 0x150, Size: 12] Vector2D SelfMarkerAligmentC;//[Offset: 0x15c, Size: 8] CanvasPanel* CanvasPanel_ShowAirPlaneRoute;//[Offset: 0x164, Size: 4] bool bIsShowAirPlaneRouteAfteHide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168, Size: 1] FString[] InnerCircleGameModeIDC;//[Offset: 0x16c, Size: 12] FakeRadiationCircle* InnerCircle;//[Offset: 0x178, Size: 4] float ImageBlueCircleScale;//[Offset: 0x17c, Size: 4] MapRealTimeInfo MapRealTimeInfoC;//[Offset: 0x180, Size: 240] MapRealTimeInfo CacheMapRealTimeInfoC;//[Offset: 0x270, Size: 240] MapDataBase* CurrentMapData;//[Offset: 0x360, Size: 8] UserWidget* BindWidget;//[Offset: 0x368, Size: 8] MapObjct* ParentMapObject;//[Offset: 0x370, Size: 8] Vector LandscapeCenterCpp;//[Offset: 0x378, Size: 12] float LevelToMapScaleC;//[Offset: 0x384, Size: 4] float MapScaleCpp;//[Offset: 0x388, Size: 4] Vector2D MapImageSizeCpp;//[Offset: 0x38c, Size: 8] float MapScalingRadio;//[Offset: 0x394, Size: 4] int LocalPlayerIndexC;//[Offset: 0x398, Size: 4] float MapImageExtentC;//[Offset: 0x39c, Size: 4] float MapWindowExtentC;//[Offset: 0x3a0, Size: 4] bool bNeedDrawSelfGuideLineC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] bool bNeedDrawSelfGuideLineOutC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a5, Size: 1] LinearColor GuideLineColor;//[Offset: 0x3a8, Size: 16] LinearColor WhiteCircleColorC;//[Offset: 0x3b8, Size: 16] bool IsAntiAliasC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8, Size: 1] float GuideLineDashSizeC;//[Offset: 0x3cc, Size: 4] float DefaultLineThicknessC;//[Offset: 0x3d0, Size: 4] bool bNeedDrawWhiteCircleC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4, Size: 1] bool bNeedDrawCircleGuideLineC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d5, Size: 1] Vector2D MapAdjustLocation;//[Offset: 0x3d8, Size: 8] CanvasPanel* PlayerAddPanel;//[Offset: 0x3e0, Size: 8] CanvasPanel* ExtraAddBottomPanel;//[Offset: 0x3e8, Size: 8] CanvasPanel* ExtraAddTopPanel;//[Offset: 0x3f0, Size: 8] bool bDrawOrHideAirDropPathDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f8, Size: 1] bool bIsDrawAirDropFlightPathBackup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f9, Size: 1] int AirDropIndex;//[Offset: 0x3fc, Size: 4] STExtraGameStateBase* CacheGameState;//[Offset: 0x404, Size: 8] void UpdatePlayersLocAndRotC(STExtraPlayerController* STEPC, STExtraPlayerState* STEPS, STExtraGameStateBase* STEGS);// 0x204726c void UpdateMultiMarkC(int Index, out const Vector2D[] MultiMarkLocs, bool IsShow, float Opacity);// 0x20dbf58 void UpdateMarkC(int Index, Vector2D FLoc, bool IsShow, float Opacity);// 0x20dbe08 void TickWidget(out const Geometry MyGeometry, float InDeltaTime);// 0x2047170 void ShowOrHideLegendMarks(FString Tag, bool bIsShow);// 0x20dbc60 void SetupUIMarkRoot();// 0x20dbc4c void RepositionMapMultiMarkC(int PlayerIndex, Vector2D CurSize);// 0x20dbb98 void RepositionMapMarkC(int FIndex, int LocalPlayerIndex, Vector2D CurSize);// 0x20dba98 void RedrawAllMapMarkC(Vector2D CurSize);// 0x20dba28 void ReCalMapInfoC();// 0x20dba14 void OnUpdateUIMarks();// 0x20db9f8 void OnUpdateImageMarks();// 0x1fae92c void OnPaint(PaintContext InContext);// 0x20db964 void InitMap(MapDataBase* InMapData, UserWidget* InUserWidget);// 0x204705c World* GetWorldInternal();// 0x20db93c float GetLevelToMapScale();// 0x204702c STExtraGameStateBase* GetGameState();// 0x20db8f4 -------------------------------- Class: MapUIMarkBaseWidget.LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object bool bLimitedInMinimap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370, Size: 1] bool isUpdateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x372, Size: 1] bool bDoCallFunctionWhenEnterEntireMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x373, Size: 1] bool bDoUsSelfZOrder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x374, Size: 1] Vector2D LimitedSize;//[Offset: 0x378, Size: 8] int DefaultZOrder;//[Offset: 0x380, Size: 4] TextBlock* CountDownText;//[Offset: 0x384, Size: 4] FString CountDownFormat;//[Offset: 0x388, Size: 12] CanvasPanelSlot* ChangeSizeSlot;//[Offset: 0x3a8, Size: 4] float OriginSizeX;//[Offset: 0x3b0, Size: 4] float OriginSizeY;//[Offset: 0x3b4, Size: 4] UpdateStateChangePorperty[] UpdateStatePropertyArray;//[Offset: 0x3bc, Size: 12] void UpdateUIBPState(out const CustomMarkEventData InState);// 0x20de6d4 void UpdateMarkSize(float inScale);// 0x2007c68 void UpdateMarkPosition(Vector2D NewMapPos, Vector2D MapAdjustOffset, float Angle, float MapWindowHalfExtent);// 0x20de584 bool ShouldLimitedInMinimap();// 0x20de55c void SetWidgetCurRotation(Rotator WorldRot3D);// 0x20de4ec void SetWidgetCurPostion(Vector WorldPos3D);// 0x20de47c void SetUpdatePropertyArray(out const UpdateStateChangePorperty[] PropertyArray, int InitState);// 0x20de330 void SetCountDownText(TextBlock* TextBlock, int TotalSecond, bool IsShowZero, FString Format);// 0x20de0f4 void SetChangeSizePanel(float SizeX, float SizeY, bool IsChangeSize, bool IsChangeInUpdate, float Ratio);// 0x20ddf50 void RefreshPanelScale(float Scale);// 0x20dded8 void RefreshCountDownText();// 0x20ddec4 void OnWidgetShow(out const CustomMarkEventData InState);// 0x20dddd8 void OnUpdateState(out const CustomMarkEventData InState);// 0x20ddcec void OnUpdateMarkSize(float Scale, float Ratio);// 0x20ddc30 void OnUpdateIconMap(int NewState);// 0x20ddbb8 void OnUIBPShow(out const CustomMarkEventData InState);// 0x20ddac4 void OnUIBPDestroy();// 0x1f7ea7c void OnUIBPCreate(out const CustomMarkEventData InState, byte ParentState);// 0x20dd988 void OnEnterEntireMap();// 0x2c90a38 Rotator GetWidgetCurWorldRot();// 0x20dd940 Vector GetWidgetCurWorldPos();// 0x20dd8f8 -------------------------------- Class: TextBlock.TextLayoutWidget.Widget.Visual.Object FText Text;//[Offset: 0xf0, Size: 12] delegate TextDelegate;//[Offset: 0x100, Size: 16] SlateColor ColorAndOpacity;//[Offset: 0x110, Size: 28] delegate ColorAndOpacityDelegate;//[Offset: 0x130, Size: 16] SlateColor SelectColorAndOpacity;//[Offset: 0x140, Size: 28] SlateColor NoSelectColorAndOpacity;//[Offset: 0x15c, Size: 28] bool bHaveSelectColorAndOpacity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x178, Size: 1] bool bIsSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x179, Size: 1] SlateFontInfo Font;//[Offset: 0x180, Size: 64] Vector2D ShadowOffset;//[Offset: 0x1c0, Size: 8] LinearColor ShadowColorAndOpacity;//[Offset: 0x1c8, Size: 16] delegate ShadowColorAndOpacityDelegate;//[Offset: 0x1d8, Size: 16] float MinDesiredWidth;//[Offset: 0x1e8, Size: 4] bool AutoEllipsisText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec, Size: 1] bool bWrapWithInvalidationPanel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed, Size: 1] void SetVerticalJustification(byte InJustification);// 0x3a679cc void SetText(FText InText);// 0x3a6771c void SetShadowOffset(Vector2D InShadowOffset);// 0x3a676ac void SetShadowColorAndOpacity(LinearColor InShadowColorAndOpacity);// 0x3a67630 void SetSelectColor(bool bIsSelect);// 0x3a675b0 void SetOpacity(float InOpacity);// 0x3a67538 void SetMinDesiredWidth(float InMinDesiredWidth);// 0x3a674c0 void SetJustification(byte InJustification);// 0x3a67448 void SetFont(SlateFontInfo InFontInfo);// 0x3a67130 void SetColorAndOpacity(SlateColor InColorAndOpacity);// 0x3a66e10 void SetAutoEllipsisText(bool InAutoEllipsisText);// 0x3a66d8c FText GetText();// 0x3a66c30 -------------------------------- Class: TextLayoutWidget.Widget.Visual.Object ShapedTextOptions ShapedTextOptions;//[Offset: 0xcc, Size: 4] byte Justification;//[Offset: 0xd0, Size: 1] byte VerticalJustification;//[Offset: 0xd1, Size: 1] bool AutoWrapText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2, Size: 1] float WrapTextAt;//[Offset: 0xd4, Size: 4] enum WrappingPolicy;//[Offset: 0xd8, Size: 1] Margin Margin;//[Offset: 0xdc, Size: 16] float LineHeightPercentage;//[Offset: 0xec, Size: 4] -------------------------------- Class: SlateFontInfo Object* FontObject;//[Offset: 0x0, Size: 4] Object* FontMaterial;//[Offset: 0x4, Size: 4] FontOutlineSettings OutlineSettings;//[Offset: 0x8, Size: 28] FName TypefaceFontName;//[Offset: 0x30, Size: 8] int Size;//[Offset: 0x38, Size: 4] bool IsBold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] -------------------------------- Class: FontOutlineSettings int OutlineSize;//[Offset: 0x0, Size: 4] Object* OutlineMaterial;//[Offset: 0x4, Size: 4] LinearColor OutlineColor;//[Offset: 0x8, Size: 16] bool bSeparateFillAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] -------------------------------- Class: ShapedTextOptions bool bOverride_TextShapingMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bOverride_TextFlowDirection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] enum TextShapingMethod;//[Offset: 0x1, Size: 1] enum TextFlowDirection;//[Offset: 0x2, Size: 1] -------------------------------- Class: UpdateStateChangePorperty Widget* UpdateWidget;//[Offset: 0x0, Size: 4] FString[] IconPathArray;//[Offset: 0x4, Size: 12] enum[] IconVisibleArray;//[Offset: 0x10, Size: 12] LinearColor[] IconColorArray;//[Offset: 0x1c, Size: 12] -------------------------------- Class: MapImageMarkData int ConfigId;//[Offset: 0x0, Size: 4] Image* Image;//[Offset: 0x4, Size: 4] Vector CurrentWorldPos;//[Offset: 0x8, Size: 12] Rotator CurrentWorldRot;//[Offset: 0x14, Size: 12] Vector2D OriginalSize;//[Offset: 0x20, Size: 8] bool bIsUpdateSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] Vector2D MaxSize;//[Offset: 0x2c, Size: 8] -------------------------------- Class: FakeRadiationCircle.Actor.Object -------------------------------- Class: MapRealTimeInfo Vector2D MapCenterToPlayer;//[Offset: 0x0, Size: 8] Vector MapCenterToBlueCircle;//[Offset: 0x8, Size: 12] Vector MapCenterToWhiteCircle;//[Offset: 0x14, Size: 12] Vector2D PlayerCoord;//[Offset: 0x20, Size: 8] Vector2D SpectatedPlayerCoord;//[Offset: 0x28, Size: 8] Vector2D WhiteCircleCoord;//[Offset: 0x30, Size: 8] Vector2D BlueCircleCoord;//[Offset: 0x38, Size: 8] float WhiteCircleRadius;//[Offset: 0x40, Size: 4] float BlueCircleRadius;//[Offset: 0x44, Size: 4] Vector2D LastDriveVehicleCoord;//[Offset: 0x48, Size: 8] bool bCanPlayerSeeLastVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] AirplaneRouteData PlaneRouteData;//[Offset: 0x54, Size: 100] AirDropPathData AirDropPathData;//[Offset: 0xb8, Size: 56] -------------------------------- Class: AirplaneRouteData float PlaneFlyingProcess;//[Offset: 0x0, Size: 4] Vector2D CanJumpLocInMap;//[Offset: 0x4, Size: 8] Vector2D ForceJumpLocInMap;//[Offset: 0xc, Size: 8] float RouteWidgetRotateAngle;//[Offset: 0x14, Size: 4] float RouteLengthInMap;//[Offset: 0x18, Size: 4] Vector2D PlaneLocInMap;//[Offset: 0x1c, Size: 8] float PlaneRotation;//[Offset: 0x24, Size: 4] AirDropPathData[] AirDropPaths;//[Offset: 0x28, Size: 12] Vector2D CanJumpLocInMapForCamp;//[Offset: 0x34, Size: 8] Vector2D ForceJumpLocInMapForCamp;//[Offset: 0x3c, Size: 8] float CampRouteLengthInMap;//[Offset: 0x44, Size: 4] float CampRouteWidgetRotateAngle;//[Offset: 0x48, Size: 4] Vector2D LastValidCanJumpLocInMap;//[Offset: 0x4c, Size: 8] Vector2D LastValidForceJumpLocInMap;//[Offset: 0x54, Size: 8] float LastValidRouteWidgetRotateAngle;//[Offset: 0x5c, Size: 4] float LastValidRouteLengthInMap;//[Offset: 0x60, Size: 4] -------------------------------- Class: AirDropPathData int AirDropIndex;//[Offset: 0x0, Size: 4] Vector2D StartLoc;//[Offset: 0x4, Size: 8] Vector2D TargetLoc;//[Offset: 0xc, Size: 8] float RouteWidgetRotateAngle;//[Offset: 0x14, Size: 4] float RouteLengthInMap;//[Offset: 0x18, Size: 4] Vector2D[] AirDropLocs;//[Offset: 0x1c, Size: 12] Vector[] AirDropLocs3D;//[Offset: 0x28, Size: 12] bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] -------------------------------- Class: MapDataBase.Object Widget*[] PlayerInfoRotWidgetArrayC;//[Offset: 0x1c, Size: 12] Widget*[] PlayerInfoBPArrayC;//[Offset: 0x28, Size: 12] Widget*[] PlayerMarkBPArrayC;//[Offset: 0x34, Size: 12] MapUIBase* CurrentMapUI;//[Offset: 0x40, Size: 4] STExtraGameStateBase* CacheGameState;//[Offset: 0x44, Size: 8] void Init(MapUIBase* INMapUI);// 0x20daacc World* GetWorldInternal();// 0x20daaa4 STExtraGameStateBase* GetGameState();// 0x20daa5c -------------------------------- Class: MapObjct.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] MapUIBase* CurrentHoldMapUI;//[Offset: 0x6c, Size: 8] World* GetWorldInternal();// 0x20dccf0 void DrawCircle(Vector2D CircleCenter, LinearColor CircleColor, float CircleRadius, float MapWindowExtent, Vector2D PlayerCoord, byte MapType, bool bAntiAlias);// 0x20dcab0 -------------------------------- Class: MarkActorInstInfo int UIBPInstID;//[Offset: 0x0, Size: 4] -------------------------------- Class: UIBPAsyncParams MarkSyncData MarkData;//[Offset: 0x4, Size: 96] class Widget* UIIconSoftPtr;//[Offset: 0x68, Size: 40] class MapUIMarkBaseWidget* UIBPSoftPtr;//[Offset: 0x90, Size: 40] class Object* UIClass;//[Offset: 0xb8, Size: 4] -------------------------------- Class: MapMarkConfig int ConfigId;//[Offset: 0x0, Size: 4] FString UIPath;//[Offset: 0x4, Size: 12] bool bIsIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] Vector2D Size;//[Offset: 0x14, Size: 8] bool bIsUpdateSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] Vector2D MaxSize;//[Offset: 0x20, Size: 8] int ZOrder;//[Offset: 0x28, Size: 4] bool bIsControlByLegend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1] FString LegendTags;//[Offset: 0x30, Size: 12] -------------------------------- Class: WidgetToRenderTarget.Object NameToTextureRenderTarget2DManagerWidgetInfos;//[Offset: 0x1c, Size: 60] DrawTextToTextureRenderTarget2DParams[] CachedParams;//[Offset: 0x58, Size: 12] void ReleaseCachedParams();// 0x23afa50 bool ReceivePreDrawTextToTextureRenderTarget2DAsync(out DrawTextToTextureRenderTarget2DParams Params);// 0x2c90a38 void ReceivePostDrawTextToTextureRenderTarget2DAsync(out const DrawTextToTextureRenderTarget2DParams Params);// 0x2c90a38 void DrawTextToTextureRenderTarget2DAsync(out const DrawTextToTextureRenderTarget2DParams Params, out const delegate OnWidgetToRenderTargetDrawn);// 0x23af750 -------------------------------- Class: TextureRenderTarget2DManagerWidgetInfo class UserWidget* UserWidgetClass;//[Offset: 0x0, Size: 40] class UserWidget* LoadedUserWidgetClass;//[Offset: 0x28, Size: 4] UserWidget* UserWidget;//[Offset: 0x2c, Size: 4] FName UpdateWidgetFunctionName;//[Offset: 0x30, Size: 8] -------------------------------- Class: DrawTextToTextureRenderTarget2DParams FText Text;//[Offset: 0x0, Size: 12] FName WidgetName;//[Offset: 0x10, Size: 8] int DrawWidth;//[Offset: 0x18, Size: 4] int DrawHeight;//[Offset: 0x1c, Size: 4] TextureRenderTarget2D* OptionalInOutTextureRenderTarget2D;//[Offset: 0x20, Size: 4] bool bMaterialInstanceDynamicCreated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] MaterialInterface* ParentMaterial;//[Offset: 0x28, Size: 40] FName TextureParameterName;//[Offset: 0x50, Size: 8] MaterialInstanceDynamic* OptionalInOutMaterialInstanceDynamic;//[Offset: 0x58, Size: 4] FString Payload;//[Offset: 0x5c, Size: 12] bool bParamsCached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] -------------------------------- Class: GameStateWeaponRule bool bForbidShootTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float CheckForbidShootTime;//[Offset: 0x4, Size: 4] class Actor[] ForbidShootClassArray;//[Offset: 0x8, Size: 12] class Actor[] SwallowBulletClassArray;//[Offset: 0x14, Size: 12] -------------------------------- Class: AirAttackOrder int waveIndex;//[Offset: 0x0, Size: 4] float FlightHeight;//[Offset: 0x4, Size: 4] float SeaLevelHeight;//[Offset: 0x8, Size: 4] uint16[] bombsInterval;//[Offset: 0xc, Size: 12] uint16 BombBaseDamage;//[Offset: 0x18, Size: 2] uint16 BombMinDamage;//[Offset: 0x1a, Size: 2] Vector2D[] bombsPosition2D;//[Offset: 0x1c, Size: 12] -------------------------------- Class: ScreenAppearanceCfg bool UseScreenAppearance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FString ScreenAppearanceName;//[Offset: 0x4, Size: 12] byte ParticleType;//[Offset: 0x10, Size: 1] float ScreenAppearanceConcentration;//[Offset: 0x14, Size: 4] FName ShaderName;//[Offset: 0x18, Size: 8] -------------------------------- Class: WeatherFogCfg enum[] WeatherTypeList;//[Offset: 0x0, Size: 12] ExponentialHeightFog* Fog;//[Offset: 0xc, Size: 4] WeatherDstFog DstWeatherFog;//[Offset: 0x10, Size: 20] WeatherSrcFog SrcWeatherFog;//[Offset: 0x24, Size: 12] float blendTime;//[Offset: 0x30, Size: 4] DynamicWeatherController*[] WeatherControllerList;//[Offset: 0x38, Size: 12] -------------------------------- Class: WeatherDstFog bool UseStartDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float StartDistance;//[Offset: 0x4, Size: 4] bool UseDensityCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float CustomFogLow_DensityCoefficient;//[Offset: 0xc, Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x10, Size: 4] -------------------------------- Class: WeatherSrcFog float StartDistance;//[Offset: 0x0, Size: 4] float CustomFogLow_DensityCoefficient;//[Offset: 0x4, Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x8, Size: 4] -------------------------------- Class: PlayerKeyDstWeather STExtraPlayerController* PC;//[Offset: 0x0, Size: 4] -------------------------------- Class: WeaponHitDetailInfo int TotalShootNum;//[Offset: 0x0, Size: 4] int[] HitNumEveryBodys;//[Offset: 0x4, Size: 12] -------------------------------- Class: LastGameRemainItemData FName TombName;//[Offset: 0x0, Size: 8] Vector DropGroundPoint;//[Offset: 0x8, Size: 12] FString TargetPlayerUID;//[Offset: 0x14, Size: 12] RemainItemData[] RemainItemDataList;//[Offset: 0x20, Size: 12] -------------------------------- Class: RemainItemData int ItemId;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x8, Size: 12] int SlotID;//[Offset: 0x14, Size: 4] -------------------------------- Class: ParachuteData uint64 UId;//[Offset: 0x0, Size: 8] float SlideDuration;//[Offset: 0x8, Size: 4] byte FollowState;//[Offset: 0xc, Size: 1] Vector ClientLandLocation;//[Offset: 0x10, Size: 12] Vector ClientLocation;//[Offset: 0x1c, Size: 12] Vector ServerLandLocation;//[Offset: 0x28, Size: 12] float SlideStartTime;//[Offset: 0x34, Size: 4] float SlideEndTime;//[Offset: 0x38, Size: 4] FString InputCount;//[Offset: 0x3c, Size: 12] FString PositionCheck;//[Offset: 0x48, Size: 12] FString ClientPositionDiff;//[Offset: 0x54, Size: 12] float LastCorrectionTime;//[Offset: 0x60, Size: 4] float LastCorrectionHeight;//[Offset: 0x64, Size: 4] Vector LastCorrectionLocation;//[Offset: 0x68, Size: 12] Vector LastCorrectedLocation;//[Offset: 0x74, Size: 12] -------------------------------- Class: BattleOpenSequencerInfo Transform StartPosition;//[Offset: 0x0, Size: 48] VehicleWarStartVehicleInfo[] VehicleInfoList;//[Offset: 0x30, Size: 12] float Time;//[Offset: 0x3c, Size: 4] float ServerStartTimestamp;//[Offset: 0x40, Size: 4] -------------------------------- Class: VehicleWarStartVehicleInfo Vector Position;//[Offset: 0x0, Size: 12] Rotator Rotation;//[Offset: 0xc, Size: 12] STExtraVehicleBase* Vehicle;//[Offset: 0x18, Size: 4] VehicleWarStartVehiclePlayerInfo DriverInfo;//[Offset: 0x1c, Size: 12] VehicleWarStartVehiclePlayerInfo PassengerInfo;//[Offset: 0x28, Size: 12] -------------------------------- Class: VehicleWarStartVehiclePlayerInfo int upassLevel;//[Offset: 0x0, Size: 4] int upassScore;//[Offset: 0x4, Size: 4] STExtraBaseCharacter* BasePlayer;//[Offset: 0x8, Size: 4] -------------------------------- Class: StartFireInfo uint32 CurShootID;//[Offset: 0x0, Size: 4] uint32 CurClipID;//[Offset: 0x4, Size: 4] int CurBulletNumInClip;//[Offset: 0x8, Size: 4] byte ShootMode;//[Offset: 0xc, Size: 1] byte ShootType;//[Offset: 0xd, Size: 1] float StartFireTime;//[Offset: 0x10, Size: 4] double StartFireSysTime;//[Offset: 0x18, Size: 8] -------------------------------- Class: STExtraExplosionEffect.Actor.Object ParticleSystem* FarComplexEffect;//[Offset: 0x2fc, Size: 4] ParticleSystem* NearSimpleEffect;//[Offset: 0x300, Size: 4] float NearToFarDistance;//[Offset: 0x304, Size: 4] AkAudioEvent* ExplosionSound;//[Offset: 0x308, Size: 4] float PlayEffectDelayTime;//[Offset: 0x30c, Size: 4] HitResult SurfaceHit;//[Offset: 0x310, Size: 136] bool bPlayFallbackEffectIfFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] -------------------------------- Class: SACData BulletHitInfoUploadData[] HitDataArray;//[Offset: 0x0, Size: 12] BulletHitInfoUploadBinaray[] HitBinarayArray;//[Offset: 0xc, Size: 12] LocalShootHitData[] ShootHitDataArray;//[Offset: 0x18, Size: 12] ShootTimeData[] ShootTimeDatas;//[Offset: 0x24, Size: 12] int ShootTimes;//[Offset: 0x30, Size: 4] byte[] TssSdkAntiData;//[Offset: 0x34, Size: 12] int TssSdkAntiDataLen;//[Offset: 0x40, Size: 4] int NetworkStatus;//[Offset: 0x44, Size: 4] -------------------------------- Class: BulletHitInfoUploadBinaray byte[] Data;//[Offset: 0x0, Size: 12] uint16 CompensationTime;//[Offset: 0xc, Size: 2] Actor* Actor;//[Offset: 0x10, Size: 8] PrimitiveComponent* Component;//[Offset: 0x18, Size: 8] -------------------------------- Class: ShootTimeData Vector_NetQuantize ShootPos;//[Offset: 0x0, Size: 12] Vector_NetQuantize GunPos;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormalSv MuzzleDir;//[Offset: 0x18, Size: 12] uint32 ShootID;//[Offset: 0x24, Size: 4] uint64 CurrentStates;//[Offset: 0x28, Size: 8] byte CapsuleHalfHeight;//[Offset: 0x30, Size: 1] float SkeletonLength;//[Offset: 0x34, Size: 4] ShootTimeInfo_NetQuantize ShootInfo;//[Offset: 0x40, Size: 64] double ShootSystemTime;//[Offset: 0x80, Size: 8] byte ShootTimeConDelta;//[Offset: 0x88, Size: 1] float ShootLevelTime;//[Offset: 0x8c, Size: 4] Vector_NetQuantize GunTailPos;//[Offset: 0x90, Size: 12] byte ShotFlags;//[Offset: 0x9c, Size: 1] -------------------------------- Class: Vector_NetQuantizeNormalSv.Vector -------------------------------- Class: ShootTimeInfo_NetQuantize -------------------------------- Class: BulletHitInfoWithoutDamage Vector ImpactPoint;//[Offset: 0x0, Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12] Vector_NetQuantize ShootMomentMuzzlePos;//[Offset: 0x24, Size: 12] byte SurfaceType;//[Offset: 0x30, Size: 1] uint32 ShootID;//[Offset: 0x34, Size: 4] Actor* Actor;//[Offset: 0x38, Size: 8] PrimitiveComponent* Component;//[Offset: 0x40, Size: 8] byte HitBodyType;//[Offset: 0x48, Size: 1] bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49, Size: 1] byte ImpactEffectMask;//[Offset: 0x4a, Size: 1] -------------------------------- Class: HitTargetExtraData byte PlatForm;//[Offset: 0x0, Size: 1] int CharacterReplicatID;//[Offset: 0x4, Size: 4] int CharacterMovementReplicatID;//[Offset: 0x8, Size: 4] float LastReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0xc, Size: 4] float LastReplicatedTimePass;//[Offset: 0x10, Size: 4] float CapsulePreMoveDistance;//[Offset: 0x14, Size: 4] float MeshOffsetDistance;//[Offset: 0x18, Size: 4] float AverageFPS;//[Offset: 0x1c, Size: 4] float ImpactFrameDeltaTime;//[Offset: 0x20, Size: 4] -------------------------------- Class: STExtraFireBalloon.Actor.Object BoxComponent* RootCollision;//[Offset: 0x348, Size: 4] StaticMeshComponent* BalloonMesh;//[Offset: 0x34c, Size: 4] FireBalloonMovementComponent* Movement;//[Offset: 0x350, Size: 4] int MapMarkTypeID;//[Offset: 0x354, Size: 4] enum MapMarkFlag;//[Offset: 0x358, Size: 1] Pawn* Driver;//[Offset: 0x360, Size: 4] float MoveUpValue;//[Offset: 0x364, Size: 4] byte MovementSmoothMode;//[Offset: 0x3a0, Size: 1] float MovementSmoothAlpha;//[Offset: 0x3a4, Size: 4] float MoveUpScale;//[Offset: 0x3a8, Size: 4] bool bAutoFallOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] float AutoFallOffSpeed;//[Offset: 0x3b0, Size: 4] Vector ControlInputVector;//[Offset: 0x3b4, Size: 12] Vector LastControlInputVector;//[Offset: 0x3c0, Size: 12] float TickInterval;//[Offset: 0x3cc, Size: 4] FString LuaFilePath;//[Offset: 0x3d4, Size: 12] Vector2D FObservationArea;//[Offset: 0x3e0, Size: 8] bool bIsInObservationArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e8, Size: 1] void SetParachuteServerAuthorized(Pawn* InPawn);// 0x2239cd0 void SetMoveUpValue(float InMoveUpValue);// 0x2239c58 void SetDriver(Pawn* InPawn);// 0x1f69970 void OnRep_Driver(Pawn* PrevDriver);// 0x1f58458 Pawn* GetDriver();// 0x2239c3c void CheckWishTask();// 0x2c90a38 bool CanBeDriver(Pawn* InPawn);// 0x2239bb4 void BPUpdateUIVisible();// 0x2c90a38 void BPUpdateObservationArea();// 0x2c90a38 void BPSetPlayCameraOffsetData(float FAlpha, bool IsUpdateCameraLocation);// 0x2c90a38 bool BlueprintIsNetRelevantFor(const Actor* RealViewer, const Actor* ViewTarget, out const Vector SrcLocation);// 0x2c90a38 -------------------------------- Class: FireBalloonMovementComponent.FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object enum MaxFlyHeightType;//[Offset: 0x135, Size: 1] float MaxFlyHeight;//[Offset: 0x138, Size: 4] float InitialMaxTarceDist;//[Offset: 0x13c, Size: 4] Vector InitialLocation;//[Offset: 0x140, Size: 12] delegate OnFireBalloonImpactDelegate;//[Offset: 0x14c, Size: 12] Actor* ActorOwner;//[Offset: 0x158, Size: 4] void SetSkipUpdate(bool bNewValue);// 0x2239774 void ReceiveOnImpact(out const HitResult Hit, float TimeSlice, out const Vector MoveDelta);// 0x2c90a38 void OnFireBalloonImpactDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2c90a38 float GetMaxFlyHeight();// 0x223974c -------------------------------- Class: FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object float MaxSpeed;//[Offset: 0x124, Size: 4] float Acceleration;//[Offset: 0x128, Size: 4] float Deceleration;//[Offset: 0x12c, Size: 4] float TurningBoost;//[Offset: 0x130, Size: 4] bool bPositionCorrected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x134, Size: 1] -------------------------------- Class: DeviceInfo FString GPUFamily;//[Offset: 0x0, Size: 12] FString GLVersion;//[Offset: 0xc, Size: 12] FString OSVersion;//[Offset: 0x18, Size: 12] FString DeviceMake;//[Offset: 0x24, Size: 12] FString DeviceModel;//[Offset: 0x30, Size: 12] FString VulkanVersion;//[Offset: 0x3c, Size: 12] FString MemorySizeInGB;//[Offset: 0x48, Size: 12] FString OpenID;//[Offset: 0x54, Size: 12] -------------------------------- Class: SeekAndLockRPGBulletUploadData byte SeekAndLockStageType;//[Offset: 0x0, Size: 1] Actor* SeekAndLockTarget;//[Offset: 0x4, Size: 4] -------------------------------- Class: PlayerRemainTombBox.PlayerTombBox.LuaActor.Actor.Object FString TargetPlayerUID;//[Offset: 0x47c, Size: 12] int MiniMapIconID;//[Offset: 0x488, Size: 4] int MiniMapInstanceID;//[Offset: 0x48c, Size: 4] bool bIsSearchedRemainBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x490, Size: 1] void OnRep_IsSearchedRemainBox();// 0x2137488 void HandleBoxIsSearched();// 0x202a4c4 -------------------------------- Class: WarPlayerStateScore int Rank;//[Offset: 0x0, Size: 4] int Score;//[Offset: 0x4, Size: 4] enum ScoreChangeReason;//[Offset: 0x8, Size: 1] int ScoreChangeCauserPlayerID;//[Offset: 0xc, Size: 4] int HighestScore;//[Offset: 0x10, Size: 4] int FollowScore;//[Offset: 0x14, Size: 4] -------------------------------- Class: VehicleMoveFlow uint64 RoleID;//[Offset: 0x0, Size: 8] FString OpenID;//[Offset: 0x8, Size: 12] int8 PlatID;//[Offset: 0x14, Size: 1] uint16 AreaID;//[Offset: 0x16, Size: 2] FString ZoneID;//[Offset: 0x18, Size: 12] VehicleMovePoint[] PointList;//[Offset: 0x24, Size: 12] -------------------------------- Class: VehicleMovePoint uint32 UniqueId;//[Offset: 0x0, Size: 4] int8 Type;//[Offset: 0x4, Size: 1] int X;//[Offset: 0x8, Size: 4] int Y;//[Offset: 0xc, Size: 4] int Z;//[Offset: 0x10, Size: 4] int Speed;//[Offset: 0x14, Size: 4] int8 VehicleN2oUse;//[Offset: 0x18, Size: 1] int8 VehicleCarPetUse;//[Offset: 0x19, Size: 1] int VehicleMoveDistance;//[Offset: 0x1c, Size: 4] int TimeStamp;//[Offset: 0x20, Size: 4] int8 RoleType;//[Offset: 0x24, Size: 1] -------------------------------- Class: WeaponHitDisanceSectionArray int[] SectionArray;//[Offset: 0x0, Size: 12] int CaculateType;//[Offset: 0xc, Size: 4] -------------------------------- Class: SIslandInactiveClearComponent.ActorComponent.Object float ComponentTickInterval;//[Offset: 0xbc, Size: 4] float InactiveCheckGap;//[Offset: 0xc0, Size: 4] float InactiveTimeForTipPreTime;//[Offset: 0xc8, Size: 4] float PreActiveTime;//[Offset: 0xcc, Size: 4] float ClientSendActiveRPCGap;//[Offset: 0xd4, Size: 4] bool bIsClientActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] enum SIslandActiveType;//[Offset: 0xd9, Size: 1] Vector PrePawnLoc;//[Offset: 0xdc, Size: 12] Rotator PreControllerRotation;//[Offset: 0xe8, Size: 12] delegate OnInactiveTipInSocialIslandDelegate;//[Offset: 0xf4, Size: 12] void ServerMarkPlayerActive();// 0x218dd50 void OnInactiveTipInSocialIslandDelegate__DelegateSignature(float RemainTime);// 0x2c90a38 void MarkPlayerActive();// 0x218dd3c void KickOutPlayer();// 0x218dd28 void ClientShowKickOutTip(float RemainTime);// 0x1f493ac void ClientCachedActiveState();// 0x218dd14 bool CheckForMovement();// 0x218dcec void CheckForInactive();// 0x20fc424 -------------------------------- Class: ObservingReplay.GameReplay.Object delegate OnRequestStreamsComplete;//[Offset: 0xd8, Size: 12] delegate OnKillInfoDownloadComplete;//[Offset: 0xe4, Size: 12] ReportSequenceMap;//[Offset: 0x104, Size: 60] FString ReplayServerURL;//[Offset: 0x158, Size: 12] byte TlogBatchVersion;//[Offset: 0x164, Size: 1] int64 TlogBatchMaxSize;//[Offset: 0x168, Size: 8] uint32 SendTlogInterval;//[Offset: 0x178, Size: 4] RecordTlogBatch RecordTlogBatch;//[Offset: 0x180, Size: 16] void RequestReplaysFromServer(FString URLString);// 0x210ff0c void ClearStreams();// 0x210fef8 -------------------------------- Class: RecordTlogBatch byte Version;//[Offset: 0x0, Size: 1] RecordTlog[] TlogArray;//[Offset: 0x4, Size: 12] -------------------------------- Class: RecordTlog FString UId;//[Offset: 0x0, Size: 12] byte EventId;//[Offset: 0xc, Size: 1] FString OpenID;//[Offset: 0x10, Size: 12] int64 TimeStamp;//[Offset: 0x20, Size: 8] float DSElapsedSeconds;//[Offset: 0x28, Size: 4] KeyValueMap;//[Offset: 0x2c, Size: 60] -------------------------------- Class: DailyTaskReportInfo uint64 UId;//[Offset: 0x0, Size: 8] uint32 PlayerKey;//[Offset: 0x8, Size: 4] uint32 TaskSyncToDsTs;//[Offset: 0xc, Size: 4] DailyTaskStoreInfo[] TaskInfo;//[Offset: 0x10, Size: 12] DailyTaskAwardInfo[] RewardInfo;//[Offset: 0x1c, Size: 12] -------------------------------- Class: DailyTaskAwardInfo int TaskId;//[Offset: 0x0, Size: 4] TaskAwardItemInfo[] AwardList;//[Offset: 0x4, Size: 12] -------------------------------- Class: TaskAwardItemInfo int ItemId;//[Offset: 0x0, Size: 4] int ItemNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: FatalDamageParameter FatalDamageStringParameter String;//[Offset: 0x0, Size: 84] int DamageType;//[Offset: 0x54, Size: 4] int AdditionalParam;//[Offset: 0x58, Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] int ResultHealthStatus;//[Offset: 0x60, Size: 4] int Relationship;//[Offset: 0x64, Size: 4] int PreviousHealthStatus;//[Offset: 0x68, Size: 4] int realKillerNewKillNum;//[Offset: 0x6c, Size: 4] uint32 causerKey;//[Offset: 0x70, Size: 4] uint32 victimKey;//[Offset: 0x74, Size: 4] int causerAnchorPlatformResID;//[Offset: 0x78, Size: 4] int causerAnchorPlatformColorID;//[Offset: 0x7c, Size: 4] int victimAnchorPlatformResID;//[Offset: 0x80, Size: 4] int victimAnchorPlatformColorID;//[Offset: 0x84, Size: 4] int realKillerAnchorPlatformResID;//[Offset: 0x88, Size: 4] int realKillerAnchorPlatformColorID;//[Offset: 0x8c, Size: 4] int CauserWeaponAvatarID;//[Offset: 0x90, Size: 4] int CauserClothAvatarID;//[Offset: 0x94, Size: 4] int CauserType;//[Offset: 0x98, Size: 4] int VictimType;//[Offset: 0x9c, Size: 4] byte[] ExpandDataContent;//[Offset: 0xa0, Size: 12] -------------------------------- Class: FatalDamageStringParameter FString CauserName;//[Offset: 0x0, Size: 12] FString VictimName;//[Offset: 0xc, Size: 12] FString FuzzyCauserName;//[Offset: 0x18, Size: 12] FString FuzzyVictimName;//[Offset: 0x24, Size: 12] FString RealKillerName;//[Offset: 0x30, Size: 12] FString CauserNation;//[Offset: 0x3c, Size: 12] FString VictimNation;//[Offset: 0x48, Size: 12] -------------------------------- Class: KillInfoRecordData FString Killer;//[Offset: 0x0, Size: 12] FString Victim;//[Offset: 0xc, Size: 12] bool bKillDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] uint64 KillTimeStampDemoTime;//[Offset: 0x20, Size: 8] uint64 KillTimeStampGameTime;//[Offset: 0x28, Size: 8] FString SafeLabel;//[Offset: 0x30, Size: 12] int SafeParam1;//[Offset: 0x3c, Size: 4] int SafeParam2;//[Offset: 0x40, Size: 4] float RecordTimestamp;//[Offset: 0x44, Size: 4] -------------------------------- Class: BattleDeathPlaybackInfo float DeathPlaybackStartTime;//[Offset: 0x0, Size: 4] float DeathPlaybackEndTime;//[Offset: 0x4, Size: 4] -------------------------------- Class: BattleWonderfulInfo uint64 UId;//[Offset: 0x0, Size: 8] uint64 GameID;//[Offset: 0x8, Size: 8] FString PlayerName;//[Offset: 0x10, Size: 12] FString OpenID;//[Offset: 0x1c, Size: 12] WonderfulPeriodInfo[] WonderfulPeriodInfoArray;//[Offset: 0x28, Size: 12] -------------------------------- Class: WonderfulPeriodInfo float WonderfulStartTime;//[Offset: 0x0, Size: 4] float WonderfulEndTime;//[Offset: 0x4, Size: 4] int WonderfulPeriodIndex;//[Offset: 0x8, Size: 4] WonderfulTypeInfo WondefulTypeInfo;//[Offset: 0xc, Size: 16] -------------------------------- Class: WonderfulTypeInfo enum WondefulType;//[Offset: 0x0, Size: 1] float[] AdditionalData;//[Offset: 0x4, Size: 12] -------------------------------- Class: LobbyWonderfulInfo uint64 UId;//[Offset: 0x0, Size: 8] uint64 GameID;//[Offset: 0x8, Size: 8] uint64 SaveTimestamp;//[Offset: 0x10, Size: 8] FString ModeID;//[Offset: 0x18, Size: 12] int SegmentLevel;//[Offset: 0x24, Size: 4] float TotalTime;//[Offset: 0x28, Size: 4] WonderfulTypeInfo[] TypeInfoArray;//[Offset: 0x2c, Size: 12] FString AppVersion;//[Offset: 0x38, Size: 12] FString SrcVersion;//[Offset: 0x44, Size: 12] enum ErrorCode;//[Offset: 0x50, Size: 1] WonderfulWeSeeInfo[] WeSeeInfoArray;//[Offset: 0x54, Size: 12] -------------------------------- Class: WonderfulWeSeeInfo float StartTime;//[Offset: 0x0, Size: 4] float EndTime;//[Offset: 0x4, Size: 4] -------------------------------- Class: DeathPlayback.GameReplay.Object DeathReplayData DeathReplayData;//[Offset: 0xd8, Size: 224] DeathPlayCameraShot* DeathPlayCameraShot;//[Offset: 0x1b8, Size: 4] void SetMurderInfo();// 0x2027e40 void OnKillOrPutDownMessageEvent();// 0x2027e2c void OnDeathEvent(STExtraBaseCharacter* BaseCharacter);// 0x2027db4 void OnClientObserveCharacterEvent();// 0x2027da0 bool IsSwitchedOffByDevice();// 0x2027d78 bool IsNewDeathReplay();// 0x2027d50 bool HaveRecordingData_New();// 0x2027d28 FString GetReplayTargetName();// 0x2027c68 STExtraPlayerCharacter* GetDeadCharacter();// 0x2027c40 BattleDeathPlaybackInfo GetBattleDeathPlaybackInfo();// 0x2027c00 -------------------------------- Class: DeathPlayCameraShot.Actor.Object FString LuaFilePath;//[Offset: 0x340, Size: 12] void StopCameraShot();// 0x1f5d518 void StartCameraShot(PlayerController* PlayerController);// 0x1f69970 -------------------------------- Class: CompletePlayback.GameReplay.Object class UserWidget* UIClass;//[Offset: 0xd8, Size: 40] UAEUserWidget* ReplayUI;//[Offset: 0x100, Size: 4] int MaxHoursForKeepingFiles;//[Offset: 0x104, Size: 4] bool isUsingAssumedName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1] FString[] ExcludedGameModes;//[Offset: 0x10c, Size: 12] bool isProgressChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1] bool isForceUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x119, Size: 1] uint32[] TeammateKeyArray;//[Offset: 0x120, Size: 12] byte TlogBatchVersion;//[Offset: 0x12c, Size: 1] int64 TlogBatchMaxSize;//[Offset: 0x130, Size: 8] uint32 SendTlogInterval;//[Offset: 0x140, Size: 4] RecordTlogBatch RecordTlogBatch;//[Offset: 0x148, Size: 16] bool bUseWeseeStyle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158, Size: 1] FString RecordTargetUID;//[Offset: 0x15c, Size: 12] int RecordTargetTeamID;//[Offset: 0x168, Size: 4] ReportSequenceMap;//[Offset: 0x228, Size: 60] bool PlayDemoWithFilename(FString DemoName);// 0x200f3bc FString GetDemoPlayTime();// 0x200f2fc -------------------------------- Class: WonderfulPlayback.GameReplay.Object bool isProgressChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] bool isForceUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9, Size: 1] enum WonderfulPlayType;//[Offset: 0xdb, Size: 1] void SetWonderfulPlayType(enum InWonderfulPlayType);// 0x23b168c bool PlayReplayMemory();// 0x23b1664 bool PlayReplayFile(FString DemoName);// 0x23b15a0 bool PlayReplayAgain();// 0x23b1578 bool IsSwitchedOffByDevice();// 0x23b1550 void GetUserWonderfulList(out FString[] OutWonderfulList, FString InRoleId);// 0x23b138c uint64 GetTargetUID();// 0x23b1364 FString GetTargetPlayerName();// 0x23b12a4 FString GetTargetOpenID();// 0x23b11e4 uint64 GetTargetGameID();// 0x23b11bc FString GetReplayFileNamePart();// 0x23b10fc WonderfulTypeInfo GetCurWonderfulTypeInfo();// 0x23b1034 void GetAllWonderfulList(out FString[] OutWonderfulList);// 0x23b0f00 void FetchBattleWonderfulInfo();// 0x23b0eec uint64[] DecryptFileName(FString DemoFullPathName);// 0x23b0da8 FString BPGetTargetUID();// 0x23b0ce8 FString BPGetTargetGameID();// 0x23b0c28 enum AnalysizeReplayFile(FString InReplayFileName);// 0x23b0b64 LobbyWonderfulInfo AnalysizeInfoFile(FString InInfoFileName);// 0x23b0a7c -------------------------------- Class: AutoRobotModule.Object -------------------------------- Class: FeatureSetCollection.Object FeatureConfigItem[] FeatureConfigItemList;//[Offset: 0x1c, Size: 12] FeatureSetItem[] FeatureSetItemList;//[Offset: 0x28, Size: 12] -------------------------------- Class: FeatureConfigItem FString TargetClassName;//[Offset: 0x0, Size: 12] int bUseFeatureSet;//[Offset: 0xc, Size: 4] FString[] ExcludeComponentsList_DS;//[Offset: 0x10, Size: 12] FString[] ExcludeComponentsList_Autonomous;//[Offset: 0x1c, Size: 12] FString[] ExcludeComponentsList_Team;//[Offset: 0x28, Size: 12] FString[] ExcludeComponentsList_NonTeam;//[Offset: 0x34, Size: 12] FString[] ExcludeComponentsList_DSAI;//[Offset: 0x40, Size: 12] FString[] ExcludeComponentsList_DSMLAI;//[Offset: 0x4c, Size: 12] FString[] ExcludeComponentsList_ClientAI;//[Offset: 0x58, Size: 12] FString[] ExcludeComponentsList_Standalone;//[Offset: 0x64, Size: 12] FString[] ExcludeComponentsList_StandaloneAI;//[Offset: 0x70, Size: 12] -------------------------------- Class: FeatureSetItem -------------------------------- Class: AvatarItemDownload.Object int DisableInBattleThreshold;//[Offset: 0x1c, Size: 4] void StartDownloadItem(uint32 ItemId, uint32 Priority, delegate OnItemDownloadDelegate);// 0x1f86960 void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x1f8674c void SetDisableInBattleThreshold(uint32 InThreshold);// 0x1f866cc int GetDisableInBattleThreshold();// 0x1f62d88 -------------------------------- Class: FadeDynamicStyleInfo -------------------------------- Class: RemoteControlManager.Object bool Tick(float DeltaTime);// 0x2166974 void Stop();// 0x1f6b840 bool BeginWithFile();// 0x207bd84 bool Begin(FString Name, FString Host, int Port);// 0x21666b8 -------------------------------- Class: SettingConfig_C.SaveGame.Object void ConditionSetFireGyroData(bool CallFunc_EqualEqual_FloatFloat_ReturnValue, bool CallFunc_EqualEqual_FloatFloat_ReturnValue2, bool CallFunc_EqualEqual_FloatFloat_ReturnValue3, bool CallFunc_EqualEqual_FloatFloat_ReturnValue4, bool CallFunc_EqualEqual_FloatFloat_ReturnValue5, bool CallFunc_EqualEqual_FloatFloat_ReturnValue6, bool CallFunc_EqualEqual_FloatFloat_ReturnValue7, bool CallFunc_EqualEqual_FloatFloat_ReturnValue8, bool CallFunc_EqualEqual_FloatFloat_ReturnValue9, bool CallFunc_EqualEqual_FloatFloat_ReturnValue10);// 0x2c90a38 void Init(FString CallFunc_GetPublishRegion_ReturnValue, bool K2Node_SwitchString_CmpSuccess);// 0x2c90a38 int CrossHairColor;//[Offset: 0x20, Size: 4] bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool HitFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27, Size: 1] int LeftHandFire;//[Offset: 0x28, Size: 4] int Gyroscope;//[Offset: 0x2c, Size: 4] int ArtQuality;//[Offset: 0x30, Size: 4] float ViewPercentage;//[Offset: 0x34, Size: 4] int FireMode;//[Offset: 0x38, Size: 4] int VehicleControlMode;//[Offset: 0x3c, Size: 4] bool JoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] bool ButtonLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1] int CameraLensSensibility;//[Offset: 0x44, Size: 4] float CamLensSenNoneSniper;//[Offset: 0x48, Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x4c, Size: 4] float CamLensSen2XSniper;//[Offset: 0x50, Size: 4] float CamLensSen4XSniper;//[Offset: 0x54, Size: 4] float CamLensSen8XSniper;//[Offset: 0x58, Size: 4] int FireCameraLensSensibility;//[Offset: 0x5c, Size: 4] float FireCamLensSenNoneSniper;//[Offset: 0x60, Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x64, Size: 4] float FireCamLensSen2XSniper;//[Offset: 0x68, Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x6c, Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x70, Size: 4] int GyroscopeSensibility;//[Offset: 0x74, Size: 4] float GyroscopeSenNoneSniper;//[Offset: 0x78, Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x7c, Size: 4] float GyroscopeSen2XSniper;//[Offset: 0x80, Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x84, Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x88, Size: 4] bool MainVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1] float MainVolumValue;//[Offset: 0x90, Size: 4] bool EffectVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] float EffectVolumValue;//[Offset: 0x98, Size: 4] bool UIVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c, Size: 1] float UIVolumValue;//[Offset: 0xa0, Size: 4] bool BGMVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1] float BGMVolumValue;//[Offset: 0xa8, Size: 4] bool VoiceSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] int VoiceChannel;//[Offset: 0xb0, Size: 4] bool MicphoneVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1] float MicphoneVolumValue;//[Offset: 0xb8, Size: 4] bool SpeakerVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] float SocialIslandOtherVolume;//[Offset: 0xc0, Size: 4] float SpeakerVolumValue;//[Offset: 0xc4, Size: 4] bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool DisableAutoPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] bool AkeyPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca, Size: 1] bool AutoPickupGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb, Size: 1] bool AutoPickupBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] bool AutoPickupPart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd, Size: 1] bool AutoPickupShieldBag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce, Size: 1] bool AutoPickupDrug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf, Size: 1] bool BandageSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] bool MedicalSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1, Size: 1] bool AnodyneSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2, Size: 1] bool EnergyDrinksSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3, Size: 1] bool AdrenalineSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] bool AutoPickupGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5, Size: 1] bool ShouLiuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd6, Size: 1] bool YanWuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7, Size: 1] bool StunBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] bool FireBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9, Size: 1] int LimitBandage;//[Offset: 0xdc, Size: 4] int LimitMedical;//[Offset: 0xe0, Size: 4] int LimitAnodyne;//[Offset: 0xe4, Size: 4] int LimitEnergyDrinks;//[Offset: 0xe8, Size: 4] int LimitAdrenaline;//[Offset: 0xec, Size: 4] int LimitShouliudan;//[Offset: 0xf0, Size: 4] int LimitYanwudan;//[Offset: 0xf4, Size: 4] int LimitZhenbaodan;//[Offset: 0xf8, Size: 4] int LimitRanshaodan;//[Offset: 0xfc, Size: 4] int LimitBullet9mm;//[Offset: 0x100, Size: 4] int LimitBullet7_62mm;//[Offset: 0x104, Size: 4] int Limit12koujing;//[Offset: 0x108, Size: 4] int Limit45koujing;//[Offset: 0x10c, Size: 4] int Limit300magenandanyao;//[Offset: 0x110, Size: 4] int Limitbolt;//[Offset: 0x114, Size: 4] int LimitBullet5;//[Offset: 0x118, Size: 4] bool 3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] int FPSLevel;//[Offset: 0x120, Size: 4] int ArtStyle;//[Offset: 0x124, Size: 4] int RecordTipShowLastTime;//[Offset: 0x128, Size: 4] XinyueLastClickTime;//[Offset: 0x12c, Size: 60] HuatiLastClickTime;//[Offset: 0x168, Size: 60] bool MomentSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4, Size: 1] bool FreeModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a5, Size: 1] bool HDModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a6, Size: 1] CollectEquipClickTime;//[Offset: 0x1a8, Size: 60] bool IsSimulatorFirstStartup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e4, Size: 1] int[] PlayerChatQuickTextIDList;//[Offset: 0x1e8, Size: 12] int[] ChatOptiongList1;//[Offset: 0x1f4, Size: 12] int LRShootMode;//[Offset: 0x200, Size: 4] bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204, Size: 1] bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x205, Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x206, Size: 1] int[] ChatOptiongList2;//[Offset: 0x208, Size: 12] int[] ChatOptiongList3;//[Offset: 0x214, Size: 12] bool HaveShowActorHint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1] int NewGetActorID;//[Offset: 0x224, Size: 4] bool DeviceAutoAdapt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x228, Size: 1] float 3DTouchValue;//[Offset: 0x22c, Size: 4] bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230, Size: 1] int ShotGunShootMode;//[Offset: 0x234, Size: 4] int SingleShotWeaponShootMode;//[Offset: 0x238, Size: 4] int isFirstOpenMicCheck;//[Offset: 0x23c, Size: 4] float VehicleEye;//[Offset: 0x240, Size: 4] float ParachuteEye;//[Offset: 0x244, Size: 4] FString ChatPrivacyAcceptedVersion;//[Offset: 0x248, Size: 12] int RepeatingWeaponShootMode;//[Offset: 0x254, Size: 4] int DrivingViewMode;//[Offset: 0x258, Size: 4] bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c, Size: 1] int FpViewValue;//[Offset: 0x260, Size: 4] float CamFpFreeEye;//[Offset: 0x264, Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x268, Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x26c, Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x270, Size: 4] bool FirstTime_FPP_TPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274, Size: 1] bool FirstTime_WarMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275, Size: 1] int DaliyWarmodeInfo;//[Offset: 0x278, Size: 4] FString currentLanguage;//[Offset: 0x27c, Size: 12] bool redBloodSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x288, Size: 1] bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x289, Size: 1] FString lastViewDayTime;//[Offset: 0x28c, Size: 12] FString lastViewWeekTime;//[Offset: 0x298, Size: 12] bool DoblySwitch2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4, Size: 1] bool DoblySwitch1;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a5, Size: 1] bool openNewMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a6, Size: 1] bool hasOpenedSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a7, Size: 1] float CamLensSen3XSniper;//[Offset: 0x2a8, Size: 4] float CamLensSen6XSniper;//[Offset: 0x2ac, Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x2b0, Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x2b4, Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x2b8, Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x2bc, Size: 4] bool ShadowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c0, Size: 1] int RedDotCHColor;//[Offset: 0x2c4, Size: 4] int RedDotCHType;//[Offset: 0x2c8, Size: 4] int HolographicCHColor;//[Offset: 0x2cc, Size: 4] int HolographicCHType;//[Offset: 0x2d0, Size: 4] int Sinper2xCHColor;//[Offset: 0x2d4, Size: 4] int Sinper2xCHType;//[Offset: 0x2d8, Size: 4] int Sniper3xCHColor;//[Offset: 0x2dc, Size: 4] int Sniper3xCHType;//[Offset: 0x2e0, Size: 4] bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e4, Size: 1] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e5, Size: 1] PickUpCountSetting;//[Offset: 0x2e8, Size: 60] int LimitFirstAidKit;//[Offset: 0x324, Size: 4] FString XGLanguageTag;//[Offset: 0x328, Size: 12] FString XGTimezoneTag;//[Offset: 0x334, Size: 12] FString XGPushNightTag;//[Offset: 0x340, Size: 12] FString XGPushDayTag;//[Offset: 0x34c, Size: 12] bool DeviceAutoAdaptEX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] int SelectUIElemIndex1;//[Offset: 0x35c, Size: 4] int SelectUIElemIndex2;//[Offset: 0x360, Size: 4] int SelectUIElemIndex3;//[Offset: 0x364, Size: 4] bool VaultBtnSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] int LimitSniper2X;//[Offset: 0x36c, Size: 4] int LimitSniper3X;//[Offset: 0x370, Size: 4] int LimitSniper4X;//[Offset: 0x374, Size: 4] int LimitSniper6X;//[Offset: 0x378, Size: 4] int LimitSniper8X;//[Offset: 0x37c, Size: 4] bool LongPressSideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380, Size: 1] bool LongPressSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x381, Size: 1] int SidewaysMode;//[Offset: 0x384, Size: 4] int OpenMirrorMode;//[Offset: 0x388, Size: 4] bool CarMusicSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c, Size: 1] bool OBS_TrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38d, Size: 1] bool OBS_Perspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38e, Size: 1] bool OBS_BulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38f, Size: 1] bool QuasiMirrorSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] int LobbyStyleID;//[Offset: 0x394, Size: 4] bool LobbyBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] bool LobbyHallowma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x399, Size: 1] bool SettingStyleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39a, Size: 1] bool SettingBgmRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39b, Size: 1] float ScreenLightness;//[Offset: 0x39c, Size: 4] bool BloodStateSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] bool SettingBigHandOperateRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a1, Size: 1] bool LobbyIsChristmas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a2, Size: 1] bool MallShowGet10Animation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a3, Size: 1] FString FirstChargeVersion;//[Offset: 0x3a4, Size: 12] FString RechargePosSave;//[Offset: 0x3b0, Size: 12] bool FirstTime_PVEVPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc, Size: 1] bool IslandBroadCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bd, Size: 1] bool ResidentEvilNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3be, Size: 1] bool AnniversaryNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bf, Size: 1] PvePickUpCountSetting;//[Offset: 0x3c0, Size: 60] int LimitViscidityBomb;//[Offset: 0x3fc, Size: 4] int LimitZombieGrenade;//[Offset: 0x400, Size: 4] bool AutoPickUpLevel3Backpack_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404, Size: 1] bool AutoPickUpPistol_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x405, Size: 1] bool VNGMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x406, Size: 1] int IngamePlayerInfo_OpenDate;//[Offset: 0x408, Size: 4] int SideMirrorMode;//[Offset: 0x40c, Size: 4] int[] PlayerWheelChatQuickTextIDList;//[Offset: 0x410, Size: 12] bool OpenOthersPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41c, Size: 1] bool OpenMyPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41d, Size: 1] bool LobbyAnniversaryBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41e, Size: 1] bool FirstTime_SurvivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41f, Size: 1] int LimitYeDanGrenade;//[Offset: 0x420, Size: 4] int LimitAntidote;//[Offset: 0x424, Size: 4] bool QuickThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428, Size: 1] int[] ChatOptiongList4;//[Offset: 0x42c, Size: 12] bool OpenMyPetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x438, Size: 1] int ScoreTips_TModeCnt;//[Offset: 0x43c, Size: 4] bool FirstTime_TMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440, Size: 1] bool TurboEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x441, Size: 1] int FPPFireMode;//[Offset: 0x444, Size: 4] int SelectUIElemIndexFPP1;//[Offset: 0x448, Size: 4] int SelectUIElemIndexFPP2;//[Offset: 0x44c, Size: 4] int SelectUIElemIndexFPP3;//[Offset: 0x450, Size: 4] byte TurboLastQuality;//[Offset: 0x454, Size: 1] PubgPlusGuideRecord;//[Offset: 0x458, Size: 60] PubgPlusGuideConfig;//[Offset: 0x494, Size: 60] int[] UselessWeakGuidIDs;//[Offset: 0x4d0, Size: 12] bool SettingOperateZombieLayout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc, Size: 1] bool HelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dd, Size: 1] bool HasShowHeavyWeaponFirsttimeTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4de, Size: 1] int[] ChatOptiongList5;//[Offset: 0x4e0, Size: 12] int[] ChatOptiongList6;//[Offset: 0x4ec, Size: 12] bool FirstTime_TMode_Slid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f8, Size: 1] int TD_FireMode;//[Offset: 0x4fc, Size: 4] int TD_FPPFireMode;//[Offset: 0x500, Size: 4] bool TD_3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x504, Size: 1] float TD_3DTouchValue;//[Offset: 0x508, Size: 4] bool FirstTime_TMode_HardPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c, Size: 1] bool ShovelSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50d, Size: 1] int isFirstOpenMicCheckVehicleWar;//[Offset: 0x510, Size: 4] bool VulkanEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514, Size: 1] int LimitSnowMan;//[Offset: 0x518, Size: 4] bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c, Size: 1] bool UniversalSignSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51d, Size: 1] bool OpenChatHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51e, Size: 1] int ColorBlindnessType;//[Offset: 0x520, Size: 4] bool DeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x524, Size: 1] bool UAVSingleOperate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x525, Size: 1] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x526, Size: 1] float UAVSpeedPercent;//[Offset: 0x528, Size: 4] float UAVScopePercent;//[Offset: 0x52c, Size: 4] bool OpenUAVHelicopter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x530, Size: 1] bool FirstTime_ShowAutoGroupParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x531, Size: 1] int SideMirrorType;//[Offset: 0x534, Size: 4] int SideMirrorColor;//[Offset: 0x538, Size: 4] bool AutoPickUpSideSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53c, Size: 1] bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53d, Size: 1] bool isCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53e, Size: 1] FString CloudSensitivityPlayerId;//[Offset: 0x540, Size: 12] bool SettingHasOperateQuickSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1] bool SettingSideSightFunctionRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1] bool SettingUploadSensibilityRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54e, Size: 1] bool SettingClassicCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54f, Size: 1] bool SettingTDCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] bool SettingQuickSwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x551, Size: 1] bool SocialIslandCanAcceptDuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x552, Size: 1] bool RotateViewWithSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x553, Size: 1] bool DisableAutoPickDropMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x554, Size: 1] int AutoPickClipType;//[Offset: 0x558, Size: 4] int[] QuickSignIDList;//[Offset: 0x55c, Size: 12] int[] QuickSignWheelIDList;//[Offset: 0x568, Size: 12] bool RotateViewWithPeekSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1] bool DynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x575, Size: 1] bool SettingEffectRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x576, Size: 1] int HitEffectColor;//[Offset: 0x578, Size: 4] int HurtEffectColor;//[Offset: 0x57c, Size: 4] bool EnemyLocationMarkSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1] bool bHasMapCBToES;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581, Size: 1] int ProfiledScreenSwitch;//[Offset: 0x584, Size: 4] bool FirstTime_TMode_ArmsRace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588, Size: 1] bool bOpenSprHghQltyComparison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x589, Size: 1] int BuildDoubleClick;//[Offset: 0x58c, Size: 4] float BuildDoubleClickDuration;//[Offset: 0x590, Size: 4] float DoubleClickSpeed;//[Offset: 0x594, Size: 4] int DoubleClickDistance;//[Offset: 0x598, Size: 4] bool ChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c, Size: 1] int BattleFPS;//[Offset: 0x5a0, Size: 4] int BattleRenderStyle;//[Offset: 0x5a4, Size: 4] int BattleRenderQuality;//[Offset: 0x5a8, Size: 4] int LobbyFPS;//[Offset: 0x5ac, Size: 4] int LobbyRenderStyle;//[Offset: 0x5b0, Size: 4] int LobbyRenderQuality;//[Offset: 0x5b4, Size: 4] bool HasGraphicsSeparateConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b8, Size: 1] bool SettingOperateInfect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b9, Size: 1] bool FirstTime_Infect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ba, Size: 1] bool OBS_LogoShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bb, Size: 1] bool OBS_HitFeedback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bc, Size: 1] BulletPickUpCountSetting_XT;//[Offset: 0x5c0, Size: 60] Drug_PickUpCountSetting_XT;//[Offset: 0x5fc, Size: 60] NormalInfilling_PickUpCountSetting_XT;//[Offset: 0x638, Size: 60] HalloweenInfilling_PickUpCountSetting_XT;//[Offset: 0x674, Size: 60] ThrowObj_PickUpCountSetting_XT;//[Offset: 0x6b0, Size: 60] MultipleMirror_PickUpCountSetting_XT;//[Offset: 0x6ec, Size: 60] bool RingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x728, Size: 1] bool isOtherCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x729, Size: 1] bool IsCloudAndLocalSame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72a, Size: 1] bool RingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72b, Size: 1] bool CarPreciseChangeSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72c, Size: 1] bool SettingSensibilityEnterTrainRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72d, Size: 1] bool SettingVehicleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72e, Size: 1] bool LRSwitcherGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72f, Size: 1] PickUpCountSetting_Drug;//[Offset: 0x730, Size: 60] PickUpCountSetting_ThrowObj;//[Offset: 0x76c, Size: 60] PickUpCountSetting_MultipleMirror;//[Offset: 0x7a8, Size: 60] PickUpCountSetting_FixConsumeItemMap;//[Offset: 0x7e4, Size: 60] bool bTranslatePickupSettingToMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x820, Size: 1] bool OBS_CustomKillInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x821, Size: 1] bool LocalHideHelmet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x822, Size: 1] bool SettingDisableAutoPickupDropMirrorRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x823, Size: 1] bool UseIngameLike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824, Size: 1] bool ScreenShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x825, Size: 1] float CamLensSenShoulderTPP;//[Offset: 0x828, Size: 4] float CamLensSenShoulderFPP;//[Offset: 0x82c, Size: 4] float FireCamLensSenShoulderTPP;//[Offset: 0x830, Size: 4] float GyroscopeSenShoulderTPP;//[Offset: 0x834, Size: 4] float FireCamLensSenShoulderFPP;//[Offset: 0x838, Size: 4] float GyroscopeSenShoulderFPP;//[Offset: 0x83c, Size: 4] bool ShoulderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x840, Size: 1] bool RotateViewWithShoulderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x841, Size: 1] int ShoulderMode;//[Offset: 0x844, Size: 4] bool SettingHasOperatedShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848, Size: 1] bool SettingHasOperatedRotateWithShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x849, Size: 1] bool OBS_SmokeGrenadeCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84a, Size: 1] bool OBS_SmokeGrenadeAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84b, Size: 1] bool bGunAccessoriesAddDefauleM4;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84c, Size: 1] bool bGunAccessoriesGuidedRemoveSelect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84d, Size: 1] bool bGunAccessoriesGuidedAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84e, Size: 1] bool bGunAccessoriesGuidedSelect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84f, Size: 1] bool bGunAccessoriesGuidedEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x850, Size: 1] bool bAddedGunAccessories;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x851, Size: 1] bool bGunSensitivityGuidedEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x852, Size: 1] bool bGunSensitivityGuidedAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x853, Size: 1] bool bGunSensitivityGuidedCopy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x854, Size: 1] int GunSensitivitySingleTrainingGuideCount;//[Offset: 0x858, Size: 4] bool bGunSensitivitySingleTrainingGuideTiped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c, Size: 1] bool OBS_ShowOwnWeaponKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85d, Size: 1] bool isCloudSensitivityUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85e, Size: 1] FString CloudSensitivityPlayerId_Custom;//[Offset: 0x860, Size: 12] bool isOtherCloudSensitivityUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x86c, Size: 1] bool IsCloudAndLocalSame_SensitivityCustom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x86d, Size: 1] bool isCloudAccessoriesUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x86e, Size: 1] FString CloudAccessoriesPlayerId_Custom;//[Offset: 0x870, Size: 12] bool isOtherCloudAccessoriesUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x87c, Size: 1] bool IsCloudAndLocalSame_AccessoriesCustom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x87d, Size: 1] int TpViewValue;//[Offset: 0x880, Size: 4] bool bHasCloudCustomSensitivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x884, Size: 1] int PickUpListMode;//[Offset: 0x888, Size: 4] bool GyroReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88c, Size: 1] bool bHasCloudCustomAccessories;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88d, Size: 1] float FireGyroscopeSenNoneSniper;//[Offset: 0x890, Size: 4] float FireGyroscopeSenRedDotSniper;//[Offset: 0x894, Size: 4] float FireGyroscopeSen2XSniper;//[Offset: 0x898, Size: 4] float FireGyroscopeSen4XSniper;//[Offset: 0x89c, Size: 4] float FireGyroscopeSen8XSniper;//[Offset: 0x8a0, Size: 4] float FireGyroscopeSen3XSniper;//[Offset: 0x8a4, Size: 4] float FireGyroscopeSen6XSniper;//[Offset: 0x8a8, Size: 4] float FireGyroscopeSenNoneSniperFp;//[Offset: 0x8ac, Size: 4] bool AutoParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b0, Size: 1] bool MapMarkEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b1, Size: 1] float FireGyroscopeSenShoulderTPP;//[Offset: 0x8b4, Size: 4] float FireGyroscopeSenShoulderFPP;//[Offset: 0x8b8, Size: 4] bool FireGyroscopeRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bc, Size: 1] bool HasOperateRingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bd, Size: 1] bool HasOperatedRingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8be, Size: 1] bool SettingBasicGyroRverseRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bf, Size: 1] bool bLbsNear;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c0, Size: 1] bool bLbsWarZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c1, Size: 1] bool AutoContinueHeal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c2, Size: 1] bool FocalLengthModifySwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c3, Size: 1] bool FocalLengthModifySwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c4, Size: 1] bool bRecordWonderfulReplayOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c5, Size: 1] int AntiAliasingValue;//[Offset: 0x8c8, Size: 4] bool OneKeyProneAndCrouchSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cc, Size: 1] bool HasOperateOneKeyProneAndCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cd, Size: 1] bool bLbsMain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ce, Size: 1] bool bLbsChat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cf, Size: 1] bool bOpenBattleNewBieAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d0, Size: 1] bool bOpenLobbyNewBieAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d1, Size: 1] int JoystickSprintSensitity;//[Offset: 0x8d4, Size: 4] bool bHideIngameUIAvailable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d8, Size: 1] bool bCloseHitHeadAudio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d9, Size: 1] int HightLightReshowAirLineTimes;//[Offset: 0x8dc, Size: 4] bool bHasSetWonderfulReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e0, Size: 1] bool bIsShowedHideUIGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e1, Size: 1] bool bAmericanCustomSettingGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e2, Size: 1] float CamLensSenNoneSniper;//[Offset: 0x8e4, Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x8e8, Size: 4] float CamLensSen2XSniper;//[Offset: 0x8ec, Size: 4] float CamLensSen4XSniper;//[Offset: 0x8f0, Size: 4] float CamLensSen8XSniper;//[Offset: 0x8f4, Size: 4] float FireCamLensSenNoneSniper;//[Offset: 0x8f8, Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x8fc, Size: 4] float FireCamLensSen2XSniper;//[Offset: 0x900, Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x904, Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x908, Size: 4] float GyroscopeSenNoneSniper;//[Offset: 0x90c, Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x910, Size: 4] float GyroscopeSen2XSniper;//[Offset: 0x914, Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x918, Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x91c, Size: 4] float VehicleEye;//[Offset: 0x920, Size: 4] float ParachuteEye;//[Offset: 0x924, Size: 4] float CamFpFreeEye;//[Offset: 0x928, Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x92c, Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x930, Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x934, Size: 4] float CamLensSen3XSniper;//[Offset: 0x938, Size: 4] float CamLensSen6XSniper;//[Offset: 0x93c, Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x940, Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x944, Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x948, Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x94c, Size: 4] float CamLensSenShoulderTPP;//[Offset: 0x950, Size: 4] float CamLensSenShoulderFPP;//[Offset: 0x954, Size: 4] float FireCamLensSenShoulderTPP;//[Offset: 0x958, Size: 4] float GyroscopeSenShoulderTPP;//[Offset: 0x95c, Size: 4] float FireCamLensSenShoulderFPP;//[Offset: 0x960, Size: 4] float GyroscopeSenShoulderFPP;//[Offset: 0x964, Size: 4] float FireGyroscopeSenNoneSniper;//[Offset: 0x968, Size: 4] float FireGyroscopeSenRedDotSniper;//[Offset: 0x96c, Size: 4] float FireGyroscopeSen2XSniper;//[Offset: 0x970, Size: 4] float FireGyroscopeSen4XSniper;//[Offset: 0x974, Size: 4] float FireGyroscopeSen8XSniper;//[Offset: 0x978, Size: 4] float FireGyroscopeSen3XSniper;//[Offset: 0x97c, Size: 4] float FireGyroscopeSen6XSniper;//[Offset: 0x980, Size: 4] float FireGyroscopeSenNoneSniperFp;//[Offset: 0x984, Size: 4] float FireGyroscopeSenShoulderTPP;//[Offset: 0x988, Size: 4] float FireGyroscopeSenShoulderFPP;//[Offset: 0x98c, Size: 4] bool bInitedCustomSensitivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x990, Size: 1] bool bFireGyroSenUseGryo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x991, Size: 1] bool bFireCamSenUseCam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x992, Size: 1] bool AutoHitMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x993, Size: 1] bool bResetDeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x994, Size: 1] bool SwitchSoundVisualization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x995, Size: 1] bool bConsumeThrow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x996, Size: 1] int[] MaxACCount;//[Offset: 0x998, Size: 12] int[] DefaultACCount;//[Offset: 0x9a4, Size: 12] bool HasOperateSoundVisualization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0, Size: 1] bool UseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b1, Size: 1] OpenStoreTimes;//[Offset: 0x9b4, Size: 60] setting_ver_info;//[Offset: 0x9f0, Size: 60] bool bIsBackpackExpand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2c, Size: 1] bool OpenMotivation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2d, Size: 1] int HapticSwitch;//[Offset: 0xa30, Size: 4] int HapticVoiceSwitch;//[Offset: 0xa34, Size: 4] int HapticCharacterSwitch;//[Offset: 0xa38, Size: 4] int HapticWeaponSwitch;//[Offset: 0xa3c, Size: 4] int HapticVehicleSwitch;//[Offset: 0xa40, Size: 4] bool bHapticVoiceStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa44, Size: 1] bool bHapticVoiceGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa45, Size: 1] bool bHapticVoiceGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa46, Size: 1] bool bHapticVoiceVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa47, Size: 1] bool bHapticCharacterBeGunAttack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa48, Size: 1] bool bHapticCharacterBeOtherAttack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa49, Size: 1] bool bHapticCharacterFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4a, Size: 1] bool bHapticWeaponAttachment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4b, Size: 1] bool bHapticWeaponAuto;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4c, Size: 1] bool bHapticWeaponSemiAuto;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4d, Size: 1] bool bHapticWeaponSniper;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4e, Size: 1] bool bHapticWeaponOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4f, Size: 1] bool bHapticVehicleDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa50, Size: 1] bool bHapticVehicleBeAttack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa51, Size: 1] bool bHapticVehicleHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa52, Size: 1] bool bIsOpenMapTaskUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa53, Size: 1] bool AmmoRemain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa54, Size: 1] -------------------------------- Class: UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: AbstractNavData.NavigationData.Actor.Object --------------------------------