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);// 0x2b33460 -------------------------------- 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: 0x17c, Size: 1] Guid LevelBuildDataId;//[Offset: 0x180, Size: 16] MapBuildDataRegistry* MapBuildData;//[Offset: 0x190, Size: 4] IntVector LightBuildLevelOffset;//[Offset: 0x194, Size: 12] bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a0, Size: 1] bool bIsVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1a0, Size: 1] bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1a0, Size: 1] int HighDeviceMemoryTotalSize;//[Offset: 0x1b4, Size: 4] int LowDeviceMemoryTotalSize;//[Offset: 0x1b8, Size: 4] WorldSettings* WorldSettings;//[Offset: 0x1f4, Size: 4] AssetUserData*[] AssetUserData;//[Offset: 0x1fc, Size: 12] -------------------------------- Class: Model.Object -------------------------------- Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object BodySetup* ModelBodySetup;//[Offset: 0x5b8, 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] byte DepthPriorityGroup;//[Offset: 0x278, Size: 1] byte ViewOwnerDepthPriorityGroup;//[Offset: 0x279, Size: 1] enum LightmapType;//[Offset: 0x27a, Size: 1] bool bBulletCanBreakThrough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27b, Size: 1] bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27b, Size: 1] bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27b, Size: 1] bool bAsyncGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27b, Size: 1] bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27c, Size: 1] bool bCheckAsyncSceneOnMove;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27c, Size: 1] bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27c, Size: 1] bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27c, Size: 1] bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c, Size: 1] bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c, Size: 1] bool bAllowCullDistanceVolumeMovable;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27c, Size: 1] bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27c, Size: 1] bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27d, Size: 1] bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27d, Size: 1] bool bRenderInMono;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27d, Size: 1] bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27d, Size: 1] bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27d, Size: 1] bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27d, Size: 1] bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27d, Size: 1] bool bDrawIdeaOutline;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27d, Size: 1] bool bIdeaOutlineUseNormalInVertexColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27e, Size: 1] bool bOverrideIdeaOutlineColor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27e, 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 bSelectable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bc, Size: 1] bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bc, Size: 1] bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bc, Size: 1] bool CastShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bc, Size: 1] bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bc, Size: 1] bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bd, Size: 1] bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bd, Size: 1] bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bd, Size: 1] bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bd, Size: 1] bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bd, Size: 1] bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bd, Size: 1] bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bd, Size: 1] bool bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2bd, Size: 1] bool bNearCascade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2be, Size: 1] bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2be, Size: 1] bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2be, Size: 1] bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2be, Size: 1] bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2be, Size: 1] bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2be, Size: 1] bool bReceiveCombinedCSMAndStaticShadowsFromStationaryLights;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2be, Size: 1] bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2be, Size: 1] bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2bf, Size: 1] bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2bf, Size: 1] bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2bf, Size: 1] bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2bf, Size: 1] bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2bf, Size: 1] bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2bf, Size: 1] bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2bf, Size: 1] byte bHasCustomNavigableGeometry;//[Offset: 0x2c0, Size: 1] byte CanCharacterStepUpOn;//[Offset: 0x2c2, Size: 1] LightingChannels LightingChannels;//[Offset: 0x2c3, Size: 1] enum CustomDepthStencilWriteMask;//[Offset: 0x2c4, 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] bool bUnderWater;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2dc, Size: 1] float OverrideCylinderMaxDrawHeight;//[Offset: 0x2e4, Size: 4] float BoundsScale;//[Offset: 0x2ec, Size: 4] float OCBoundsScale;//[Offset: 0x2f0, Size: 4] int OCBoundsExtent;//[Offset: 0x2f4, Size: 4] float LastSubmitTime;//[Offset: 0x2f8, Size: 4] float LastRenderTime;//[Offset: 0x2fc, Size: 4] float LastRenderTimeOnScreen;//[Offset: 0x300, Size: 4] float ShadowLastRenderTime;//[Offset: 0x304, Size: 4] Actor*[] MoveIgnoreActors;//[Offset: 0x308, Size: 12] PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x314, Size: 12] MaterialInterface*[] LODDefault;//[Offset: 0x328, Size: 12] BodyInstance BodyInstance;//[Offset: 0x378, Size: 320] delegate OnComponentHit;//[Offset: 0x4b8, Size: 12] delegate OnComponentBeginOverlap;//[Offset: 0x4c4, Size: 12] delegate OnComponentEndOverlap;//[Offset: 0x4d0, Size: 12] delegate OnComponentWake;//[Offset: 0x4dc, Size: 12] delegate OnComponentSleep;//[Offset: 0x4e8, Size: 12] delegate OnBeginCursorOver;//[Offset: 0x500, Size: 12] delegate OnEndCursorOver;//[Offset: 0x50c, Size: 12] delegate OnClicked;//[Offset: 0x518, Size: 12] delegate OnReleased;//[Offset: 0x524, Size: 12] delegate OnInputTouchBegin;//[Offset: 0x530, Size: 12] delegate OnInputTouchEnd;//[Offset: 0x53c, Size: 12] delegate OnInputTouchEnter;//[Offset: 0x548, Size: 12] delegate OnInputTouchLeave;//[Offset: 0x554, Size: 12] PrimitiveComponent* LODParentPrimitive;//[Offset: 0x56c, Size: 4] PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick;//[Offset: 0x570, Size: 60] void WakeRigidBody(FName BoneName);// 0x4477050 void WakeAllRigidBodies();// 0x4477034 void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);// 0x4476f9c void SetVisibleDyeingColor(out const LinearColor InColor);// 0x4476f18 void SetUnderWater(bool bNewUnderWater);// 0x4476e98 void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x4476e20 void SetTranslucentSortGroupPriority(int NewTranslucentSortGroupPriority);// 0x4476da8 void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights);// 0x4476d28 void SetSimulatePhysics(bool bSimulate);// 0x4476ca0 void SetRenderInMono(bool bValue);// 0x4476c20 void SetRenderInMainPass(bool bValue);// 0x4476ba0 void SetRenderCustomDepth(bool bValue);// 0x4476b20 void SetReceivesDecals(bool bNewReceivesDecals);// 0x4476aa0 void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x21cb460 void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x447698c void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4476868 void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x4476868 void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName BoneName);// 0x4476754 void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4476640 void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4476508 void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x4476508 void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x4476488 void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x4476408 void SetOccludedDyeingColor(out const LinearColor InColor);// 0x4476384 void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);// 0x44762fc void SetMaterialByNameAsyncCallBack(FName MaterialSlotName, MaterialInterface* AssetPtr);// 0x447612c void SetMaterialByNameAsync(FName MaterialSlotName, FString MaterialPath);// 0x4475f80 void SetMaterialByName(FName MaterialSlotName, MaterialInterface* Material);// 0x4475ebc void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x2095f10 void SetMassScale(FName BoneName, float InMassScale);// 0x4475df0 void SetMassOverrideInKg(FName BoneName, float MassInKg, bool bOverrideMass);// 0x4475cd4 void SetMaskFilter(int InMaskFilter);// 0x4475c5c void SetLODDefault(int LODIndex, MaterialInterface* LODMat);// 0x4475ba0 void SetLockedAxis(byte LockedAxis);// 0x4475b20 void SetLinearDamping(float InDamping);// 0x1e58774 void SetIdeaOutlineUseNormalInVertexColor(bool bNewUseNormalInVertexColor);// 0x1efa88c void SetEnableGravity(bool bGravityEnabled);// 0x4382998 void SetDrawIdeaOutline(bool bNewDrawOutline);// 0x4475aa0 void SetDrawDyeingMode(enum InDrawDyeingMode);// 0x4475a28 void SetDrawDyeing(bool bNewDrawOutline);// 0x44759a8 void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x4475930 void SetCustomDepthStencilValue(int Value);// 0x44758b8 void SetCullDistance(float NewCullDistance);// 0x4475840 void SetConstraintMode(byte ConstraintMode);// 0x44757c0 void SetCollisionResponseToChannel(byte Channel, byte NewResponse);// 0x44756fc void SetCollisionResponseToAllChannels(byte NewResponse);// 0x447567c void SetCollisionProfileName(FName InCollisionProfileName);// 0x44755fc void SetCollisionObjectType(byte Channel);// 0x447557c void SetCollisionEnabled(byte NewType);// 0x44754fc void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x447543c void SetCastShadow(bool NewCastShadow);// 0x4434480 void SetBoundsScale(float NewBoundsScale);// 0x44753c4 void SetAngularDamping(float InDamping);// 0x21ca244 void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);// 0x44752f8 void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool bAddToCurrent);// 0x447521c void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool bAddToCurrent);// 0x4475114 void SetAllPhysicsAngularVelocity(out const Vector NewAngVel, bool bAddToCurrent);// 0x4475038 void SetAllMassScale(float InMassScale);// 0x21cc60c Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);// 0x4474f4c void PutRigidBodyToSleep(FName BoneName);// 0x4474ed4 void OverrideIdeaOutlineThickness(bool bOverride, const float InThickness);// 0x4474e0c void OverrideIdeaOutlineColor(bool bOverride, out const LinearColor InOutlineColor);// 0x4474d38 void K2_SetMoveIgnoreMask(int InIgnoreMask);// 0x4474cc4 bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool bTraceComplex, bool bShowTrace, out Vector HitLocation, out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x44749d4 bool K2_IsQueryCollisionEnabled();// 0x4474994 bool K2_IsPhysicsCollisionEnabled();// 0x4474954 bool K2_IsCollisionEnabled();// 0x447491c int K2_GetMoveIgnoreMask();// 0x4474900 bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x4474880 bool IsOverlappingActor(const Actor* Other);// 0x4474800 bool IsGravityEnabled();// 0x44747d0 bool IsAnyRigidBodyAwake();// 0x44747a0 void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool bShouldIgnore);// 0x44746dc void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x4474618 WalkableSlopeOverride GetWalkableSlopeOverride();// 0x44745dc Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);// 0x44744f8 Vector GetPhysicsLinearVelocity(FName BoneName);// 0x4474464 Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x44743d0 Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x4474324 Vector GetPhysicsAngularVelocity(FName BoneName);// 0x4474324 void GetOverlappingComponents(out PrimitiveComponent*[] InOverlappingComponents);// 0x4474258 void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x4474144 int GetNumMaterials();// 0x437b330 MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int SectionIndex);// 0x4474068 MaterialInterface* GetMaterial(int ElementIndex);// 0x4473fe0 float GetMassScale(FName BoneName);// 0x4473f58 float GetMass();// 0x4473f28 int GetMaskFilter();// 0x4473f0c float GetLinearDamping();// 0x4473edc Vector GetInertiaTensor(FName BoneName);// 0x4473e40 byte GetCollisionResponseToChannel(byte Channel);// 0x4473db8 FName GetCollisionProfileName();// 0x4473d78 byte GetCollisionObjectType();// 0x4473d48 byte GetCollisionEnabled();// 0x4473d18 float GetClosestPointOnCollision(out const Vector Point, out Vector OutPointOnBody, FName BoneName);// 0x4473be8 Vector GetCenterOfMass(FName BoneName);// 0x4473b54 float GetAngularDamping();// 0x4473b24 MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex, MaterialInterface* SourceMaterial);// 0x4473a58 MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, MaterialInterface* Parent);// 0x447398c MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int ElementIndex);// 0x4473904 PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x4473844 Actor*[] CopyArrayOfMoveIgnoreActors();// 0x4473784 void ClearMoveIgnoreComponents();// 0x4473754 void ClearMoveIgnoreActors();// 0x4473740 bool CanCharacterStepUp(Pawn* Pawn);// 0x44736b8 void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);// 0x4473474 void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);// 0x4473584 void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x4473474 void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte Falloff, bool bVelChange);// 0x44732d0 void AddRadialForce(Vector Origin, float Radius, float Strength, byte Falloff, bool bAccelChange);// 0x447312c void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);// 0x4473014 void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x4472efc void AddForceAtLocationLocal(Vector force, Vector Location, FName BoneName);// 0x4472de4 void AddForceAtLocation(Vector force, Vector Location, FName BoneName);// 0x4472ccc void AddForce(Vector force, FName BoneName, bool bAccelChange);// 0x4472bb4 void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool bVelChange);// 0x4472a9c void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool bVelChange);// 0x4472960 void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x4472848 -------------------------------- 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);// 0x4487f78 bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x4487eb4 void SetWorldScale3D(Vector NewScale);// 0x4487e44 void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);// 0x4487d6c void SetRelativeScale3D(Vector NewScale3D);// 0x4487cf4 void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x4487c20 void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale);// 0x4487b00 void ResetRelativeTransform();// 0x4487aec void OnRep_Visibility(bool OldValue);// 0x4487a6c void OnRep_Transform();// 0x4487a58 void OnRep_AttachSocketName();// 0x4487a44 void OnRep_AttachParent();// 0x4487a44 void OnRep_AttachChildren();// 0x4487a30 void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4487850 void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x44876c8 void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x448750c void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4487390 void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x44871b0 void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4487034 void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4486e78 void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4486cfc Transform K2_GetComponentToWorld();// 0x4486c9c Vector K2_GetComponentScale();// 0x4486c54 Rotator K2_GetComponentRotation();// 0x4486c0c Vector K2_GetComponentLocation();// 0x4486bc4 void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum ScaleRule, bool bCallModify);// 0x4486a74 bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x448688c bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte AttachType, bool bWeldSimulatedBodies);// 0x4486730 void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4486550 void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x44863d4 void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4486258 void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x44860dc void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4485f60 void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4485d80 void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4485bfc void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4485a80 bool IsVisible();// 0x1e582f4 bool IsSimulatingPhysics(FName BoneName);// 0x44859f8 bool IsAnySimulatingPhysics();// 0x44859c8 Vector GetUpVector();// 0x4485980 Transform GetSocketTransform(FName InSocketName, byte TransformSpace);// 0x4485884 Rotator GetSocketRotation(FName InSocketName);// 0x44857e8 Quat GetSocketQuaternion(FName InSocketName);// 0x448574c Vector GetSocketLocation(FName InSocketName);// 0x44856b0 Vector GetRightVector();// 0x4485668 Transform GetRelativeTransform();// 0x4485608 PhysicsVolume* GetPhysicsVolume();// 0x44855e0 void GetParentComponents(out SceneComponent*[] Parents);// 0x4485514 int GetNumChildrenComponents();// 0x44854ec Vector GetForwardVector();// 0x445cce0 Vector GetComponentVelocity();// 0x448549c Transform GetComponentTransformViewTranslatedBP();// 0x4485460 Transform GetComponentLocal(out const Transform LocalTransform);// 0x4485360 void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[] Children);// 0x448523c SceneComponent* GetChildComponent(int ChildIndex);// 0x44851bc FName GetAttachSocketName();// 0x44851a0 SceneComponent* GetAttachParent();// 0x4485184 FName[] GetAllSocketNames();// 0x44850c4 bool DoesSocketExist(FName InSocketName);// 0x448503c void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);// 0x4484f64 -------------------------------- 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();// 0x2022784 void SetTickGroup(byte NewTickGroup);// 0x4348f48 void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x4348ec8 void SetIsReplicated(bool ShouldReplicate);// 0x4348e48 void SetComponentTickInterval(float TickInterval);// 0x4348dd0 void SetComponentTickEnabled(bool bEnabled);// 0x20de9f4 void SetAutoActivate(bool bNewAutoActivate);// 0x1e93520 void SetActive(bool bNewActive, bool bReset);// 0x4348cf8 void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x4348c78 void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x4348bf8 void ReceiveTick(float DeltaSeconds);// 0x2b33460 void ReceiveEndPlay(byte EndPlayReason);// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void OnRep_Replicates();// 0x4348be4 void OnRep_IsActive();// 0x4348bd0 void K2_DestroyComponent(Object* Object);// 0x4348b58 bool IsComponentTickEnabled();// 0x4348b30 bool IsBeingDestroyed();// 0x4348b10 bool IsActive();// 0x2347490 Actor* GetOwner();// 0x4348af4 float GetComponentTickInterval();// 0x4348acc void ForceNetUpdate();// 0x2028bec void Deactivate();// 0x202274c bool ComponentHasTag(FName Tag);// 0x4348a4c void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x43489cc void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x434894c void Activate(bool bReset);// 0x1e93498 -------------------------------- 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: ActorComponentTickFunction.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: 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: PhysicsVolume.Volume.Brush.Actor.Object float TerminalVelocity;//[Offset: 0x2fc, Size: 4] int Priority;//[Offset: 0x300, Size: 4] float FluidFriction;//[Offset: 0x304, Size: 4] bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x308, Size: 1] bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x308, Size: 1] -------------------------------- Class: Volume.Brush.Actor.Object -------------------------------- Class: Brush.Actor.Object byte BrushType;//[Offset: 0x2d4, Size: 1] Color BrushColor;//[Offset: 0x2d8, Size: 4] int PolyFlags;//[Offset: 0x2dc, Size: 4] bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e0, Size: 1] bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e0, Size: 1] bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e0, Size: 1] bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2e0, Size: 1] Model* Brush;//[Offset: 0x2e4, Size: 4] BrushComponent* BrushComponent;//[Offset: 0x2e8, Size: 4] bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2ec, Size: 1] GeomSelection[] SavedSelections;//[Offset: 0x2f0, 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: 52] float InitialLifeSpan;//[Offset: 0xb4, Size: 4] RepAttachment AttachmentReplication;//[Offset: 0xb8, Size: 56] byte Role;//[Offset: 0xf0, Size: 1] byte NetDormancy;//[Offset: 0xf1, Size: 1] byte AutoReceiveInput;//[Offset: 0xf2, Size: 1] int InputPriority;//[Offset: 0xf4, Size: 4] InputComponent* InputComponent;//[Offset: 0xf8, Size: 4] float NetCullDistanceSquared;//[Offset: 0xfc, Size: 4] int NetTag;//[Offset: 0x100, Size: 4] float NetConsiderFrequency;//[Offset: 0x108, Size: 4] float NetUpdateFrequency;//[Offset: 0x10c, Size: 4] float MinNetUpdateFrequency;//[Offset: 0x110, Size: 4] int NetUpdateGroupID;//[Offset: 0x118, Size: 4] float NetPriority;//[Offset: 0x11c, Size: 4] bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x124, Size: 1] bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x124, Size: 1] bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x124, Size: 1] bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x124, Size: 1] bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x124, Size: 1] bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x124, Size: 1] bool bLowUpdateRateForReplay;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x124, Size: 1] bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x124, Size: 1] bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x125, Size: 1] bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x125, Size: 1] bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x125, Size: 1] bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x125, Size: 1] bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x125, Size: 1] enum SpawnCollisionHandlingMethod;//[Offset: 0x126, Size: 1] Pawn* Instigator;//[Offset: 0x134, Size: 4] Actor*[] Children;//[Offset: 0x138, Size: 12] SceneComponent* RootComponent;//[Offset: 0x144, Size: 4] MatineeActor*[] ControllingMatineeActors;//[Offset: 0x148, Size: 12] FName[] Layers;//[Offset: 0x160, Size: 12] ChildActorComponent* ParentComponent;//[Offset: 0x16c, Size: 8] FName[] Tags;//[Offset: 0x174, Size: 12] uint64 HiddenEditorViews;//[Offset: 0x180, Size: 8] delegate OnTakeAnyDamage;//[Offset: 0x188, Size: 12] delegate OnTakePointDamage;//[Offset: 0x194, Size: 12] delegate OnActorBeginOverlap;//[Offset: 0x1a0, Size: 12] delegate OnActorEndOverlap;//[Offset: 0x1ac, Size: 12] delegate OnBeginCursorOver;//[Offset: 0x1b8, Size: 12] delegate OnEndCursorOver;//[Offset: 0x1c4, Size: 12] delegate OnClicked;//[Offset: 0x1d0, Size: 12] delegate OnReleased;//[Offset: 0x1dc, Size: 12] delegate OnInputTouchBegin;//[Offset: 0x1e8, Size: 12] delegate OnInputTouchEnd;//[Offset: 0x1f4, Size: 12] delegate OnInputTouchEnter;//[Offset: 0x200, Size: 12] delegate OnInputTouchLeave;//[Offset: 0x20c, Size: 12] delegate OnActorHit;//[Offset: 0x218, Size: 12] delegate OnDestroyed;//[Offset: 0x224, Size: 12] delegate OnEndPlay;//[Offset: 0x230, Size: 12] ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x2b4, Size: 12] ActorComponent*[] InstanceComponents;//[Offset: 0x2c0, Size: 12] bool WasRecentlyRendered(float Tolerance);// 0x4345b78 void UserConstructionScript();// 0x2b33460 void TearOff();// 0x1ebce5c void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);// 0x4345abc void SetTickGroup(byte NewTickGroup);// 0x4345a44 void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x43459c4 void SetReplicates(bool bInReplicates);// 0x4345944 void SetReplicateMovement(bool bInReplicateMovement);// 0x43458bc void SetOwner(Actor* NewOwner);// 0x1efebd0 void SetNetUpdateGroupID(int InGroupID);// 0x20966dc void SetNetUpdateGroup(Actor* InConnectionActor);// 0x434583c void SetNetDormancy(byte NewDormancy);// 0x43457c4 void SetLifeSpan(float InLifespan);// 0x4345744 void SetActorTickInterval(float TickInterval);// 0x43456cc void SetActorTickEnabled(bool bEnabled);// 0x434564c void SetActorScale3D(Vector NewScale3D);// 0x43455dc void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x434556c void SetActorHiddenInGame(bool bNewHidden);// 0x43454e4 void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x4345464 void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x1f0820c void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x1f0828c void ReceiveTick(float DeltaSeconds);// 0x2b33460 void ReceiveReInitForReplay();// 0x2b33460 void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser);// 0x2b33460 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);// 0x2b33460 void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent* OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector NormalImpulse, out const HitResult Hit);// 0x2b33460 void ReceiveEndPlay(byte EndPlayReason);// 0x2b33460 void ReceiveDestroyed();// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2b33460 void ReceiveActorOnReleased(Key ButtonReleased);// 0x2b33460 void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x2b33460 void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x2b33460 void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x2b33460 void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x2b33460 void ReceiveActorOnClicked(Key ButtonPressed);// 0x2b33460 void ReceiveActorEndOverlap(Actor* OtherActor);// 0x2b33460 void ReceiveActorEndCursorOver();// 0x2b33460 void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x2b33460 void ReceiveActorBeginCursorOver();// 0x2b33460 void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups);// 0x4345350 void OnRep_ReplicateMovement();// 0x1fe2d7c void OnRep_ReplicatedMovement();// 0x1e8b2cc void OnRep_Owner();// 0x2022784 void OnRep_Instigator();// 0x4345334 void OnRep_AttachmentReplication();// 0x1f900e8 void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation, float MaxRange, FName Tag);// 0x4345198 MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);// 0x234ac48 bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x43450d0 bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4344ee0 bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);// 0x4344e10 void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4344c30 void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4344aac void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4344930 bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4344760 bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x43445e0 void K2_OnReset();// 0x2b33460 void K2_OnEndViewTarget(PlayerController* PC);// 0x2b33460 void K2_OnBecomeViewTarget(PlayerController* PC);// 0x2b33460 SceneComponent* K2_GetRootComponent();// 0x43445c4 Rotator K2_GetActorRotation();// 0x43444d0 Vector K2_GetActorLocation();// 0x4344490 void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum ScaleRule);// 0x4344390 void K2_DestroyComponent(ActorComponent* Component);// 0x4344318 void K2_DestroyActor();// 0x1e8fa94 void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x4344138 void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x4343f58 void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x4343e04 void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x4343cb0 void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4343ad0 void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x434394c void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x43437d0 void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x43435f0 void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x4343474 void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x43432f8 bool IsOverlappingActor(const Actor* Other);// 0x4343278 bool IsChildActor();// 0x4343250 bool IsActorTickEnabled();// 0x4343228 bool IsActorBeingDestroyed();// 0x4343204 bool HasAuthority();// 0x43431dc float GetVerticalDistanceTo(const Actor* OtherActor);// 0x434315c Vector GetVelocity();// 0x21b5dc8 Transform GetTransform();// 0x4343110 bool GetTickableWhenPaused();// 0x43430e8 float GetSquaredDistanceTo(const Actor* OtherActor);// 0x4343068 byte GetRole();// 0x4343040 byte GetRemoteRole();// 0x4343024 ChildActorComponent* GetParentComponent();// 0x4342ffc Actor* GetParentActor();// 0x4342fd4 Actor* GetOwner();// 0x4342fb8 void GetOverlappingComponents(out PrimitiveComponent*[] OverlappingComponents);// 0x4342eec void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x4342dd8 float GetLifeSpan();// 0x4342da8 Controller* GetInstigatorController();// 0x4342d80 Pawn* GetInstigator();// 0x4342d58 Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x4342a54 float GetInputAxisValue(const FName InputAxisName);// 0x43429d4 float GetInputAxisKeyValue(const Key InputAxisKey);// 0x43426dc float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x434265c float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x43425dc float GetGameTimeSinceCreation();// 0x43425b4 float GetDotProductTo(const Actor* OtherActor);// 0x4342534 float GetDistanceTo(const Actor* OtherActor);// 0x43424b4 ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass, FName Tag);// 0x4342360 ActorComponent*[] GetComponentsByClass(class ActorComponent ComponentClass);// 0x4342258 ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);// 0x43421d8 FName GetAttachParentSocketName();// 0x4342198 Actor* GetAttachParentActor();// 0x4342170 void GetAttachedActors(out Actor*[] OutActors);// 0x43420a4 void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);// 0x4341f88 Vector GetActorUpVector();// 0x4341f14 float GetActorTimeDilation();// 0x4341eec float GetActorTickInterval();// 0x4341ec4 Vector GetActorScale3D();// 0x4341e7c Vector GetActorRightVector();// 0x4341e08 Vector GetActorRelativeScale3D();// 0x4341dc0 Vector GetActorForwardVector();// 0x4341d4c void GetActorEyesViewPoint(out Vector OutLocation, out Rotator OutRotation);// 0x4341c6c bool GetActorEnableCollision();// 0x4341c4c void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out Vector BoxExtent);// 0x4341b24 void ForceNetUpdate();// 0x2028bec void ForceNetConsider();// 0x1e58234 void FlushNetDormancy();// 0x4341b10 void EnableInput(PlayerController* PlayerController);// 0x4341a90 void DisableInput(PlayerController* PlayerController);// 0x4341a10 void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x4341990 void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x228502c void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x4341910 ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out const Transform RelativeTransform, const Object* ComponentTemplateContext);// 0x4341750 bool ActorHasTag(FName Tag);// 0x43416c8 -------------------------------- 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: ActorTickFunction.TickFunction -------------------------------- Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Model* Brush;//[Offset: 0x5ac, Size: 4] BodySetup* BrushBodySetup;//[Offset: 0x5b0, Size: 4] Vector PrePivot;//[Offset: 0x5b4, 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] StaticMesh*[] PhysSimpleStaticMeshList;//[Offset: 0x60, Size: 12] byte CollisionReponse;//[Offset: 0x6c, Size: 1] bool bCollisionPerShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6d, Size: 1] byte[] SphereCollisionEnabledList;//[Offset: 0x70, Size: 12] byte[] CapsuleCollisionEnabledList;//[Offset: 0x7c, Size: 12] byte[] BoxCollisionEnabledList;//[Offset: 0x88, Size: 12] byte[] ConvexCollisionEnabledList;//[Offset: 0x94, Size: 12] byte[] TriMeshesCollisionEnabledList;//[Offset: 0xa0, Size: 12] byte CollisionTraceFlag;//[Offset: 0xac, Size: 1] BodyInstance DefaultInstance;//[Offset: 0xb0, Size: 320] WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x1f0, Size: 16] float BuildScale;//[Offset: 0x200, Size: 4] Vector BuildScale3D;//[Offset: 0x204, 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 bIsGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x69, Size: 1] bool bIsTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a, Size: 1] bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6b, Size: 1] bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6b, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, 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);// 0x44a64dc int GetNumLODs();// 0x44a64b4 int GetMaterialIndex(FName MaterialSlotName);// 0x44a6434 MaterialInterface* GetMaterial(int MaterialIndex);// 0x44a63b4 BoxSphereBounds GetBounds();// 0x44a6360 Box GetBoundingBox();// 0x44a630c -------------------------------- 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);// 0x443166c void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups);// 0x4431504 PhysicalMaterial* GetPhysicalMaterial();// 0x25a55d8 Material* GetBaseMaterial();// 0x44314dc -------------------------------- 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: 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] 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 bUseLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d1, Size: 1] bool bUseIndirectLighting;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d1, Size: 1] bool bShadowOnEmissiveColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d1, Size: 1] bool bUsedGrassInstnaceColor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d1, Size: 1] bool bUsedVertexPointLight;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d1, Size: 1] bool bUsedWithPhotonShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d1, Size: 1] bool bUsedWithPhotonShadowPCSS;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d1, Size: 1] bool bUsedDynamicObjectVertexLighting;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d1, Size: 1] byte ShadowOverride;//[Offset: 0x7d2, Size: 1] byte SimpleVertexNormalSituation;//[Offset: 0x7d3, Size: 1] bool bZForceFar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d4, Size: 1] bool bWettable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d4, Size: 1] bool bUseLegacySpecular;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d4, Size: 1] bool bCorrectBlendingColorInHDR;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d4, Size: 1] bool bUseAsTranslucentEarlyZ;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d4, Size: 1] bool bLiteRough;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d4, Size: 1] bool bUseSimpleSkyLight;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d4, Size: 1] bool bACESOff;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d4, Size: 1] bool bEmissionOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d5, Size: 1] bool bInstL2WOnlyTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d5, Size: 1] bool bUseLiteFog;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d5, Size: 1] bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d5, Size: 1] bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d5, Size: 1] bool bApplyVertexFog;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d5, Size: 1] bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d5, Size: 1] byte D3D11TessellationMode;//[Offset: 0x7d6, Size: 1] bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d7, Size: 1] bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d7, Size: 1] float MaxDisplacement;//[Offset: 0x7d8, Size: 4] bool Wireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7dc, Size: 1] bool bOutputVelocityOnBasePass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7dc, Size: 1] bool bUnlitOutputAllMTOnBasePass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7dc, Size: 1] int EditorX;//[Offset: 0x7e0, Size: 4] int EditorY;//[Offset: 0x7e4, Size: 4] int EditorPitch;//[Offset: 0x7e8, Size: 4] int EditorYaw;//[Offset: 0x7ec, Size: 4] MaterialExpression*[] Expressions;//[Offset: 0x7f0, Size: 12] MaterialFunctionInfo[] MaterialFunctionInfos;//[Offset: 0x7fc, Size: 12] MaterialParameterCollectionInfo[] MaterialParameterCollectionInfos;//[Offset: 0x808, Size: 12] bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x814, Size: 1] bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x814, Size: 1] bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x814, Size: 1] bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x814, Size: 1] bool bIsSky;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x814, Size: 1] bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x814, Size: 1] bool bDisableDirectionalLighting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x814, Size: 1] bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x814, Size: 1] bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x815, Size: 1] bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x815, Size: 1] bool bUseLandscapeVertexHole;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x815, Size: 1] uint32 UsageFlagWarnings;//[Offset: 0x818, Size: 4] byte BlendableLocation;//[Offset: 0x81c, Size: 1] int BlendablePriority;//[Offset: 0x820, Size: 4] bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824, Size: 1] byte RefractionMode;//[Offset: 0x825, Size: 1] float RefractionDepthBias;//[Offset: 0x828, Size: 4] bool bOceanFoam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x82c, Size: 1] bool bEnableMeshClip;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x82c, Size: 1] bool bIsEnhancedUImage;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x82c, Size: 1] Guid stateID;//[Offset: 0x830, Size: 16] Texture*[] ExpressionTextureReferences;//[Offset: 0x8d8, 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: 0x3c, Size: 12] int CachedCombinedLODBias;//[Offset: 0x48, Size: 4] bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4c, Size: 1] byte CompressionSettings;//[Offset: 0x4d, Size: 1] byte Filter;//[Offset: 0x4e, Size: 1] byte LODGroup;//[Offset: 0x4f, Size: 1] byte CrunchSetting;//[Offset: 0x50, Size: 1] bool bOverrideCrunchCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x51, Size: 1] float CrunchCompressionAmount;//[Offset: 0x54, Size: 4] byte BasisSetting;//[Offset: 0x58, Size: 1] bool bOverrideBasisCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59, Size: 1] float BasisCompressionAmount;//[Offset: 0x5c, 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: GeomSelection int Type;//[Offset: 0x0, Size: 4] int Index;//[Offset: 0x4, Size: 4] int SelectionIndex;//[Offset: 0x8, 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] -------------------------------- 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);// 0x43bd0c0 bool WasControllerKeyJustPressed(Key Key);// 0x43bd0c0 bool IsControllerKeyDown(Key Key);// 0x43bd0c0 void GetTouchState(int FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x43bcf40 Vector GetControllerVectorKeyState(Key Key);// 0x43bcc3c void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x43bcb5c float GetControllerKeyTimeDown(Key Key);// 0x43bc740 void GetControllerAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x43bca38 float GetControllerAnalogKeyState(Key Key);// 0x43bc740 -------------------------------- Class: Key FName KeyName;//[Offset: 0x0, Size: 8] -------------------------------- Class: Pawn.Actor.Object bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8, Size: 1] bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d8, Size: 1] bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d8, Size: 1] bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d8, Size: 1] bool bUseViewTranslatedTransform;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d8, Size: 1] float BaseEyeHeight;//[Offset: 0x2dc, Size: 4] byte AutoPossessPlayer;//[Offset: 0x2e0, Size: 1] enum AutoPossessAI;//[Offset: 0x2e1, Size: 1] class Controller* AIControllerClass;//[Offset: 0x2e4, Size: 4] PlayerState* PlayerState;//[Offset: 0x2e8, Size: 4] byte RemoteViewPitch;//[Offset: 0x2ec, Size: 1] Controller* LastHitBy;//[Offset: 0x2f0, Size: 4] Controller* Controller;//[Offset: 0x2f4, Size: 4] Vector ControlInputVector;//[Offset: 0x300, Size: 12] Vector LastControlInputVector;//[Offset: 0x30c, Size: 12] void SpawnDefaultController();// 0x21a1b60 void SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform);// 0x20a7acc void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);// 0x445671c void ReceiveUnpossessed(Controller* OldController);// 0x2b33460 void ReceivePossessed(Controller* NewController);// 0x2b33460 void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x44565c8 void OnRep_PlayerState();// 0x20518e4 void OnRep_Controller();// 0x1f195ac void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x44564b4 Vector K2_GetMovementInputVector();// 0x4456414 bool IsPlayerControlled();// 0x2028c08 bool IsMoveInputIgnored();// 0x1f0247c bool IsLocallyControlled();// 0x4456484 bool IsControlled();// 0x445645c Vector GetPendingMovementInputVector();// 0x4456414 Vector GetNavAgentLocation();// 0x43826d4 PawnMovementComponent* GetMovementComponent();// 0x22a2590 static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x445639c Vector GetLastMovementInputVector();// 0x4456354 Rotator GetControlRotation();// 0x4456304 Controller* GetController();// 0x44562e8 Rotator GetBaseAimRotation();// 0x4456298 void DetachFromControllerPendingDestroy();// 0x21a1890 Vector ConsumeMovementInputVector();// 0x4456248 void AddMovementInput(Vector WorldDirection, float ScaleValue, bool bForce);// 0x4456134 void AddControllerYawInput(float Val);// 0x44560b4 void AddControllerRollInput(float Val);// 0x1e58f80 void AddControllerPitchInput(float Val);// 0x4456034 -------------------------------- Class: Controller.Actor.Object Pawn* Pawn;//[Offset: 0x2d8, Size: 4] Character* Character;//[Offset: 0x2e4, Size: 4] PlayerState* PlayerState;//[Offset: 0x2e8, Size: 4] SceneComponent* TransformComponent;//[Offset: 0x2ec, Size: 4] Rotator ControlRotation;//[Offset: 0x2f0, Size: 12] bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2fc, Size: 1] bool bIsPlayerController;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2fc, Size: 1] FName StateName;//[Offset: 0x308, Size: 8] Actor* ObservedActor;//[Offset: 0x310, Size: 4] delegate OnInstigatedAnyDamage;//[Offset: 0x314, Size: 12] void UnPossess();// 0x218dd18 void StopMovement();// 0x4382b88 void SetInitialLocationAndRotation(out const Vector NewLocation, out const Rotator NewRotation);// 0x4382aa8 void SetIgnoreMoveInput(bool bNewMoveInput);// 0x4382a20 void SetIgnoreLookInput(bool bNewLookInput);// 0x4382998 void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x2188964 void ResetIgnoreMoveInput();// 0x438297c void ResetIgnoreLookInput();// 0x1f042bc void ResetIgnoreInputFlags();// 0x21a1938 void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType, Actor* DamagedActor, Actor* DamageCauser);// 0x2b33460 void Possess(Pawn* InPawn);// 0x43828fc void OnRep_PlayerState();// 0x20518e4 void OnRep_Pawn();// 0x1f195ac bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool bAlternateChecks);// 0x43827e0 Pawn* K2_GetPawn();// 0x43827b8 bool IsPlayerController();// 0x4382798 bool IsMoveInputIgnored();// 0x4382768 bool IsLookInputIgnored();// 0x1f0247c bool IsLocalPlayerController();// 0x4382724 bool IsLocalController();// 0x1f28224 Actor* GetViewTarget();// 0x437b2a0 Rotator GetDesiredRotation();// 0x43826d4 Rotator GetControlRotation();// 0x4382684 void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x43825b8 void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x43824f0 PlayerController* CastToPlayerController();// 0x43824c8 -------------------------------- Class: Character.Pawn.Actor.Object SkeletalMeshComponent* Mesh;//[Offset: 0x318, Size: 4] CharacterMovementComponent* CharacterMovement;//[Offset: 0x31c, Size: 4] CapsuleComponent* CapsuleComponent;//[Offset: 0x320, Size: 4] BasedMovementInfo BasedMovement;//[Offset: 0x328, Size: 48] BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x358, Size: 48] float AnimRootMotionTranslationScale;//[Offset: 0x388, Size: 4] Vector BaseTranslationOffset;//[Offset: 0x38c, Size: 12] Quat BaseRotationOffset;//[Offset: 0x3a0, Size: 16] float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x3b0, Size: 4] byte ReplicatedMovementMode;//[Offset: 0x3c0, Size: 1] bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c1, Size: 1] int MiddleDeviceAllowedParticleNum;//[Offset: 0x3c4, Size: 4] float MiddleDeviceAllowedParticleDistance;//[Offset: 0x3c8, Size: 4] int LowDeviceAllowedParticleNum;//[Offset: 0x3cc, Size: 4] float LowDeviceAllowedParticleDistance;//[Offset: 0x3d0, Size: 4] float CrouchedEyeHeight;//[Offset: 0x3d8, Size: 4] bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3dc, Size: 1] byte Ping;//[Offset: 0x3dd, Size: 1] bool bPressedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3de, Size: 1] bool bClientUpdating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3de, Size: 1] bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3de, Size: 1] bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3de, Size: 1] bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3de, Size: 1] bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3de, Size: 1] bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3de, Size: 1] bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3de, Size: 1] float JumpKeyHoldTime;//[Offset: 0x3e0, Size: 4] float JumpMaxHoldTime;//[Offset: 0x3e4, Size: 4] int JumpMaxCount;//[Offset: 0x3e8, Size: 4] int JumpCurrentCount;//[Offset: 0x3ec, Size: 4] bool bWasJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3f0, Size: 1] delegate OnReachedJumpApex;//[Offset: 0x3f4, Size: 12] delegate MovementModeChangedDelegate;//[Offset: 0x40c, Size: 12] delegate OnCharacterMovementUpdated;//[Offset: 0x418, Size: 12] RootMotionSourceGroup SavedRootMotion;//[Offset: 0x424, Size: 144] RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x4c0, Size: 64] SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x500, Size: 12] RepRootMotionMontage RepRootMotion;//[Offset: 0x510, Size: 224] void UnCrouch(bool bClientSimulation);// 0x4378c7c void StopJumping();// 0x21a1a68 void StopAnimMontage(AnimMontage* AnimMontage);// 0x4378bfc void SetReplicateMovement(bool bInReplicateMovement);// 0x43458bc void RootMotionDebugClientPrintOnScreen(FString inString);// 0x4378b38 float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName);// 0x4378a20 void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float TimeDelta);// 0x43788a0 void OnRep_ServerLastTransformUpdateTimeStamp();// 0x437888c void OnRep_RootMotion();// 0x4378878 void OnRep_ReplicatedBasedMovement();// 0x21a213c void OnRep_IsCrouched();// 0x20c91f8 void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x2b33460 void OnLanded(out const HitResult Hit);// 0x2b33460 void OnJumped();// 0x437885c void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x4378740 void K2_UpdateCustomMovement(float DeltaTime);// 0x2b33460 void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2b33460 void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode, byte PrevCustomMode, byte NewCustomMode);// 0x2b33460 void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x2b33460 void Jump();// 0x21a1874 bool IsPlayingRootMotion();// 0x4378718 bool IsPlayingNetworkedRootMotionMontage();// 0x43786f0 bool IsJumpProvidingForce();// 0x43786c0 AnimMontage* GetCurrentMontage();// 0x4378698 Vector GetBaseTranslationOffset();// 0x4378674 Rotator GetBaseRotationOffsetRotator();// 0x4378610 float GetAnimRootMotionTranslationScale();// 0x3839764 void Crouch(bool bClientSimulation);// 0x4378588 void ClientCheatWalk();// 0x1edc384 void ClientCheatGhost();// 0x2001af4 void ClientCheatFly();// 0x1edc3d8 bool CanJumpInternal();// 0x219feb8 bool CanJump();// 0x4378560 void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator MeshRelativeRotation);// 0x4378498 -------------------------------- Class: SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object byte AnimationMode;//[Offset: 0x6f4, Size: 1] class Object* AnimBlueprintGeneratedClass;//[Offset: 0x6f8, Size: 4] class AnimInstance* AnimClass;//[Offset: 0x6fc, Size: 4] AnimInstance* AnimScriptInstance;//[Offset: 0x700, Size: 4] AnimInstance*[] SubInstances;//[Offset: 0x704, Size: 12] AnimInstance* PostProcessAnimInstance;//[Offset: 0x710, Size: 4] SingleAnimationPlayData AnimationData;//[Offset: 0x714, Size: 16] Transform[] CachedBoneSpaceTransforms;//[Offset: 0x748, Size: 12] Transform[] CachedComponentSpaceTransforms;//[Offset: 0x754, Size: 12] float GlobalAnimRateScale;//[Offset: 0x774, Size: 4] enum UseAsyncScene;//[Offset: 0x778, Size: 1] bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x779, Size: 1] byte KinematicBonesUpdateType;//[Offset: 0x77a, Size: 1] byte PhysicsTransformUpdateMode;//[Offset: 0x77b, Size: 1] bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x77c, Size: 1] bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x77c, Size: 1] bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x77c, Size: 1] bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x77c, Size: 1] bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x77c, Size: 1] bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x77c, Size: 1] FName[] DisallowedAnimCurves;//[Offset: 0x780, Size: 12] bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x78c, Size: 1] bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x78c, Size: 1] bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x78c, Size: 1] bool bClothMorphTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x78c, Size: 1] bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x78c, Size: 1] float ClothBlendWeight;//[Offset: 0x790, Size: 4] Vector RootBoneTranslation;//[Offset: 0x798, Size: 12] bool bDeferMovementFromSceneQueries;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a4, Size: 1] bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7a4, Size: 1] bool bPauseAnims;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7a4, Size: 1] bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a5, Size: 1] bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a6, Size: 1] BodySetup* BodySetup;//[Offset: 0x7a8, Size: 4] bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ac, Size: 1] bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ad, Size: 1] bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ad, Size: 1] bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ad, Size: 1] bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ad, Size: 1] bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ad, Size: 1] bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ad, Size: 1] bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7ad, Size: 1] bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7ad, Size: 1] uint16 CachedAnimCurveUidVersion;//[Offset: 0x7ae, Size: 2] Vector LineCheckBoundsScale;//[Offset: 0x7b0, Size: 12] delegate OnConstraintBroken;//[Offset: 0x7c0, Size: 12] class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0x888, Size: 4] float TeleportDistanceThreshold;//[Offset: 0x88c, Size: 4] float TeleportRotationThreshold;//[Offset: 0x890, Size: 4] delegate OnAnimInitialized;//[Offset: 0x980, Size: 12] AnimSequence* SequenceToPlay;//[Offset: 0xa14, Size: 4] AnimationAsset* AnimToPlay;//[Offset: 0xa18, Size: 4] bool bDefaultLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa1c, Size: 1] bool bDefaultPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa1c, Size: 1] float DefaultPosition;//[Offset: 0xa20, Size: 4] float DefaultPlayRate;//[Offset: 0xa24, Size: 4] uint32 LastPoseTickFrame;//[Offset: 0xa28, Size: 4] float LastPoseTickTime;//[Offset: 0xa2c, Size: 4] bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58, Size: 1] bool bIsNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa5a, Size: 1] void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);// 0x448eef8 void SuspendClothingSimulation();// 0x448eee4 void Stop();// 0x448eed0 void SnapshotPose(out PoseSnapshot Snapshot);// 0x448edc0 void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x1efa88c void SetTeleportRotationThreshold(float Threshold);// 0x448ed48 void SetTeleportDistanceThreshold(float Threshold);// 0x448ecd0 void SetPosition(float InPos, bool bFireNotifies);// 0x448ec0c void SetPlayRate(float Rate);// 0x448eb94 void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x448eb1c void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, FName BoneName, bool bIncludeSelf);// 0x448e9f8 void SetMorphTarget(FName MorphTargetName, float Value, bool bRemoveZeroWeight);// 0x448e8e4 void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x448e864 void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName, bool bIncludeSelf);// 0x448e748 void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x448e680 void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x448e600 void SetConstraintProfileForAll(FName ProfileName, bool bDefaultIfNotFound);// 0x448e534 void SetConstraintProfile(FName JointName, FName ProfileName, bool bDefaultIfNotFound);// 0x448e418 void SetClothMaxDistanceScale(float Scale);// 0x448e3a0 void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName BoneName);// 0x448e2d0 void SetAnimInstanceClass(class Object NewClass);// 0x448e258 void SetAnimationMode(byte InAnimationMode);// 0x448e1e0 void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x448e168 void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle);// 0x448e014 void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);// 0x448def8 void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x448de78 void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x448dd58 void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x448dc38 void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType);// 0x448dae8 void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x448da68 void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x448d9a4 void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool bNewSimulate, bool bIncludeSelf);// 0x448d878 void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x448d704 void ResumeClothingSimulation();// 0x448d6f0 void ResetClothTeleportMode();// 0x448d6dc void ResetAllowedAnimCurveEvaluation();// 0x448d6c8 void ResetAllBodiesSimulatePhysics();// 0x448d6b4 void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x448d5f0 void Play(bool bLooping);// 0x448d570 void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate);// 0x448d3c8 bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float Distance);// 0x448d1dc bool IsPlaying();// 0x448d1b4 bool IsClothingSimulationSuspended();// 0x448d18c bool IsBodyGravityEnabled(FName BoneName);// 0x448d10c float GetTeleportRotationThreshold();// 0x448d0e4 float GetTeleportDistanceThreshold();// 0x448d0e4 AnimInstance*[] GetSubAnimInstances();// 0x448d024 Vector GetSkeletalCenterOfMass();// 0x448cfdc AnimInstance* GetPostProcessInstance();// 0x448cfb4 float GetPosition();// 0x448cf8c float GetPlayRate();// 0x448cf64 float GetMorphTarget(FName MorphTargetName);// 0x448cee4 bool GetDisableAnimCurves();// 0x448cec0 void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float TwistAngle, out float Swing2Angle);// 0x448cd40 float GetClothMaxDistanceScale();// 0x448cd18 float GetBoneMass(FName BoneName, bool bScaleMass);// 0x448cc44 AnimInstance* GetAnimInstance();// 0x1ff1b2c byte GetAnimationMode();// 0x448cc1c bool GetAllowedAnimCurveEvaluate();// 0x448cbfc void ForceClothNextUpdateTeleportAndReset();// 0x448cbe8 void ForceClothNextUpdateTeleport();// 0x448cbd4 FName FindConstraintBoneName(int ConstraintIndex);// 0x448cb4c void ClearMorphTargets();// 0x448cb38 void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);// 0x448ca28 void BindClothToMasterPoseComponent();// 0x448ca14 void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x448c948 void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool bVelChange, bool bIncludeSelf);// 0x448c7e0 void AddForceToAllBodiesBelow(Vector force, FName BoneName, bool bAccelChange, bool bIncludeSelf);// 0x448c678 void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x448c558 -------------------------------- Class: SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SkeletalMesh* SkeletalMesh;//[Offset: 0x5cc, Size: 4] SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x5d0, Size: 8] bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x61c, Size: 1] PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x638, Size: 4] int ForcedLodModel;//[Offset: 0x63c, Size: 4] int MinLodModel;//[Offset: 0x640, Size: 4] SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x650, Size: 12] float StreamingDistanceMultiplier;//[Offset: 0x65c, Size: 4] Color WireframeColor;//[Offset: 0x660, Size: 4] bool bForceWireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x664, Size: 1] bool bDisplayBones;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x664, Size: 1] bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x664, Size: 1] bool bHideSkin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x664, Size: 1] bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x674, Size: 1] bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x674, Size: 1] bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x674, Size: 1] byte MeshComponentUpdateFlag;//[Offset: 0x675, Size: 1] bool NeedUpdateEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x676, Size: 1] bool bDisableAnimOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x677, Size: 1] bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x677, Size: 1] bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x684, Size: 1] bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x684, Size: 1] byte CustomSortAlternateIndexMode;//[Offset: 0x685, Size: 1] bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x686, Size: 1] bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x686, Size: 1] float CapsuleIndirectShadowMinVisibility;//[Offset: 0x688, Size: 4] bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x68c, Size: 1] BoxSphereBounds CachedLocalBounds;//[Offset: 0x6a4, Size: 28] bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c0, Size: 1] bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c1, Size: 1] bool bEnableUpdateRateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c2, Size: 1] bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c3, Size: 1] void UnloadSkinWeightProfile(FName InProfileName);// 0x4492e50 void UnHideBoneByName(FName BoneName);// 0x4492dd8 void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4492c14 void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x4492a50 void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[] VertexColors);// 0x4492940 bool SetSkinWeightProfile(FName InProfileName);// 0x44928c0 void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[] SkinWeights);// 0x44927b0 void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose);// 0x44926e4 void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReinit);// 0x4492618 void SetMinLOD(int InNewMinLOD);// 0x44925a0 void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent);// 0x4492528 void SetForcedLOD(int InNewForcedLOD);// 0x44924b0 void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x4492430 void SetCastCapsuleDirectShadow(bool bNewValue);// 0x44923b0 void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x4492338 void ResetAnimUROParams(float[] DistanceFactors, int MaxEvalRateForInterpolation);// 0x449219c bool IsUsingSkinWeightProfile();// 0x449217c bool IsBoneHiddenByName(FName BoneName);// 0x44920fc void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x4492038 FName GetSocketBoneName(FName InSocketName);// 0x4491fac FName GetParentBone(FName BoneName);// 0x4491f20 int GetNumLODs();// 0x4491ef8 int GetNumBones();// 0x4491ed0 FName GetCurrentSkinWeightProfileName();// 0x4491eac FName GetBoneName(int BoneIndex);// 0x4491e24 int GetBoneIndex(FName BoneName);// 0x4491da4 FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset);// 0x4491c2c void EnableMeshClipPlane(out const Plane ClipPlane);// 0x4491ba4 void DisableMeshClipPlane();// 0x4491b90 void ClearVertexColorOverride(int LODIndex);// 0x4491b18 void ClearSkinWeightProfile();// 0x1e7fd1c void ClearSkinWeightOverride(int LODIndex);// 0x4491aa0 bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x44919d4 -------------------------------- Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object MaterialInterface*[] OverrideMaterials;//[Offset: 0x5ac, Size: 12] void SetVectorParameterValueOnMaterials(const FName ParameterName, const Vector ParameterValue);// 0x4434914 void SetScalarParameterValueOnMaterials(const FName ParameterName, const float ParameterValue);// 0x4434850 void SetLayerVisibilityValue(byte Layer, bool Visible, bool bPropagateToChildren);// 0x4434734 void SetLayerVisibilityEnable(bool Enable, bool bPropagateToChildren);// 0x443465c void SetLayerCastShadowValue(byte Layer, bool NewCastShadow);// 0x4434590 void SetLayerCastShadowEnable(bool Enable);// 0x4434508 void SetCastShadow(bool NewCastShadow);// 0x4434480 void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups);// 0x443436c bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x44342e4 FName[] GetMaterialSlotNames();// 0x443421c MaterialInterface*[] GetMaterials();// 0x4434154 int GetMaterialIndex(FName MaterialSlotName);// 0x44340cc bool GetLayerVisibilityValue(byte Layer);// 0x4434044 bool GetLayerCastShadowValue(byte Layer);// 0x4433fbc -------------------------------- 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: 0x34, Size: 28] BoxSphereBounds ExtendedBounds;//[Offset: 0x50, Size: 28] Vector PositiveBoundsExtension;//[Offset: 0x6c, Size: 12] Vector NegativeBoundsExtension;//[Offset: 0x78, Size: 12] Vector IndirectLightingCachePositionOffset;//[Offset: 0x84, Size: 12] SkeletalMaterial[] Materials;//[Offset: 0xb0, Size: 12] MaterialInterface* ReplaceMaterialInterface;//[Offset: 0xbc, Size: 4] BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xc0, Size: 12] byte SkelMirrorAxis;//[Offset: 0xcc, Size: 1] byte SkelMirrorFlipAxis;//[Offset: 0xcd, Size: 1] SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xd0, Size: 12] bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xdc, Size: 1] bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xdc, Size: 1] bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xdc, Size: 1] bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xdc, Size: 1] bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xdc, Size: 1] bool bEnableSelfCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xdc, Size: 1] BodySetup* BodySetup;//[Offset: 0xe0, Size: 4] PhysicsAsset* PhysicsAsset;//[Offset: 0xe4, Size: 4] PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0xe8, Size: 4] NodeMappingContainer*[] NodeMappingData;//[Offset: 0xec, Size: 12] MorphTarget*[] MorphTargets;//[Offset: 0xf8, Size: 12] ClothingAssetData_Legacy[] ClothingAssets;//[Offset: 0x214, Size: 12] class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x220, Size: 4] ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x224, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x230, Size: 12] SkeletalMeshSocket*[] Sockets;//[Offset: 0x240, Size: 12] SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x258, Size: 12] int NumSockets();// 0x448ad78 bool IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections);// 0x448acac SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x448ac2c NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);// 0x448abac BoxSphereBounds GetImportedBounds();// 0x448ab58 BoxSphereBounds GetBounds();// 0x448ab04 SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int OutIndex);// 0x448aa28 SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x448a9a8 -------------------------------- 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);// 0x44909b8 Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x4490928 -------------------------------- 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: 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: 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();// 0x4359870 -------------------------------- Class: AnimationAsset.Object Skeleton* Skeleton;//[Offset: 0x20, Size: 4] AnimMetaData*[] MetaData;//[Offset: 0x44, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x50, 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);// 0x2b33460 FString GetNotifyName();// 0x43578a8 -------------------------------- Class: AnimNotifyState.Object bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float FrameDeltaTime);// 0x2b33460 bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x2b33460 bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float TotalDuration);// 0x2b33460 FString GetNotifyName();// 0x43578a8 -------------------------------- 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);// 0x4384d8c -------------------------------- Class: CurveBase.Object void GetValueRange(out float MinValue, out float MaxValue);// 0x43847c8 void GetTimeRange(out float MinTime, out float MaxTime);// 0x43846e8 -------------------------------- 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: 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: AnimMetaData.Object -------------------------------- 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: 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: SmartName FName DisplayName;//[Offset: 0x0, Size: 8] -------------------------------- 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: 0x29c, 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);// 0x4385ffc -------------------------------- Class: TTLinearColorTrack.TTTrackBase CurveLinearColor* CurveLinearColor;//[Offset: 0xc, Size: 4] -------------------------------- Class: CurveLinearColor.CurveBase.Object RichCurve FloatCurves;//[Offset: 0x20, Size: 84] LinearColor GetLinearColorValue(float InTime);// 0x4385174 -------------------------------- 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: 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);// 0x4351c08 Pawn* TryGetPawnOwner();// 0x21c44a4 void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x4351b4c void SnapshotPose(out PoseSnapshot Snapshot);// 0x4351a34 void SetRootMotionMode(byte Value);// 0x43519b4 void SetMorphTarget(FName MorphTargetName, float Value);// 0x43518f0 void SavePoseSnapshot(FName SnapshotName);// 0x4351870 AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x43515f8 float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x4351410 void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);// 0x4351354 void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);// 0x4351298 void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);// 0x43511dc void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, const AnimMontage* Montage);// 0x43510d4 void Montage_Resume(const AnimMontage* Montage);// 0x435105c float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum ReturnValueType, float InTimeToStartMontageAt);// 0x21c76fc void Montage_Pause(const AnimMontage* Montage);// 0x4350fe4 void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage* Montage);// 0x4350f28 void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);// 0x4350e6c bool Montage_IsPlaying(const AnimMontage* Montage);// 0x4350dec bool Montage_IsActive(const AnimMontage* Montage);// 0x4350d6c float Montage_GetPosition(const AnimMontage* Montage);// 0x4350cec float Montage_GetPlayRate(const AnimMontage* Montage);// 0x4350c6c FName Montage_GetNextSection(const AnimMontage* Montage, FName SectionName);// 0x4350b94 bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x4350b14 FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x4350a8c float Montage_GetBlendTime(const AnimMontage* Montage);// 0x4350a0c void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x435093c bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder);// 0x43507cc bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName SlotNodeName);// 0x4350708 bool IsAnyMontagePlaying();// 0x43506e0 bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);// 0x4350614 bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float OutMarkerTime);// 0x43504e4 MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);// 0x435044c float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex);// 0x4350388 float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);// 0x43502c4 float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);// 0x4350200 float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x435013c float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x4350078 SkeletalMeshComponent* GetOwningComponent();// 0x4350050 Actor* GetOwningActor();// 0x4350028 float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex);// 0x434ff64 float GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex);// 0x434fea0 float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex);// 0x434fddc float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x434fd18 float GetInstanceMachineWeight(int MachineIndex);// 0x434fc98 float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x434fc18 float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);// 0x434fb98 float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x434fb18 float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x434fa98 float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x434fa18 float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x434f998 float GetCurveValue(FName CurveName);// 0x434f918 FName GetCurrentStateName(int MachineIndex);// 0x434f890 AnimMontage* GetCurrentActiveMontage();// 0x434f868 void ClearMorphTargets();// 0x434f854 float CalculateDirection(out const Vector Velocity, out const Rotator BaseRotation);// 0x434f774 void BlueprintUpdateAnimation(float DeltaTimeX);// 0x2b33460 void BlueprintPostEvaluateAnimation();// 0x2b33460 void BlueprintInitializeAnimation();// 0x2b33460 void BlueprintBeginPlay();// 0x2b33460 -------------------------------- 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: 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: SkelMeshComponentLODInfo bool[] HiddenMaterials;//[Offset: 0x0, Size: 12] -------------------------------- Class: SkelMeshSkinWeightInfo int Bones;//[Offset: 0x0, Size: 4] byte Weights;//[Offset: 0x20, Size: 1] -------------------------------- 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: 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);// 0x437cb30 void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x437cab8 void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x437c9f4 void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x437c970 void SetGroupsToIgnore(int GroupFlags);// 0x437c8f8 void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x437c874 void SetGroupsToAvoid(int GroupFlags);// 0x437c7fc void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x437c778 void SetAvoidanceGroup(int GroupFlags);// 0x437c700 void SetAvoidanceEnabled(bool bEnable);// 0x437c680 void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte OldMoveFlags);// 0x437c52c 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);// 0x437bff4 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);// 0x437babc void ServerMove(float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x437b730 float K2_GetWalkableFloorZ();// 0x437b708 float K2_GetWalkableFloorAngle();// 0x437b6e0 float K2_GetModifiedMaxAcceleration();// 0x437b6b0 void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);// 0x437b5c8 void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x437b408 bool IsWalking();// 0x437b3d8 bool IsWalkable(out const HitResult Hit);// 0x20cf3b4 float GetValidPerchRadius();// 0x437b3b0 float GetPerchRadiusThreshold();// 0x437b388 PrimitiveComponent* GetMovementBase();// 0x437b360 float GetMinAnalogSpeed();// 0x437b330 float GetMaxJumpHeightWithJumpTime();// 0x27655b0 float GetMaxJumpHeight();// 0x437b300 float GetMaxBrakingDeceleration();// 0x437b2d0 float GetMaxAcceleration();// 0x437b2a0 Vector GetImpartedMovementBaseVelocity();// 0x437b250 Vector GetCurrentAcceleration();// 0x20cf218 Character* GetCharacterOwner();// 0x20d1978 float GetAnalogInputModifier();// 0x437b228 void DisableMovement();// 0x1f042a0 void ClientVeryShortAdjustPosition(float TimeStamp, Vector NewLoc, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x437afe8 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);// 0x437abe0 void ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x437a8bc void ClientAdjustPosition(float TimeStamp, Vector NewLoc, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x437a614 void ClientAckGoodMove(float TimeStamp);// 0x437a594 void ClearAccumulatedForces();// 0x437a578 void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x437a374 void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);// 0x437a218 void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x437a14c void AddForce(Vector force);// 0x437a0d4 -------------------------------- Class: PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object Pawn* PawnOwner;//[Offset: 0x120, Size: 4] Vector K2_GetInputVector();// 0x44574bc bool IsMoveInputIgnored();// 0x4457504 Vector GetPendingInputVector();// 0x44574bc Pawn* GetPawnOwner();// 0x4457494 Vector GetLastInputVector();// 0x445744c Vector ConsumeInputVector();// 0x44573fc void AddInputVector(Vector WorldVector, bool bForce);// 0x1f78f44 -------------------------------- 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();// 0x444011c void StopActiveMovement();// 0x1f23720 bool IsSwimming();// 0x44400ec bool IsMovingOnGround();// 0x437b3d8 bool IsFlying();// 0x44400bc bool IsFalling();// 0x4361738 bool IsCrouching();// 0x2746a8c -------------------------------- 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();// 0x20cc548 void SnapUpdatedComponentToPlane();// 0x4436e44 void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x1fc052c void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x4436dcc void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x4436d54 void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x4436c8c void SetPlaneConstraintEnabled(bool bEnabled);// 0x4436c04 void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x4436b84 void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x1e8b3bc bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x44369c0 float K2_GetModifiedMaxSpeed();// 0x4436990 float K2_GetMaxSpeedModifier();// 0x4436960 bool IsExceedingMaxSpeed(float MaxSpeed);// 0x1fc0ab0 Vector GetPlaneConstraintOrigin();// 0x443692c Vector GetPlaneConstraintNormal();// 0x44368f8 enum GetPlaneConstraintAxisSetting();// 0x44368dc PhysicsVolume* GetPhysicsVolume();// 0x1e8b198 float GetMaxSpeed();// 0x44368ac float GetGravityZ();// 0x443687c Vector ConstrainNormalToPlane(Vector Normal);// 0x44367e0 Vector ConstrainLocationToPlane(Vector Location);// 0x4436744 Vector ConstrainDirectionToPlane(Vector Direction);// 0x44366a8 -------------------------------- 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: 0x2d4, Size: 4] NavDataConfig NavDataConfig;//[Offset: 0x2d8, Size: 80] bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x328, Size: 1] bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x328, Size: 1] bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x328, Size: 1] bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x328, Size: 1] bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x328, Size: 1] enum RuntimeGeneration;//[Offset: 0x329, Size: 1] float ObservedPathsTickInterval;//[Offset: 0x32c, Size: 4] uint32 DataVersion;//[Offset: 0x330, Size: 4] SupportedAreaData[] SupportedAreas;//[Offset: 0x3bc, 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: 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: 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: 0x5bc, Size: 4] float CapsuleRadius;//[Offset: 0x5c0, Size: 4] float CapsuleHeight;//[Offset: 0x5c4, Size: 4] void SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps);// 0x4377448 void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x4377380 void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);// 0x43772b8 void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x43771cc void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x43770e8 float GetUnscaledCapsuleRadius();// 0x43770cc float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x437709c float GetUnscaledCapsuleHalfHeight();// 0x4377080 float GetShapeScale();// 0x4377010 void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x4376eb8 void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x4376d68 float GetScaledCapsuleRadius();// 0x4376cf0 float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x4376c68 float GetScaledCapsuleHalfHeight();// 0x4376be8 -------------------------------- Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color ShapeColor;//[Offset: 0x5ac, Size: 4] BodySetup* ShapeBodySetup;//[Offset: 0x5b0, Size: 4] bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5b4, Size: 1] bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5b4, Size: 1] bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5b4, Size: 1] class NavArea* AreaClass;//[Offset: 0x5b8, 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: 0x2d4, Size: 4] byte Ping;//[Offset: 0x2d8, Size: 1] FString PlayerName;//[Offset: 0x2dc, Size: 12] int PlayerID;//[Offset: 0x2f4, Size: 4] bool bIsSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f8, Size: 1] bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f8, Size: 1] bool bIsABot;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2f8, Size: 1] bool bIsInactive;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2f8, Size: 1] bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2f8, Size: 1] int StartTime;//[Offset: 0x2fc, Size: 4] class LocalMessage* EngineMessageClass;//[Offset: 0x300, Size: 4] FString SavedNetworkAddress;//[Offset: 0x308, Size: 12] UniqueNetIdRepl UniqueId;//[Offset: 0x314, Size: 12] void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x2b33460 void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x2b33460 void OnRep_UniqueId();// 0x1edc7ec void OnRep_Score();// 0x1e6fbf0 void OnRep_PlayerName();// 0x1eda584 void OnRep_bIsInactive();// 0x1e79114 -------------------------------- 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: 0x320, Size: 4] Pawn* AcknowledgedPawn;//[Offset: 0x328, Size: 4] InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x32c, Size: 4] HUD* MyHUD;//[Offset: 0x334, Size: 4] PlayerCameraManager* PlayerCameraManager;//[Offset: 0x338, Size: 4] class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x33c, Size: 4] bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] Rotator TargetViewRotation;//[Offset: 0x344, Size: 12] float SmoothTargetViewRotationSpeed;//[Offset: 0x35c, Size: 4] Actor*[] HiddenActors;//[Offset: 0x360, Size: 12] PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x36c, Size: 12] float LastSpectatorStateSynchTime;//[Offset: 0x37c, Size: 4] Vector LastSpectatorSyncLocation;//[Offset: 0x380, Size: 12] Rotator LastSpectatorSyncRotation;//[Offset: 0x38c, Size: 12] int ClientCap;//[Offset: 0x398, Size: 4] CheatManager* CheatManager;//[Offset: 0x39c, Size: 4] class CheatManager* CheatClass;//[Offset: 0x3a0, Size: 4] PlayerInput* PlayerInput;//[Offset: 0x3a4, Size: 4] ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x3a8, Size: 12] bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x416, Size: 1] byte NetPlayerIndex;//[Offset: 0x417, Size: 1] NetConnection* PendingSwapConnection;//[Offset: 0x444, Size: 4] NetConnection* NetConnection;//[Offset: 0x448, Size: 4] float InputYawScale;//[Offset: 0x458, Size: 4] float InputPitchScale;//[Offset: 0x45c, Size: 4] float InputRollScale;//[Offset: 0x460, Size: 4] bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x464, Size: 1] bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x464, Size: 1] bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x464, Size: 1] bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x464, Size: 1] bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x464, Size: 1] bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x464, Size: 1] float ForceFeedbackScale;//[Offset: 0x468, Size: 4] Key[] ClickEventKeys;//[Offset: 0x46c, Size: 12] byte DefaultMouseCursor;//[Offset: 0x478, Size: 1] byte CurrentMouseCursor;//[Offset: 0x479, Size: 1] byte DefaultClickTraceChannel;//[Offset: 0x47a, Size: 1] byte CurrentClickTraceChannel;//[Offset: 0x47b, Size: 1] float HitResultTraceDistance;//[Offset: 0x47c, Size: 4] bool bPauseUpdateStreamingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x490, Size: 1] InputComponent* InactiveStateInputComponent;//[Offset: 0x500, Size: 4] bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x504, Size: 1] TouchInterface* CurrentTouchInterface;//[Offset: 0x510, Size: 4] SpectatorPawn* SpectatorPawn;//[Offset: 0x554, Size: 4] Vector SpawnLocation;//[Offset: 0x558, Size: 12] bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x568, Size: 1] uint16 SeamlessTravelCount;//[Offset: 0x56a, Size: 2] uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x56c, Size: 2] bool bOpenReconnectViewPointFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1] bool WasInputKeyJustReleased(Key Key);// 0x446a818 bool WasInputKeyJustPressed(Key Key);// 0x446a524 void ToggleSpeaking(bool bInSpeaking);// 0x446a49c void SwitchLevel(FString URL);// 0x2753aa4 void StopHapticEffect(enum Hand);// 0x446a424 void StartFire(byte FireModeNum);// 0x446a3a4 void SetVirtualJoystickVisibility(bool bVisible);// 0x446a31c void SetViewTargetWithBlend(Actor* NewViewTarget, float blendTime, byte BlendFunc, float BlendExp, bool bLockOutgoing);// 0x446a17c void SetName(FString S);// 0x446a0b8 void SetMouseLocation(const int X, const int Y);// 0x4469ffc void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x4469f40 void SetHapticsByValue(const float Frequency, const float Amplitude, enum Hand);// 0x4469e40 void SetControllerLightColor(Color Color);// 0x4469dd0 void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x4469c04 void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector Location, Rotator Rotation);// 0x4469af8 void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x44699e8 void ServerViewPrevPlayer();// 0x446998c void ServerViewNextPlayer();// 0x4469930 void ServerVerifyViewTarget();// 0x44698d4 void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible);// 0x44697c8 void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);// 0x44696c4 void ServerUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x44691a8 void ServerToggleAILogging();// 0x446914c void ServerShortTimeout();// 0x44690f0 void ServerSetSpectatorWaiting(bool bWaiting);// 0x4469028 void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x4468f10 void ServerRestartPlayer();// 0x4468eb4 void ServerPause();// 0x4468e58 void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x4468db4 void ServerMutePlayer(UniqueNetIdRepl PlayerID);// 0x4468898 void ServerCheckClientPossessionReliable();// 0x446883c void ServerCheckClientPossession();// 0x44687e0 void ServerChangeName(FString S);// 0x44686ec void ServerCamera(FName NewMode);// 0x4468638 void ServerAcknowledgePossession(Pawn* P);// 0x4468584 void SendToConsole(FString Command);// 0x44684c0 void RestartLevel();// 0x21ccb44 bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D ScreenLocation, bool bPlayerViewportRelative);// 0x44683a0 void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand, float Scale, bool bLoop);// 0x4468250 void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x4467f70 void Pause();// 0x4467f4c void OnServerStartedVisualLogger(bool bIsLogging);// 0x4467ec4 void LocalTravel(FString URL);// 0x4467e00 bool IsInputKeyDown(Key Key);// 0x4467b0c void GetViewportSize(out int SizeX, out int SizeY);// 0x4467a2c SpectatorPawn* GetSpectatorPawn();// 0x4467a10 bool GetMousePosition(out float LocationX, out float LocationY);// 0x4467928 Vector GetInputVectorKeyState(Key Key);// 0x4467624 void GetInputTouchState(byte FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x44674a4 void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x44673c4 void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector Gravity, out Vector Acceleration);// 0x4467240 float GetInputKeyTimeDown(Key Key);// 0x4466f48 void GetInputAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x4466e24 float GetInputAnalogKeyState(Key Key);// 0x4466b2c HUD* GetHUD();// 0x4466b04 bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x4466930 bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x44667b4 bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x4466638 bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x44664a8 bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x4466370 bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x4466238 Vector GetFocalLocation();// 0x21755d8 void FOV(float NewFOV);// 0x275238c void EnableCheats();// 0x446621c bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector WorldLocation, out Vector WorldDirection);// 0x44660b0 bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector WorldDirection);// 0x4465fd0 void ConsoleKey(Key Key);// 0x4465cdc void ClientWasKicked(const FText KickReason);// 0x4465b48 void ClientVoiceHandshakeComplete();// 0x21ce280 void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex);// 0x4465990 void ClientUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x4465624 void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x4465474 void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x44652d4 void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type, float MsgLifeTime);// 0x4465138 void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName Tag);// 0x4465074 void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);// 0x4464fa8 void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x4464f28 void ClientStartOnlineSession();// 0x214d790 void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x20d8cbc void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams TransitionParams);// 0x4464e20 void ClientSetSpectatorWaiting(bool bWaiting);// 0x4464d98 void ClientSetHUD(class HUD NewHUDClass);// 0x4464d18 void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float ForceDuration, int CinematicTextureGroups);// 0x4464c10 void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD);// 0x4464a94 void ClientSetCameraMode(FName NewCamMode);// 0x4464a14 void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D FadeAlpha, float FadeTime, bool bFadeAudio);// 0x4464870 void ClientSetBlockOnAsyncLoading();// 0x22a1814 void ClientReturnToMainMenu(FString ReturnReason);// 0x44647ac void ClientRetryClientRestart(Pawn* NewPawn);// 0x446472c void ClientRestart(Pawn* NewPawn);// 0x44646ac void ClientReset();// 0x20d49a4 void ClientRepObjRef(Object* Object);// 0x446462c void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch, PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object* OptionalObject);// 0x4464494 void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups);// 0x4464338 void ClientPrepareMapChange(FName LevelName, bool bFirst, bool bLast);// 0x4464214 void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float VolumeMultiplier, float PitchMultiplier);// 0x44640c0 void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);// 0x4463fb8 void ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, FName Tag);// 0x4463e4c void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x4463cf8 void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte Space, Rotator CustomPlaySpace);// 0x4463a28 void ClientMutePlayer(UniqueNetIdRepl PlayerID);// 0x44636bc void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x4463568 void ClientIgnoreMoveInput(bool bIgnore);// 0x44634e0 void ClientIgnoreLookInput(bool bIgnore);// 0x4463458 void ClientGotoState(FName NewState);// 0x44633d8 void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x446330c void ClientForceGarbageCollection();// 0x2752354 void ClientFlushLevelStreaming();// 0x44632f8 void ClientEndOnlineSession();// 0x21ab860 void ClientEnableNetworkVoice(bool bEnable);// 0x4463270 void ClientCommitMapChange();// 0x2752370 void ClientClearCameraLensEffects();// 0x4463254 void ClientCapBandwidth(int Cap);// 0x44631d4 void ClientCancelPendingMapChange();// 0x44631b8 void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool bOverrideLocation);// 0x44630ac void ClearAudioListenerOverride();// 0x4463098 void Camera(FName NewMode);// 0x4463018 void AddYawInput(float Val);// 0x4462f98 void AddRollInput(float Val);// 0x4462f18 void AddPitchInput(float Val);// 0x4462e98 void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x216dc14 -------------------------------- 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: 0x2d4, Size: 4] bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8, Size: 1] bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d8, Size: 1] bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d8, Size: 1] bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d8, Size: 1] bool bShowOverlays;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d8, Size: 1] bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d8, Size: 1] bool bDebugInfoUseModifiedActor;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d8, Size: 1] Actor*[] PostRenderedActors;//[Offset: 0x2dc, Size: 12] FName[] DebugDisplay;//[Offset: 0x2f0, Size: 12] FName[] ToggledDebugCategories;//[Offset: 0x2fc, Size: 12] Canvas* Canvas;//[Offset: 0x308, Size: 4] Canvas* DebugCanvas;//[Offset: 0x30c, Size: 4] DebugTextInfo[] DebugTextList;//[Offset: 0x310, Size: 12] class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x31c, Size: 4] Actor* ShowDebugTargetActor;//[Offset: 0x320, Size: 4] Actor* UpdateShowDebugTargetActor();// 0x2b33460 void ShowHUD();// 0x1e6fbf0 void ShowDebugToggleSubCategory(FName Category);// 0x43b8870 void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x43b87f8 void ShowDebugForMoifiedTargetActor();// 0x43b87e4 void ShowDebug(FName DebugType);// 0x43b8764 void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x43b86a0 void RemoveAllDebugStrings();// 0x43b868c void ReceiveHitBoxRelease(const FName BoxName);// 0x2b33460 void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x2b33460 void ReceiveHitBoxClick(const FName BoxName);// 0x2b33460 void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x2b33460 void ReceiveDrawHUD(int SizeX, int SizeY);// 0x2b33460 Vector Project(Vector Location);// 0x43b85f8 void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font* Font, float Scale);// 0x43b83fc PlayerController* GetOwningPlayerController();// 0x1f42d98 Pawn* GetOwningPawn();// 0x43b83d4 void GetActorsInSelectionRectangle(class Actor ClassFilter, out const Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x43b817c void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition);// 0x43b7fe4 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);// 0x43b7b6c void DrawText(FString Text, LinearColor TextColor, float ScreenX, float ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x43b78f4 void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH);// 0x43b7758 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);// 0x43b73d4 void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);// 0x43b71ac 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);// 0x43b6dd4 void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, LinearColor LineColor, float LineThickness);// 0x43b6bf0 void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out Vector WorldDirection);// 0x43b6a8c void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool bConsumesInput, int Priority);// 0x43b68f0 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);// 0x43b6500 -------------------------------- 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);// 0x4375cbc Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x4375bac Vector K2_Project(Vector WorldLocation);// 0x4375b18 void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);// 0x4375974 void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x43756a0 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);// 0x4375298 void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D Radius, int NumberOfSides, LinearColor RenderColor);// 0x4375104 void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[] Triangles);// 0x4374f60 void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x4374d48 void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float Thickness, LinearColor RenderColor);// 0x4374bf0 void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float Thickness);// 0x4374af0 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);// 0x43745d0 void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector WorldDirection);// 0x43744b4 -------------------------------- Class: Texture2D.Texture.Object int StreamingIndex;//[Offset: 0xa0, Size: 4] int LevelIndex;//[Offset: 0xa4, Size: 4] int FirstResourceMemMip;//[Offset: 0xa8, Size: 4] IntPoint ImportedSize;//[Offset: 0xac, Size: 8] double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0xb8, Size: 8] bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1, Size: 1] bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc2, Size: 1] bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc2, Size: 1] bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc2, Size: 1] bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc2, Size: 1] byte AddressX;//[Offset: 0xc3, Size: 1] byte AddressY;//[Offset: 0xc4, Size: 1] int Blueprint_GetSizeY();// 0x44ac340 int Blueprint_GetSizeX();// 0x44ac318 -------------------------------- 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: 0x2d4, Size: 4] SceneComponent* TransformComponent;//[Offset: 0x2d8, Size: 4] float DefaultFOV;//[Offset: 0x2e8, Size: 4] float DefaultOrthoWidth;//[Offset: 0x2f0, Size: 4] float DefaultAspectRatio;//[Offset: 0x2f8, Size: 4] CameraCacheEntry CameraCache;//[Offset: 0x340, Size: 1424] CameraCacheEntry LastFrameCameraCache;//[Offset: 0x8d0, Size: 1424] TViewTarget ViewTarget;//[Offset: 0xe60, Size: 1440] TViewTarget PendingViewTarget;//[Offset: 0x1400, Size: 1440] CameraModifier*[] ModifierList;//[Offset: 0x19b4, Size: 12] class CameraModifier[] DefaultModifiers;//[Offset: 0x19c0, Size: 12] float FreeCamDistance;//[Offset: 0x19cc, Size: 4] Vector FreeCamOffset;//[Offset: 0x19d0, Size: 12] Vector ViewTargetOffset;//[Offset: 0x19dc, Size: 12] EmitterCameraLensEffectBase*[] CameraLensEffects;//[Offset: 0x19f8, Size: 12] CameraModifier_CameraShake* CachedCameraShakeMod;//[Offset: 0x1a04, Size: 4] CameraAnimInst* AnimInstPool;//[Offset: 0x1a08, Size: 4] PostProcessSettings[] PostProcessBlendCache;//[Offset: 0x1a28, Size: 12] CameraAnimInst*[] ActiveAnims;//[Offset: 0x1a40, Size: 12] CameraAnimInst*[] FreeAnims;//[Offset: 0x1a4c, Size: 12] CameraActor* AnimCameraActor;//[Offset: 0x1a58, Size: 4] bool bIsOrthographic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a5c, Size: 1] bool bDefaultConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1a5c, Size: 1] bool bUseClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1a5c, Size: 1] bool bGameCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a5d, Size: 1] float ViewPitchMin;//[Offset: 0x1a60, Size: 4] float ViewPitchMax;//[Offset: 0x1a64, Size: 4] float ViewYawMin;//[Offset: 0x1a68, Size: 4] float ViewYawMax;//[Offset: 0x1a6c, Size: 4] float ViewRollMin;//[Offset: 0x1a70, Size: 4] float ViewRollMax;//[Offset: 0x1a74, Size: 4] void StopCameraShake(CameraShake* ShakeInstance, bool bImmediately);// 0x4460700 void StopCameraFade();// 0x1f042d8 void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);// 0x4460634 void StopAllInstancesOfCameraShake(class CameraShake Shake, bool bImmediately);// 0x4460568 void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);// 0x446049c void StopAllCameraShakes(bool bImmediately);// 0x4460414 void StopAllCameraAnims(bool bImmediate);// 0x446038c void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x44601a0 void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool bInFadeAudio);// 0x446008c bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x43a1dbc void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);// 0x1f00bf0 CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x445ff30 CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x445fc0c void PhotographyCameraModify(const Vector NewCameraLocation, const Vector PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector ResultCameraLocation);// 0x445faa4 void OnPhotographySessionStart();// 0x1edc7ec void OnPhotographySessionEnd();// 0x1e79114 void OnPhotographyMultiPartCaptureStart();// 0x1eda584 void OnPhotographyMultiPartCaptureEnd();// 0x1e6fbf0 PlayerController* GetOwningPlayerController();// 0x445fa74 float GetFOVAngle();// 0x445fa44 Rotator GetCameraRotation();// 0x445f9fc Vector GetCameraLocation();// 0x445f9b4 CameraModifier* FindCameraModifierByClass(class CameraModifier ModifierClass);// 0x445f92c void ClearCameraLensEffects();// 0x445f910 bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation, out Rotator NewCameraRotation, out float NewCameraFOV);// 0x2b33460 CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);// 0x445f888 EmitterCameraLensEffectBase* AddCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x445f800 -------------------------------- 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] float AutoExposureBias;//[Offset: 0x318, Size: 4] float HistogramLogMin;//[Offset: 0x31c, Size: 4] float HistogramLogMax;//[Offset: 0x320, Size: 4] float LensFlareIntensity;//[Offset: 0x324, Size: 4] LinearColor LensFlareTint;//[Offset: 0x328, Size: 16] float LensFlareBokehSize;//[Offset: 0x338, Size: 4] int LensFlareCount;//[Offset: 0x33c, Size: 4] float LensFlareThreshold;//[Offset: 0x340, Size: 4] Texture* LensFlareBokehShape;//[Offset: 0x344, Size: 4] LinearColor LensFlareTints;//[Offset: 0x348, Size: 16] float VignetteIntensity;//[Offset: 0x3c8, Size: 4] float GrainJitter;//[Offset: 0x3cc, Size: 4] float GrainIntensity;//[Offset: 0x3d0, Size: 4] float AmbientOcclusionIntensity;//[Offset: 0x3d4, Size: 4] float AmbientOcclusionStaticFraction;//[Offset: 0x3d8, Size: 4] float AmbientOcclusionRadius;//[Offset: 0x3dc, Size: 4] bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3e0, Size: 1] float AmbientOcclusionFadeDistance;//[Offset: 0x3e4, Size: 4] float AmbientOcclusionFadeRadius;//[Offset: 0x3e8, Size: 4] float AmbientOcclusionDistance;//[Offset: 0x3ec, Size: 4] float AmbientOcclusionPower;//[Offset: 0x3f0, Size: 4] float AmbientOcclusionBias;//[Offset: 0x3f4, Size: 4] float AmbientOcclusionQuality;//[Offset: 0x3f8, Size: 4] float AmbientOcclusionMipBlend;//[Offset: 0x3fc, Size: 4] float AmbientOcclusionMipScale;//[Offset: 0x400, Size: 4] float AmbientOcclusionMipThreshold;//[Offset: 0x404, Size: 4] LinearColor SRTIndirectLightingColor;//[Offset: 0x408, Size: 16] float SRTIndirectLightingIntensity;//[Offset: 0x418, Size: 4] float SRTMaxOcclusionDistance;//[Offset: 0x41c, Size: 4] float SRTOcclusionContrast;//[Offset: 0x420, Size: 4] float SRTOcclusionExponent;//[Offset: 0x424, Size: 4] float SRTMinOcclusion;//[Offset: 0x428, Size: 4] float SRTSpecularOcclusionExponent;//[Offset: 0x42c, Size: 4] float SRTSpecularMinOcclusion;//[Offset: 0x430, Size: 4] LinearColor SRTOcclusionTint;//[Offset: 0x434, Size: 16] float SRTFilterSmoothness;//[Offset: 0x444, Size: 4] LinearColor IndirectLightingColor;//[Offset: 0x448, Size: 16] float IndirectLightingIntensity;//[Offset: 0x458, Size: 4] float ColorGradingIntensity;//[Offset: 0x45c, Size: 4] Texture* ColorGradingLUT;//[Offset: 0x460, Size: 4] byte DepthOfFieldMethod;//[Offset: 0x464, Size: 1] bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x465, Size: 1] float DepthOfFieldFstop;//[Offset: 0x468, Size: 4] float DepthOfFieldSensorWidth;//[Offset: 0x46c, Size: 4] float DepthOfFieldFocalDistance;//[Offset: 0x470, Size: 4] float DepthOfFieldDepthBlurAmount;//[Offset: 0x474, Size: 4] float DepthOfFieldDepthBlurRadius;//[Offset: 0x478, Size: 4] float DepthOfFieldFocalRegion;//[Offset: 0x47c, Size: 4] float DepthOfFieldNearTransitionRegion;//[Offset: 0x480, Size: 4] float DepthOfFieldFarTransitionRegion;//[Offset: 0x484, Size: 4] float DepthOfFieldScale;//[Offset: 0x488, Size: 4] float DepthOfFieldMaxBokehSize;//[Offset: 0x48c, Size: 4] float DepthOfFieldNearBlurSize;//[Offset: 0x490, Size: 4] float DepthOfFieldFarBlurSize;//[Offset: 0x494, Size: 4] Texture* DepthOfFieldBokehShape;//[Offset: 0x498, Size: 4] float DepthOfFieldOcclusion;//[Offset: 0x49c, Size: 4] float DepthOfFieldColorThreshold;//[Offset: 0x4a0, Size: 4] float DepthOfFieldSizeThreshold;//[Offset: 0x4a4, Size: 4] float DepthOfFieldSkyFocusDistance;//[Offset: 0x4a8, Size: 4] float DepthOfFieldVignetteSize;//[Offset: 0x4ac, Size: 4] float MotionBlurAmount;//[Offset: 0x4b0, Size: 4] float MotionBlurMax;//[Offset: 0x4b4, Size: 4] float MotionBlurPerObjectSize;//[Offset: 0x4b8, Size: 4] float LPVIntensity;//[Offset: 0x4bc, Size: 4] float LPVVplInjectionBias;//[Offset: 0x4c0, Size: 4] float LPVSize;//[Offset: 0x4c4, Size: 4] float LPVSecondaryOcclusionIntensity;//[Offset: 0x4c8, Size: 4] float LPVSecondaryBounceIntensity;//[Offset: 0x4cc, Size: 4] float LPVGeometryVolumeBias;//[Offset: 0x4d0, Size: 4] float LPVEmissiveInjectionIntensity;//[Offset: 0x4d4, Size: 4] float LPVDirectionalOcclusionIntensity;//[Offset: 0x4d8, Size: 4] float LPVDirectionalOcclusionRadius;//[Offset: 0x4dc, Size: 4] float LPVDiffuseOcclusionExponent;//[Offset: 0x4e0, Size: 4] float LPVSpecularOcclusionExponent;//[Offset: 0x4e4, Size: 4] float LPVDiffuseOcclusionIntensity;//[Offset: 0x4e8, Size: 4] float LPVSpecularOcclusionIntensity;//[Offset: 0x4ec, Size: 4] float ScreenSpaceReflectionIntensity;//[Offset: 0x4f0, Size: 4] float ScreenSpaceReflectionQuality;//[Offset: 0x4f4, Size: 4] float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x4f8, Size: 4] float LPVFadeRange;//[Offset: 0x4fc, Size: 4] float LPVDirectionalOcclusionFadeRange;//[Offset: 0x500, Size: 4] float ScreenPercentage;//[Offset: 0x504, Size: 4] WeightedBlendables WeightedBlendables;//[Offset: 0x508, Size: 12] float FxaaConsoleEdgeSharpness;//[Offset: 0x514, Size: 4] float FxaaConsoleEdgeThreshold;//[Offset: 0x518, Size: 4] float FxaaConsoleEdgeThresholdMin;//[Offset: 0x51c, Size: 4] Object*[] Blendables;//[Offset: 0x520, 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();// 0x1f92b00 Actor* GetViewTarget();// 0x1e726d4 void EnableModifier();// 0x20ae7e4 void DisableModifier(bool bImmediate);// 0x43726a8 void BlueprintModifyPostProcess(float DeltaTime, out float PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x2b33460 void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation, out float NewFOV);// 0x2b33460 -------------------------------- Class: EmitterCameraLensEffectBase.Emitter.Actor.Object ParticleSystem* PS_CameraEffect;//[Offset: 0x318, Size: 4] ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x31c, Size: 4] PlayerCameraManager* BaseCamera;//[Offset: 0x320, Size: 4] Transform RelativeTransform;//[Offset: 0x330, Size: 48] float BaseFOV;//[Offset: 0x360, Size: 4] bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x364, Size: 1] bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x364, Size: 1] class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x368, Size: 12] float DistFromCamera;//[Offset: 0x374, Size: 4] -------------------------------- Class: Emitter.Actor.Object ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x2d4, Size: 4] bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8, Size: 1] bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d8, Size: 1] bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d8, Size: 1] delegate OnParticleSpawn;//[Offset: 0x2dc, Size: 12] delegate OnParticleBurst;//[Offset: 0x2e8, Size: 12] delegate OnParticleDeath;//[Offset: 0x2f4, Size: 12] delegate OnParticleCollide;//[Offset: 0x300, Size: 12] delegate OnParticleCollideMoreInfo;//[Offset: 0x30c, Size: 12] void ToggleActive();// 0x439238c void SetVectorParameter(FName ParameterName, Vector Param);// 0x43922cc void SetTemplate(ParticleSystem* NewTemplate);// 0x1e6ad48 void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x4392210 void SetFloatParameter(FName ParameterName, float Param);// 0x439214c void SetColorParameter(FName ParameterName, LinearColor Param);// 0x4392084 void SetActorParameter(FName ParameterName, Actor* Param);// 0x4391fc8 void OnRep_bCurrentlyActive();// 0x1eda584 void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);// 0x1e79130 bool IsActive();// 0x4391fa0 void Deactivate();// 0x4391f8c void Activate();// 0x4391f78 -------------------------------- 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);// 0x4452780 -------------------------------- 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: 0x20, Size: 4] Vector EmitterOrigin;//[Offset: 0x24, Size: 12] Rotator EmitterRotation;//[Offset: 0x30, Size: 12] byte ScreenAlignment;//[Offset: 0x3c, Size: 1] float MinFacingCameraBlendDistance;//[Offset: 0x40, Size: 4] float MaxFacingCameraBlendDistance;//[Offset: 0x44, Size: 4] bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x48, Size: 1] bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x48, Size: 1] byte SortMode;//[Offset: 0x49, Size: 1] bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a, Size: 1] bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4a, Size: 1] float EmitterDuration;//[Offset: 0x4c, Size: 4] float EmitterDurationLow;//[Offset: 0x50, Size: 4] bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x54, Size: 1] bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x54, Size: 1] int EmitterLoops;//[Offset: 0x58, Size: 4] RawDistributionFloat SpawnRate;//[Offset: 0x5c, Size: 40] byte ParticleBurstMethod;//[Offset: 0x84, Size: 1] ParticleBurst[] BurstList;//[Offset: 0x88, Size: 12] float EmitterDelay;//[Offset: 0x94, Size: 4] float EmitterDelayLow;//[Offset: 0x98, Size: 4] bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c, Size: 1] bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x9c, Size: 1] byte InterpolationMethod;//[Offset: 0x9d, Size: 1] int SubImages_Horizontal;//[Offset: 0xa0, Size: 4] int SubImages_Vertical;//[Offset: 0xa4, Size: 4] bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8, Size: 1] float RandomImageTime;//[Offset: 0xac, Size: 4] int RandomImageChanges;//[Offset: 0xb0, Size: 4] bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb4, Size: 1] Vector MacroUVPosition;//[Offset: 0xb8, Size: 12] float MacroUVRadius;//[Offset: 0xc4, Size: 4] bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc8, Size: 1] int MaxDrawCount;//[Offset: 0xcc, Size: 4] enum UVFlippingMode;//[Offset: 0xd0, Size: 1] Texture2D* CutoutTexture;//[Offset: 0xd4, Size: 4] byte BoundingMode;//[Offset: 0xd8, Size: 1] byte OpacitySourceMode;//[Offset: 0xd9, Size: 1] float AlphaThreshold;//[Offset: 0xdc, Size: 4] int CutoutSubImagesX;//[Offset: 0xe0, Size: 4] int CutoutSubImagesY;//[Offset: 0xe4, Size: 4] byte EmitterNormalsMode;//[Offset: 0xe8, Size: 1] Vector NormalsSphereCenter;//[Offset: 0xec, Size: 12] Vector NormalsCylinderDirection;//[Offset: 0xf8, Size: 12] bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x104, Size: 1] FName[] NamedMaterialOverrides;//[Offset: 0x108, Size: 12] Vector2D[] UBOBoundingGeometry;//[Offset: 0x114, Size: 12] bool bUseComputeRaster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x120, 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: 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: 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: 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: 0x20, Size: 40] RawDistributionFloat RateScale;//[Offset: 0x48, Size: 40] byte ParticleBurstMethod;//[Offset: 0x70, Size: 1] ParticleBurst[] BurstList;//[Offset: 0x74, Size: 12] RawDistributionFloat BurstScale;//[Offset: 0x80, Size: 40] bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8, Size: 1] -------------------------------- Class: ParticleModuleSpawnBase.ParticleModule.Object bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f, Size: 1] bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1f, Size: 1] -------------------------------- Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object ParticleEvent_GenerateInfo[] Events;//[Offset: 0x20, 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: 0x20, Size: 1] RawDistributionVector OffsetAmount;//[Offset: 0x24, Size: 64] OrbitOptions OffsetOptions;//[Offset: 0x64, Size: 4] RawDistributionVector RotationAmount;//[Offset: 0x68, Size: 64] OrbitOptions RotationOptions;//[Offset: 0xa8, Size: 4] RawDistributionVector RotationRateAmount;//[Offset: 0xac, Size: 64] OrbitOptions RotationRateOptions;//[Offset: 0xec, Size: 4] -------------------------------- Class: ParticleModuleOrbitBase.ParticleModule.Object bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f, 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: 0x1f, Size: 1] FName EventName;//[Offset: 0x20, Size: 8] -------------------------------- Class: ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object ParticleSystem* Template;//[Offset: 0x5ac, Size: 4] MaterialInterface*[] EmitterMaterials;//[Offset: 0x5b0, Size: 12] SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x5bc, Size: 12] bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5c8, Size: 1] bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c9, Size: 1] bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5c9, Size: 1] bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5c9, Size: 1] bool bWarmingUp;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5c9, Size: 1] bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5ca, Size: 1] bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5ca, Size: 1] byte LODMethod;//[Offset: 0x5cc, Size: 1] enum RequiredSignificance;//[Offset: 0x5cd, Size: 1] ParticleSysParam[] InstanceParameters;//[Offset: 0x5d0, Size: 12] delegate OnParticleSpawn;//[Offset: 0x5dc, Size: 12] delegate OnParticleBurst;//[Offset: 0x5e8, Size: 12] delegate OnParticleDeath;//[Offset: 0x5f4, Size: 12] delegate OnParticleCollide;//[Offset: 0x600, Size: 12] delegate OnParticleCollideMoreInfo;//[Offset: 0x60c, Size: 12] Vector OldPosition;//[Offset: 0x618, Size: 12] Vector PartSysVelocity;//[Offset: 0x624, Size: 12] float WarmupTime;//[Offset: 0x630, Size: 4] float WarmupTickRate;//[Offset: 0x634, Size: 4] float SecondsBeforeInactive;//[Offset: 0x63c, Size: 4] float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x644, Size: 4] ParticleSystemReplay*[] ReplayClips;//[Offset: 0x664, Size: 12] float CustomTimeDilation;//[Offset: 0x678, Size: 4] SceneComponent* AutoAttachParent;//[Offset: 0x6bc, Size: 8] FName AutoAttachSocketName;//[Offset: 0x6c8, Size: 8] enum AutoAttachLocationRule;//[Offset: 0x6d0, Size: 1] enum AutoAttachRotationRule;//[Offset: 0x6d1, Size: 1] enum AutoAttachScaleRule;//[Offset: 0x6d2, Size: 1] delegate OnSystemFinished;//[Offset: 0x6fc, Size: 12] void SetVectorParameter(FName ParameterName, Vector Param);// 0x44550cc void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x4454f74 void SetTemplate(ParticleSystem* NewTemplate);// 0x4454efc void SetSocketName(FName InSocketName);// 0x4454e84 void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x4454dc8 void SetLODLevel(int InLODLevel);// 0x4454d48 void SetFloatParameter(FName ParameterName, float Param);// 0x4454c84 void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x4454bb0 void SetColorParameter(FName ParameterName, LinearColor Param);// 0x4454ae8 void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int TargetIndex);// 0x44549dc void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex);// 0x44548d4 void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int TargetIndex);// 0x44547c8 void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int SourceIndex);// 0x44546bc void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex);// 0x44545b4 void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int SourceIndex);// 0x44544a8 void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x44543e4 void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte LocationType);// 0x44542b8 void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule);// 0x4454114 void SetActorParameter(FName ParameterName, Actor* Param);// 0x4454058 int GetNumActiveParticles();// 0x4454030 MaterialInterface* GetNamedMaterial(FName InName);// 0x4453fa8 int GetLODLevel();// 0x4453f78 bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector OutTangentPoint);// 0x4453e5c bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float OutTargetStrength);// 0x4453d3c bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector OutTargetPoint);// 0x4453c20 bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector OutTangentPoint);// 0x4453b04 bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float OutSourceStrength);// 0x44539e4 bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector OutSourcePoint);// 0x44538c8 bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x44537f0 void GenerateParticleEvent(const FName InEventName, const float InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector InVelocity);// 0x4453650 void EndTrails();// 0x445363c MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName, MaterialInterface* SourceMaterial);// 0x4453570 void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x4453418 -------------------------------- 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);// 0x4430d9c void SetTextureParameterValue(FName ParameterName, Texture* Value);// 0x4430ce0 void SetScalarParameterValue(FName ParameterName, float Value);// 0x4430c1c void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA, MaterialInstance* SourceB, float Alpha);// 0x4430b1c LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x4430a8c Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x4430a0c float K2_GetScalarParameterValue(FName ParameterName);// 0x443098c void K2_CopyMaterialInstanceParameters(MaterialInterface* Source);// 0x4430914 void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x443089c void CopyInterpParameters(MaterialInstance* Source);// 0x4430824 -------------------------------- 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_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] float OpacityMaskClipValue;//[Offset: 0x8, Size: 4] byte BlendMode;//[Offset: 0xc, Size: 1] byte ShadingModel;//[Offset: 0xd, Size: 1] bool TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe, Size: 1] bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe, Size: 1] bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe, Size: 1] -------------------------------- 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: 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);// 0x2b33460 void ReceivePlayShake(float Scale);// 0x2b33460 bool ReceiveIsFinished();// 0x1f1dc0c void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x2b33460 -------------------------------- 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);// 0x4371150 void SetScale(float NewDuration);// 0x1fe1f34 void SetDuration(float NewDuration);// 0x43710d8 void SetCurrentTime(float NewTime);// 0x4371060 -------------------------------- 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: 0x2d4, Size: 1] CameraComponent* CameraComponent;//[Offset: 0x2d8, Size: 4] SceneComponent* SceneComponent;//[Offset: 0x2dc, Size: 4] bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e8, Size: 1] float AspectRatio;//[Offset: 0x2ec, Size: 4] float FOVAngle;//[Offset: 0x2f0, Size: 4] float PostProcessBlendWeight;//[Offset: 0x2f4, Size: 4] PostProcessSettings PostProcessSettings;//[Offset: 0x300, Size: 1328] int GetAutoActivatePlayerIndex();// 0x4370ab0 -------------------------------- 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);// 0x4371b58 void SetProjectionMode(byte InProjectionMode);// 0x4371ae4 void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x4371a70 void SetOrthoWidth(float InOrthoWidth);// 0x43719fc void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x4371988 void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x4371914 void SetFieldOfView(float InFieldOfView);// 0x1fc2888 void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x437188c void SetAspectRatio(float InAspectRatio);// 0x4371818 void SetActive(bool bNewActive, bool bReset);// 0x4348cf8 void RemoveBlendable(interface classByteProperty InBlendableObject);// 0x4371728 void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);// 0x2014640 void ApplyDrawDistanceOffset(float InFieldOfView);// 0x43716b0 void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x4371580 -------------------------------- Class: CheatManager.Object DebugCameraController* DebugCameraControllerRef;//[Offset: 0x1c, Size: 4] class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x20, Size: 4] void Walk();// 0x20ae7e4 void ViewSelf();// 0x4345334 void ViewPlayer(FString S);// 0x437eff8 void ViewClass(class Actor DesiredClass);// 0x2158920 void ViewActor(FName actorName);// 0x1e8fdf0 void TriggerCrash();// 0x437efe4 void ToggleDebugCamera();// 0x437efc8 void ToggleAILogging();// 0x1e8f4b8 void TestCollisionDistance();// 0x437efac void Teleport();// 0x2022768 void Summon(FString ClassName);// 0x437eee8 void StreamLevelOut(FName PackageName);// 0x437ee68 void StreamLevelIn(FName PackageName);// 0x437ede8 void Slomo(float NewTimeDilation);// 0x437ed68 void SetWorldOrigin();// 0x437ed54 void SetNavDrawDistance(float DrawDistance);// 0x437ecdc void SetMouseSensitivityToDefault();// 0x437ecc8 void ServerToggleAILogging();// 0x437ec6c void ReceiveInitCheatManager();// 0x2b33460 void ReceiveEndPlay();// 0x2b33460 void RebuildNavigation();// 0x437ec50 void PlayersOnly();// 0x1e937fc void OnlyLoadLevel(FName PackageName);// 0x20de7cc void LogLoc();// 0x21c7944 void InvertMouse();// 0x437ec3c void God();// 0x1f4b9e4 void Ghost();// 0x1f4cafc void FreezeFrame(float Delay);// 0x1e95908 void Fly();// 0x1e937e0 void FlushLog();// 0x437ec20 void EnableDebugCamera();// 0x437ec04 void DumpVoiceMutingState();// 0x228a964 void DumpPartyState();// 0x437ebe8 void DumpOnlineSessionState();// 0x437ebcc void DumpChatState();// 0x228a898 void DisableDebugCamera();// 0x437ebb0 void DestroyTarget();// 0x1e93c20 void DestroyPawns(class Pawn aClass);// 0x437eb30 void DestroyAllPawnsExceptTarget();// 0x437eb14 void DestroyAll(class Actor aClass);// 0x3806774 void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x437ea50 void DebugCapsuleSweepPawn();// 0x20db8cc void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x437e9c8 void DebugCapsuleSweepClear();// 0x437e9ac void DebugCapsuleSweepChannel(byte Channel);// 0x437e92c void DebugCapsuleSweepCapture();// 0x437e910 void DebugCapsuleSweep();// 0x1e8ff0c void DamageTarget(float DamageAmount);// 0x437e890 void CheatScript(FString ScriptName);// 0x437e738 void ChangeSize(float F);// 0x20adacc void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out FString GoString, out FString LocString);// 0x437e53c void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll);// 0x437e35c void BugIt(FString ScreenShotDescription);// 0x437e298 -------------------------------- Class: DebugCameraController.PlayerController.Controller.Actor.Object bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x575, Size: 1] bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x575, Size: 1] DrawFrustumComponent* DrawFrustum;//[Offset: 0x578, Size: 4] float SpeedScale;//[Offset: 0x58c, Size: 4] float InitialMaxSpeed;//[Offset: 0x590, Size: 4] float InitialAccel;//[Offset: 0x594, Size: 4] float InitialDecel;//[Offset: 0x598, Size: 4] void ToggleDisplay();// 0x4387d9c void ShowDebugSelectedInfo();// 0x4387d80 void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x4387d08 void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x2b33460 void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);// 0x2b33460 void ReceiveOnActivate(PlayerController* OriginalPC);// 0x2b33460 Actor* GetSelectedActor();// 0x4387ce0 -------------------------------- Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color FrustumColor;//[Offset: 0x5ac, Size: 4] float FrustumAngle;//[Offset: 0x5b0, Size: 4] float FrustumAspectRatio;//[Offset: 0x5b4, Size: 4] float FrustumStartDist;//[Offset: 0x5b8, Size: 4] float FrustumEndDist;//[Offset: 0x5bc, Size: 4] Texture* Texture;//[Offset: 0x5c0, 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);// 0x446df3c void SetBind(FName BindName, FString Command);// 0x446de34 void InvertAxisKey(const Key AxisKey);// 0x446db48 void InvertAxis(const FName AxisName);// 0x446dad0 void ClearSmoothing();// 0x446dabc -------------------------------- 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: 0x294f8, Size: 12] -------------------------------- Class: ChildConnection.NetConnection.Player.Object NetConnection* Parent;//[Offset: 0x29534, 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: 0x318, Size: 4] float BaseLookUpRate;//[Offset: 0x31c, Size: 4] PawnMovementComponent* MovementComponent;//[Offset: 0x320, Size: 4] SphereComponent* CollisionComponent;//[Offset: 0x324, Size: 4] StaticMeshComponent* MeshComponent;//[Offset: 0x328, Size: 4] bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32c, Size: 1] void TurnAtRate(float Rate);// 0x438a7a4 void MoveUp_World(float Val);// 0x438a724 void MoveRight(float Val);// 0x438a6a4 void MoveForward(float Val);// 0x21ca244 void LookUpAtRate(float Rate);// 0x438a62c -------------------------------- Class: SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float SphereRadius;//[Offset: 0x5bc, Size: 4] void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x449bec4 float GetUnscaledSphereRadius();// 0x4377080 float GetShapeScale();// 0x4377010 float GetScaledSphereRadius();// 0x4376be8 -------------------------------- Class: StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int ForcedLodModel;//[Offset: 0x5cc, Size: 4] int LowDeviceForcedLodModel;//[Offset: 0x5d0, Size: 4] int PreviousLODLevel;//[Offset: 0x5d4, Size: 4] int MinLOD;//[Offset: 0x5d8, Size: 4] StaticMesh* StaticMesh;//[Offset: 0x5dc, Size: 4] byte TileLength;//[Offset: 0x5e0, Size: 1] byte TileNum;//[Offset: 0x5e1, Size: 1] Texture2D* TileTexture;//[Offset: 0x5e4, Size: 4] Vector2D TileLocalMin;//[Offset: 0x5e8, Size: 8] bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5f0, Size: 1] bool bOverrideMinLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5f0, Size: 1] bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5f0, Size: 1] bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5f0, Size: 1] bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5f0, Size: 1] bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x5f0, Size: 1] bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x5f0, Size: 1] bool bOverrideCullingScreenSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x5f0, Size: 1] bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5f1, Size: 1] bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5f1, Size: 1] bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5f1, Size: 1] bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x5f1, Size: 1] bool bForceNotHzbOccluder;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x5f1, Size: 1] bool bUseAsOccluderIgnoreMobility;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x5f1, Size: 1] bool bCanBeOccludeed;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x5f1, Size: 1] int OverriddenLightMapRes;//[Offset: 0x5f4, Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x5f8, Size: 4] StaticMeshComponentLODInfo[] LODData;//[Offset: 0x5fc, Size: 12] StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x608, Size: 12] bool IsDynamicInstancingParametersEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x614, Size: 1] DynamicInstancingParameters;//[Offset: 0x618, Size: 60] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x654, Size: 24] IdeaBakingPrimitiveSettings IdeaBakingSettings;//[Offset: 0x66c, Size: 20] Actor*[] AffectPointLightBPActors;//[Offset: 0x680, Size: 12] StaticMeshPointLightVertexDataBuffer[] PointLightStaticMeshLODResources;//[Offset: 0x68c, Size: 12] bool SetStaticMesh(StaticMesh* NewMesh);// 0x3a3ae40 void SetOverrideCullingScreenSizeEnable(bool bEnable);// 0x44a710c void SetOverrideCullingScreenSize(float ScreenSize);// 0x44a7094 void SetLowDeviceForcedLodModel(int NewLowDeviceForcedLodModel);// 0x44a701c void SetForcedLodModel(int NewForcedLodModel);// 0x44a6fa4 void SetDistanceFieldSelfShadowBias(float NewValue);// 0x1f3d590 void SetDirty();// 0x44a6f90 void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x44a6f18 void GetLocalBounds(out Vector Min, out Vector Max);// 0x44a6e40 -------------------------------- 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();// 0x382db00 void Tick(Geometry MyGeometry, float InDeltaTime);// 0x2b33460 void StopListeningForInputAction(FName ActionName, byte EventType);// 0x382da34 void StopListeningForAllInputActions();// 0x382da20 void StopAnimation(const WidgetAnimation* InAnimation);// 0x382d9a8 void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);// 0x382d8e8 void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float PlaybackSpeed);// 0x382d82c void SetPadding(Margin InPadding);// 0x382d7a4 void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x382d72c void SetOwningLocalPlayer(LocalPlayer* LocalPlayer);// 0x382d6b4 void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int NumLoopsToPlay);// 0x382d5f8 void SetInputActionPriority(int NewPriority);// 0x382d580 void SetInputActionBlocking(bool bShouldBlock);// 0x382d500 void SetForegroundColor(SlateColor InForegroundColor);// 0x382d1e0 void SetDontPaintWhenChildEmpty(bool Enable);// 0x382d160 void SetDesiredSizeInViewport(Vector2D Size);// 0x382d0f0 void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x382d074 void SetAnchorsInViewport(Anchors Anchors);// 0x382cfec void SetAlignmentInViewport(Vector2D Alignment);// 0x382cf7c void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x382cf04 void RemoveFromViewport();// 0x382cef0 void RegisterInputComponent();// 0x382cedc void PreConstruct(bool IsDesignTime);// 0x2b33460 void PlaySound(SoundBase* SoundToPlay);// 0x382ce64 void PlayAnimationTo(WidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x382cc90 void PlayAnimation(WidgetAnimation* InAnimation, float StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x382cb00 float PauseAnimation(const WidgetAnimation* InAnimation);// 0x382ca80 EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2b33460 EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2b33460 EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent GestureEvent);// 0x2b33460 EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x2b33460 void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x2b33460 EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2b33460 EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2b33460 void OnPaint(out PaintContext Context);// 0x2b33460 EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2b33460 EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2b33460 void OnMouseLeave(out const PointerEvent MouseEvent);// 0x2b33460 void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2b33460 void OnMouseCaptureLost();// 0x2b33460 EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2b33460 EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2b33460 EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const PointerEvent InMouseEvent);// 0x2b33460 EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent InMotionEvent);// 0x2b33460 EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2b33460 EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x2b33460 EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);// 0x2b33460 EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);// 0x2b33460 void OnFocusLost(FocusEvent InFocusEvent);// 0x2b33460 bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2b33460 bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2b33460 void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2b33460 void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2b33460 void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent, out DragDropOperation* Operation);// 0x2b33460 void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation* Operation);// 0x2b33460 void OnAnimationStarted(const WidgetAnimation* Animation);// 0x382ca00 void OnAnimationFinished(const WidgetAnimation* Animation);// 0x1e8fab0 EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent InAnalogInputEvent);// 0x2b33460 void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x2b33460 void ListenForInputAction(FName ActionName, byte EventType, bool bConsume, delegate Callback);// 0x382c870 bool IsPlayingAnimation();// 0x382c848 bool IsListeningForInputAction(FName ActionName);// 0x382c7c8 bool IsInViewport();// 0x382c594 bool IsInteractable();// 0x2b33460 bool IsAnyAnimationPlaying();// 0x382c7a0 bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);// 0x382c720 bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x382c6a0 Widget* GetWidgetFromName(out const FName Name);// 0x382c60c Pawn* GetOwningPlayerPawn();// 0x382c5e4 PlayerController* GetOwningPlayer();// 0x1e726d4 LocalPlayer* GetOwningLocalPlayer();// 0x382c5bc bool GetIsVisible();// 0x382c594 bool GetDontPaintWhenChildEmpty();// 0x382c56c float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);// 0x382c4ec Anchors GetAnchorsInViewport();// 0x382c4a8 Vector2D GetAlignmentInViewport();// 0x382c468 void Destruct();// 0x2b33460 void Construct();// 0x2b33460 void AddToViewport(int ZOrder);// 0x382c3f0 bool AddToPlayerScreen(int ZOrder);// 0x382c370 -------------------------------- 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);// 0x3831cd4 void SetVisibility(enum InVisibility);// 0x3831c54 void SetUserFocus(PlayerController* PlayerController);// 0x3831bdc void SetToolTipText(out const FText InToolTipText);// 0x3831a38 void SetToolTip(Widget* Widget);// 0x38319c0 void SetRenderTranslation(Vector2D Translation);// 0x3831950 void SetRenderTransformPivot(Vector2D Pivot);// 0x38318e0 void SetRenderTransform(WidgetTransform InTransform);// 0x3831808 void SetRenderShear(Vector2D Shear);// 0x3831798 void SetRenderScale(Vector2D Scale);// 0x3831728 void SetRenderAngle(float Angle);// 0x38316b0 void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);// 0x38315a8 void SetKeyboardFocus();// 0x3831594 void SetIsEnabled(bool bInIsEnabled);// 0x1e93498 void SetCursor(byte InCursor);// 0x383151c void SetClipping(enum InClipping);// 0x38314a4 void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x38313e8 void ResetCursor();// 0x38313d4 void RemoveFromParent();// 0x2022768 EventReply OnReply__DelegateSignature();// 0x2b33460 EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x2b33460 bool IsVisible();// 0x38313ac bool IsHovered();// 0x3831384 void InvalidateLayoutAndVolatility();// 0x3831370 bool HasUserFocusedDescendants(PlayerController* PlayerController);// 0x38312f0 bool HasUserFocus(PlayerController* PlayerController);// 0x3831270 bool HasMouseCapture();// 0x3831248 bool HasKeyboardFocus();// 0x3831220 bool HasFocusedDescendants();// 0x38311f8 bool HasAnyUserFocus();// 0x38311d0 enum GetWidgetRender();// 0x38311a8 Widget* GetWidget__DelegateSignature();// 0x2b33460 enum GetVisibility();// 0x3831180 Widget* GetTheTemplate();// 0x3831158 FText GetText__DelegateSignature();// 0x2b33460 enum GetSlateVisibility__DelegateSignature();// 0x2b33460 SlateColor GetSlateColor__DelegateSignature();// 0x2b33460 SlateBrush GetSlateBrush__DelegateSignature();// 0x2b33460 PanelWidget* GetParent();// 0x3831130 PlayerController* GetOwningPlayer();// 0x1e726d4 byte GetMouseCursor__DelegateSignature();// 0x2b33460 LinearColor GetLinearColor__DelegateSignature();// 0x2b33460 bool GetIsEnabled();// 0x3831108 int GetInt32__DelegateSignature();// 0x2b33460 float GetFloat__DelegateSignature();// 0x2b33460 Vector2D GetDesiredSize();// 0x38310c8 enum GetClipping();// 0x38310a0 enum GetCheckBoxState__DelegateSignature();// 0x2b33460 Geometry GetCachedGeometry();// 0x3831070 Geometry GetCachedAllottedGeometry();// 0x3831040 bool GetBool__DelegateSignature();// 0x2b33460 Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x2b33460 Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x2b33460 void ForceVolatile(bool bForce);// 0x3830fc0 void ForceLayoutPrepass();// 0x3830fac void AdaptationWidgetSlot(out const Margin InOffset);// 0x3830f1c -------------------------------- Class: Visual.Object -------------------------------- 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();// 0x3832ba4 float GetEndTime();// 0x3832b7c -------------------------------- 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: 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: 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: 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: 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] -------------------------------- 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: 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: 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: Geometry -------------------------------- 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();// 0x1fe2d7c void ShowTitleSafeArea();// 0x1ebce5c void SetConsoleTarget(int PlayerIndex);// 0x1e95908 -------------------------------- 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();// 0x2b33460 void ReceiveInit();// 0x2b33460 void HandleTravelError(byte FailureType);// 0x2b33460 void HandleNetworkError(byte FailureType, bool bIsServer);// 0x2b33460 int GetDeviceLevel();// 0x1ec2cbc void DebugRemovePlayer(int ControllerId);// 0x437ed68 void DebugCreatePlayer(int ControllerId);// 0x20b710c -------------------------------- 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: PointerEvent.InputEvent -------------------------------- Class: InputEvent -------------------------------- Class: EventReply -------------------------------- 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);// 0x380e21c void Dragged(out const PointerEvent PointerEvent);// 0x380dfe8 void DragCancelled(out const PointerEvent PointerEvent);// 0x380ddb4 -------------------------------- Class: AnalogInputEvent.KeyEvent.InputEvent -------------------------------- 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);// 0x3817fd4 bool RemoveChild(Widget* Content);// 0x3817f54 bool HasChild(Widget* Content);// 0x3817ed4 bool HasAnyChildren();// 0x3817eac int GetChildrenCount();// 0x3817e84 int GetChildIndex(Widget* Content);// 0x3817e04 Widget* GetChildAt(int Index);// 0x3817d84 void ClearChildren();// 0x3817d70 PanelSlot* AddChild(Widget* Content);// 0x3817cf0 -------------------------------- 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: 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: 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: 0x2d4, Size: 4] FName MatineeControllerName;//[Offset: 0x2d8, Size: 8] float PlayRate;//[Offset: 0x2e0, Size: 4] bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e4, Size: 1] bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e4, Size: 1] float ForceStartPosition;//[Offset: 0x2e8, Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2ec, Size: 1] bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2ec, Size: 1] bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2ec, Size: 1] bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2ec, Size: 1] bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2ec, Size: 1] bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2ec, Size: 1] bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2ec, Size: 1] bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2ec, Size: 1] int PreferredSplitScreenNum;//[Offset: 0x2f0, Size: 4] bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f4, Size: 1] bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f4, Size: 1] bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2f4, Size: 1] bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2f4, Size: 1] InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x2f8, Size: 12] bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x304, Size: 1] InterpGroupInst*[] GroupInst;//[Offset: 0x308, Size: 12] CameraCutInfo[] CameraCuts;//[Offset: 0x314, Size: 12] bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320, Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x320, Size: 1] bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x320, Size: 1] bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x320, Size: 1] float InterpPosition;//[Offset: 0x324, Size: 4] byte ReplicationForceIsPlaying;//[Offset: 0x32c, Size: 1] delegate OnPlay;//[Offset: 0x330, Size: 12] delegate OnStop;//[Offset: 0x33c, Size: 12] delegate OnPause;//[Offset: 0x348, Size: 12] void Stop();// 0x1e79114 void SetPosition(float NewPosition, bool bJump);// 0x4432fb8 void SetLoopingState(bool bNewLooping);// 0x4432f30 void Reverse();// 0x1edc7ec void Play();// 0x1eda584 void Pause();// 0x1e6bbe0 void EnableGroupByName(FString GroupName, bool bEnable);// 0x4432d88 void ChangePlaybackDirection();// 0x1e6bbfc -------------------------------- 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);// 0x4380400 -------------------------------- Class: SimpleMemberReference Object* MemberParent;//[Offset: 0x0, Size: 4] FName MemberName;//[Offset: 0x8, Size: 8] Guid MemberGuid;//[Offset: 0x10, Size: 16] -------------------------------- 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: 0x2d4, Size: 1] void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector NewOriginLocation);// 0x2b33460 void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x441a594 bool RemoteEvent(FName EventName);// 0x441a50c void LevelReset();// 0x2b33460 -------------------------------- 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: 0x2d8, Size: 4] BillboardComponent* GoodSprite;//[Offset: 0x2dc, Size: 4] BillboardComponent* BadSprite;//[Offset: 0x2e0, Size: 4] bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e4, Size: 1] -------------------------------- Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Texture2D* Sprite;//[Offset: 0x5ac, Size: 4] bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5b0, Size: 1] float ScreenSize;//[Offset: 0x5b4, Size: 4] float U;//[Offset: 0x5b8, Size: 4] float UL;//[Offset: 0x5bc, Size: 4] float V;//[Offset: 0x5c0, Size: 4] float VL;//[Offset: 0x5c4, Size: 4] void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x4365704 void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int NewVL);// 0x436556c void SetSprite(Texture2D* NewSprite);// 0x43654ec -------------------------------- 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: 0x2d8, Size: 1] Vector2D[] FOVCulling;//[Offset: 0x2dc, Size: 12] bool bWithoutFrontendHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e8, Size: 1] bool bWithoutWidget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e8, Size: 1] bool bWithoutLobbyWidget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e8, Size: 1] bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2e8, Size: 1] bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2e8, Size: 1] bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2e8, Size: 1] bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2e8, Size: 1] bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2e8, Size: 1] bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e9, Size: 1] bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e9, Size: 1] bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2e9, Size: 1] float KillZ;//[Offset: 0x2ec, Size: 4] class DamageType* KillZDamageType;//[Offset: 0x2f0, Size: 4] float WorldGravityZ;//[Offset: 0x2f4, Size: 4] float GlobalGravityZ;//[Offset: 0x2f8, Size: 4] class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x2fc, Size: 4] class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x300, Size: 4] class GameModeBase* DefaultGameMode;//[Offset: 0x304, Size: 4] class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x308, Size: 4] int PackedLightAndShadowMapTextureSize;//[Offset: 0x30c, Size: 4] bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1] Vector DefaultColorScale;//[Offset: 0x314, Size: 12] float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x320, Size: 4] float GlobalDistanceFieldViewDistance;//[Offset: 0x324, Size: 4] bool bEnableWorldComposition2DLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x328, Size: 1] float MaxWorldSize;//[Offset: 0x32c, Size: 4] int RegionSizeNear;//[Offset: 0x330, Size: 4] int RegionSizeFar;//[Offset: 0x334, Size: 4] bool RegionXAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1] bool RegionYAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x339, Size: 1] int Graduation;//[Offset: 0x33c, Size: 4] float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x340, Size: 4] bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x344, Size: 1] bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x344, Size: 1] int VisibilityCellSize;//[Offset: 0x348, Size: 4] byte VisibilityAggressiveness;//[Offset: 0x34c, Size: 1] bool bDSPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34d, Size: 1] bool bDSPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34d, Size: 1] int DSVisibilityCellSize;//[Offset: 0x350, Size: 4] byte DSVisibilityAggressiveness;//[Offset: 0x354, Size: 1] bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x355, Size: 1] LightmassWorldInfoSettings LightmassSettings;//[Offset: 0x358, Size: 80] IdeaBakingWorldInfoSettings IdeaBakingSettings;//[Offset: 0x3a8, Size: 100] ReverbSettings DefaultReverbSettings;//[Offset: 0x40c, Size: 16] InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x41c, Size: 36] SoundMix* DefaultBaseSoundMix;//[Offset: 0x440, Size: 4] float WorldToMeters;//[Offset: 0x444, Size: 4] float MonoCullingDistance;//[Offset: 0x448, Size: 4] BookMark* BookMarks;//[Offset: 0x44c, Size: 4] float TimeDilation;//[Offset: 0x474, Size: 4] float MatineeTimeDilation;//[Offset: 0x478, Size: 4] float DemoPlayTimeDilation;//[Offset: 0x47c, Size: 4] float MinGlobalTimeDilation;//[Offset: 0x480, Size: 4] float MaxGlobalTimeDilation;//[Offset: 0x484, Size: 4] float MinUndilatedFrameTime;//[Offset: 0x488, Size: 4] float MaxUndilatedFrameTime;//[Offset: 0x48c, Size: 4] PlayerState* Pauser;//[Offset: 0x490, Size: 4] bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x494, Size: 1] bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x494, Size: 1] NetViewer[] ReplicationViewers;//[Offset: 0x498, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x4a4, Size: 12] float[] LODRelativeDistances;//[Offset: 0x4b0, Size: 12] bool bEnablestreamingLevelLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4bc, Size: 1] int WorldCompositionNums;//[Offset: 0x4c0, Size: 4] int CompositionBlockLength;//[Offset: 0x4c4, Size: 4] void OnRep_WorldGravityZ();// 0x1eda584 -------------------------------- 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: 0x2d4, Size: 12] class GameSession* GameSessionClass;//[Offset: 0x2e0, Size: 4] class GameStateBase* GameStateClass;//[Offset: 0x2e4, Size: 4] class PlayerController* PlayerControllerClass;//[Offset: 0x2e8, Size: 4] class PlayerState* PlayerStateClass;//[Offset: 0x2ec, Size: 4] class HUD* HUDClass;//[Offset: 0x2f0, Size: 4] class Pawn* DefaultPawnClass;//[Offset: 0x2f4, Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x2f8, Size: 4] class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset: 0x2fc, Size: 4] GameSession* GameSession;//[Offset: 0x300, Size: 4] GameStateBase* GameState;//[Offset: 0x304, Size: 4] FText DefaultPlayerName;//[Offset: 0x308, Size: 12] bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x314, Size: 1] bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x314, Size: 1] bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x314, Size: 1] void StartPlay();// 0x1e6e3fc Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);// 0x43a1f80 Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x43a1e50 bool ShouldReset(Actor* ActorToReset);// 0x43a1dbc void ReturnToMainMenuHost();// 0x43a1da0 void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x43a1c80 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x2057380 void RestartPlayer(Controller* NewPlayer);// 0x1e58f80 void ResetLevel();// 0x1f6f890 bool PlayerCanRestart(PlayerController* Player);// 0x43a1bf4 bool MustSpectate(PlayerController* NewPlayerController);// 0x43a1b6c void K2_PostLogin(PlayerController* NewPlayer);// 0x2b33460 void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController* NewPC);// 0x2b33460 void K2_OnRestartPlayer(Controller* NewPlayer);// 0x2b33460 void K2_OnLogout(Controller* ExitingController);// 0x2b33460 void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);// 0x2b33460 Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);// 0x43a1a64 void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x22065b0 void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x1e79130 bool HasMatchStarted();// 0x1f28224 void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x43a19e4 int GetNumSpectators();// 0x437b2a0 int GetNumPlayers();// 0x437b6b0 class Object GetDefaultPawnClassForController(Controller* InController);// 0x43a195c Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x43a184c Actor* ChoosePlayerStart(Controller* Player);// 0x43a17c4 void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x2752044 bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);// 0x43a16f8 -------------------------------- Class: GameSession.Info.Actor.Object int MaxSpectators;//[Offset: 0x2d4, Size: 4] int MaxPlayers;//[Offset: 0x2d8, Size: 4] int MaxPartySize;//[Offset: 0x2dc, Size: 4] byte MaxSplitscreensPerConnection;//[Offset: 0x2e0, Size: 1] bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e1, Size: 1] FName SessionName;//[Offset: 0x2e8, Size: 8] -------------------------------- Class: GameStateBase.Info.Actor.Object class GameModeBase* GameModeClass;//[Offset: 0x2d4, Size: 4] GameModeBase* AuthorityGameMode;//[Offset: 0x2d8, Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x2dc, Size: 4] PlayerState*[] PlayerArray;//[Offset: 0x2e0, Size: 12] bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec, Size: 1] float ReplicatedWorldTimeSeconds;//[Offset: 0x2f0, Size: 4] float ServerWorldTimeSecondsDelta;//[Offset: 0x2f4, Size: 4] float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x2f8, Size: 4] void OnRep_SpectatorClass();// 0x1f195ac void OnRep_ReplicatedWorldTimeSeconds();// 0x21d7778 void OnRep_ReplicatedHasBegunPlay();// 0x20518e4 void OnRep_GameModeClass();// 0x1f02e14 bool HasMatchStarted();// 0x43b2530 bool HasBegunPlay();// 0x225d3e0 float GetServerWorldTimeSeconds();// 0x22a2590 float GetPlayerStartTime(Controller* Controller);// 0x43b24a8 float GetPlayerRespawnDelay(Controller* Controller);// 0x43b2420 -------------------------------- Class: GameNetworkManager.Info.Actor.Object int AdjustedNetSpeed;//[Offset: 0x2d4, Size: 4] float LastNetSpeedUpdateTime;//[Offset: 0x2d8, Size: 4] int TotalNetBandwidth;//[Offset: 0x2dc, Size: 4] int MinDynamicBandwidth;//[Offset: 0x2e0, Size: 4] int MaxDynamicBandwidth;//[Offset: 0x2e4, Size: 4] bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e8, Size: 1] bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2e8, Size: 1] float StandbyRxCheatTime;//[Offset: 0x2ec, Size: 4] float StandbyTxCheatTime;//[Offset: 0x2f0, Size: 4] int BadPingThreshold;//[Offset: 0x2f4, Size: 4] float PercentMissingForRxStandby;//[Offset: 0x2f8, Size: 4] float PercentMissingForTxStandby;//[Offset: 0x2fc, Size: 4] float PercentForBadPing;//[Offset: 0x300, Size: 4] float JoinInProgressStandbyWaitTime;//[Offset: 0x304, Size: 4] float MoveRepSize;//[Offset: 0x308, Size: 4] float MAXPOSITIONERRORSQUARED;//[Offset: 0x30c, Size: 4] float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x310, Size: 4] float CLIENTADJUSTUPDATECOST;//[Offset: 0x314, Size: 4] float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x318, Size: 4] float MaxMoveDeltaTime;//[Offset: 0x31c, Size: 4] float ClientNetSendMoveDeltaTime;//[Offset: 0x320, Size: 4] float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x324, Size: 4] float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x328, Size: 4] int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x32c, Size: 4] int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x330, Size: 4] bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] float ClientErrorUpdateRateLimit;//[Offset: 0x338, Size: 4] bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c, Size: 1] bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33d, Size: 1] float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x340, Size: 4] float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x344, Size: 4] float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x348, Size: 4] float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x34c, Size: 4] bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350, Size: 1] bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x351, 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();// 0x441af14 bool IsLevelVisible();// 0x441aeec bool IsLevelLoaded();// 0x441aec8 FName GetWorldAssetPackageFName();// 0x441ae88 Level* GetLoadedLevel();// 0x441ae6c LevelScriptActor* GetLevelScriptActor();// 0x441ae44 LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x441ace4 -------------------------------- Class: LevelStreamingVolume.Volume.Brush.Actor.Object FName[] StreamingLevelNames;//[Offset: 0x2fc, Size: 12] bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x308, Size: 1] bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x308, Size: 1] byte StreamingUsage;//[Offset: 0x309, 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);// 0x443ca90 void UnregisterNavigationInvoker(Actor* Invoker);// 0x443ca18 static void SimpleMoveToLocation(Controller* Controller, out const Vector Goal);// 0x443c958 static void SimpleMoveToActor(Controller* Controller, const Actor* Goal);// 0x443c8a4 void SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs);// 0x443c82c void SetGeometryGatheringMode(enum NewMode);// 0x443c7b4 void ResetMaxSimultaneousTileGenerationJobsCount();// 0x443c7a0 void RegisterNavigationInvoker(Actor* Invoker, float TileGenerationRadius, float TileRemovalRadius);// 0x443c6a0 static Vector ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x443c4f4 void OnNavigationBoundsUpdated(NavMeshBoundsVolume* NavVolume);// 0x443c47c static bool NavigationRaycast(Object* WorldContextObject, out const Vector RayStart, out const Vector RayEnd, out Vector HitLocation, class NavigationQueryFilter FilterClass, Controller* Querier);// 0x443c27c static bool K2_ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, out Vector ProjectedLocation, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x443c08c static bool K2_GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x443be9c static bool K2_GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x443bcac static bool IsNavigationBeingBuiltOrLocked(Object* WorldContextObject);// 0x443bc34 static bool IsNavigationBeingBuilt(Object* WorldContextObject);// 0x443bbbc static Vector GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x443ba10 static Vector GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x443b864 static byte GetPathLength(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathLength, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x443b660 static byte GetPathCost(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathCost, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x443b45c static NavigationSystem* GetNavigationSystem(Object* WorldContextObject);// 0x443b3e4 static NavigationPath* FindPathToLocationSynchronously(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x443b238 static NavigationPath* FindPathToActorSynchronously(Object* WorldContextObject, out const Vector PathStart, Actor* GoalActor, float TetherDistance, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x443b058 -------------------------------- 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: 0x2fc, 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();// 0x443a618 bool IsStringPulled();// 0x1f8538c bool IsPartial();// 0x443a5f0 float GetPathLength();// 0x443a5c8 float GetPathCost();// 0x443a5a0 FString GetDebugString();// 0x443a4e0 void EnableRecalculationOnInvalidation(byte DoRecalculation);// 0x443a460 void EnableDebugDrawing(bool bShouldDrawDebugData, LinearColor PathColor);// 0x443a390 -------------------------------- 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);// 0x43650cc int GetObjectCount();// 0x43650a4 int GetNewAvoidanceUID();// 0x436507c Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);// 0x4364fec -------------------------------- 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);// 0x44b5500 bool SetStreamingDistanceScaleByLayer(FString LayerName, float Scale);// 0x44b53f8 bool SetStreamingDistanceScaleAllLevel(float Scale);// 0x44b5378 bool RemoveDynamicTile(FString TilePackageNameStr);// 0x44b52b4 LevelStreaming* GetDynamicTile(FString TilePackageNameStr);// 0x44b51f0 bool AddDynamicTile(FString TilePackageNameStr, int X, int Y, bool bAllowCopy, bool bDisableDistanceStreaming);// 0x44b5004 -------------------------------- Class: UAELobbyGamePawnMode_C.UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object void UserConstructionScript();// 0x2b33460 SceneComponent* DefaultSceneRoot;//[Offset: 0x360, Size: 4] -------------------------------- Class: UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: GameMode.GameModeBase.Info.Actor.Object FName MatchState;//[Offset: 0x328, Size: 8] bool bDelayedStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x330, Size: 1] int NumSpectators;//[Offset: 0x334, Size: 4] int NumPlayers;//[Offset: 0x338, Size: 4] int NumBots;//[Offset: 0x33c, Size: 4] float MinRespawnDelay;//[Offset: 0x340, Size: 4] int NumTravellingPlayers;//[Offset: 0x344, Size: 4] class LocalMessage* EngineMessageClass;//[Offset: 0x348, Size: 4] PlayerState*[] InactivePlayerArray;//[Offset: 0x34c, Size: 12] float InactivePlayerStateLifeSpan;//[Offset: 0x358, Size: 4] bool bHandleDedicatedServerReplays;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c, Size: 1] void StartMatch();// 0x21a0284 void SetBandwidthLimit(float AsyncIOBandwidthLimit);// 0x21ab7cc void Say(FString Msg);// 0x43a0868 void RestartGame();// 0x43a084c bool ReadyToStartMatch();// 0x43a081c bool ReadyToEndMatch();// 0x43a07ec void K2_OnSetMatchState(FName NewState);// 0x2b33460 bool IsMatchInProgress();// 0x43a07bc bool HasMatchEnded();// 0x43a078c FName GetMatchState();// 0x43a0768 void EndMatch();// 0x43a074c void AbortMatch();// 0x43a0730 -------------------------------- Class: GameState.GameStateBase.Info.Actor.Object FName MatchState;//[Offset: 0x308, Size: 8] FName PreviousMatchState;//[Offset: 0x310, Size: 8] int ElapsedTime;//[Offset: 0x318, Size: 4] void OnRep_MatchState();// 0x1f6f890 void OnRep_ElapsedTime();// 0x43a1da0 -------------------------------- Class: AbstractNavData.NavigationData.Actor.Object -------------------------------- Class: StatHUD.HUD.Actor.Object void ToggleSlateStat();// 0x1e7fd1c -------------------------------- Class: MiniTv_Class_C.LuaActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x368, Size: 4] void DestoryPhoneMesh(AnimInstance* CallFunc_GetAnimInstance_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue2);// 0x2b33460 void PlayPhoneAnim(Transform ___struct_Variable, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, float CallFunc_Montage_Play_ReturnValue, SkeletalMeshComponent* CallFunc_AddComponent_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue2, float CallFunc_Montage_Play_ReturnValue2);// 0x2b33460 void TouchEnd(byte finger);// 0x2b33460 void TouchStart(byte finger);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void ReceiveTick(float DeltaSeconds);// 0x2b33460 void BndEvt__SkeletalMesh_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchBeginSignature__DelegateSigna(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void BndEvt__SkeletalMesh_K2Node_ComponentBoundEvent_1_ComponentOnInputTouchEndSignature__DelegateSignatu(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void ExecuteUbergraph_MiniTv_Class(int EntryPoint, float K2Node_Event_DeltaSeconds, byte K2Node_ComponentBoundEvent_FingerIndex2, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent2, byte K2Node_ComponentBoundEvent_FingerIndex, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent);// 0x2b33460 MinitvAvatarComponent_BP_C* MinitvAvatarComponent_BP;//[Offset: 0x36c, Size: 4] SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x370, Size: 4] CapsuleComponent* Capsule;//[Offset: 0x374, Size: 4] SkeletalMeshComponent* PhoneMesh;//[Offset: 0x378, Size: 4] -------------------------------- Class: LuaActor.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x318, Size: 60] FString LuaFilePath;//[Offset: 0x354, Size: 12] void UnRegistLuaTick();// 0x51939f4 void RegistLuaTick(float TickInterval);// 0x519397c -------------------------------- Class: LuaNetSerialization -------------------------------- Class: PointerToUberGraphFrame -------------------------------- Class: MinitvAvatarComponent_BP_C.PetAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object AvatarTableData MakeAvatarTableData(out ItemDefineID InItemID, AvatarTableData K2Node_MakeStruct_AvatarTableData);// 0x2b33460 void RayEquipItemById(int ID, AvatarCustom K2Node_MakeStruct_AvatarCustom, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2b33460 -------------------------------- Class: PetAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object SkeletalMesh* MasterBoneDefualtSkeletalMesh;//[Offset: 0x63c, Size: 4] bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1f030ac void InitMasterComponent();// 0x2020008 void Initialize();// 0x1f02e14 void InitialAvatarParam();// 0x1e7fd1c -------------------------------- 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);// 0x1f05164 void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1f05090 void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1f04fbc bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x1f04bac void SetLoadMeshWithBatchBody(bool bFlag);// 0x20968e8 void ResetSlotSyncData();// 0x20968cc void RequestSyncLoadMeshesWithPath(out const SoftObjectPath[] AssetPathList);// 0x2096798 void RequestSyncLoadMeshes();// 0x2096784 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1e8b2e8 void RequestAsyncLoadMeshes();// 0x2096770 void RequestAsyncLoadHandles();// 0x209675c void RemoveEquippedAvatar(int InSlotID);// 0x20966dc void RemoveAllEquippedAvatar(bool bClearMasterMesh);// 0x2096654 void ReloadLogicAvatar(int SlotID, enum ReloadType, bool bReBuild);// 0x2096544 void ReloadAllLogicAvatar(enum ReloadType);// 0x20964c4 void ReloadAllEquippedAvatar(enum ReloadType);// 0x2096444 bool PutOnEquipmentByResID(int resID);// 0x20963bc bool PutOffEquimentByResID(int resID);// 0x2096334 void PreProcessBeforeLoadMesh();// 0x1f042a0 void PostProcessAfterLoadMesh();// 0x1f04284 void OnSyncLoadMeshesDone();// 0x2096320 void OnRespawned();// 0x1e8b2cc void OnRep_BodySlotStateChanged();// 0x1f04174 void OnRecycled();// 0x1e5e40c void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x1f03edc void OnAvatarMeshMaterialApplyed__DelegateSignature(MeshComponent* MeshComponent);// 0x2b33460 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1f03c90 void OnAvatarMeshEquipped__DelegateSignature(int SlotID, bool bEquipped, int ItemId);// 0x2b33460 void OnAvatarBeginLoadMesh__DelegateSignature();// 0x2b33460 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2b33460 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1f038f0 void OnAsyncLoadHandlesDone_Download(out const ItemHandleBase*[] AvatarHandles);// 0x209624c void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x2096178 void OnAllAvatarHandleLoadedDoneSync();// 0x2096164 void OnAllAvatarHandleLoadedDone();// 0x2096150 bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x2093438 bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1f03598 bool IsValidStateToRequestDownload();// 0x2096128 bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x209605c bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1f030ac bool IsItemHasEquipped(int InItemID);// 0x2092a90 bool IsEnableItemDownload(int ItemId);// 0x2b33460 bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x2092958 bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x1f285e8 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x2095fd4 void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x2095f10 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1f02560 enum GetMeshTypeBySlot(int InSlotID);// 0x2095e90 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x2095e10 MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1f023f4 ItemHandleBase*[] GetLoadedItemHandlePool();// 0x2095da0 int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID);// 0x2095c90 int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID);// 0x2095b80 AvatarEntityFactory* GetEntityFactory();// 0x2095b50 SoftObjectPath GetBatchDefaultBodyPath();// 0x2b33460 ItemHandleBase* GetAvatarHandleExternal(out const ItemDefineID InItemID, bool bDirectCreate);// 0x2095a6c AvatarEntity* GetAvatarEntity(int SlotID, FName Option, int SubSlotID);// 0x2095964 MeshComponent* GetAttachParentMesh(int SlotID);// 0x1f019bc MeshComponent*[] GetAllMeshComponents(bool CheckVisible);// 0x2095854 int GetAdvanceVehicleInsideSlotID();// 0x2095824 bool GenerateDefaultAvatarConfig(int InBaseSkinID);// 0x2b33460 bool DeleteAvatarMeshData(int InSlotID, bool DestroyComp);// 0x1f0153c ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1f01458 AvatarEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x2095760 bool CheckSlotInfo(int InSlotID, out bool isHide, out bool isReplace, out bool bVisable, out ItemDefineID OutItemID);// 0x2095578 bool CanLoadItemWithBatchBody(out const ItemDefineID InItemID);// 0x20954e0 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x209540c void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs, out ItemDefineID[] OutRequestItemList);// 0x20952a0 enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x2095190 void BPCreateAvatarCustomHandle(int SlotID, int ItemId, out const AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle);// 0x2b33460 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1e8ae2c -------------------------------- 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);// 0x209372c void RemoveForceEquipItem(int SlotID);// 0x20936b4 void RemoveAllEquippedItem();// 0x20936a0 void OnRespawned();// 0x1e8b2cc void OnRep_BodySlotStateChanged();// 0x1f04174 void OnRecycled();// 0x1e5e40c void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1f03fb0 void OnHandleUnequipSlot(int InSlotID);// 0x2093628 void OnHandleUnequipItem(out const AvatarSyncData InSyncData);// 0x2093580 void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x20934d8 void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1f03dbc void OnAvatarUnequippedEvent__DelegateSignature(int SlotID, ItemDefineID OldItemID);// 0x2b33460 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1f03bb4 void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1f03a7c void OnAvatarEquippedFailedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2b33460 void OnAvatarEquippedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2b33460 void OnAvatarConflictProcess__DelegateSignature(int SlotID, ItemDefineID NewItemID, int[] ConflictSlotID);// 0x2b33460 bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x2093438 bool ModifyViewDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x2093328 bool ModifyViewDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x2093218 bool ModifyViewDataByForceHide(int InSlotID, bool bHide);// 0x209314c bool ModifySyncDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x209303c bool ModifySyncDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x2092f2c bool ModifySyncDataByForceHide(int InSlotID, enum HideState);// 0x2092e68 int MakeStateInfo(out const int[] InSlotDesc);// 0x2092d94 AvatarTableData MakeAvatarTableData(out const ItemDefineID InItemID);// 0x2092cc8 bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1f03374 bool IsItemHasMutilReplaceMesh(int InSlotID, out const ItemDefineID InItemID);// 0x2092be4 bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1f02f7c bool IsEquippedThoseItemList(out const int[] InItemListID);// 0x2092b10 bool IsEquippedItemID(int InItemID);// 0x2092a90 bool IsEquippedItemDefineID(out const ItemDefineID InItemID);// 0x20929f8 bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x2092958 bool HasLogicEquipped(out const ItemDefineID InItemID);// 0x20928c0 bool HandleUnequipSlot(int InSlotID);// 0x2092840 bool HandleUnequipItem(out const ItemDefineID InItemID);// 0x20927a8 void HandleItemSlotState(out OutHideMap, out OutReplaceMap);// 0x20925c8 void HandleItemResetOrderDesc();// 0x20925b4 void HandleItemResetOperation();// 0x20925a0 void HandleItemReplaceRelation();// 0x209258c void HandleItemHideRelation();// 0x2092578 bool HandleEquipItem(out const ItemDefineID InItemID, out const AvatarCustom InCustomInfo);// 0x209247c void GetViewDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x20922d4 void GetViewDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x209212c bool GetViewDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x2092050 bool GetViewDataBySlot(const int InSlotID, out AvatarSlotDesc OutSlotDesc);// 0x2091f38 void GetSyncDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2091d90 void GetSyncDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x2091be8 bool GetSyncDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x2091b0c bool GetSyncDataBySlot(const int InSlotID, out AvatarSyncData OutSlotDesc);// 0x2091a18 int GetLogicEquippedSlot(out const ItemDefineID InItemID);// 0x2091980 int GetItemTemplateID(out const ItemDefineID InItemID);// 0x20918e0 enum GetForceHideState(int InSlotID);// 0x2091858 void GetEquippedItemDefineID2(int InSlotID, out ItemDefineID ItemDefineID, out ItemDefineID RealShowItemDefineID);// 0x2091728 ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x2091694 int GetAvatarSlotID(int InSubSlotID);// 0x2091614 void ClientPostProcessViewDataMiddle();// 0x1f23720 void ClientPostProcessViewDataBefore();// 0x20915f8 void ClientPostProcessViewDataAfter();// 0x20915dc void ClientBuildAvatarRelationData();// 0x20915c8 void ClientBodySlotStateChanged();// 0x20915b4 bool CheckItemConflictRule(out const ItemDefineID InItemID, out const AvatarTableData InAvatarData);// 0x209146c void BuildAvatarItemMap(out OutHideMap, out OutReplaceMap);// 0x209128c bool BPClientPostProcessViewDataMiddle();// 0x209125c bool BPClientPostProcessViewDataBefore();// 0x209122c bool BPClientPostProcessViewDataAfter();// 0x1f0cd0c void AddForceEquipItem(int SlotID, int ItemId, enum HideState);// 0x209112c -------------------------------- 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);// 0x1e8b3bc void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1e8b2e8 void OnRespawned();// 0x1e8b2cc void OnRecycled();// 0x1e5e40c bool IsTeammate();// 0x1e8b29c bool IsServerMode();// 0x1e8b274 bool IsSelf();// 0x1e8b244 bool IsLogicRunningMode();// 0x1e8b21c bool IsLobbyAvatar();// 0x1e8b200 bool IsLobbyActor();// 0x1e8b1e4 bool IsForceClientMode();// 0x1e8b1c8 uint32 GetPlayerKey();// 0x1e8b198 GameInstance* GetGameInstance();// 0x1e8b168 void DownloadItemInBattleCallBack(uint32 ItemId, uint32 ErrorCode);// 0x1e8b0a4 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1e8ae2c -------------------------------- 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: 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: 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: 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: 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: 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: 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);// 0x234c9ac void RemoveAssociation(FName Name);// 0x234c934 void Init(ItemDefineID InDefineID);// 0x234c8a4 ItemDefineID GetDefineID();// 0x234c860 GetAssociationMap();// 0x234c6e0 ItemAssociation[] GetAssociationListByTargetType(int Type);// 0x234c5d0 ItemAssociation GetAssociationByTargetDefineID(ItemDefineID TargetDefineID);// 0x234c524 ItemAssociation GetAssociation(FName Name);// 0x234c484 void Constuct(out const ItemDefineID InDefineID);// 0x234c3ec void AddAssociation(FName Name, ItemAssociation Association);// 0x234c2e4 -------------------------------- Class: ItemAssociation FName AssociationName;//[Offset: 0x0, Size: 8] ItemDefineID AssociationTargetDefineID;//[Offset: 0x8, Size: 24] ItemHandleBase* AssociationTargetHandle;//[Offset: 0x20, Size: 4] -------------------------------- Class: AvatarCustomBase.CustomBase.Object CustomMatConfig[] MatConfigs;//[Offset: 0x30, Size: 12] void SetCustomMatParam(MaterialInterface* InMaterial, out const CustomMatConfig InMatConfig, bool bSetTexture);// 0x1f1f110 void AsyncLoadCustomAssetDone();// 0x1f1f0fc bool ApplyCustomInfo();// 0x1f1dc0c -------------------------------- 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);// 0x1f1ed84 MeshComponent* GetOwnerMeshComp();// 0x1f1ed5c ActorComponent* GetOwnerComp();// 0x1f1ed34 bool ClearCustomInfo();// 0x1f1dc50 bool ApplyCustomInfo();// 0x1f1dc0c -------------------------------- 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: DirectionalLight.Light.Actor.Object -------------------------------- Class: Light.Actor.Object LightComponent* LightComponent;//[Offset: 0x2d4, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8, Size: 1] void ToggleEnabled();// 0x441c050 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x441bfe0 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x441bf68 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x441bef0 void SetLightColor(LinearColor NewLightColor);// 0x441be74 void SetEnabled(bool bSetEnabled);// 0x441bdf4 void SetCastShadows(bool bNewValue);// 0x441bd74 void SetBrightness(float NewBrightness);// 0x441bcfc void SetAffectTranslucentLighting(bool bNewValue);// 0x441bc7c void OnRep_bEnabled();// 0x1e6fbf0 bool IsEnabled();// 0x441bc54 LinearColor GetLightColor();// 0x441bc10 float GetBrightness();// 0x441bbe8 -------------------------------- 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);// 0x441cf98 void SetTemperature(float NewTemperature);// 0x441cf20 void SetShadowBias(float NewValue);// 0x441cea8 void SetLightPriority(int Priority);// 0x441ce30 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x441cdc0 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x441cd48 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x441ccd0 void SetLightFunctionDisabledBrightness(float NewValue);// 0x441cc58 void SetLightColor(LinearColor NewLightColor, bool bSRGB);// 0x441cb90 void SetIntensity(float NewIntensity);// 0x441cb18 void SetIndirectLightingIntensity(float NewIntensity);// 0x441caa0 void SetIESTexture(TextureLightProfile* NewValue);// 0x441ca28 void SetEnableLightShaftBloom(bool bNewValue);// 0x441c9a8 void SetBloomTint(Color NewValue);// 0x441c938 void SetBloomThreshold(float NewValue);// 0x441c8c0 void SetBloomScale(float NewValue);// 0x441c848 void SetAffectTranslucentLighting(bool bNewValue);// 0x441c7c8 void SetAffectDynamicIndirectLighting(bool bNewValue);// 0x441c748 void ForceUpdateShadowState();// 0x441c734 -------------------------------- 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);// 0x441e178 void SetCastShadows(bool bNewValue);// 0x441e0f8 LinearColor GetLightColor();// 0x441e0b4 -------------------------------- Class: TextureLightProfile.Texture2D.Texture.Object float Brightness;//[Offset: 0xd8, Size: 4] float TextureMultiplier;//[Offset: 0xdc, Size: 4] -------------------------------- 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();// 0x1e93eac void UnRegisterTick();// 0x1e93e90 void TickEntity();// 0x1e8fbb8 void SetSocketName();// 0x1e8f3c8 void SetParentDefineID(ItemDefineID ParentID);// 0x1e93e04 void SetAvatarVisibility(bool visibie, bool IsForCE);// 0x1e93d2c void RevertEntityMeshData();// 0x1e93d18 void RenderEntity(out SoftObjectPath SoftPath);// 0x1e93c3c void RegisterTick();// 0x1e93c20 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1e92c94 void PutOnDefaultEquipment(enum SlotType);// 0x1e93ba0 void OnPostRender();// 0x1e93b84 bool IsEntityAvailable(enum VisibilityType);// 0x1e93afc CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1e93a30 void Init(int SlotID, int SubSlotID, SlotViewAvatarComponent* AvatarComponent);// 0x1e93928 enum GetMeshType();// 0x1e938f8 MeshData GetMeshData();// 0x1e93894 BattleItemHandleBase* GetLoadedHandle();// 0x1e9386c ItemDefineID GetDefineID();// 0x1e93818 void EnterRenderPipeline();// 0x1e937fc void EnterLogicPipeline();// 0x1e937e0 void DrawOutline(bool bEnable);// 0x1e93758 bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x1e93674 void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x1e935a8 void ClearEquipmentLogic(bool putDefault);// 0x1e93520 void ClearEntity(bool ForceClear);// 0x1e93498 void ApplyAnimation();// 0x1e9347c void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);// 0x1e933fc -------------------------------- 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] void UpdateAttributeModify(bool bEnable);// 0x1f11a58 bool UnEquip();// 0x2347604 bool HanldePickupAssociationData(out const BattleItemAdditionalData[] PickupAdditionalData);// 0x23474c0 bool HanldeDropAssociationData();// 0x2347490 bool HanldeCleared();// 0x2007a80 bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1ea36a0 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1ea327c bool HandleEnable(bool bEnable);// 0x1ea2d64 bool HandleDrop(int InCount, enum Reason);// 0x1ea2c98 bool HandleDisuse(enum Reason);// 0x1e93afc bool HandleChangeItemStoreArea(enum InItemStoreArea);// 0x2347408 bool HandleBindToTargetItem();// 0x1f92324 World* GetWorldInternal();// 0x23473d8 World* GetCurrentWorld();// 0x23473b0 BattleItemData ExtractItemData();// 0x1ea92f0 void ClearAdditionalData();// 0x234739c bool CheckCanUse(out const interface classByteProperty ItemContainer, BattleItemUseTarget Target, enum Reason);// 0x234723c -------------------------------- 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: 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: 40] ItemAssociation[] Associations;//[Offset: 0x8c, 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 SortingPriority;//[Offset: 0x14, Size: 4] int Worth;//[Offset: 0x18, Size: 4] int ItemCapacity;//[Offset: 0x1c, Size: 4] int ItemDurability;//[Offset: 0x20, Size: 4] int itemType;//[Offset: 0x24, 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: 0x694, Size: 4] MeshComponent* AttachedMeshComponent;//[Offset: 0x698, Size: 4] ParticleSystemComponent* UIParticleComp;//[Offset: 0x69c, Size: 4] StaticMeshComponent* SurfaceEffectMesh;//[Offset: 0x6a0, Size: 4] void SetupAttachMeshComponent(MeshComponent* MeshComp, FName AttachSocket, out const Transform RelativeTrans);// 0x1f273d0 Actor* GetBindOwner();// 0x1f273ac MeshComponent* GetAttachedMeshComponent();// 0x1f27390 void CreateParticle(ParticleSystem* ParticleRes, MeshComponent* MeshComp, FName SocketName, out const Transform RelativeTrans);// 0x1f271e0 void BindOwner(Actor* Owner);// 0x1f27168 void BindEvent(bool bShowWidget);// 0x1f270e0 -------------------------------- Class: WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object enum Space;//[Offset: 0x5c9, Size: 1] enum TimingPolicy;//[Offset: 0x5ca, Size: 1] class UserWidget* WidgetClass;//[Offset: 0x5cc, Size: 4] IntPoint DrawSize;//[Offset: 0x5d0, Size: 8] bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d8, Size: 1] bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d9, Size: 1] float RedrawTime;//[Offset: 0x5dc, Size: 4] IntPoint CurrentDrawSize;//[Offset: 0x5e8, Size: 8] bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f0, Size: 1] Vector2D Pivot;//[Offset: 0x5f4, Size: 8] bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5fc, Size: 1] bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5fd, Size: 1] LocalPlayer* OwnerPlayer;//[Offset: 0x600, Size: 4] LinearColor BackgroundColor;//[Offset: 0x604, Size: 16] LinearColor TintColorAndOpacity;//[Offset: 0x614, Size: 16] float OpacityFromTexture;//[Offset: 0x624, Size: 4] enum BlendMode;//[Offset: 0x628, Size: 1] bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x629, Size: 1] bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x62a, Size: 1] UserWidget* Widget;//[Offset: 0x62c, Size: 4] BodySetup* BodySetup;//[Offset: 0x640, Size: 4] MaterialInterface* TranslucentMaterial;//[Offset: 0x644, Size: 4] MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x648, Size: 4] MaterialInterface* OpaqueMaterial;//[Offset: 0x64c, Size: 4] MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x650, Size: 4] MaterialInterface* MaskedMaterial;//[Offset: 0x654, Size: 4] MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x658, Size: 4] TextureRenderTarget2D* RenderTarget;//[Offset: 0x65c, Size: 4] MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x660, Size: 4] bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x664, Size: 1] bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x665, Size: 1] FName SharedLayerName;//[Offset: 0x668, Size: 8] int LayerZOrder;//[Offset: 0x670, Size: 4] enum GeometryMode;//[Offset: 0x674, Size: 1] float CylinderArcAngle;//[Offset: 0x678, Size: 4] void SetWidget(UserWidget* Widget);// 0x20d8c3c void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);// 0x3838d90 void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x3838d18 void SetDrawSize(Vector2D Size);// 0x3838ca8 void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x3838c2c void RequestRedraw();// 0x20f7ba0 UserWidget* GetUserWidgetObject();// 0x3838c04 TextureRenderTarget2D* GetRenderTarget();// 0x3838bdc LocalPlayer* GetOwnerPlayer();// 0x3838bb4 MaterialInstanceDynamic* GetMaterialInstance();// 0x3838b8c Vector2D GetDrawSize();// 0x3838b4c -------------------------------- Class: TextureRenderTarget2D.TextureRenderTarget.Texture.Object int SizeX;//[Offset: 0xa8, Size: 4] int SizeY;//[Offset: 0xac, Size: 4] LinearColor ClearColor;//[Offset: 0xb0, Size: 16] byte AddressX;//[Offset: 0xc0, Size: 1] byte AddressY;//[Offset: 0xc1, Size: 1] bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc2, Size: 1] bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc2, Size: 1] byte RenderTargetFormat;//[Offset: 0xc3, Size: 1] bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc4, Size: 1] bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc4, Size: 1] byte OverrideFormat;//[Offset: 0xc5, Size: 1] -------------------------------- Class: TextureRenderTarget.Texture.Object float TargetGamma;//[Offset: 0xa0, Size: 4] -------------------------------- Class: BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object enum SlotID;//[Offset: 0xef, Size: 1] enum SubSlot;//[Offset: 0xf0, Size: 1] enum specialType;//[Offset: 0xf1, Size: 1] enum ForceMeshType;//[Offset: 0xf2, Size: 1] enum ForceLODMeshType;//[Offset: 0xf3, Size: 1] SuitConfig;//[Offset: 0xf4, Size: 60] MeshPackage MeshPack;//[Offset: 0x130, Size: 656] MeshPackage replacedMeshPack;//[Offset: 0x3c0, Size: 656] MeshPackage[] MutilReplacedMeshPack;//[Offset: 0x650, Size: 12] enum[] hiddenFlags;//[Offset: 0x65c, Size: 12] enum[] subHiddenFlags;//[Offset: 0x668, Size: 12] enum[] ReplaceFlags;//[Offset: 0x674, Size: 12] enum[] ignoreFlags;//[Offset: 0x680, Size: 12] AvatarPostOperation[] postOperation;//[Offset: 0x68c, Size: 12] BackpackComponent* pBackpackComp;//[Offset: 0x698, Size: 4] int ItemCapacity;//[Offset: 0x69c, Size: 4] int Durability;//[Offset: 0x6a0, Size: 4] BodyAttachmentConfig BodyAttachmentConfig;//[Offset: 0x6ac, Size: 36] enum hideBoneSlot;//[Offset: 0x6d0, Size: 1] FName hideBoneName;//[Offset: 0x6d8, Size: 8] FName[] hideBoneNameArray;//[Offset: 0x6e0, Size: 12] enum HideBoneType;//[Offset: 0x6ec, Size: 1] PendantSpecialConfigMap;//[Offset: 0x6f0, Size: 60] AvatarPendantConfig[] PendantConfigList;//[Offset: 0x72c, Size: 12] int PendantConfigIndex;//[Offset: 0x738, Size: 4] float PendantScale;//[Offset: 0x73c, Size: 4] int DefaultExtendPendantID;//[Offset: 0x740, Size: 4] AvatarAnimOverrideData[] CharacterAnimListOverrideList;//[Offset: 0x744, Size: 12] byte CharacterAnimOverrideType;//[Offset: 0x750, Size: 1] BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x758, Size: 72] BattleItemAdditionalData[] ArmorAttachmentAdditionalDataList;//[Offset: 0x7a0, Size: 12] ArmorAttachItemUnit[] CachedArmorAttachmentListBeforeDrop;//[Offset: 0x7ac, Size: 12] void SetItemDurability(int InDurability);// 0x1ea39e4 void SetItemCapacity(int InCapacity);// 0x1ea396c void PreLocalHandleDisuse();// 0x1ea3958 void OnCharacterAttrChangedWithDetailEvent(Actor* Owner, FString AttrName, float deltaVal, float resultVal);// 0x1ea37cc bool HasCustomInfo();// 0x1ea37a4 bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1ea36a0 bool HandleRealShowMeshpack(out const AvatarSlotDesc InSlotDesc, Object* Outer);// 0x1ea3588 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1ea327c bool HandleMutilReplaceMeshPack(int ReplaceState, out MeshPackage OutMeshPack, Object* Outer);// 0x1ea3138 bool HandleMutilMeshPack(out MeshPackage OutMeshPack, Object* Outer);// 0x1ea3038 bool HandleMeshpackPostProcess(out const MeshPackage InMeshPack, out MeshPackage OutMeshPack, Object* Outer);// 0x1ea2ec0 bool HandleMeshAttached(MeshComponent* SkeletalMeshComp, Object* Outer);// 0x1ea2df4 bool HandleEnable(bool bEnable);// 0x1ea2d64 bool HandleDrop(int InCount, enum Reason);// 0x1ea2c98 bool HandleDisuse(enum Reason);// 0x1e93afc BackpackComponent* GetBackpackComponent();// 0x1ea2c70 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity, enum Reason, enum DisuseReason);// 0x1ea2b18 bool BPNeedCheckCapacityInHandleDisuse(enum Reason);// 0x1ea2a90 void AutoEquipChips();// 0x1e8fbd4 -------------------------------- 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] MaterialInterface* maleUpgradeMat;//[Offset: 0x228, Size: 40] MaterialInterface* femaleUpgradeMat;//[Offset: 0x250, Size: 40] MaterialInterface* upgradeBaseMat;//[Offset: 0x278, Size: 4] -------------------------------- 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] float EmitterDuration;//[Offset: 0x78, Size: 4] -------------------------------- 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: 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 bShowBounty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] delegate BackpackShowBountyDelegate;//[Offset: 0x2fc, Size: 12] FString LuaFilePath;//[Offset: 0x308, Size: 12] bool UseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x271d140 float UpdateCapacity();// 0x1e8b168 void UnlockUpdateItemListReceive();// 0x271d12c void UnequipItem(ItemDefineID DefineID);// 0x271d0a4 void TryMergeItemHandles(ItemDefineID DefineID, enum InItemStoreArea);// 0x271cfd8 int TakeItem(ItemDefineID DefineID, int Count, bool bCallHandleDrop);// 0x271ceb4 bool SwapItem(ItemDefineID DefineID1, ItemDefineID DefineID2);// 0x271cdc8 void ServerSetShowBounty(bool bInShowBounty);// 0x271cd00 void ServerSetCustomAccessories(int WeaponItemID, int Index, int ItemId);// 0x271cbbc void ServerEnableItem(ItemDefineID DefineID, bool bUse);// 0x271ca8c int ReturnItem(ItemDefineID DefineID, int Count, bool bCallHandlePickup);// 0x271c968 bool RemoveItemHandle(ItemDefineID DefineID);// 0x271c8d0 void ReceiveItemList();// 0x2083bb4 void ReceiveCapacity();// 0x20cc548 bool PickupItemFromWrapperDetail(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x271c588 bool PickUpItem_Default(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x271c288 bool PickupItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x271bf40 void PickupBattleItemOnPlane();// 0x271bf2c bool PickItem_IntoSafetyBox(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x271bc2c bool PickItem_IntoBackpack(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x271b92c void OnRep_specialCountLimit();// 0x271b918 void OnRep_ItemListNet();// 0x271b904 void OnRep_ItemList();// 0x271b8f0 void OnRep_Capacity();// 0x271b8dc void NotifyItemUpdated(ItemDefineID DefineID);// 0x271b84c void NotifyItemRemoved(ItemDefineID DefineID);// 0x271b7bc void NotifyItemListUpdated();// 0x271b7a0 void NotifyCapacityUpdated();// 0x271b784 BattleItemHandleBase* NewItemHandle(ItemDefineID DefineID);// 0x271b6ec void ModifyItemHandleEquippingState(ItemHandleBase* ItemHandle, bool bEquipping);// 0x271b628 void ModifyItemHandleCount(ItemHandleBase* ItemHandle, int Count);// 0x271b56c void ModifyAutoPickClipType(int InAutoPickClipType);// 0x271b4b8 void ModifyAimNotAutoUse(bool bAdd);// 0x271b3f0 void LockUpdateItemListReceive();// 0x271b3dc BattleItemData ItemNet2Data(out const NetArrayUnit netItem);// 0x271b218 bool IsNeedToShowInBackpack(int TypeDefineID);// 0x271b198 bool IsItemExist(out const ItemDefineID DefineID);// 0x271b0f8 bool IsEnableWeaponAttachmentBindToWeapon();// 0x271b0c8 bool IsCustomIgnoreAccessories(int WeaponId, int Index);// 0x271b004 bool IsCustomAccessories(int WeaponId, int ItemId);// 0x271af40 bool IsAutoUse(int ItemId);// 0x2b33460 bool HasUnEquipItemByDefindIdRange(int LowValue, int HighValue);// 0x271ae7c bool HasTagSub(int ItemId, out const FName TagName);// 0x2b33460 bool HasItemBySubType(int SubType);// 0x271adfc bool HasItemByDefineID(ItemDefineID DefineID);// 0x271ad6c bool HasItemByDefindIdRange(int LowValue, int HighValue);// 0x271aca8 void HandleDropInDisuse(out const ItemDefineID DefineID, BattleItemHandleBase* ItemHandle, enum Reason, float OccupiedCapacityBeforeDisuse);// 0x271ab40 World* GetWorld_BP();// 0x271ab18 int GetUnEquipItemNumByItemId(int ItemId);// 0x271aa98 SpecialPickInfo GetSpecialItemNow(ItemDefineID DefineID);// 0x271a9f8 SpecialPickInfo GetSpecialItemBefore(int ItemResId);// 0x271a968 BattleItemData GetLeastElectrictyBattleItemData(ItemDefineID DefineID, FString AdditionalDataName);// 0x271a794 int GetItemSubType(int ItemId);// 0x2b33460 BattleItemData[] GetItemListByDefineID(ItemDefineID DefineID);// 0x271a624 GetItemHandleMap();// 0x271a5ec ItemHandleBase*[] GetItemHandleList();// 0x271a57c int GetItemCountByType(int InItemType);// 0x271a4fc int GetItemCountByItemSpecialID(int InItemSpecialID);// 0x271a47c BattleItemData GetItemByDefineID(ItemDefineID DefineID);// 0x271a3c0 float GetItemAssociateWeights(BattleItemData InItemData);// 0x271a2fc BattleItemData GetFirstItemBySubType(int SubType);// 0x271a250 BattleItemData GetFirstItemByDefineIDIgnoreInstance(ItemDefineID DefineID);// 0x271a194 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(ItemDefineID DefineID);// 0x271a0e0 BattleItemData[] GetAllItemList(enum InItemStoreArea);// 0x2719f88 enum GetAIPickupType(int ItemId);// 0x2719f00 void ForceNetUpdate();// 0x2028bec void EquipItem(ItemDefineID DefineID);// 0x2719e78 bool DropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x2719d58 bool DisuseItem(ItemDefineID DefineID, enum Reason);// 0x2719c7c BattleItemHandleBase* CreateItemHandleInternal(ItemDefineID DefineID);// 0x2719be4 ItemHandleBase* CreateItemHandle(ItemDefineID DefineID);// 0x2719b4c int ConsumeItem(ItemDefineID DefineID, int Count);// 0x2719a78 void ClientUpdateSingleItem(const ItemDefineID DefineID);// 0x27199f8 void ClientUpdateItemData(const BattleItemData InItemData);// 0x271995c void ClientRemoveItemData(const BattleItemData InItemData);// 0x27198c0 void ClientBroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x27197a8 void ClientBroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x2719690 int CheckSpecialMaxCountForItem(ItemDefineID DefineID, int Count);// 0x27195bc bool CheckSkillPropItemCanBePickup(BackpackComponent* BackpackComp, ItemDefineID DefineID);// 0x27194dc int CheckLeftLimitCountForItem(int InItemID, int InCount);// 0x2719410 int CheckCapacityForItem(ItemDefineID DefineID, int Count, enum InItemStoreArea);// 0x27192f8 bool ChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x27191d8 bool CanDisuseToBackpack(ItemDefineID DefineID);// 0x2719140 bool CacheItemAssociationBeforeDisuse(ItemDefineID DefineID, enum Reason);// 0x2719064 void BroadcastItemOperCountDelegate(ItemDefineID DefineID, enum OperationType, int Count);// 0x2718f54 void BroadcastItemOperationInfoDelegate(out const ItemOperationInfo ItemOperationInfo);// 0x2718eb8 void BroadcastItemOperationFailedDelegate(ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x2718da8 void BroadcastItemOperationDelegate(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x2718c98 bool AddItemHandle(ItemDefineID DefineID, ItemHandleBase* ItemHandle);// 0x2718bbc void AddBattleItemPickupOnPlane(out ItemDefineID DefineID, out BattleItemPickupInfo pickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x271891c -------------------------------- 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: 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: CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object SlotTypeToSocket;//[Offset: 0x6c0, Size: 60] SubSlotTypeToSocket;//[Offset: 0x6fc, Size: 60] int gender;//[Offset: 0x738, Size: 4] delegate OnAvatarEquipped;//[Offset: 0x73c, Size: 12] AvatarSlotNameConfig DefaultSlotNameConfig;//[Offset: 0x748, Size: 120] SlotNameMap;//[Offset: 0x7c0, Size: 60] int HeadAvatarID;//[Offset: 0x810, Size: 4] int PreHeadAvatarID;//[Offset: 0x814, Size: 4] SoftObjectPath HeadMeshSoftPath;//[Offset: 0x818, Size: 24] class AnimInstance* HeadAniminstanceClass;//[Offset: 0x830, Size: 4] bool isEnable2PassHairMarkDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x835, Size: 1] bool forceLodMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x844, Size: 1] bool bEnableCameraModeLODControll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x845, Size: 1] HadHideBoneNames;//[Offset: 0x848, Size: 60] enum[] OpenResetHideBone;//[Offset: 0x884, Size: 12] AvatarHideBoneMap;//[Offset: 0x890, Size: 60] int[] ignoreSlots;//[Offset: 0x8cc, Size: 12] int WholeBodyModelID;//[Offset: 0x8d8, Size: 4] int CurrentClothID;//[Offset: 0x8dc, Size: 4] int[] NeedRemoveSlot;//[Offset: 0x8e0, Size: 12] bool bWearingSuit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ec, Size: 1] ClothMaterialColorName;//[Offset: 0x8f0, Size: 60] ClothMaterialSkinName;//[Offset: 0x92c, Size: 60] RunningColorHandle;//[Offset: 0x968, Size: 60] RunningPatternHandle;//[Offset: 0x9a4, Size: 60] LoadedEffectGroup;//[Offset: 0x9e0, Size: 60] delegate OnAvatarAttachEquipped;//[Offset: 0xa1c, Size: 12] delegate OnClothParticleEquipped;//[Offset: 0xa28, Size: 12] LoadedAttachMeshGroup;//[Offset: 0xa34, Size: 60] int ConfigMinDistFromMainChar;//[Offset: 0xa70, Size: 4] int ConfigMaxDistFromMainChar;//[Offset: 0xa74, Size: 4] int ConfigBaseNonRenderedUpdateRate;//[Offset: 0xa78, Size: 4] float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0xa7c, Size: 12] AvatarAttachMeshFrameSkipMap[] ConfigLODToFrameSkipMap;//[Offset: 0xa88, Size: 12] int EnableEquipAvatarPendant;//[Offset: 0xa94, Size: 4] bool bConsiderDefaultReplaceModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa98, Size: 1] bool bAllowSetInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa99, Size: 1] AdditionalAvatarMap;//[Offset: 0xa9c, Size: 60] FakeHeadInfo FakeHeadInfo;//[Offset: 0xad8, Size: 56] class AnimInstance* SoftAnimBPClass;//[Offset: 0xb10, Size: 40] bool EnableCachedAvatarRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb38, Size: 1] bool bEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb3b, Size: 1] bool HasVehicleAjustHandle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb3c, Size: 1] int BodySlotStateChangeCount;//[Offset: 0xb40, Size: 4] float CutPlaneW;//[Offset: 0xb44, Size: 4] bool EnableClothPlaneCut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb48, Size: 1] SkinnedMeshComponent* ClothSkinMeshTobeCut;//[Offset: 0xb60, Size: 4] int TypeToInt(enum InSlotType);// 0x1f05320 void TemporarySetHidedBonesVisibility(bool Visible);// 0x1f052a0 void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1f05164 void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x1f05090 void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1f04fbc bool SetSkinMaterial(int SlotID, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x1f04e9c void SetNormalMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, int SlotID, BackpackAvatarHandle* InAvatarHandle);// 0x1f04d24 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x1f04bac void SetIgnoreSlots(BackpackAvatarHandle* avatar);// 0x1f04b34 void SetClothParticleVisibility(int SlotID, bool Visible, bool IsForCE);// 0x1f04a20 bool SetBodySuitsMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, BackpackAvatarHandle* InAvatarHandle);// 0x1f048e4 void SetAvatarVisibility(enum SlotType, bool Visible, bool IsForCE);// 0x1f047d0 void SetAvatarGender(int AGender);// 0x1f02d9c void SetAvatarForceLOD(enum SlotType, int LODLevel);// 0x1f04714 void SetAllMeshCharMode(bool bMainChar);// 0x1f04694 void ResetOnReCycle();// 0x1f04680 void ResetBackpackPendant(int InSlotID, BackpackAvatarHandle* AvatarHandle);// 0x1f045c4 void ResetAnimDynamicsByMeshComp(MeshComponent* MeshComp);// 0x1f04544 void ResetAllAnimDynamics();// 0x1f04528 void RequestSyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x1f0445c void RemoveForceReplaceOnVehicle(int SlotID);// 0x1f043e4 void RemoveClothParticleEffect(int SlotID);// 0x1f0436c void RemoveAttachMesh(int SlotID);// 0x1f042f4 void ProcessClothSuits();// 0x1f042d8 void ProcessChangedVehicleSeat();// 0x2b33460 void ProcessAvatarRectify();// 0x1f042bc void PreProcessBeforeLoadMesh();// 0x1f042a0 void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2b33460 void PostProcessAfterLoadMesh();// 0x1f04284 void OnSyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x1f041b8 void OnRespawned();// 0x1e8b2cc void OnRep_EnableClothPlaneCut();// 0x1f041a4 void OnRep_BodySlotStateChangedInternal();// 0x1f04190 void OnRep_BodySlotStateChanged();// 0x1f04174 void OnRecycled();// 0x1e5e40c void OnPlayerLeaveState(enum State);// 0x1f040fc void OnPlayerEnterState(enum State);// 0x1f04084 void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x1f03fb0 void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x1f03edc void OnEnterOrLeaveVehicle();// 0x2b33460 void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x1f03dbc void OnClothParticleEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemId);// 0x2b33460 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID);// 0x1f03c90 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x1f03bb4 void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x1f03a7c void OnAvatarEquippedCall(enum SlotType, bool bEquipped, int ItemId);// 0x1f03970 void OnAvatarEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemId);// 0x2b33460 void OnAvatarAttachEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemId);// 0x2b33460 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1f038f0 void OnAsyncLoadBattleHandlesDone_Download(int InAsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles);// 0x1f037d8 void OnAsyncLoadBattleHandlesDone(int InBodySlotStateChangeCount, out const BattleItemHandleBase*[] AvatarHandles);// 0x1f036c0 bool NeedUseUpgradeMat(int OriginID);// 0x2b33460 bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x1f03598 bool IsWearingAvatarNeedParachuteWind();// 0x2b33460 bool IsUseDefaultReplaceModel(int InSlotID, out const ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle);// 0x1f03470 bool IsTeammate();// 0x1e8b29c bool IsSelf();// 0x1e8b244 bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1f03374 bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x1f03278 bool IsPendantExistAndBackpackHided(int SlotType);// 0x1f031f8 bool IsNeedModifyVehicle(int TemplateID);// 0x1f03178 bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x1f030ac bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x1f02f7c bool IsInVehicleTemplateConfig(int VehicleID, int TemplateID);// 0x1f02eb8 bool IsCutPlaneOnVehicleOpen();// 0x2b33460 enum IntToType(int InSlotID);// 0x1f02e44 void InitMasterComponent();// 0x1f02e30 void Initialize();// 0x1f02e14 void InitialAvatarParam(int AGender);// 0x1f02d9c void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x1f02d24 void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x1f02c24 bool InitBodyMeshByHead(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1f02b40 bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh);// 0x2b33460 bool HandleUnEquipCloth(out const ItemDefineID InItemID);// 0x1f02aa8 bool HandleUnEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1f029cc void HandleHeadEquipped(BattleItemHandleBase* Handle);// 0x1f02954 void HandleEquipInitalCloth(BattleItemHandleBase* InItemHandle);// 0x1f028dc bool HandleEquipCloth(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x1f02800 bool HandleEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x1f02724 StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x1f02670 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1f02560 SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x1f024ac int GetRepalceIDOnVehicle(int OriginID);// 0x2b33460 enum GetPendantSlotType();// 0x1f0247c MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x1f023f4 MaterialInstanceDynamic* GetMaterialBySlotName(enum InSlotType, FName SlotName);// 0x1f02330 MaterialInstance* GetMaterial(out const MeshPackage MeshPack, bool bPreferUpgrade);// 0x1f02230 BackpackAvatarHandle* GetLoadedHandle(int SlotID);// 0x1f021b0 int GetEquipmentSkinItemID(int InItemID);// 0x1f02128 bool GetEquimentMeshBySlot(int Slot, out MeshData MeshPack);// 0x1f02030 int[] GetDefaultBodyItemIDList();// 0x1f01f70 FName GetClothMaterialSkinName(enum SlotType, bool bSuit);// 0x1f01e9c FName GetClothMaterialColorName(enum SlotType, bool bSuit);// 0x1f01dc8 MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, BackpackAvatarHandle* InAvatarHandle);// 0x1f01cc0 enum GetBPSlotNameConfigType(BackpackAvatarHandle* InAvatarHandle);// 0x2b33460 BackpackAvatarItemPattern* GetAvatarItemPattern(enum InSlotType, int InPatternID, int InNumID);// 0x1f01bb8 BackpackAvatarItemColor* GetAvatarItemColor(enum InSlotType, int InColorID);// 0x1f01af4 int GetAvatarIDBySlotID(int SlotID);// 0x1f01a74 enum GetAttachPartSlotType();// 0x1f01a44 MeshComponent* GetAttachParentMesh(int SlotID);// 0x1f019bc bool GetAttachMeshResRef(out const AvatarAttachMeshData MeshPack, out SoftObjectPath OutAssetRef);// 0x1f01838 void GetAllEquipItems(out int[] EquipItems);// 0x1f0176c void GenerateVehicleTemplateConfig();// 0x2b33460 bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle);// 0x2b33460 void ForceReplaceAvatarOnVehicle(int SlotID);// 0x1f016f4 void FillVehicleTemplateConfig(int TemplateID, int VehicleID);// 0x1f01638 bool EnableEquipAvatarPendantFeature();// 0x1f01610 bool DeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x1f0153c BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID);// 0x2b33460 BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID);// 0x2b33460 ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x1f01458 void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x1f013c0 bool CheckShouldEquipDefaultItem(int InSlotID);// 0x1f01338 bool CheckIsHiddenByOther(int InItemResID);// 0x1f012b8 bool BPIsNeedModifyVehicle(int VehicleID, int TemplateID, int SeatIdx);// 0x2b33460 void AsyncLoadClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1f011fc void AsyncLoadAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1f01140 void ApplyMeshCompCollision(int SlotID);// 0x1f010c8 bool ApplyMaterial(MeshComponent* InMeshComponent, ItemHandleBase* InItemHandle);// 0x1f00ffc void ApplyClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x1f00f40 void ApplyAvatarCustomInfo(int InSlotID, MaterialInstanceDynamic* InMatDynamic, BackpackAvatarItemColor* InColorHandle, BackpackAvatarItemPattern* InPatternHandle);// 0x1f00df8 void ApplyAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x1f00d3c void ApplyAnimListOverride(ItemHandleBase* InItemHandle, bool IsPutOn);// 0x1f00c70 void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x1f00bf0 -------------------------------- 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);// 0x1ea4c84 void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1ea4bc8 -------------------------------- Class: CustomHandleBase.Object CharacterAvatarComponent2* OwnerComponent;//[Offset: 0x1c, Size: 8] void SetMaterialTexture(MaterialInterface* InMaterial, FName InName, Texture* InTexture);// 0x1ea45b4 void SetMaterialScalar(MaterialInterface* InMaterial, FName InName, float InValue);// 0x1ea44ac void SetMaterialColor(MaterialInterface* InMaterial, FName InName, LinearColor InColor);// 0x1ea4398 CharacterAvatarComponent2* GetOwnerComponent();// 0x1ea4370 -------------------------------- 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);// 0x1ea54e8 void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x1ea542c bool IsPatternNumMode();// 0x1ea5404 void InitPatternNumID(int InNumID);// 0x1ea5390 void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1, out SoftObjectPath OutTexture2);// 0x2b33460 -------------------------------- 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: AvatarEntityFactory.Object AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1e91264 -------------------------------- Class: BP_PlayerLobbyPawn_C.STExtraLobbyCharacter.Character.Pawn.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x770, Size: 4] void SetAddCharacterWeaponAnimListHandle(out LobbyCharacterWeaponAnimData[] addAnimData, out bool Suc, bool CallFunc_SetAddCharacterWeaponAnimList_ReturnValue);// 0x2b33460 void OnAvatarEquipFinish(enum SlotType, bool IsEquipped, int ItemId);// 0x2b33460 void CharEquipWeaponPendant(int WeaponId, enum PendantSocketType);// 0x2b33460 void WeaponAllAssetLoadFinish();// 0x2b33460 void CharUnEquipWeaponByResId(int resID, FName SocketName);// 0x2b33460 void CharUnEquipExtraWeapon();// 0x2b33460 void SetForceUseDefaultIdle(bool force);// 0x2b33460 void UpdateClothInten(float leten, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue, bool CallFunc_IsValid_ReturnValue, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, MaterialInterface* CallFunc_GetMaterial_ReturnValue, MaterialInstanceDynamic* K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void UpdateClothMatParam(float RotateSpeed, int ItemId, float CallFunc_FClamp_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, float CallFunc_Lerp_ReturnValue, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_Map_Contains_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, MaterialInterface* CallFunc_GetMaterial_ReturnValue, MaterialInstanceDynamic* K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess2, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue);// 0x2b33460 void StopActionCamera();// 0x2b33460 void RotateOnTickInternal(bool CallFunc_LessEqual_FloatFloat_ReturnValue, float CallFunc_GetWorldDeltaSeconds_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Multiply_FloatFloat_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, HitResult CallFunc_K2_AddActorWorldRotation_SweepHitResult);// 0x2b33460 void EnableClothAndHairAnimation(bool IsEnable);// 0x2b33460 void GetCurrentActionID(out int ActionID);// 0x2b33460 void SetAvatarLevel(int Level);// 0x2b33460 void OnAvatarAllMeshLoaded();// 0x2b33460 void TryRotateAvatar(LuaBPVar ___struct_Variable, LuaBPVar ___struct_Variable2, FString ___string_Variable, LuaBPVar ___struct_Variable3, LuaBPVar ___struct_Variable4, LuaBPVar CallFunc_CallLuaWithArgs_OutA, LuaBPVar CallFunc_CallLuaWithArgs_OutB, LuaBPVar CallFunc_CallLuaWithArgs_OutC, LuaBPVar CallFunc_CallLuaWithArgs_OutD, bool CallFunc_CanRotateMainCharacter_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x2b33460 void SetAvatarVisibleForEmote(bool Visible);// 0x2b33460 void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x2b33460 void SetIsMVPMotion(bool isMVPMotion);// 0x2b33460 void SyncWeaponMontage();// 0x2b33460 void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x2b33460 void SetClothAnimDyAlphaInst(float Alpha);// 0x2b33460 void SetClothAnimDyAlphaGrad(float Alpha, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x2b33460 void SetClothAnimDyAlpha(float Alpha, FString CallFunc_Conv_FloatToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_EqualEqual_FloatFloat_ReturnValue);// 0x2b33460 void RotateOnTick(float RotateTime, float TargetRotation, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x2b33460 void SwitchSexAndHeadAndHair(int sex, int headid, int Hair);// 0x2b33460 void OnEndActionHandle(int ActionID);// 0x2b33460 void OnPlayActionHandle(int ActionID);// 0x2b33460 void GetAllEquipmentListMoreInfo(out int[] Result);// 0x2b33460 void SetConflictRuleEnable(bool bEnableConflictRule);// 0x2b33460 void GetEquipmentInfoBySlot(enum SlotType, out int ItemId, out int ColorID, out int PatternID, AvatarCustom NewLocalVar);// 0x2b33460 void IsItemHasEquipped(int InItemID, int ColorID, int PatternID, out bool Result);// 0x2b33460 void PutOffEquipmentBySlot(enum SlotType, out bool Result);// 0x2b33460 void PlayEmoteLoop();// 0x2b33460 void ShouldCurEmoteShowWeapon(out bool Result);// 0x2b33460 void HandleWeaponDisplayWhenPlayEmote();// 0x2b33460 void GetAllEquipmentList(out int[] Result);// 0x2b33460 void SetCanRotate(bool canRotate);// 0x2b33460 void PutOffEquipmentByResID(int resID, out bool Result);// 0x2b33460 void PutOnEquipmentByResID(int resID, int ColorID, int PatternID, out bool Result);// 0x2b33460 void CharStopEmoteByResId();// 0x2b33460 void HideWeapon(bool isHide);// 0x2b33460 void CharPlayEmoteByResId(int EmoteId, FString ExtraInfo);// 0x2b33460 void CharUnEquipWeapon();// 0x2b33460 void CharEquipWeaponByResId(int resID, bool bUse, bool bAsync, FName SocketName, out STExtraWeapon* Weapon);// 0x2b33460 BackpackEmoteHandle* GetEmoteHandle(int ItemId);// 0x2b33460 void GetBPID(int RowName, out int BPID);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void Timeline_0__FinishedFunc();// 0x2b33460 void Timeline_0__UpdateFunc();// 0x2b33460 void ReceiveTick(float DeltaSeconds);// 0x2b33460 void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_3_ComponentOnInputTouchBeginSignature__DelegateS(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchEndSignature__DelegateSig(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void TickClothLeten(float from);// 0x2b33460 void ExecuteUbergraph_BP_PlayerLobbyPawn(int EntryPoint, float K2Node_Event_DeltaSeconds, byte K2Node_ComponentBoundEvent_FingerIndex2, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent2, byte K2Node_ComponentBoundEvent_FingerIndex, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Add_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, float K2Node_CustomEvent_From, float CallFunc_Lerp_ReturnValue, ItemDefineID CallFunc_GetEquippedItemDefineID_ReturnValue);// 0x2b33460 void OnSetForceUseDefaultIdle__DelegateSignature(bool force);// 0x2b33460 void OnEquipClothStateChange__DelegateSignature(BackpackAvatarHandle* AvatarHandle, bool IsEuqiped, int ItemId, int SlotType);// 0x2b33460 void OnChangeWeapon__DelegateSignature();// 0x2b33460 void OnchangeGender__DelegateSignature();// 0x2b33460 void OnChangeEquipment__DelegateSignature();// 0x2b33460 void OnStopAction__DelegateSignature(int ActionID);// 0x2b33460 void OnPlayAction__DelegateSignature(int ActionID);// 0x2b33460 BP_LobbyWeaponManager_C* BP_LobbyWeaponManager;//[Offset: 0x774, Size: 4] LobbyPlayEmoteComponent_BP_C* LobbyPlayEmoteComponent_BP;//[Offset: 0x778, Size: 4] LobbyWeaponAnimationComponent_C* LobbyWeaponAnimationComponent;//[Offset: 0x77c, Size: 4] SkeletalMeshComponent* WeaponSkeletalMesh;//[Offset: 0x780, Size: 4] CharacterAvatarComp2_BP_C* CharacterAvatarComp2_BP;//[Offset: 0x784, Size: 4] AELobbyCharAnimListComp* AELobbyCharAnimListComp;//[Offset: 0x788, Size: 4] float Timeline_0_Time_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x78c, Size: 4] byte Timeline_0__Direction_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x790, Size: 1] TimelineComponent* Timeline;//[Offset: 0x794, Size: 4] int headid;//[Offset: 0x798, Size: 4] int resID;//[Offset: 0x79c, Size: 4] bool press;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a0, Size: 1] float LocationX;//[Offset: 0x7a4, Size: 4] byte FingerIndex;//[Offset: 0x7a8, Size: 1] int LobbyPosition;//[Offset: 0x7ac, Size: 4] STExtraWeapon* curEquipingWeapon;//[Offset: 0x7b0, Size: 4] EmoteItemIDToHandleMap;//[Offset: 0x7b4, Size: 60] FString PlayerKey;//[Offset: 0x7f0, Size: 12] bool HeadIsVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7fc, Size: 1] bool canRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7fd, Size: 1] int LuaID;//[Offset: 0x800, Size: 4] delegate OnPlayAction;//[Offset: 0x804, Size: 12] delegate OnStopAction;//[Offset: 0x810, Size: 12] delegate OnChangeEquipment;//[Offset: 0x81c, Size: 12] BackpackEmoteHandle* CurEmoteHandle;//[Offset: 0x828, Size: 4] bool bIsEmoteLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x82c, Size: 1] int CurrentActionID;//[Offset: 0x830, Size: 4] bool IsChangingHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x834, Size: 1] int PlayOnChangingHeadAcionID;//[Offset: 0x838, Size: 4] int CurPlayEmoteId;//[Offset: 0x83c, Size: 4] bool IsPlayingAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x840, Size: 1] float RotateTime;//[Offset: 0x844, Size: 4] float TargetRotation;//[Offset: 0x848, Size: 4] bool StartRotateFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84c, Size: 1] float ClothAnimDyAlpha;//[Offset: 0x850, Size: 4] float CurClothAnimDyAlpha;//[Offset: 0x854, Size: 4] float ClothAnimDyAlphaDiff;//[Offset: 0x858, Size: 4] bool isMVPMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c, Size: 1] delegate OnchangeGender;//[Offset: 0x860, Size: 12] delegate OnChangeWeapon;//[Offset: 0x86c, Size: 12] bool isAutoTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x878, Size: 1] Vector LocationBeforeEmote;//[Offset: 0x87c, Size: 12] int AvatarLevel;//[Offset: 0x888, Size: 4] float Inten;//[Offset: 0x88c, Size: 4] delegate OnEquipClothStateChange;//[Offset: 0x890, Size: 12] bool ForceUseDefaultIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89c, Size: 1] delegate OnSetForceUseDefaultIdle;//[Offset: 0x8a0, Size: 12] DynamicMatClothMap;//[Offset: 0x8ac, Size: 60] float WindSpeed_Editor;//[Offset: 0x8e8, Size: 4] float WindStrength_Editor;//[Offset: 0x8ec, Size: 4] float WindRadius_Editor;//[Offset: 0x8f0, Size: 4] CurveFloat* WindSpeed;//[Offset: 0x8f4, Size: 4] float AccumelateWindTime;//[Offset: 0x8f8, Size: 4] -------------------------------- Class: STExtraLobbyCharacter.Character.Pawn.Actor.Object bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x638, Size: 1] FString LobbyPlayerKey;//[Offset: 0x63c, Size: 12] bool bWeaponAnimOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x648, Size: 1] delegate lobbyCharacterSceneTypeChangeEvent;//[Offset: 0x64c, Size: 12] byte charSceneType;//[Offset: 0x658, Size: 1] byte lobbyPosIdx;//[Offset: 0x659, Size: 1] int LocalLobbyPos;//[Offset: 0x65c, Size: 4] delegate lobbyCharGenderChangeDelegate;//[Offset: 0x660, Size: 12] byte lobbyGender;//[Offset: 0x66c, Size: 1] class AnimInstance* LobbyMaleAnimClass;//[Offset: 0x670, Size: 40] class AnimInstance* LobbyFemaleAnimClass;//[Offset: 0x698, Size: 40] STExtraWeapon* curEquipWeapon;//[Offset: 0x6c0, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x6c4, Size: 4] int resultAvatarPoseIndex;//[Offset: 0x6c8, Size: 4] LobbyCharacterWeaponAnimData[] AddCharacterWeaponAnimList;//[Offset: 0x6cc, Size: 12] delegate lobbyCharPosChangeDelegate;//[Offset: 0x6d8, Size: 12] BackpackEmoteHandle* curHandle;//[Offset: 0x6e4, Size: 4] delegate EmoteMontageStartEvent;//[Offset: 0x6e8, Size: 12] delegate EmoteStartWithMainCharacterConfigEvent;//[Offset: 0x6f4, Size: 12] delegate EmoteMontageFinishedEvent;//[Offset: 0x700, Size: 12] AkComponent* emoteSound_Comp;//[Offset: 0x70c, Size: 4] class LobbyGodEffectComponent* GodEffectComponentPath;//[Offset: 0x718, Size: 40] bool IsMale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x744, Size: 1] delegate LobbyPoseWithFriend;//[Offset: 0x748, Size: 12] delegate LobbyCancelPoseWithFriend;//[Offset: 0x754, Size: 12] FString LuaFilePath;//[Offset: 0x760, Size: 12] void UnequipWeapon(STExtraWeapon* Weapon);// 0x214db98 void SetStatueInfo(out const CharacterStatueInfo Info);// 0x214dab4 void SetResultAvatarPosIndex(int PosIndex);// 0x214da3c void SetMaleAnimClass();// 0x1febf8c void SetLobbyPosIndexInAvatarScene(int pos);// 0x214d9c4 void SetLobbyPosIndex(byte pos);// 0x214d944 void SetLobbyCharacterProperty(byte sceneType, byte pos, byte gender);// 0x214d82c void SetLobbyAnimGender(byte gender);// 0x214d7ac void SetFemaleAnimClass();// 0x214d790 void SetCharSceneType(byte sceneType);// 0x214d710 bool SetAddCharacterWeaponAnimList(out const LobbyCharacterWeaponAnimData[] addAnimData);// 0x214d654 void PlayGodEffect(int Level);// 0x214d5dc void PlayEmoteInterruptSound();// 0x214d5c8 bool OnStopEmote();// 0x214d5a0 bool OnPlayEmote(int EmoteId, FString ExtraInfo);// 0x214d3f8 void HandleOnCharAnimLoadingFinished(STExtraWeapon* Weapon);// 0x214d380 AELobbyCharAnimListComp* GetWeaponAnimComponent();// 0x214d358 AnimationAsset* GetWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x214d250 int GetPosIndex();// 0x214d228 byte GetLobbyPosIndex();// 0x214d200 byte GetLobbyAnimGender();// 0x214d1d8 BackpackEmoteHandle* GetEmoteHandle(int ItemId);// 0x2b33460 STExtraWeapon* GetCurrentWeapon();// 0x214d1b0 byte GetCharSceneType();// 0x214d188 AnimationAsset* GetCharacterPlayWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int AnimIndex);// 0x214d080 AnimationAsset* GetCharacterAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x214cf78 void ForceRefreshCharacterAnimation();// 0x214cf64 void EquipWeapon(STExtraWeapon* Weapon);// 0x214ceec void CallGlobalLuaFunction(FString FunctionName);// 0x214ce30 -------------------------------- Class: LobbyCharacterWeaponAnimData byte PosIndex;//[Offset: 0x0, Size: 1] FString CharPosName;//[Offset: 0x4, Size: 12] LobbyCharacterGenderWeaponAnimData[] GenderWeaponAnimList;//[Offset: 0x10, Size: 12] -------------------------------- Class: LobbyCharacterGenderWeaponAnimData byte GenderType;//[Offset: 0x0, Size: 1] FString GenderTypeName;//[Offset: 0x4, Size: 12] AnimationAsset* WeaponAnimSoftPtr;//[Offset: 0x10, Size: 40] AnimationAsset* WeaponAddAnimSoftPtr;//[Offset: 0x38, Size: 40] AnimationAsset*[] WeaponPlayAnimSoftPtrArray;//[Offset: 0x60, Size: 12] -------------------------------- Class: LuaBPVar -------------------------------- Class: STExtraWeapon.Actor.Object int iRegionWeapon;//[Offset: 0x364, Size: 4] float MaxWaitHandleAvatarMeshChangedTime;//[Offset: 0x368, Size: 4] bool GM_DisableHandleAvatarMeshChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36c, Size: 1] bool GM_UseAsyncMeshLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36d, Size: 1] bool GM_EnableNewWeaponInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36e, Size: 1] bool GM_EnableCheckReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36f, Size: 1] bool GM_EnableCheckReInitSimWeaponOwnerProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370, Size: 1] MainWeaponTableStruct WeaponCfg;//[Offset: 0x374, Size: 16] Transform WeaponAttachMeshOffset;//[Offset: 0x390, Size: 48] Transform FPPWeaponOffset;//[Offset: 0x3c0, Size: 48] Transform FPPWeaponOffsetNonShooting;//[Offset: 0x3f0, Size: 48] Transform FPPWeaponOffsetSprint;//[Offset: 0x420, Size: 48] Transform TDModeFPPWeaponOffset;//[Offset: 0x450, Size: 48] Transform TDModeFPPWeaponOffsetNonShooting;//[Offset: 0x480, Size: 48] Transform TDModeFPPWeaponOffsetSprint;//[Offset: 0x4b0, Size: 48] int CrossHairType;//[Offset: 0x4e0, Size: 4] float UnMatchStateSyncCheckInterval;//[Offset: 0x4e4, Size: 4] WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x4e8, Size: 4] PredictLineComponent* PredictLine;//[Offset: 0x4ec, Size: 4] FName WeaponStaticMeshCompTag;//[Offset: 0x4f0, Size: 8] WeaponOwnerProxy* OwnerProxy;//[Offset: 0x4f8, Size: 4] delegate WeaponEffectActionDelegate;//[Offset: 0x4fc, Size: 12] delegate FireOneShotEffectDelegate;//[Offset: 0x508, Size: 12] delegate OnShootWeaponChangeState;//[Offset: 0x514, Size: 12] delegate OnWeaponChangeStateCommon;//[Offset: 0x520, Size: 12] delegate OnWeaponAttachToBackDelegate;//[Offset: 0x52c, Size: 12] delegate OnWeaponDrawHUDDelegate;//[Offset: 0x538, Size: 12] delegate OnDisconnectToClientOnServerDelegate;//[Offset: 0x544, Size: 12] delegate OnReconnectToClientOnServerDelegate;//[Offset: 0x550, Size: 12] delegate OnRecoverOnClientDelegate;//[Offset: 0x55c, Size: 12] delegate OnWeaponTriggerEventDelegate;//[Offset: 0x568, Size: 12] delegate OnWeaponBaseEquipDelegate;//[Offset: 0x574, Size: 12] delegate OnWeaponBaseUnEquipDelegate;//[Offset: 0x580, Size: 12] WeaponEntity* WeaponEntityComp;//[Offset: 0x58c, Size: 4] WeaponSpecificHandler* WeaponSpecHandler;//[Offset: 0x590, Size: 4] byte CurFreshWeaponState;//[Offset: 0x594, Size: 1] delegate OnGetOwnerActorDelegate;//[Offset: 0x598, Size: 12] byte SyncFreshWeaponStateForRep;//[Offset: 0x5a4, Size: 1] FName WeaponAttachSocketName;//[Offset: 0x5a8, Size: 8] bool bNeedReconnct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b0, Size: 1] bool bClientHasFinishedCteate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b1, Size: 1] bool GM_CloseMaxWeaponReconnetTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b2, Size: 1] float MaxReconnectTime;//[Offset: 0x5b4, Size: 4] float StartReconnectTime;//[Offset: 0x5b8, Size: 4] WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x5c0, Size: 104] SceneComponent*[] UpdateOptimizationList;//[Offset: 0x630, Size: 12] bool bEnableCompUpdateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63c, Size: 1] SpawnAndBackpackWeaponReplicatedData OwnerClientCreateWeaponData;//[Offset: 0x640, Size: 88] bool bPlayBackpackToIdleAnimWhenGet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x698, Size: 1] WeaponTriggerEventHandleSkill* SkillHandleComp;//[Offset: 0x69c, Size: 4] StaticMeshComponent* WeaponStaticMeshComp;//[Offset: 0x6a4, Size: 4] byte CurWeaponState;//[Offset: 0x6a8, Size: 1] Actor* SimulatedOwnerActor;//[Offset: 0x6ac, Size: 4] Pawn* SimulatedOwnerPawn;//[Offset: 0x6b0, Size: 4] SceneCompsUpdateOpCatche;//[Offset: 0x6b8, Size: 60] WeaponStateManager* _WeaponStateManager;//[Offset: 0x700, Size: 4] MeshSynData[] synData;//[Offset: 0x708, Size: 12] bool IsMeshInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x714, Size: 1] float MaxWaitMeshInitTime;//[Offset: 0x718, Size: 4] float WaitMeshInitTime;//[Offset: 0x71c, Size: 4] bool UseReplaceBulletType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x720, Size: 1] bool bNeedUpdateWeaponAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x721, Size: 1] WeaponLogicBaseComponent*[] TickComponentList;//[Offset: 0x724, Size: 12] bool IsNeedReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738, Size: 1] GrenadeAvatarComponent* GrenadeAvatarComponent;//[Offset: 0x73c, Size: 4] bool EnableWeaponReloadAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740, Size: 1] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x741, Size: 1] delegate ForceHideWeaponWidget;//[Offset: 0x744, Size: 12] bool bNeedHiddenWhenCameraModeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x750, Size: 1] ActorComponent*[] CrossHairComps;//[Offset: 0x754, Size: 12] byte WeaponUIType;//[Offset: 0x760, Size: 1] Transform DefaultRelativeTransform;//[Offset: 0x770, Size: 48] Rotator RotForSimulate;//[Offset: 0x7a0, Size: 12] int FuncFlag;//[Offset: 0x7ac, Size: 4] bool bTriggerWeaponEffectWhenAppActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7b4, Size: 1] byte AppActiveWeaponAction;//[Offset: 0x7b5, Size: 1] WeaponCompOutOfVisionOptimizationDataMap;//[Offset: 0x7b8, Size: 60] FString LuaFilePath;//[Offset: 0x7f4, Size: 12] void WeaponNotifyChangeStateDelegate__DelegateSignature(byte State);// 0x2b33460 void WeaponEffectActionDelegate__DelegateSignature(byte Action);// 0x2b33460 void UpdateWeaponAvatar(float DeltaTime);// 0x2b33460 void TriggerWeaponEvent(enum Event);// 0x206ddc8 void SpecialResetForWeaponCrosshair();// 0x2b33460 void RPC_ClientSyncPostFireHandledTime(float InPostFireHandledTime);// 0x21d78c0 void RPC_ClientChangeFreshWeaponState(byte State);// 0x21d780c void RespawnData();// 0x2b33460 void ResetData();// 0x2b33460 void PlayLocalShellDropFX();// 0x2b33460 void OnWeaponTriggerEventDelegate__DelegateSignature(enum Event);// 0x2b33460 void OnWeaponDrawHUD__DelegateSignature(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x2b33460 void OnWeaponBaseUnEquipDelegate__DelegateSignature();// 0x2b33460 void OnWeaponBaseEquipDelegate__DelegateSignature();// 0x2b33460 void OnWeaponAttachToBackDelegate__DelegateSignature(FName SocketName);// 0x2b33460 void OnShootWeaponChangeStateDelegate__DelegateSignature(byte LastState, byte NewState);// 0x2b33460 void OnRep_WeaponReconnectReplicateData();// 0x21d77f8 void OnRep_WeaponAttachSocketName();// 0x21d77e4 void OnRep_SimulatedOwnerPawn();// 0x21d77d0 void OnRep_OwnerClientCreateWeaponData();// 0x21d77bc void OnRep_bPlayBackpackToIdleAnimWhenGet();// 0x21d77a8 void OnRep_AvatarMeshChanged();// 0x21d7794 void OnRep_AttachmentReplication();// 0x1f900e8 void OnReleaseTrigger();// 0x1e6e3fc void OnRecoverOnClientDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2b33460 void OnReconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2b33460 void OnPushTrigger();// 0x21d7778 void OnGetOwnerActorDelegate__DelegateSignature(Actor* OwnerActor);// 0x2b33460 void OnDisconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x2b33460 void NewInitWeapon();// 0x21d7764 bool JudgeHasEquipedComponentSlot(byte Slot);// 0x21d76e4 bool IsUseAttrModify();// 0x21d76b4 bool IsSimulated();// 0x21d768c bool IsLocalOrSpectorPlayer();// 0x21d7664 bool IsAutonomous();// 0x21d763c void InitWeapon();// 0x21d7628 bool HasComponentSlot(byte Slot);// 0x21d75a8 void HandleReconnectNew(Actor* WeaponOwner);// 0x21d7530 byte GetWeaponTypeNew();// 0x21d7508 byte GetWeaponType();// 0x21d74e0 StaticMeshComponent* GetWeaponStaticMeshComponent();// 0x21d74b8 byte GetWeaponStateType();// 0x21d7490 int GetWeaponSkillID();// 0x21d7468 SkeletalMeshComponent* GetWeaponSkeletalMeshComponent();// 0x21d7440 enum GetWeaponOwnerObserverType();// 0x21d7418 FString GetWeaponName();// 0x21d7358 MeshComponent* GetWeaponMeshComponent();// 0x21d7328 int GetWeaponID();// 0x21a94cc byte GetWeaponHoldType();// 0x21d7300 byte GetWeaponFireMode();// 0x21d72d0 WeaponEntity* GetWeaponEntityComponent();// 0x21d72a8 FString GetWeaponDetailInfo();// 0x21d71e8 FName GetWeaponAttachSocket();// 0x21d71a0 WeaponSpecificHandler* GetSpecificHandler();// 0x21d7178 float GetSpecialScopeFov();// 0x1e72e68 int GetScopeID(bool bIsAngledOpticalSight);// 0x21a8e5c MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x21a8d38 MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x21a8c20 FString GetOwnerPlayerName();// 0x21d70b8 PlayerController* GetOwnerPlayerController();// 0x21d7088 Pawn* GetOwnerPawn();// 0x21d7060 FString GetOwnerName();// 0x21d6fa0 Controller* GetOwnerController();// 0x21d6f70 Actor* GetOwnerActor();// 0x21d6f40 ItemDefineID GetItemDefineID();// 0x21d6ef4 GrenadeAvatarComponent* GetGrenadeAvatar();// 0x21d6ecc byte GetCurSightType();// 0x21a7e7c WeaponComponentItemData GetComponentSlotTarget(byte Slot);// 0x21d6d88 LinearColor GetColorByTeamID(int TeamID);// 0x2b33460 ItemHandleBase* GetBackpackItemHandle();// 0x21d6d60 void ForceHideWeaponWidget__DelegateSignature(bool bIsBegin);// 0x2b33460 void DelayHandleAvatarMeshChanged();// 0x21d6d4c void CreateWeaponHandleCallback(ItemDefineID DefineID, BattleItemHandleBase* BattleItemHandle);// 0x21d6c80 void ClientLoadDefaultMesh();// 0x21d6c6c void CheckNeedReInitWeaponOwnerData(Actor* OwnerActor);// 0x21d6bf4 bool CheckHasFuncByInt(int Func);// 0x21d6b74 bool CheckHasFunc(enum Func);// 0x21d6b74 void ChangeSequenceState(byte StateType);// 0x21d6af4 void CallForceHideWeaponWidgetDel();// 0x21d6ae0 -------------------------------- 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: 0x5b8, Size: 1] bool SetAutonomousLoadRes();// 0x1e8dd4c void SelectWeaponGunOnePart(int WeaponGunPart);// 0x2286f94 void EnableDIYPatternMirro(bool bMirro, bool bLeftToRight);// 0x2286ec4 -------------------------------- Class: WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0x440, Size: 4] delegate OnScopeEquipDelegate;//[Offset: 0x448, Size: 12] delegate OnScopeUnequipDelegate;//[Offset: 0x454, Size: 12] delegate OnWeaponAvatarLoaded;//[Offset: 0x460, Size: 12] delegate OnWeaponAttachAvatarLoaded;//[Offset: 0x46c, Size: 12] delegate OnWeaponAvatarClearSlot;//[Offset: 0x478, Size: 12] bool bIsEquipScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x484, Size: 1] delegate OnWeaponPartsEquipped;//[Offset: 0x488, Size: 12] DefaultAttachmentMesh;//[Offset: 0x4ac, Size: 60] MeshSynData[] DefaultSynData;//[Offset: 0x4e8, Size: 12] WeaponDIYData WeaponDIYData;//[Offset: 0x508, Size: 60] DIYEnableLevel[] EnableLevelMap;//[Offset: 0x54c, Size: 12] bool bShouldFindItemSkipInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558, Size: 1] ItemDefineID WeaponDefineID;//[Offset: 0x560, Size: 24] bool ShouldDisplayByQuality(int SlotID);// 0x228918c void SetPendantSocketType(enum SocketType);// 0x2289114 bool SetAutonomousLoadRes();// 0x1e8dd4c void ResponWeaponDIYData(FString InPlayerUID, int WeaponAvatarID);// 0x2288f78 void ResetAttachmentSocket();// 0x2288f64 void ResetAttachmentParent();// 0x2288f50 void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x2288e0c void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x1e8b2e8 BattleItemHandleBase* ReloadItemHandle(BattleItemHandleBase* InHandle);// 0x2288d8c void RefreshAvatarStateChanged();// 0x1e8d9b4 void RecreateMeshByHandle(BattleItemHandleBase* PendingRecreateHandle);// 0x2288d14 bool PutOnMasterComponentByItemHandle(BattleItemHandleBase* WeaponHandle);// 0x2288c94 void PutOnEquipmentDIYData(int WeaponAvatarID, int InDIYPlanID);// 0x2288bd8 bool PutOnEquipmentByResID(int resID);// 0x2096334 bool PutOnEquipmentByItemHandle(BattleItemHandleBase* ItemHandle);// 0x2288b58 bool PutOffEquimentByResID(int resID);// 0x2288ad0 void ProcessWeaponDIYDataAction(out const WeaponDIYData InWeaponDIYData);// 0x2288a0c void ProcessLoadAllMesh();// 0x1e8d998 bool PreFiltHandles(BattleItemHandleBase* AvatarHandle, out MeshSynData OutSyncData);// 0x2288930 void OnWeaponPartsEquipEvent__DelegateSignature(int WeaponSlotID, bool IsEquipped);// 0x2b33460 void OnWeaponAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2b33460 void OnWeaponAvatarClearSlot__DelegateSignature(int SlotID);// 0x2b33460 void OnWeaponAttachAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x2b33460 void OnScopeUnequipDelegate__DelegateSignature(enum AttachmentSocketType);// 0x2b33460 void OnScopeEquipDelegate__DelegateSignature(enum AttachmentSocketTypeD);// 0x2b33460 void OnRep_NetAvatarDataChanged(out const MeshSynData[] InSyncData);// 0x2288864 void OnAsyncLoadBattleHandlesDone(int AsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles);// 0x228874c void NetSyncData(int InSlotID, enum InOperationType, BattleItemHandleBase* InHandle);// 0x1e8d608 bool LoadMeshListAsync(out BattleItemHandleBase*[] InHandleList, bool bNeedDirectLoad);// 0x2288620 bool IsTeammate();// 0x1e8b29c bool IsSelf();// 0x1e8b244 void InitMasterComponent();// 0x228860c void InitialAvatarParam();// 0x22885f8 void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x2288580 void InitDefaultAvatar(BattleItemHandleBase* Handle);// 0x2288508 void InitDefaultAttachment(BattleItemHandleBase* WeaponHandle);// 0x2288490 int GetWeaponParentID(int InSlotID, out const ItemDefineID InItemDefineID);// 0x22883b4 Controller* GetWeaponController();// 0x228838c STExtraWeapon* GetOwnerWeapon();// 0x2288364 STExtraBaseCharacter* GetOwnerCharacter();// 0x228833c ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x22882a8 BattleItemHandleBase* GetEquippedHandle(int InSlotID);// 0x2288228 bool GetEquipmentMeshBySlot(int InSlotID, out MeshData OutMeshPack);// 0x2288130 AvatarDIYEntityFactory* GetEntityFactory();// 0x1e8d198 MeshComponent* GetAttachmentSocketTransform(int InSlotID);// 0x1e8d238 AnimationAsset* GetAttachmentAnim(enum InSlotType, int AnimIdx);// 0x228806c WeaponAvatarDIYEntity* FindAvatarEntityByMesh(MeshComponent* InMeshComp);// 0x2287fec void DestroyWeapon();// 0x2287fd8 void ClearMeshBySlot(int SlotID, bool putDefault, bool bClearMesh);// 0x2287ebc void ClearMeshByItemHandle(BattleItemHandleBase* ItemHandle);// 0x2287e3c bool CheckSlotIsEquipped(int InSlotID, bool bIncludingDefault);// 0x2287d70 bool CheckIsAlreadyEquipped(ItemDefineID InDefineID);// 0x2287ce0 void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs);// 0x2287c14 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x1e8ae2c void ApplyAttachment(BattleItemHandleBase* InAttachHandle);// 0x2287b9c void AddUnlockWeaponAttachmentAvatarList(int WeaponBPID, out OutAttachmentSkinIDList);// 0x2287a4c int AddAction_ParticleByName(int SlotID, out const FName ParticleName);// 0x2287974 int AddAction_MatParamModify(int SlotID, int CfgIndex);// 0x22878b0 -------------------------------- 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: 0x3a8, Size: 60] bool NeedUpdateTransformOption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4, Size: 1] DIYRTCacheMap;//[Offset: 0x3e8, Size: 60] int CurrentDecalBakingRequestID;//[Offset: 0x424, Size: 4] delegate OnAvatarDIYDecalBakingFinished;//[Offset: 0x428, Size: 12] delegate OnAvatarAllMeshLoaded;//[Offset: 0x434, Size: 12] void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1e8e0f0 void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);// 0x1e8e01c bool SetMeshVisibleByID(int InSlotID, bool bIsVisible, bool bForceShow);// 0x1e8def8 void SetMaster(MeshComponent* InComponent, FName InName, enum InType);// 0x1e8ddf0 void SetDisplayQuality(enum Quality);// 0x1e8dd7c bool SetAutonomousLoadRes();// 0x1e8dd4c void RequestSyncLoadMeshes();// 0x1e8dd38 void RequestSyncLoadHandles();// 0x1e8dd24 void RequestAsyncLoadMeshes();// 0x1e8dd08 void RequestAsyncLoadHandles();// 0x1e8dcec void RemoveDIYRTCacheInBattle(int InSlotID);// 0x1e8dc74 void RemoveAllDIYRTCacheInBattle();// 0x1e8dc60 void RemoveActionByType(int SlotID, enum InActionType, bool bDelayClear);// 0x1e8db58 void RemoveAction(int SlotID, int ActionInstanceID, bool bDelayClear);// 0x1e8da50 void ReloadAllEquippedAvatar(bool ForceAutonoumous);// 0x1e8d9d0 void RefreshAvatarStateChanged();// 0x1e8d9b4 void ProcessLoadAllMesh();// 0x1e8d998 void PreProcessBeforeLoadMesh();// 0x1e8d97c void PostProcessAfterLoadMesh();// 0x1e8d960 void OnEngineDecalBakingFinished(out const DecalBakingRequest InRequestStruct);// 0x1e8d880 void OnAvatarDIYDecalBakingFinished__DelegateSignature(int RequestID, TextureRenderTarget2D* RenderTarget);// 0x2b33460 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x2b33460 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x1e8d800 void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x1e8d72c void OnAllAvatarHandleLoadedDone();// 0x1e8d710 void NetSyncData(int SlotID, enum OperationType, BattleItemHandleBase* Handle);// 0x1e8d608 bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x1e8d53c bool IsAutonomousAvatar();// 0x1e8d514 AvatarDIYEntity* GetOrCreateAvatarEntity(int SlotID, int SubSlotID);// 0x1e8d450 GetMeshComponentList();// 0x1e8d2c0 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x1e8d238 ItemHandleBase*[] GetLoadedItemHandlePool();// 0x1e8d1c8 AvatarDIYEntityFactory* GetEntityFactory();// 0x1e8d198 TextureRenderTarget2D* GetDIYRTCacheInLobby(int InSlotID);// 0x1e8d118 enum GetDisplayQuality();// 0x1e8d0fc void GetCurMeshComponents(out MeshComponent*[] OutMeshComponets);// 0x1e8d028 AvatarDIYEntity* GetAvatarEntity(int SlotID, int SubSlotID);// 0x1e8cf64 void EnableSyncLoadDIYDecal(bool bInSyncDIYDecal, int InMaxDecalProcessPreFrame);// 0x1e8ce9c void EnableSyncLoadAvatar(bool bInSyncAvatar);// 0x1e8ce1c void DrawOutlineEffect(bool Enable, int SlotID);// 0x1e8cd4c AvatarDIYEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x1e8cc88 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x1e8cbb4 void AsyncLoadAvatarAllMeshDone__DelegateSignature(AvatarDIYComponent* AvatarDIYComponent);// 0x2b33460 void AddDIYRTCacheInBattle(int InSlotID, TextureRenderTarget2D* InTexture2D);// 0x1e8caf8 int AddAction_Modle(int SlotID, int ModleID);// 0x1e8ca34 int AddAction_Material(int SlotID, int MaterialID);// 0x1e8c970 int AddAction_DIYSlotMatParam(out const int[] InSlotMatParam);// 0x1e8c89c int AddAction_DIYPattern(int SlotID, out const DIYMergedTexData[] InDIYMergeData);// 0x1e8c71c int AddAction_DIYMirroParam(int SlotID, out const int[] InMirroParam);// 0x1e8c604 int AddAction_DIYMatParam(int SlotID, out const int[] InMatIDList);// 0x1e8c4ec int AddAction(int SlotID, out const AvatarActionBase InActionBase);// 0x1e8c3f8 -------------------------------- 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: 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: ResponResult bool bResponed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] -------------------------------- 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: DIYEnableLevel int DeviceLevel;//[Offset: 0x0, Size: 4] int EnableLevel;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object delegate OnPlayerTeleport;//[Offset: 0xbc4, Size: 12] delegate OnDeath;//[Offset: 0xbd0, Size: 12] delegate OnBulletChange;//[Offset: 0xbdc, Size: 12] delegate OnPlayerPoseChange;//[Offset: 0xbe8, Size: 12] delegate OnAnimAssetSkeletonMatch;//[Offset: 0xbf4, Size: 12] delegate OnPlayerEnterRescueingStatus;//[Offset: 0xc00, Size: 12] delegate OnPlayerEnterCallingForRevivalStatus;//[Offset: 0xc0c, Size: 12] delegate OnPlayerPickUp;//[Offset: 0xc18, Size: 12] delegate OnPlayerWeaponChangeState;//[Offset: 0xc24, Size: 12] delegate OnWeaponFireModeChangeDelegate;//[Offset: 0xc30, Size: 12] delegate OnWeaponShootIntervalModeChangeDelegate;//[Offset: 0xc3c, Size: 12] delegate OnHideUIAfterPlayerDeadDelegate;//[Offset: 0xc48, Size: 12] delegate OnPlayerHandFoldedChanged;//[Offset: 0xc54, Size: 12] delegate IsEnterNearDeathDelegate;//[Offset: 0xc60, Size: 12] delegate OnFollowStateChanged;//[Offset: 0xc6c, Size: 12] delegate OnCharacterAimModeChanged;//[Offset: 0xcac, Size: 12] delegate OnPerspectiveChanged;//[Offset: 0xcb8, Size: 12] delegate OnDoSomethingDelaySomeFrames;//[Offset: 0xcc4, Size: 12] delegate OnDeathDelegate;//[Offset: 0xcd0, Size: 12] delegate OnPostTakeDamage;//[Offset: 0xcdc, Size: 12] delegate OnReconnectNotifyDelegate;//[Offset: 0xce8, Size: 12] delegate OnStartInitDelegate;//[Offset: 0xcf4, Size: 12] delegate OnCharacterShootHitServerDelegate;//[Offset: 0xd00, Size: 12] delegate OnUpdateForSleepComponent;//[Offset: 0xd0c, Size: 12] delegate AnimMontagePlayDelegate;//[Offset: 0xd48, Size: 12] delegate AnimPlaySlotAnimDelegate;//[Offset: 0xd54, Size: 12] delegate OnCharacterStartFillGasDelegate;//[Offset: 0xd60, Size: 12] delegate OnCharacterStartFireDelegate;//[Offset: 0xd6c, Size: 12] delegate OnCharacterStopFireDelegate;//[Offset: 0xd78, Size: 12] delegate OnCharacterShootDelegate;//[Offset: 0xd84, Size: 12] delegate OnCharacterBecomeViewTarget;//[Offset: 0xd90, Size: 12] delegate OnCharacterEndViewTarget;//[Offset: 0xd9c, Size: 12] delegate OnCharacterWeaponEquipDelegate;//[Offset: 0xda8, Size: 12] delegate OnCharacterWeaponUnEquipDelegate;//[Offset: 0xdb4, Size: 12] delegate OnPawnChangeFinishDelegate;//[Offset: 0xdc0, Size: 12] delegate OnPawnRespawnDelegate;//[Offset: 0xdcc, Size: 12] delegate OnRequestPaintDecalDelegate;//[Offset: 0xdd8, Size: 12] delegate OnPawnExitParachute;//[Offset: 0xde4, Size: 12] delegate SetClimbAnimationDelegate;//[Offset: 0xdf0, Size: 12] delegate OnCanVaultFlagChangeDelegate;//[Offset: 0xdfc, Size: 12] AkAudioEvent* DeathSound;//[Offset: 0xe08, Size: 4] AkAudioEvent* PickupSound;//[Offset: 0xe0c, Size: 4] AkAudioEvent* ThrowawayWeaponSound;//[Offset: 0xe10, Size: 4] AkAudioEvent* SwitchFireModeSound;//[Offset: 0xe14, Size: 4] AkAudioEvent* SwitchSightSound;//[Offset: 0xe18, Size: 4] AkAudioEvent* MountAccessoriesSound;//[Offset: 0xe1c, Size: 4] bool IsInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe20, Size: 1] bool bShowName;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe20, Size: 1] bool bShowDamageToOther;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe20, Size: 1] float NetDelayMinAniCompensate;//[Offset: 0xe24, Size: 4] bool bIsFPPOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe28, Size: 1] float Money;//[Offset: 0xe2c, Size: 4] bool bHasHandleDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe30, Size: 1] bool bDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe31, Size: 1] bool bIgnoreInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe31, Size: 1] bool FriendThread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe32, Size: 1] bool bUseSameTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe33, Size: 1] float MaxSwimSprintSpeed;//[Offset: 0xe34, Size: 4] bool IsFiveTimesWalkSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe38, Size: 1] bool bIsSelfieMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe39, Size: 1] bool bIsDrawLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe3a, Size: 1] bool bAllowToggleADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe3b, Size: 1] float AllowToggleADSCoolDownLength;//[Offset: 0xe40, Size: 4] float PreviousValueToSetForHealthPredict;//[Offset: 0xe48, Size: 4] float PreviousValueToSetForEnergyPredict;//[Offset: 0xe4c, Size: 4] float ValueLimitForHealthPredict;//[Offset: 0xe50, Size: 4] float ValueLimitForSignalHPPredict;//[Offset: 0xe54, Size: 4] float ValueForSignalHPPredict;//[Offset: 0xe58, Size: 4] FName HeadSocketName;//[Offset: 0xe60, Size: 8] FName LFootSocketName;//[Offset: 0xe68, Size: 8] FName RFootSocketName;//[Offset: 0xe70, Size: 8] MoveAntiCheatComponent* MoveAntiCheatComponent;//[Offset: 0xe78, Size: 4] LagCompensationComponent* LagCompensationComponent;//[Offset: 0xe7c, Size: 4] BaseCharacterEffectCom* EffectComponent;//[Offset: 0xe80, Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xe84, Size: 4] CharacterParachuteComponent* ParachuteComponent;//[Offset: 0xe88, Size: 4] NavigationInvokerComponent* NavigationInvokerComponent;//[Offset: 0xe8c, Size: 4] CapsuleComponent* DeltaRotationTestCapusle;//[Offset: 0xe90, Size: 4] GroupPhysicsComponent* GroupPhysics;//[Offset: 0xe94, Size: 4] bool bIsWeaponFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe98, Size: 1] Rotator ServerControlRotation;//[Offset: 0xe9c, Size: 12] byte PoseState;//[Offset: 0xea8, Size: 1] float LastChangeCapsuleSizeTime;//[Offset: 0xeac, Size: 4] Actor* ThePlane;//[Offset: 0xeb0, Size: 4] float ReplicatedNowShovelingSpeed;//[Offset: 0xeb4, Size: 4] Rotator ReplicatedShovelingRotation;//[Offset: 0xeb8, Size: 12] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec4, Size: 1] bool SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec5, Size: 1] bool IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec6, Size: 1] bool bIsHideCrossHairType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed0, Size: 1] float VaultCheckBroadcastInterval;//[Offset: 0xed4, Size: 4] float RadialDamageScale;//[Offset: 0xedc, Size: 4] byte LastPoseState;//[Offset: 0xee0, Size: 1] float LastSwitchCharPoseTime;//[Offset: 0xee4, Size: 4] bool bEnablePoseStateChangeOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee8, Size: 1] float ConstPoseStateOptimizeOfflineTime;//[Offset: 0xeec, Size: 4] bool bUsePoseStateOfflineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef4, Size: 1] bool bUpdateCameraWhenShootInMovePlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef5, Size: 1] bool bEnableSwoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef6, Size: 1] float AnimDeathLifeSpan;//[Offset: 0xef8, Size: 4] bool DestroyOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xefc, Size: 1] bool bRespawnResetAnimBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xefd, Size: 1] class STExtraShootWeapon* AutoEquipWeaponTemplate;//[Offset: 0xf00, Size: 4] WeaponSlotSwitchTimeData[] SwitchSlotTimeDataList;//[Offset: 0xf04, Size: 12] Actor*[] PlayerSlotData;//[Offset: 0xf10, Size: 12] Actor*[] InventoryData;//[Offset: 0xf1c, Size: 12] AkComponent* SoundComp;//[Offset: 0xf7c, Size: 4] AkComponent* AmbientSoundComp;//[Offset: 0xf80, Size: 4] bool IsAmbientSoundPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf84, Size: 1] bool bEnableFootSoundOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf85, Size: 1] AkAudioEvent* FootstepSound;//[Offset: 0xf88, Size: 4] AkAudioEvent* AmbientSound;//[Offset: 0xf8c, Size: 4] AkAudioEvent* AkHitHeadWithHelmet;//[Offset: 0xf90, Size: 4] AkAudioEvent* AkHitHeadWithoutHelmet;//[Offset: 0xf94, Size: 4] enum[] ModesIgnoreHitHead;//[Offset: 0xf98, Size: 12] SpecialMapAmbientSoundConfig;//[Offset: 0xfa4, Size: 60] SceneComponent* MeshContainer;//[Offset: 0xfe0, Size: 4] Vector2D MeshContainerDefaultOffsetXY;//[Offset: 0xfe4, Size: 8] int CurrentTaskTriggerAreaID;//[Offset: 0xfec, Size: 4] float SignalHPBeforeEnterBreath;//[Offset: 0xff0, Size: 4] float ProduceSoundInterval;//[Offset: 0xff4, Size: 4] float ProduceSoundVelocitySquared;//[Offset: 0xff8, Size: 4] float HearRadius;//[Offset: 0xffc, Size: 4] bool bVaultIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1004, Size: 1] bool bIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1005, Size: 1] Actor* WaterObj;//[Offset: 0x1008, Size: 4] bool UseShootVerifyEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100c, Size: 1] byte DSHitPartJudgment;//[Offset: 0x100e, Size: 1] STCharacterNearDeathComp* NearDeatchComponent;//[Offset: 0x1010, Size: 4] STCharacterRescueOtherComp* RescueOtherComponent;//[Offset: 0x1014, Size: 4] STCharacterFollowComp* AutoFollowComponent;//[Offset: 0x1018, Size: 4] bool IsRescueingOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x101c, Size: 1] float ReplciateRestoringDuraion;//[Offset: 0x1020, Size: 4] float NearDeathBreath;//[Offset: 0x1024, Size: 4] bool IsBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1028, Size: 1] float EnterNearDeathCDTimeInitValue;//[Offset: 0x102c, Size: 4] bool bIsCallingForRevival;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1034, Size: 1] float DistSquaredInterruptRevival;//[Offset: 0x1038, Size: 4] BodyTypeDef ProneBodyDef;//[Offset: 0x103c, Size: 8] BodyTypeDef StandBodyDef;//[Offset: 0x1044, Size: 8] BodyTypeDef CrouchBodyDef;//[Offset: 0x104c, Size: 8] BodyTypeDef DyingBodyDef;//[Offset: 0x1054, Size: 8] BodyTypeDef VechicleBodyDef;//[Offset: 0x105c, Size: 8] NewHitBodyPosMap;//[Offset: 0x1064, Size: 60] Vector ScopeNewIdleLoc;//[Offset: 0x10a0, Size: 12] Vector ScopeNewAimLoc;//[Offset: 0x10ac, Size: 12] float ScopeMoveInOutSpeed;//[Offset: 0x10b8, Size: 4] Vector ScopeAimShootSpreadDir;//[Offset: 0x10bc, Size: 12] float ScopeAimShootSpreadAddDirValSpeed;//[Offset: 0x10c8, Size: 4] float ScopeAimShootSpreadDecDirValSpeed;//[Offset: 0x10cc, Size: 4] float ScopeAimShootSpreadDirValMax;//[Offset: 0x10d0, Size: 4] Rotator ScopeAimShootSpreadRot;//[Offset: 0x10d8, Size: 12] float ScopeAimShootSpreadAddRotValSpeed;//[Offset: 0x10e4, Size: 4] float ScopeAimShootSpreadDecRotValSpeed;//[Offset: 0x10e8, Size: 4] float ScopeAimShootSpreadRotValMax;//[Offset: 0x10ec, Size: 4] float ScopeLagScale;//[Offset: 0x10f4, Size: 4] float ScopeAimCrosshairUIScale;//[Offset: 0x10f8, Size: 4] float ScopeFov;//[Offset: 0x10fc, Size: 4] bool bIsUseDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1100, Size: 1] class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x1104, Size: 4] class PlayerTombBox* DefaultDeadInventoryBoxTemplate;//[Offset: 0x1108, Size: 4] float DeadInventoryBoxOverrideFindPutDownPointZThreshold;//[Offset: 0x110c, Size: 4] int FirstDamageTypeSpesificID;//[Offset: 0x1110, Size: 4] float RefreshUITimeAfterSpawn;//[Offset: 0x1114, Size: 4] float RefreshUITimeAfterSpawnInterval;//[Offset: 0x1118, Size: 4] Vector ScopeNewTargetLoc;//[Offset: 0x1124, Size: 12] bool bMarkScopeLocDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1130, Size: 1] CustomSpringArmComponent* SpringArmComp;//[Offset: 0x1134, Size: 4] CameraComponent* ThirdPersonCameraComponent;//[Offset: 0x1138, Size: 4] SpringArmComponent* FPPSpringArmComp;//[Offset: 0x113c, Size: 4] CameraComponent* FPPCameraComp;//[Offset: 0x1140, Size: 4] SpringArmComponent* ScopeSpringArmComp;//[Offset: 0x1144, Size: 4] CameraComponent* ScopeCameraComp;//[Offset: 0x1148, Size: 4] SceneComponent* ShoulderCameraRoot;//[Offset: 0x114c, Size: 4] bool bHasStuckOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1150, Size: 1] SyncAKEvent SyncAKEvent;//[Offset: 0x1154, Size: 16] delegate OnJoyStickInteruptDelegate;//[Offset: 0x1164, Size: 12] delegate OnPlayerAttrChangeDelegate;//[Offset: 0x1170, Size: 12] delegate OnCharacterAttrChangedWithDetail;//[Offset: 0x117c, Size: 12] delegate OnMovementBaseChanged;//[Offset: 0x1188, Size: 12] bool bIsDelayingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1194, Size: 1] bool bDebugNewWeaponSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1195, Size: 1] bool bDebugPVEShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1196, Size: 1] BoxComponent* ProneBoxComponent;//[Offset: 0x1198, Size: 4] Vector ProneBoxRelativeLocation;//[Offset: 0x119c, Size: 12] DamageCauserRecordData[] DamageCauserRecords;//[Offset: 0x11a8, Size: 12] DamageCauserRecordData[] DamageRecords;//[Offset: 0x11b4, Size: 12] STCharacterMovementComponent* STCharacterMovement;//[Offset: 0x11c0, Size: 4] bool AttackerNeedReceiveDamageRpc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c4, Size: 1] float PickUpRadius;//[Offset: 0x11c8, Size: 4] SimViewData SimulateViewData;//[Offset: 0x11cc, Size: 6] bool IsFakeOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11d2, Size: 1] AnchorPlatData AnchorPlat;//[Offset: 0x11d4, Size: 8] class TrailMarkActor* ProneTrailMarkClass;//[Offset: 0x11f0, Size: 40] TrailMarkActor* WeakProneTrailMarkActor;//[Offset: 0x1218, Size: 8] delegate OnMoveBlockDelegate;//[Offset: 0x122c, Size: 12] PickUpItemData[] CacheDropItemDataList;//[Offset: 0x1238, Size: 12] float MaxDispalyFootprintDistance;//[Offset: 0x1248, Size: 4] Rotator DefaultMeshRot;//[Offset: 0x124c, Size: 12] InteractiveMoveActor* CurrentInteractiveMoveActor;//[Offset: 0x1258, Size: 4] class AnimInstance* MainCharAnimClass;//[Offset: 0x125c, Size: 4] class AnimInstance* MainCharFPPAnimClass;//[Offset: 0x1260, Size: 4] class AnimInstance* MainCharTPPAnimClass;//[Offset: 0x1264, Size: 4] class AnimInstance* AvatarAnimClassCache;//[Offset: 0x126c, Size: 4] bool IsNetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1270, Size: 1] bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1271, Size: 1] int CurrentEmoteIndex;//[Offset: 0x1274, Size: 4] delegate EmoteMontageFinishedEvent;//[Offset: 0x127c, Size: 12] delegate OnLoadAndStartPlayEmoteAnimEvent;//[Offset: 0x1288, Size: 12] delegate ReadyToPlayEmoteMontageFailedDelegate;//[Offset: 0x1294, Size: 12] AnimationAsset* TempEmoteResource;//[Offset: 0x12a0, Size: 40] AnimSequenceBase* CurrentLoadedEmoteSequence;//[Offset: 0x12c8, Size: 4] float CurrentLoadedEmoteBlendTime;//[Offset: 0x12cc, Size: 4] bool bEnablePlayerPickUpAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12e0, Size: 1] bool bRecordKillData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12e1, Size: 1] float AIThrowPitch;//[Offset: 0x12e4, Size: 4] Vector2D AISpeedScale;//[Offset: 0x12e8, Size: 8] bool bValidCalculate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12f0, Size: 1] PawnStateRelatedBuffMap;//[Offset: 0x12f4, Size: 60] int[] ToRemoveBuffSkillIdListWhenOnPlane;//[Offset: 0x1330, Size: 12] bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x133c, Size: 1] bool IsAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x133d, Size: 1] STExtraBaseCharacter* WhoFollowMe;//[Offset: 0x1340, Size: 4] float[] HealthChangeHistoryPerFrame;//[Offset: 0x1344, Size: 12] float LastSyncHealthChange;//[Offset: 0x1350, Size: 4] Vector CurInputVector;//[Offset: 0x1354, Size: 12] StaticMeshComponent* ScopComp;//[Offset: 0x1360, Size: 4] PhysicsAsset* PhysicsAssetOverride_Dead;//[Offset: 0x1370, Size: 4] float voiceCheckCD;//[Offset: 0x1374, Size: 4] float voiceCheckShowCD;//[Offset: 0x1378, Size: 4] float VoiceCheckDis;//[Offset: 0x137c, Size: 4] float voiceCheckDisInParachute;//[Offset: 0x1380, Size: 4] bool voiceCheckInParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1384, Size: 1] int voiceBeginCheckDisWhenUAV;//[Offset: 0x1388, Size: 4] DanyinCompletedIDSet;//[Offset: 0x13a4, Size: 60] PlayerGunCollosionComp* PlayerGunCollosionComp;//[Offset: 0x13e0, Size: 4] STExtraPlayerState* STExtraPlayerState;//[Offset: 0x13f0, Size: 4] byte MovementModeBeforeNearDeath;//[Offset: 0x13f4, Size: 1] float MoveableSwitchPoseTime;//[Offset: 0x13f8, Size: 4] STExtraPlayerState* WhoKillMeRecord;//[Offset: 0x13fc, Size: 4] int HandFolderRatio;//[Offset: 0x1400, Size: 4] float SwimUpRate;//[Offset: 0x1404, Size: 4] PlayerSwimComponent* swimComponet;//[Offset: 0x1408, Size: 4] bool bEnableWorldPawnCollisionDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140d, Size: 1] bool bEnableWorldPawnCollisionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140e, Size: 1] bool SkipCirclePain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1415, Size: 1] PickUpItemData[] CacheDropList;//[Offset: 0x1418, Size: 12] bool bForbidAiPronePull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1424, Size: 1] bool bUpdateContainerLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1425, Size: 1] Vector MoveInputState;//[Offset: 0x1454, Size: 12] float SwitchPoseCD;//[Offset: 0x1480, Size: 4] bool hHasCallGameModeKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14a0, Size: 1] float CollideByTeammateCDConfig;//[Offset: 0x14b8, Size: 4] PoseChangeTime SwitchPoseTime;//[Offset: 0x14c0, Size: 16] Transform HitBoxLeanTransL;//[Offset: 0x14d0, Size: 48] Transform HitBoxLeanTransR;//[Offset: 0x1500, Size: 48] BaseCharacterPickupProxy* PickupProxy;//[Offset: 0x1548, Size: 4] PickupManagerComponent* PickupManagerComponent;//[Offset: 0x154c, Size: 4] CharacterWeaponManagerComponent* WeaponManagerComponent;//[Offset: 0x1550, Size: 4] float DelayHideDuration;//[Offset: 0x1554, Size: 4] float DelayResetStandDuration;//[Offset: 0x1558, Size: 4] float DelayHideDuration_SimulatePhysicsDead;//[Offset: 0x155c, Size: 4] bool bEnableRagdollAfterDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1560, Size: 1] float MaxRagdollActiveDuration;//[Offset: 0x1564, Size: 4] bool bEnableAnimFrameCounter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1580, Size: 1] PlayerAnimList CurPlayerAnimList;//[Offset: 0x1584, Size: 176] AnimParamList CurAnimParamList;//[Offset: 0x1634, Size: 308] PlayerVehAnimList CurPlayerVehAnimList;//[Offset: 0x1768, Size: 120] AnimVehParamList CurAnimVehParamList;//[Offset: 0x17e0, Size: 48] AnimStatusKeyList LastUpdateStatusKeyList;//[Offset: 0x1810, Size: 32] AnimStatusKeyList CurUpdateStatusKeyList;//[Offset: 0x1830, Size: 32] delegate ThrowGrenadeModeChangedDelegate;//[Offset: 0x1850, Size: 12] byte ThrowGrenadeMode;//[Offset: 0x185c, Size: 1] byte PrevThrowGrenadeMode;//[Offset: 0x185d, Size: 1] bool IsPeekLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x186c, Size: 1] bool IsEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x186d, Size: 1] float PeekCheckCollisionTimer;//[Offset: 0x1870, Size: 4] bool PeekHasCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1878, Size: 1] float AutoScopeDelayTimeWhenPeek;//[Offset: 0x187c, Size: 4] int IsEnableReportPlayerBehavior;//[Offset: 0x1880, Size: 4] float HighWalkSpeed;//[Offset: 0x1898, Size: 4] float WalkSpeedChangeRate;//[Offset: 0x189c, Size: 4] float WalkSpeedThreshold;//[Offset: 0x18a0, Size: 4] float MaxCrouchSpeed;//[Offset: 0x18a4, Size: 4] float MaxProneSpeed;//[Offset: 0x18a8, Size: 4] float MaxSprintSpeed;//[Offset: 0x18ac, Size: 4] float MaxSprintCrouchSpeed;//[Offset: 0x18b0, Size: 4] float MaxSwimSpeed;//[Offset: 0x18b4, Size: 4] float HealthPredict;//[Offset: 0x18b8, Size: 4] float BreathAmount;//[Offset: 0x18bc, Size: 4] bool bShouldDrowningHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c0, Size: 1] int PoisonSmogStage;//[Offset: 0x18c4, Size: 4] float PoisonSmogProgress;//[Offset: 0x18c8, Size: 4] float AntidoteExeTime;//[Offset: 0x18cc, Size: 4] float AntidoteMaxTime;//[Offset: 0x18d0, Size: 4] float SpeedDynamicScale;//[Offset: 0x18d4, Size: 4] float TurnInPlaceAngel;//[Offset: 0x18d8, Size: 4] delegate PoisonFogStageUpdatedDelegate;//[Offset: 0x18dc, Size: 12] byte HealthStatus;//[Offset: 0x18e8, Size: 1] BodyPartConfigMap;//[Offset: 0x18ec, Size: 60] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1928, Size: 1] float SpeedRate;//[Offset: 0x192c, Size: 4] float EnergySpeedScale;//[Offset: 0x1930, Size: 4] float RecoveryScale;//[Offset: 0x1934, Size: 4] float DefaultSpeedValue;//[Offset: 0x1938, Size: 4] float PawnBackpackCapacity;//[Offset: 0x193c, Size: 4] float SwitchWeaponSpeedScale;//[Offset: 0x1940, Size: 4] CharacterEnergyData Energy;//[Offset: 0x1944, Size: 48] CharacterEnergyPhase[] TemperaturePhaseList;//[Offset: 0x1974, Size: 12] bool bCheckRelevantWithFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1980, Size: 1] float FarDistanceAimFOV;//[Offset: 0x1984, Size: 4] float FarRelevantDistanceSqured;//[Offset: 0x1988, Size: 4] float MiddleDistanceAimFOV;//[Offset: 0x198c, Size: 4] float MiddleRelevantDistanceSqured;//[Offset: 0x1990, Size: 4] float VerticalSpeedFallingDamageThrehod;//[Offset: 0x1998, Size: 4] float VerticalFallingDamageCoefficient;//[Offset: 0x199c, Size: 4] float PrachuteLandedFallingDamageMax;//[Offset: 0x19a4, Size: 4] bool EnablePrachuteLandedFallingDamageMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a8, Size: 1] float HorizontalSpeedFallingDamageThrehod;//[Offset: 0x19ac, Size: 4] CurveFloat* CurveHorizontalSpeedFallingDamage;//[Offset: 0x19b0, Size: 4] class STDamageCameraShake* DamageShakeClass;//[Offset: 0x19b4, Size: 4] float StandHalfHeight;//[Offset: 0x19b8, Size: 4] float CrouchHalfHeight;//[Offset: 0x19bc, Size: 4] float ProneHalfHeight;//[Offset: 0x19c0, Size: 4] float CrouchEnableCheckTolerance;//[Offset: 0x19c4, Size: 4] float StandRadius;//[Offset: 0x19c8, Size: 4] float DyingRadius;//[Offset: 0x19cc, Size: 4] float DyingBeCarriedRadius;//[Offset: 0x19d0, Size: 4] HealthPredictShowData[] HealthPredictShowDataList;//[Offset: 0x19d4, Size: 12] HealthPredictShowData[] EnergyPredictShowDataList;//[Offset: 0x19e0, Size: 12] HealthPredictShowData[] SignalHPPredictShowDataList;//[Offset: 0x19ec, Size: 12] SecuryInfoComponent* SecuryComponent;//[Offset: 0x19f8, Size: 4] bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a08, Size: 1] delegate InAssistantStateDelegate;//[Offset: 0x1a0c, Size: 12] bool bWasOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a18, Size: 1] STExtraVehicleBase* LastAttachedVehicle;//[Offset: 0x1a1c, Size: 4] float LastVehicleDamageCD;//[Offset: 0x1a20, Size: 4] float LastLeaveVehicleTime;//[Offset: 0x1a24, Size: 4] int VehicleSeatIdx;//[Offset: 0x1a28, Size: 4] bool bForceSetRepMovLocationOnAttachmentRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a32, Size: 1] float LeaveVehicleVelocityKeepTime;//[Offset: 0x1a34, Size: 4] bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a50, Size: 1] CharacterAvatarComponent2* AvatarComponent2;//[Offset: 0x1a54, Size: 4] STExtraUnderWaterEffectComp* UnderWaterEffectComponent;//[Offset: 0x1a58, Size: 4] AvatarRectifyData;//[Offset: 0x1a5c, Size: 60] HalloweenVampireCloth HalloweenVampireCloth;//[Offset: 0x1a98, Size: 8] delegate OnAttachedToVehicle;//[Offset: 0x1aa0, Size: 12] delegate OnDetachedFromVehicle;//[Offset: 0x1aac, Size: 12] delegate OnChangedVehicleSeat;//[Offset: 0x1ab8, Size: 12] delegate OnPlayerStateUpdated;//[Offset: 0x1ac4, Size: 12] float MaxLeaveVehicleVelocity;//[Offset: 0x1adc, Size: 4] delegate SwitchAngledSightEventDelegate;//[Offset: 0x1aec, Size: 12] Rotator AngledSightRotOffset;//[Offset: 0x1af8, Size: 12] STExtraWeapon* CurrentReloadWeapon;//[Offset: 0x1c08, Size: 4] bool EnableSprintSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0c, Size: 1] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x1c10, Size: 4] int DamageMagnifierIdx;//[Offset: 0x1c14, Size: 4] DynamicComponentMap;//[Offset: 0x1c1c, Size: 60] STParachuteState STReplicateParchuteState;//[Offset: 0x1c58, Size: 24] STParachuteState STParachuteStateData;//[Offset: 0x1c70, Size: 24] UAEChaParachuteAnimListComponent* CharParachuteAnimListComponentCache;//[Offset: 0x1c88, Size: 4] STReplicatedMoveState STReplicatedMoveState;//[Offset: 0x1c8c, Size: 32] bool bReplicatedIsStartParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cac, Size: 1] float MoveForwardInputValue;//[Offset: 0x1cb0, Size: 4] float MoveRightInputValue;//[Offset: 0x1cb4, Size: 4] bool bIsParachuteLandingAnimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cb8, Size: 1] float ParachuteLandingHeightAdded;//[Offset: 0x1cbc, Size: 4] bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc0, Size: 1] bool bEnableAutoFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc1, Size: 1] float TargetPlayerAIPolicyDecisionLogInterval;//[Offset: 0x1cc4, Size: 4] float RelevantPlayerAIPolicyDecisionLogInterval;//[Offset: 0x1cc8, Size: 4] ParachuteFollowComponent* ParachuteFollowComp;//[Offset: 0x1cd0, Size: 4] STExtraBaseCharacter*[] FlyingTeam;//[Offset: 0x1cd4, Size: 12] STExtraBaseCharacter* Leader;//[Offset: 0x1ce0, Size: 4] enum FollowState;//[Offset: 0x1ce4, Size: 1] ParachuteFollowState[] TeammateParachuteFollowState;//[Offset: 0x1ce8, Size: 12] STExtraBaseCharacter*[] Inviters;//[Offset: 0x1cf4, Size: 12] STExtraPlayerState*[] InviterStateArr;//[Offset: 0x1d00, Size: 12] FString LatestInviter;//[Offset: 0x1d0c, Size: 12] bool IsDuringTransferLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d18, Size: 1] float MaxTemporaryNotAllowInvitedTime;//[Offset: 0x1d20, Size: 4] float maxShowAlpha;//[Offset: 0x1d28, Size: 4] float MoveMaxShowDis;//[Offset: 0x1d2c, Size: 4] float WeaponMaxShowDis;//[Offset: 0x1d30, Size: 4] float VehicleMaxShowDis;//[Offset: 0x1d34, Size: 4] float FPPPutDownWeaponCoolingStart;//[Offset: 0x1d60, Size: 4] float FPPPutDownWeaponCoolingEnd;//[Offset: 0x1d64, Size: 4] float FPPSprintWeaponSmoothTime;//[Offset: 0x1d68, Size: 4] bool bDynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dac, Size: 1] LastEmoteInfo LastEmoteInfo;//[Offset: 0x1dbc, Size: 12] float CollectPlayerRouteInterval;//[Offset: 0x1dcc, Size: 4] int IsEnableReportRoute;//[Offset: 0x1e48, Size: 4] Vector EmoteColBox;//[Offset: 0x1e88, Size: 12] int IsEnableLogAIPlayerPos;//[Offset: 0x1e9c, Size: 4] float CompVisionOpDis;//[Offset: 0x1ea0, Size: 4] float CompVisionOpDelay;//[Offset: 0x1ea4, Size: 4] bool bHasAppliedVisionCompOp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ea8, Size: 1] CharacterCompOutOfVisionOptimizationDataMap;//[Offset: 0x1eb8, Size: 60] bool bEnableCompVisionOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef4, Size: 1] float MaxRelavantDistance;//[Offset: 0x1efc, Size: 4] float MaxRelavantDistanceSquared;//[Offset: 0x1f00, Size: 4] int IsEnableReportPlayerKillFlow;//[Offset: 0x1f04, Size: 4] int IsEnableReportGameSetting;//[Offset: 0x1f08, Size: 4] int EnableReportGameSettingLevel;//[Offset: 0x1f0c, Size: 4] int IsEnableReportMrpcsInCircleFlow;//[Offset: 0x1f10, Size: 4] int IsEnableReportMrpcsInPartCircleFlow;//[Offset: 0x1f14, Size: 4] int IsEnableReportMrpcsFlow;//[Offset: 0x1f18, Size: 4] bool CrowdAgentConsidered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f1c, Size: 1] BaseFPPComponent* FPPComp;//[Offset: 0x1f24, Size: 4] UAECharacterAnimListComponent* OwnedCharacterAnimComp;//[Offset: 0x1f28, Size: 4] float ClientCallSwitchWeaponDur;//[Offset: 0x1f2c, Size: 4] bool bIsSwapingMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f30, Size: 1] float EquipingScopeDelay;//[Offset: 0x1f34, Size: 4] bool bClientHasFinishedReloadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f39, Size: 1] delegate OnEquipZoomScope;//[Offset: 0x1f3c, Size: 12] WeaponOverrideAttrs WeaponOverrideAttrs;//[Offset: 0x1f4c, Size: 24] CharacterOverrideAttrs CharacterOverrideAttrs;//[Offset: 0x1f64, Size: 16] float CharacterFallingVelocityZFactor;//[Offset: 0x1f74, Size: 4] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fa0, Size: 1] bool IsOpenCommonShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fa1, Size: 1] int AloneDistance;//[Offset: 0x1fa4, Size: 4] int NearTeamPlayerDistance;//[Offset: 0x1fa8, Size: 4] AnimationAsset* ChangeWearingMontage;//[Offset: 0x1fb0, Size: 40] float ChangeWearingLastTime;//[Offset: 0x1fd8, Size: 4] int ChangeWearingPromptTextID;//[Offset: 0x1fdc, Size: 4] FString ChangeWearingPromptText;//[Offset: 0x1fe0, Size: 12] AnimMontage* ChangeWearingAnimMontage;//[Offset: 0x1fec, Size: 4] delegate WearingMontageFinishedEvent;//[Offset: 0x1ff0, Size: 12] SoftObjectPath ChangeWearingIconPath;//[Offset: 0x2040, Size: 24] Vector ChangeWearingColBox;//[Offset: 0x2058, Size: 12] float PaintDecalMaxDistance;//[Offset: 0x2064, Size: 4] float PuzzlePaintDecalMaxDistance;//[Offset: 0x2068, Size: 4] bool bDetectingPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x206c, Size: 1] bool bValidPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x206d, Size: 1] float RequestPaintDecalCD;//[Offset: 0x2070, Size: 4] float MaxRequestPaintDecalCD;//[Offset: 0x2074, Size: 4] ChildActorComponent* DecalComponent;//[Offset: 0x2078, Size: 4] Actor* DecalActor;//[Offset: 0x207c, Size: 4] ChildActorComponent* PuzzleLineTraceComponent;//[Offset: 0x2080, Size: 4] Actor* PuzzleTraceLineActor;//[Offset: 0x2084, Size: 4] bool bInBattleState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2088, Size: 1] float OutBattleStateTime;//[Offset: 0x208c, Size: 4] delegate OnBattleStateChange;//[Offset: 0x2094, Size: 12] BonfireActor* CurBonfire;//[Offset: 0x20a0, Size: 4] BonfireActor* BuiltBonfire;//[Offset: 0x20a4, Size: 4] class STCharacterBonfireLinkComp* BonfireLinkComponentTemplate;//[Offset: 0x20a8, Size: 40] delegate OnCharacterPlayEmote;//[Offset: 0x20d0, Size: 12] delegate OnCharacterWin;//[Offset: 0x20dc, Size: 12] delegate OnCharacterFallingModeChange;//[Offset: 0x20e8, Size: 12] Vector LastServerHitImpactPoint;//[Offset: 0x20f4, Size: 12] byte RemainUseSupplySpotTimes;//[Offset: 0x2100, Size: 1] byte RemainUseEnhancerSpotTimes;//[Offset: 0x2101, Size: 1] bool IsShowHealthBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2102, Size: 1] int[] UseEnhanceSpotTip;//[Offset: 0x2104, Size: 12] int MonsterDamageReduceSkillID;//[Offset: 0x2110, Size: 4] InteractionEmoteConfig;//[Offset: 0x2114, Size: 60] STExtraBaseCharacter* InteractionEmoteSender;//[Offset: 0x2150, Size: 4] bool IsInitCharacterSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2162, Size: 1] FString CharacterSkillTableName;//[Offset: 0x2164, Size: 12] STExtraVehicleBase* RelevantVehicleInReady;//[Offset: 0x2170, Size: 4] PhysicsAsset* DeathCachePhysicsAsset;//[Offset: 0x2174, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x2180, Size: 272] byte MeleeAutoAimType;//[Offset: 0x2290, Size: 1] bool bIsInObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x229c, Size: 1] PlayerRespawnData PlayerRespawnData;//[Offset: 0x22a0, Size: 32] bool bRespawnQuitSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22c0, Size: 1] bool bCharacterHideIngame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22c1, Size: 1] float CharacterShowWeaponTime;//[Offset: 0x22c4, Size: 4] enum CharacterMainType;//[Offset: 0x22c9, Size: 1] enum CharacterSubType;//[Offset: 0x22ca, Size: 1] delegate ZombieModePropSkillUIShowDelegate;//[Offset: 0x22cc, Size: 12] int ZombieModeCurrentSkillPropLevel;//[Offset: 0x22d8, Size: 4] int ZombieModeCurrentSkillPropID;//[Offset: 0x22dc, Size: 4] delegate BulletTrackShowDelegate;//[Offset: 0x22e0, Size: 12] delegate OnClientHoldGrenadeStateChange;//[Offset: 0x22ec, Size: 12] delegate MarkPlayerPosDelegate;//[Offset: 0x22f8, Size: 12] float Config_PlayerHurt_ResetTime;//[Offset: 0x2304, Size: 4] BaseVaultComponent* VaultControllerComp;//[Offset: 0x2308, Size: 4] bool EnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230c, Size: 1] bool EnableBulletFlySound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230d, Size: 1] bool bEnableSetMeshUpdateFlagInBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230e, Size: 1] delegate OnUseSpringJump;//[Offset: 0x2310, Size: 12] float LastSprintTriggerTime;//[Offset: 0x231c, Size: 4] float FallingTime;//[Offset: 0x2324, Size: 4] bool bInteractWithActivityActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2328, Size: 1] bool IsShowRevivalPointIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2329, Size: 1] float SignalHPRemainingTime;//[Offset: 0x232c, Size: 4] bool bIsGiveupWhenMatchGoalAchieved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2330, Size: 1] Actor* MyConstActor;//[Offset: 0x2334, Size: 4] bool EnterSnowArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2338, Size: 1] byte[] ShowSnowAreaTypes;//[Offset: 0x233c, Size: 12] float TickCanDriveSnowBoardInterval;//[Offset: 0x2348, Size: 4] float ClientAttachToVehicleKeepTime;//[Offset: 0x2350, Size: 4] float RefreshAnimListTimerMaxTime;//[Offset: 0x235c, Size: 4] float RealtimeVerifyInterval;//[Offset: 0x2360, Size: 4] float RealtimeVerifyIntervalRandomOffset;//[Offset: 0x2364, Size: 4] float FirstGuide_SafeZoneCountDownTime;//[Offset: 0x2378, Size: 4] bool isUsingEnergyPoison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x237c, Size: 1] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x237d, Size: 1] bool bTemperoryDisableFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x237e, Size: 1] float FixMovementOnVehicleInterval;//[Offset: 0x2380, Size: 4] float voiceCheckUAVOperatorDeltaTime;//[Offset: 0x2388, Size: 4] Transform DefaultParticleAttachTransform;//[Offset: 0x2390, Size: 48] byte DefaultParticleAttachLocationType;//[Offset: 0x23c0, Size: 1] InjuryParticleAttachOffset[] ParticleAttachOffsetArray;//[Offset: 0x23c4, Size: 12] float ParticleShowingInterval;//[Offset: 0x23d0, Size: 4] bool bIsShowingInjuryEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23d8, Size: 1] bool bIsShowingToxicEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23d9, Size: 1] ParticleSystem* InjuryAndToxicParticleEffect;//[Offset: 0x23e0, Size: 40] Vector MoveAdditionalSpeed;//[Offset: 0x2408, Size: 12] ParticleSystem* ProtectedInjuryAndToxicParticleEffect;//[Offset: 0x2414, Size: 4] float RTNoDamageTime;//[Offset: 0x2418, Size: 4] bool IsCanEnableWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x241c, Size: 1] bool IsWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2424, Size: 1] float MinWingUpControlTime;//[Offset: 0x2430, Size: 4] WidgetComponent* PlayerInfoWidgetComp;//[Offset: 0x2434, Size: 4] FString DebugInfoWidgetPath;//[Offset: 0x2438, Size: 12] FString DebugInfoWidgetRefreshFunName;//[Offset: 0x2444, Size: 12] Vector DebugInfoLocation;//[Offset: 0x2450, Size: 12] Actor* ACurrentFloor;//[Offset: 0x245c, Size: 8] bool IsMotifyAutoUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2464, Size: 1] bool IsMotifyAttackerByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2465, Size: 1] float WaitRefreshShootDetailInfoTime;//[Offset: 0x2468, Size: 4] float CurWaitRefreshShootDetailInfoTime;//[Offset: 0x246c, Size: 4] float[] AIHotValueDebugInfo;//[Offset: 0x2470, Size: 12] Actor*[] OverlapDarkAreas;//[Offset: 0x247c, Size: 12] float SwimmingSwitchMovementModeCD;//[Offset: 0x2488, Size: 4] int PrepareEmoteId;//[Offset: 0x2490, Size: 4] FString EmoteSouceEventName;//[Offset: 0x2494, Size: 12] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x24a0, Size: 4] bool bIsInUnderGroundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a4, Size: 1] bool bIsAroundUndergroundEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a5, Size: 1] bool bIsSkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24a6, Size: 1] uint32 SightVisionMask;//[Offset: 0x24a8, Size: 4] bool bEnableAutoAimEquipment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24ac, Size: 1] bool bUnderWaterPoseCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24ae, Size: 1] bool bReviseIgnoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24af, Size: 1] bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24b0, Size: 1] bool bRepShoulderState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24b1, Size: 1] bool bForceChangePersonPerspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24b2, Size: 1] float SimulateFootstepQueryInternal;//[Offset: 0x2540, Size: 4] bool bDisableAttachRepInBeCarried;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2549, Size: 1] NetCarryBackState NetCarryBackState;//[Offset: 0x254c, Size: 12] STCharacterCarryBackComp* CarryBackComponent;//[Offset: 0x2558, Size: 4] void VaultStartPosNotifyBPToCpp(bool isvaultting, bool IsValidVault, STExtraBaseCharacter* vaultCharacter, Vector StartPos);// 0x21032c0 void VaultFailPawnCPP(const FString Content);// 0x21031fc void VaultFailPawnBluePrint(out const FString Content);// 0x2103128 void UseVehWeaponView(STExtraShootWeapon* OldVehWeapon, STExtraShootWeapon* NewVehWeapon);// 0x210306c void UseSpringJump(int SpringID);// 0x2102ff4 void UserCancelRescue();// 0x2102fe0 void UpdateUnderGroundArea(bool bEnterUnderGroundArea);// 0x2102f60 bool UpdateShovelingState();// 0x2102f38 void UpdateShovelingHoldStateRelease();// 0x2102f24 void UpdateShovelingHoldStatePressed();// 0x2102f10 void UpdatePoseCollisionCpp(byte CurState, byte PreState);// 0x2102e54 void UpdateFallingTime(float Delta);// 0x2102ddc void UpdateDynamicHoldGunOption();// 0x2102dc8 void UpdateCurrentShootWeaponTick();// 0x2102db4 void UpdateAttrValue(FString AttrName, float Val, int Reason, bool bSet);// 0x2102c20 void UpdateAllInstanceBodyTransform(int Type);// 0x2102ba8 void UnequipWeaponFinish();// 0x1e7fd1c void UnequipWeapon(byte Slot, bool bSwitchWeapon);// 0x2102ae4 void TryToBroadcastFatalDamageEvent(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x210291c void TryPeek(bool IsLeft, bool ButtonDown);// 0x210284c void TryFollowInitialParachuteLeader(FString Name);// 0x21026f4 bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x2102620 bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x2102598 void ThrowGrenadeModeChangedDelegate__DelegateSignature(byte NewMode, byte PrevMode);// 0x2b33460 void TakeDamageWhenThrowedDelegate__DelegateSignature();// 0x2b33460 void SyncVoiceCellInfo(STExtraBaseCharacter* Char, int InVoice1, int InVoice2);// 0x2102490 void SyncVisibilityFor(STExtraBaseCharacter* Char, bool bVisible);// 0x21023c4 void SyncServerTagsChange(out const FName[] newTags, out const FName[] oldTags);// 0x2102260 void SyncFootVoice(STExtraBaseCharacter* Char, byte FootStepState);// 0x210219c void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x210211c bool SwitchWeaponCheck(byte Slot, bool bIgnoreState);// 0x2102048 void SwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x2101ee0 void SwitchToLastWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x2101e10 void SwitchToLastNoneGrenageWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch);// 0x2101d40 void SwitchShoulderStateServer(bool bShoulder);// 0x2101c78 void SwitchShoulderStateLocal(bool bShoulder);// 0x2101bf0 void SwitchShoulderState(bool bShoulder);// 0x2101b70 bool SwitchPoseState(byte State, bool bIgnoreCD, bool bIgnoreCheck, bool ShouldShowPrompt, bool IsTriggerByPressBtn);// 0x21019b0 void SwapMainWeapon();// 0x210199c void STServerUpdateStateDirectly(float InThrottleInput, float InSteeringInput);// 0x21018a0 void STServerUpdateState(float InThrottleInput, float InSteeringInput, int8 State, const Rotator CameraRotation);// 0x2101718 float StopSlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float blendTime);// 0x2101608 bool StopPlayEmoteAnim(int EmoteIndex);// 0x2101588 void StopMove();// 0x2101574 bool StopFireFilter();// 0x2101544 void StopFire();// 0x2101530 void StopFillGas();// 0x210151c bool StopChangeWearingAnim();// 0x21014f4 void StopCarryBack(enum InDetachMethod);// 0x210147c void StopAnimMontageOriginal(AnimMontage* AnimMontage);// 0x2101404 void StartWaitRefreshShootDetailInfo();// 0x21013f0 bool StartPlayEmoteAnim(int EmoteIndex);// 0x2101370 void StartFireSimple(byte ShootMode);// 0x21012f0 bool StartFireFilter(STExtraShootWeapon* ExtraWeapon);// 0x2101268 void StartFire(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget, bool DoCheck, STExtraShootWeapon* ExtraWeapon);// 0x210107c void StartFillGas();// 0x2101068 bool StartChangeWearingAnim();// 0x2101040 void SpawnFootprint(enum FootprintType);// 0x2100fc8 void SpawnAndSwithToGrenadeServerCall(int InGrenadeID);// 0x2100f14 STExtraWeapon* SpawnAndSwitchToGrenadeOnServer(FName SpesificLogicGrenadeSlot);// 0x2100e94 STExtraWeapon* SpawnAndSwitchToGrenadeOnClient(FName SpesificLogicGrenadeSlot);// 0x2100e14 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bResetBulletNum);// 0x2100c58 void ShowPlayerDebugInfo(bool bShow);// 0x1efa88c void ShowNightVisionFrame();// 0x2100c3c void ShowInjuryScreenEffect();// 0x2100c28 void ShowDebugRole();// 0x2100c14 void ShowDebugRecordData();// 0x2100c00 void ShowDebugPickUpFlow();// 0x2100bec void ShowDebugEquipOrUnequipFlow();// 0x2100bd8 void ShowDebugBornLandFlow();// 0x2100bc4 void ShowConfirmDialogOfMisKill();// 0x2100ba8 bool ShouldUpdateHPOnUI();// 0x2100b78 bool ShouldShowCorp();// 0x2100b50 bool ShouldShowAnchor();// 0x2100b28 bool ShouldAutoScopeWhenPeek();// 0x2100af8 byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x210090c void SetWeaponShootType(byte ShootType);// 0x2100894 void SetViewTargetAgainForOB();// 0x2100880 void SetThrowGrenadeMode(byte ThrowMode);// 0x2100808 void SetTargetPlayer(STExtraBaseCharacter* InTargetPlayer);// 0x2100790 void SetSightVision(bool Enable, enum Flag);// 0x21006c8 void SetSightCondition(bool Enable, enum Flag);// 0x21006c8 void SetRTNoDamageTimer(float Timer);// 0x2100650 void SetReloadMethod(byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x210058c void SetPrepareEmoteId(int InEmoteID);// 0x2100514 void SetPawnReloadWeaponFinished(bool IsFinished);// 0x210048c void SetMeshContainerOffsetZ(float Z);// 0x2100414 void SetMeshContainerOffsetY(float Y);// 0x210039c void SetMeshContainerOffsetX(float X);// 0x2100324 void SetIsDuringTransferLeader(bool isTransfer);// 0x21002a4 void SetIsAutoFollow(bool Val, STExtraBaseCharacter* IFollowWho);// 0x21001dc void SetInsectCameraEnable(bool bEnable);// 0x210015c void SetHighWalkSpeed(float WalkSpeed);// 0x21000e4 void SetHealthSafety(float NewHealth, byte Reason);// 0x2100028 void SetHandFoldRatio(int Ratio);// 0x20fffb0 void SetExitingParachute(bool ExitParachute);// 0x20fff30 void SetEnterSnowArea(bool IsEnterSnowArea);// 0x20ffeb0 void SetEmoteSouceEventName(FString EventName);// 0x20ffd58 void SetDelayStateSwitchTime(float DelayTime);// 0x20ffce0 void SetCurScopeFov(float InFov);// 0x20ffc68 void SetCurrentVehicle(STExtraVehicleBase* InVehicle);// 0x20ffbf4 bool SetCurrentPersonPerspective(bool IsNewFPP, bool IsInitSetting);// 0x20ffb1c void SetCurrentFloor(Actor* floor);// 0x20ffaa4 void SetCurBonfire(BonfireActor* newBonfire);// 0x20ffa2c void SetComponentsActive(class Object ComponentClass, bool IsActive);// 0x20ff960 void SetCheatSpeedModifier(float NewModifier);// 0x20ff8e0 void SetCharacterHideInGame(bool bHide);// 0x20ff860 void SetChangeWearingPromptEnable(bool bShow);// 0x20ff7e0 void SetAttachment(Actor* InAttachParent, SceneComponent* InAttachComponent, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D, FName AttachSocket);// 0x20ff5f0 void SetAntidoteMaxTime(float MaxTime);// 0x20ff578 void SetAntidoteExeTime(float ExeTime);// 0x20ff500 void SetAnimParamIsRescueing(bool Val);// 0x20ff480 void SetAnimParamIsNearDeathStatus(bool Val);// 0x20ff400 void SetAnimParamClimbAnimTime(float ExplicitTime, bool bFlag);// 0x20ff33c void SetAnimParamClimbAnimSwitch(bool bFlag, float TransTime);// 0x20ff274 void SetAnimParamCallingForRevival(bool bIsCalling);// 0x20ff1f4 void SetAnimMontagePlayRate(AnimMontage* AnimMontage, float InPlayRate);// 0x20ff138 void SetAmbientRTPC(FString RTPC, float Value);// 0x20fef9c void SetAIActive(bool bActive);// 0x20fef1c void SetActorLocationServerAndClient(Vector Location);// 0x20feeac void ServerUpdateShovelingHoldState(bool ishold);// 0x20fede4 void ServerTriggerJump();// 0x20fed88 void ServerSetPoisonSmogStage(int SmogStage);// 0x20fed10 void ServerSetPeekState(bool IsLeft, bool ButtonDown);// 0x20febec void ServerSetPeekCollision(bool HasCollision);// 0x20feb24 void ServerSetMovementState(Vector Input);// 0x20fea78 void ServerSendToLobbyServerUseItem(int ItemId, int Count);// 0x20fe9bc void ServerResponseInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x20fe7d8 void ServerRequestPaintDecal(int DecalId, const PlayerDecalData DecalData);// 0x20fe624 void ServerInviteTeammate(FString Name, enum InvitationType);// 0x20fe4e8 void ServerHandleBulletHitData(STExtraWeapon* OwnerWeapon, out BulletHitInfoUploadData Data);// 0x20fe3d4 void ServerFollowTeammate(FString Name);// 0x20fe2e0 void ServerEndZombieModePropSkill();// 0x1e7fd1c void ServerDropCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x20fe22c void ServerChangeThrowGrenadeMode(byte ThrowMode);// 0x20fe178 void ServerCancelFollow();// 0x20fe11c void SendServerMoveToClientUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x20fdfe4 void SendClientMoveToServerUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x20fde6c void SendClientMoveToServerReliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x20fdcf4 SearchedTombBoxAndWrapperListResult[] SearchTombBoxes();// 0x20fdbd0 SearchedPickUpItemResult[] SearchPickUpWrapperActors(bool bIncludeWrapprsOnGround, bool bIncludeWrapprsInBox);// 0x20fdacc void Scoping(byte NewType);// 0x20fda54 void ScopeOut(byte NewType);// 0x20fd9dc void ScopeInterrupt(byte NewType);// 0x20fd964 void ScopeIn(byte NewType);// 0x20fd8ec void SaveMeshUpdateFlag();// 0x20fd8cc void RspSetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x20fd818 void RspPlayInteractionEmote(int EmoteId);// 0x20fd764 void RspClientSureLeaveVehicle(bool bCanLeave);// 0x20fd6dc void RPC_Server_UseZombieModeSkill();// 0x20fd680 void RPC_Server_TriggerEntryEventByID(int SkillID, bool bEnable);// 0x20fd570 void RPC_Server_TriggerEntryEvent(enum EntryEvent);// 0x20fd4bc void RPC_Server_SwitchWeaponShootInterval(STExtraShootWeapon* Weapon, enum Mode);// 0x20fd3c0 void RPC_Server_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x20fd1f4 void RPC_Server_SwitchSkillProp(int SkillPropID);// 0x20fd140 void RPC_Server_SwapMainWeapon();// 0x20fd0e4 void RPC_Server_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x20fd030 void RPC_Server_SetHandFoldRatio(int Ratio);// 0x20fcf7c void RPC_Server_SetCurScopeFov(float InFov);// 0x20fcec8 void RPC_Server_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x20fce6c void RPC_Server_ChangeToShootGrenade();// 0x20fce10 void RPC_NetMulticast_HandlePlayerPickUpActor(float TargetZLoc);// 0x20fcd5c void RPC_CollideByTeamMate(STExtraBaseCharacter* pOtherChar);// 0x20fcca8 void RPC_Client_TeleportToFinish(bool bSuccess, Vector DestLocation, Rotator DestRotation);// 0x20fcb28 void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x20fc95c void RPC_Client_SwapMainWeapon();// 0x20fc900 void RPC_Client_SpawnAndSwitchToGrenade(FName SpesificLogicGrenadeSlot);// 0x20fc84c void RPC_Client_ShowZombieModeSkillCD(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x20fc708 void RPC_Client_ShootVertifyRes(const byte VertifyRes, const BulletHitInfoUploadData HistoryShootData, const CharacterHistoryData HistoryChData, const Vector ServerVictmPos);// 0x20fc514 void RPC_Client_SetReloadCurWeapon(STExtraWeapon* Weapon);// 0x20fc460 void RPC_Client_ReportPlayerKillFlow(STExtraBaseCharacter* killedPlayer);// 0x20fc3ac void RPC_Client_OnSkillPropCountChanged(int SkillPropID);// 0x20fc2f8 void RPC_Client_OnNearDeathRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x20fc1f0 void RPC_Client_OnNearDeathRecordingNotify(FString SpectatorName, bool bSpectatorIsAI);// 0x20fc0a0 void RPC_Client_OnDeathStopRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x20fbf98 void RPC_Client_OnDeathStopRecordingNotify(FString SpectatorName, bool bSpectatorIsAI, bool bForce);// 0x20fbdec void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x20fbb44 void RPC_Client_MarkPlayersOnUI(const PlayerPosMarkerParam[] PlayerMarkersParam);// 0x20fba50 void RPC_Client_DrawDebugSphere(Vector Center, float Radius, int Segments, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x20fb7dc void RPC_Client_DrawDebugLine(Vector LineStart, Vector LineEnd, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x20fb5ac void RPC_Client_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x20fb550 void RPC_Client_ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x20fb3f8 void RestoreMeshUpdateFlag();// 0x20fb3d8 void ResponceInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x20fb244 void ResetValueLimitForHealthPredict();// 0x20fb230 void ResetSignalOnServer(bool bRescued);// 0x20fb1b0 void ResetCharacterEnergy();// 0x20fb19c void ResetCharacter();// 0x20fb180 void ResetCamera();// 0x20fb16c void ResetAnimInstanceClass();// 0x20fb158 void RequestWeaponStopFire(STExtraShootWeapon* ShootWeapon);// 0x20fb0e0 void RequestUserCancleRescue();// 0x20fb084 void RequestServerSureLeaveVehicle();// 0x20fb028 void RequestServerAssistantTrackVehicle(bool bEnterAssistant);// 0x20faf60 void RequestPutOnHalloweenVampireCloth(int ClothItemID, bool bWear);// 0x20fae50 bool RequestPaintDecal(int DecalId);// 0x20fadd0 void ReqStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x20facd4 void ReqStartChangeWearing();// 0x20fac78 void ReqSetIsWingUpControl(bool IsUpControl);// 0x20fabb0 void ReqSetInteractionEmoteReceiver(STExtraBaseCharacter* Receiver);// 0x20faafc void ReqPlayInteractionEmote(STExtraBaseCharacter* OtherCharacter, int SelfEmoteId, int OtherEmoteId);// 0x20fa9b8 void ReqInteruptPlayEmote(int EmoteIndex);// 0x20fa904 void ReqInteruptChangeWearing();// 0x20fa8a8 void ReqEmotePlayFinished(int EmoteIndex);// 0x20fa7f4 void ReqChangeWearingFinished(int Index);// 0x20fa740 void ReqAcceptInteractionEmote();// 0x20fa6e4 void ReportAntiCheatInfo();// 0x1e7fd1c void RemoveClientLeaveStateCheck(enum State);// 0x20fa66c void RemoveBuffWhenGotoPlane();// 0x20fa658 bool ReloadWeaponFilter();// 0x20fa628 bool ReloadCurrentWeapon();// 0x20fa600 void RegisterPlayerPickUpList();// 0x20fa5ec void RefreshPersonPerspective();// 0x20fa5d8 void RefreshPawnVaultTypeServer();// 0x20fa57c void RefreshPawnVaultTypeAll(bool isFpsEnable);// 0x20fa4f4 void RefreshMoveAttrModifier();// 0x20fa4e0 void RefreshAvatar(enum SlotType, bool IsEquipped, int ItemId);// 0x20fa3d4 void RecordFinalParachuteLeader();// 0x20fa3c0 void PrintAIPolicyDecisionData();// 0x20fa3ac void PreDoDrop(STExtraBaseCharacter* DamageCauser);// 0x20fa334 void PostGetPlayerAnimation();// 0x2b33460 void PostCollectDropWrapperList();// 0x2b33460 void PlayWeaponSound(AkAudioEvent* WeaponSound, STExtraWeapon* Weapon);// 0x20fa278 void PlaySwitchSightSound(bool IsScopeIn);// 0x20fa1f8 void PlaySwitchFireModeSound();// 0x20fa1e4 void PlaySpecialAmbientSound(AkAudioEvent* TargetSound);// 0x20fa16c float PlaySlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float InPlayRate, float blendTime);// 0x20fa014 void PlaySelfThrowAwayWeaponSound();// 0x20fa000 void PlayPullBoltSound();// 0x20f9fec void PlayOperateItemSound(FString BankName, FString SoundName);// 0x20f9d7c void PlayMountAccessoriesSound();// 0x20f9d68 void PlayMagOUTSound();// 0x20f9d54 void PlayMagINSound();// 0x20f9d40 void PlayLocalShellDropFX();// 0x20f9d2c void PlayLoadBulletSound();// 0x20f9d18 void PlayFootstepSound(byte FootStepState);// 0x20f9c98 bool PlayerConfirmToRescue();// 0x20f9c70 void PlayChangeMagazineSound();// 0x20f9c5c void PlayAmbientSound();// 0x20f9c48 void PickUpWrapperAttachmentItem(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x20f9a14 void PickUpWrapperActor(Actor* Target, out const PickUpItemData ItemData, int pickCount, int BattleItemClientPickupType);// 0x20f97f0 void PickUpActor(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x20f96a8 void PawnVaultStopCPP();// 0x20f968c void PawnVaultStopBluePrint();// 0x20f9670 void PawnVaultServerStopCheckCPP();// 0x20f9614 void PawnVaultServerStopCheckBluePrint();// 0x20f95f8 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);// 0x20f9170 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);// 0x20f8d94 void PawnVaultAllCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x20f8a20 void PawnVaultAllBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x20f8690 void PawnLeaveState(enum State);// 0x20f8610 bool PawnHasState(enum PawnState);// 0x20f8588 bool PawnEnterState(enum State);// 0x20f8500 bool PawnAllowState(enum State, bool withLog);// 0x20f842c void OnWeaponEquipmentUpdateHandled();// 0x20f8410 void OnWeaponEquipmentUpdate();// 0x20f83f4 void OnWeaponDropStart(STExtraShootWeapon* ShootWeapon);// 0x20f837c void OnWeaponDropFinished(STExtraShootWeapon* ShootWeapon);// 0x20f8304 void OnUnEquipWeaponWithParams(STExtraShootWeapon* ShootWeapon, enum Reason);// 0x20f8240 void OnUnEquipWeapon();// 0x2b33460 void OnUIZombieModeSkillCDShowDelegate(int InCDType, float InSkillInUseCD, float InNextUseCD);// 0x20f8140 void OnStateLeave(enum EnteredState);// 0x20f80c0 void OnStateEnter(enum EnteredState);// 0x20f8040 void OnShowName(bool _IsShow, FString _Name);// 0x2b33460 void OnServerCheckWarnSoundUAV(enum soundType);// 0x20f7fc0 void OnScopeNotHandFold();// 0x20f7fac void OnScopeHandFold();// 0x20f7f98 void OnRepAttachmentDelegate__DelegateSignature();// 0x2b33460 void OnRep_ZombieModeSkillPropLevel();// 0x20f7f84 void OnRep_ZombieModeSkillPropChanged();// 0x20f7f70 void OnRep_WaterObj();// 0x20f7f5c void OnRep_VehicleSeatIdx();// 0x20f7f48 void OnRep_UnmannedVehicleSyncData();// 0x20f7f2c void OnRep_ThrowGrenadeMode(byte PrevMode);// 0x20f7eb4 void OnRep_Temperature(float LastValue);// 0x20f7e34 void OnRep_SwitchWeaponSpeedScale();// 0x20f7e20 void OnRep_StatusChanged(byte prevStatus);// 0x20f7da0 void OnRep_SignalHPRemainingTime();// 0x20f7d8c void OnRep_SignalHP(float PrevVal);// 0x20f7d0c void OnRep_SightVisionMask();// 0x20f7cf8 void OnRep_ShowRevivalPointIcon();// 0x20f7cdc void OnRep_ShoulderStateChanged();// 0x20f7cc0 void OnRep_ScopeFov();// 0x20f7cac void OnRep_ResetDataOnRespawn();// 0x20f7c98 void OnRep_ReplicatedParachuteState();// 0x1e7fd1c void OnRep_ReplicatedMoveState();// 0x20f7c84 void OnRep_ReplicatedMovement();// 0x1e8b2cc void OnRep_ReplicatedIsStartParachute();// 0x20f7c70 void OnRep_RemainUseSupplySpotTimes();// 0x20f7c5c void OnRep_RemainUseEnhancerSpotTimes();// 0x20f7c48 void OnRep_PoseStateNotify(byte LastState);// 0x20f7bd0 void OnRep_PoisonFogStageChange();// 0x20f7bbc void OnRep_PlayerKey();// 0x20f7ba0 void OnRep_PeekHasCollision();// 0x20f7b8c void OnRep_MoneyNotify();// 0x20f7b78 void OnRep_IsWingUpControl();// 0x20f7b64 void OnRep_IsRescueingOtherStatusChange();// 0x20f7b50 void OnRep_IsInvincible();// 0x20f7b34 void OnRep_IsFPPChanged();// 0x20f7b18 void OnRep_IsFakeOnVehicle();// 0x20f7afc void OnRep_IsBeingRescuedStatusChange();// 0x20f7ae8 void OnRep_InAssistantState();// 0x20f7ad4 void OnRep_HealthPredict();// 0x20f7ac0 void OnRep_HealthMax();// 0x20f7aa4 void OnRep_Health(float PrevHealth);// 0x1e7d5e0 void OnRep_HandFolderRatio();// 0x20f7a90 void OnRep_FollowState();// 0x20f7a7c void OnRep_EnergyChange();// 0x20f7a68 void OnRep_DamageMagnifierIdx();// 0x20f7a54 void OnRep_CurrentVehicle(STExtraVehicleBase* LastVehicle);// 0x20f79dc void OnRep_CurrentStates(uint64 prevStates);// 0x20f7958 void OnRep_CurBonFire();// 0x20f7944 void OnRep_CharacterHideInGame();// 0x20f7930 void OnRep_CharacterFallingVelocityZFactor();// 0x20f791c void OnRep_ChangeHalloweenVampireCloth();// 0x20f7908 void OnRep_CarryBackStateChanged();// 0x20f78ec void OnRep_BreathAmmountChange();// 0x20f78d8 void OnRep_bIsCallingForRevival();// 0x20f78c4 void OnRep_AntidoteMaxTimeSync();// 0x1e7fd1c void OnRep_AntidoteExeTimeSync();// 0x1e7fd1c void OnRep_AngleSightRotOffsetChanged();// 0x20f78b0 void OnRep_AnchorPlat();// 0x20f789c void OnRep_AKEventNotify();// 0x20f7888 void OnPostFlushHealthChangeHistoryOnServer();// 0x20f786c void OnPoseStateChange(byte LastState, byte CurState);// 0x2b33460 void OnPlayEmoteStop(int EmoteIndex);// 0x20f77f4 void OnPlayEmoteEnd(int EmoteIndex);// 0x20f777c bool OnPlayEmote(int EmoteId);// 0x20f76fc void OnOverlapDarkArea(bool bIsBegin, Actor* DarkAreaActor);// 0x20f7634 void OnOpenDoor(PUBGDoor* door, int doorState);// 0x20f7570 void OnNotifyHurt();// 0x2b33460 void OnLoadEmoteAssetEnd(BackpackEmoteHandle* Handle, int EmoteIndex);// 0x20f74b4 void OnLoadEmoteAssetBegin(BackpackEmoteHandle* Handle, int EmoteIndex, out SoftObjectPath[] OutAssetRefListToLoad);// 0x20f72f8 void OnLeaveStateInChangeWearing(enum HasLeavedState);// 0x20f7280 void OnInterruptCurrentEmote();// 0x20f726c void OnInterruptChangeWearing();// 0x20f7258 void OnHealthChangeFromRPC(float PrevHealth, float InHealth);// 0x20f719c void OnFollowStateChangedDelegate__DelegateSignature(enum LastFollowState, enum NewFollowState);// 0x2b33460 void OnFollowStateChange();// 0x20f7188 void OnFlushHealthChangeHistoryOnClient(out const float[] ChangeHistory);// 0x20f70b4 void OnEquipWeapon(byte Slot);// 0x2b33460 void OnEnterStateInChangeWearing(enum HasEnteredState);// 0x20f703c void OnEndCurrentEmote(int EmoteIndex, int StopReason);// 0x20f6f80 void OnEndChangeWearing(int StopReason);// 0x20f6f08 void OnDetectPaintDecalTarget(bool bStart);// 0x2b33460 void OnCurEquipedShootWeaponChangeState(byte LastState, byte State);// 0x20f6e4c void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x20f6d4c void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x20f6c4c void OnChangeWearingAnimFinishedEvent(int Reason);// 0x20f6bd4 bool OnChangeWearing(int Index);// 0x20f6b54 void OnBPMoneyChange();// 0x2b33460 void OnBPIsInvincibleChange();// 0x2b33460 void OnBPHealthChange();// 0x2b33460 void OnBeforeGetUp();// 0x2b33460 void OnAsyncLoadEmoteAnim(AnimationAsset* CurrentEmoteAnim, BackpackEmoteHandle* Handle, int EmoteIndex);// 0x20f694c void OnAsyncLoadChangeWearingAnim();// 0x20f6938 void OnActorHitHandle(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x20f67d0 void NM_SetPeekState(bool Enable, bool IsLeft);// 0x20f66f8 void MulticastStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x20f65fc void MulticastStartChangeWearing();// 0x20f65a0 void MulticastPlayerSoundByID(int SoundID);// 0x20f64ec void MulticastInteruptPlayEmoteOnServer(int EmoteIndex);// 0x20f6438 void MulticastInteruptPlayEmote(int EmoteIndex);// 0x20f6384 void MulticastInteruptChangeWearingOnServer();// 0x20f6328 void MulticastInteruptChangeWearing();// 0x20f62cc bool Montage_IsPlaying(AnimMontage* AnimMontage);// 0x20f624c void MeleeServer();// 0x20f61f0 void MeleeReleased();// 0x20f61dc void MeleeLocal();// 0x2b33460 void MeleeBroadcastOtherClients();// 0x20f6180 void Melee(bool IsForCE);// 0x20f6100 void LogWeaponsDataInWeaponManagerAndBackpack();// 0x20f60ec void LocalUnEquipWeapon(STExtraWeapon* Weapon);// 0x20f6074 bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool IsForceSwitch);// 0x20f5f4c bool LocalStartPlayEmote(int EmoteIndex);// 0x20f5ecc bool LocalStartChangeWearing();// 0x20f5ea4 bool LocalInteruptPlayEmote(int EmoteIndex);// 0x20f5e24 bool LocalInteruptChangeWearing();// 0x20f5dfc void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x20f5d40 void LevaveFire(STExtraShootWeapon* OwnerShootWeapon);// 0x20f5cc0 void LeaveState(enum State);// 0x20f5c40 void LeaveServerState(enum State);// 0x20f5b8c void LeaveBattleState();// 0x20f5b78 bool IsWeaponOwnerLocallyControlled();// 0x20f5b48 bool IsValidPuzzleElementTarget(out HitResult OutHitResult, out Vector OutStart, out Vector OutEnd);// 0x20f5a00 bool IsValidPaintDecalTarget_Simple();// 0x20f59e0 bool IsValidPaintDecalTarget(out enum OutvalidationType, out Vector OutStart, out Vector OutEnd);// 0x20f58a8 bool IsUsingGrenade();// 0x20f5880 bool IsThermalImagingValid();// 0x20f5858 bool IsSameTeamWithPlayerState(PlayerState* otherPS);// 0x20f57d8 bool IsSameTeamWithLocal();// 0x20f57b0 bool IsSameTeam(Pawn* Other);// 0x20f5728 bool IsReplayViewTarget();// 0x20f5700 bool IsProneMove();// 0x20f56d8 bool IsOnVehicleNotUAV();// 0x20f5698 bool IsOnVehicle();// 0x20f5674 bool IsOnFireBalloon();// 0x20f564c bool IsNowUpWater();// 0x20f5624 bool IsNightVisionValid();// 0x20f55fc bool IsNearDeath();// 0x20f55d4 bool IsLocalViewed();// 0x20f55a4 bool IsLocalControlorView();// 0x20f557c bool IsInteractiveMoveComponentTakeOverJump();// 0x20f5554 bool IsInInteractiveMoveComponentState();// 0x20f552c bool IsInFlyingTeam();// 0x20f5504 bool IsInExtreme();// 0x20f54dc bool IsInEditor();// 0x1f8538c bool IsInCarryBackState();// 0x20f54b4 bool IsInBeCarriedBackState();// 0x20f548c bool IsHealthyAlive();// 0x20f5464 bool IsHealthAlive();// 0x20f543c bool IsHandleInFold();// 0x20f5414 bool IsGunADS();// 0x20f53e4 bool IsFirstPerson();// 0x20f53bc bool IsExitingParachute();// 0x20f5394 bool IsEnableDamage(STExtraBaseCharacter* TargetBaseCharacter);// 0x20f5314 bool IsEnableBulletFlySound();// 0x20f52e4 bool IsDropAvatar();// 0x20f52b4 bool IsDetectingPaintDecalTarget();// 0x20f5294 bool IsDefaultCharType();// 0x20f5264 bool IsClientCarryBackViewTarget();// 0x20f523c bool IsClient_WeaponOwner();// 0x20f520c bool IsCharacterSprinting();// 0x20f51e4 bool IsChangeWearingState();// 0x20f51bc bool IsCarryBackEnable();// 0x20f5194 bool IsCanDriveSnowBoard();// 0x20f516c bool IsBattleState();// 0x20f5144 bool IsAttackerIgnoreDamage(int DamageEventType);// 0x20f50bc bool IsAngledSight();// 0x20f5094 bool IsAllowScopeIn();// 0x20f506c bool IsAlive();// 0x20f503c void InviteTeammate(FString Name, enum InvitationType);// 0x20f4f3c void InteractiveMoveComponentHandleJumpInput();// 0x20f4f28 void InteractiveMoveComponentHandleEnterInput();// 0x20f4f14 void InsertDelayStateRelation(enum OldState, enum NewState);// 0x20f4e58 void InitCharacterSkillList();// 0x20f4e44 bool InDarkArea();// 0x20f4e1c void InClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x20f4d60 void HidePlayerMagOnGunReload();// 0x20f4d4c void HideNightVisionFrame();// 0x20f4d30 bool HaveAngledSight();// 0x20f4d08 bool HasState(enum State);// 0x20f4c80 bool HasSightCondition(enum Flags);// 0x20f4c00 bool HasCarryBackState(enum InState);// 0x20f4b80 bool HasAnyStates(enum[] States);// 0x20f4a20 bool HasAnySightVision(enum Flags);// 0x20f49a0 bool HasAllStates(enum[] States);// 0x20f4840 void HandleWeaponShootLost();// 0x20f4824 void HandleWeaponOnShoot();// 0x20f4810 void HandleUnmannedVehicleControlAnimLoadFinished(byte InAnimType, STExtraVehicleBase* Vehicle, float PlayRate);// 0x20f4710 void HandleStartFireDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x20f4690 void HandleStartFillGasDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x20f4610 void HandleShootDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x20f4590 void HandlePlayOperateItemSoundOnServer(int ItemSoundID, enum ItemOperation);// 0x20f44d4 void HandlePlayerWeaponChangeState(byte WeaponStateType);// 0x20f4454 void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x20f4398 void HandlePlayerPickUpActor(Actor* WrapperActor, float TargetZLoc);// 0x20f42dc void HandlePlayEmoteCloseWeapon(byte TargetChangeSlot);// 0x20f4264 void HandleOpenPickUpBoxAction();// 0x20f4250 void HandleOnCharAnimLoadingFinished();// 0x20f4234 void HandleMoveAntiShootVerifyMiss();// 0x20f4218 void HandleConsumeItemSkillBreak();// 0x20f4204 void HandleBulletHitEvent(out const HitResult InImpactResult);// 0x20f4160 void HandleAutoSwitchWeaponDelay();// 0x20f414c void GrenadeBackToWeaponServerCall();// 0x20f40f0 void GMTestZengzuo();// 0x20f40dc void GMShowName();// 0x1e7fd1c Actor* GetWeaponUserConst();// 0x20f40ac float GetWeaponOwnerPawnHealth();// 0x20f407c WeaponManagerComponent* GetWeaponManager();// 0x20f404c Rotator GetViewRotation();// 0x20f3ffc BaseVaultComponent* GetVaultComponent();// 0x20f3fd4 float GetValueLimitForHealthPredict();// 0x20f3fac STExtraUnderWaterEffectComp* getUnderWaterEffectComponent();// 0x20f3f84 Vector GetUIHelmetPosition();// 0x20f3f34 enum GetUAVState();// 0x20f3f18 byte GetThrowGrenadeMode();// 0x20f3ef8 int GetTeamMateIndex(STExtraBaseCharacter* Teammate);// 0x20f3e78 STExtraBaseCharacter* GetTargetPlayer();// 0x20f3e58 SkeletalMeshComponent* GetSpecialWeaponAttachMesh();// 0x20f3e28 AkComponent* GetSoundComponent();// 0x20f3e00 int[] GetSkillIdListByCharaSkillID(int[] CharSkillTableIDList);// 0x20f3c20 FString GetShootWeaponNameByWeapon(int ItemDefineID);// 0x2b33460 SecuryInfoComponent* GetSecuryComponent();// 0x20f3bf8 STExtraVehicleBase* GetRelevantVehicleInReady();// 0x20f3bd8 int GetRedClothIDByEmote(int EmoteIndex);// 0x20f3b50 Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x20f3ab8 BoxComponent* GetProneShapeComponent();// 0x20f3a98 byte GetPlayerWeaponFireMode();// 0x2023b04 byte GetPlayerWeaponEquipSlot();// 0x20f3a70 AnimVehParamList GetPlayerVehAnimParam(float DeltaTime);// 0x20f39ac PlayerVehAnimList GetPlayerVehAnimation();// 0x20f3978 int GetPlayerTeamIndex();// 0x20f3950 STExtraPlayerState* GetPlayerStateSafety();// 0x20f3928 STExtraPlayerState* GetPlayerState();// 0x20f38f8 FString GetPlayerNameSafety();// 0x20f3830 Vector GetPlayerMovementDir();// 0x20f37e0 FString GetPlayerDetailInfo();// 0x20f3720 STExtraPlayerController* GetPlayerControllerSafety();// 0x20f36f0 STExtraPlayerController* GetPlayerControllerInReplay();// 0x20f36c8 AnimParamList GetPlayerAnimParam(float DeltaTime);// 0x20f3568 PlayerAnimData GetPlayerAnimationByEventType(byte AnimEventType);// 0x20f34e0 PlayerAnimList GetPlayerAnimation();// 0x20f33d4 PickupManagerComponent* GetPickupManager();// 0x20f33ac Vector GetOwnerShootStartLocation();// 0x20f335c int GetNearTeamPlayerNum();// 0x20f3334 Vector GetMoveInputLocalDir();// 0x20f32ec MoveAntiCheatComponent* GetMoveAntiCheatComponentInterface();// 0x20f32bc FString GetLatestInviter();// 0x20f31fc STExtraPlayerState* GetLastInviterPlayerState();// 0x20f31d4 LagCompensationComponentBase* GetLagCompensationComponent();// 0x20f31a4 float GetKdValue();// 0x20f317c bool GetIsPlayingEmote();// 0x20f315c bool GetIsFPP();// 0x20f312c bool GetIsChangeWearing();// 0x20f310c float GetInjuryFreeRate(int BodyPart);// 0x20f3084 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x20f2f10 Vector GetHeadLocation(bool bUseHeadBone);// 0x20f2e78 int GetHandFolderRatio();// 0x20f2e48 Vector GetGunOwnerHeadLocation();// 0x20f2df8 GroupPhysicsComponent* GetGroupPhysicsComponent();// 0x20f2ddc FString GetGrenadeNameByGrenadeID(int InGrenadeID);// 0x2b33460 enum GetGender();// 0x20f2dc0 BaseFPPComponent* GetFPPComp();// 0x20f2d98 Vector GetFollowerLocOffset(STExtraBaseCharacter* follower);// 0x20f2d08 Vector GetFollowerLoc(STExtraBaseCharacter* follower);// 0x20f2c78 float GetExtraDamageBySignalHP(float InDamge);// 0x20f2bf8 BackpackEmoteHandle* GetEmoteHandle(int ItemId);// 0x2b33460 FString GetEmote(int ItemDefineID);// 0x2b33460 STExtraWeapon* GetCurrentWeapon();// 0x20f2bd0 int GetCurrentVehicleAnimVehicleType();// 0x20f2ba8 STExtraVehicleBase* GetCurrentVehicle();// 0x20f2b78 uint64 GetCurrentStatesInterface();// 0x20f2b48 STExtraShootWeapon* GetCurrentShootWeapon();// 0x20f2b20 STExtraWeapon* GetCurrentShieldWeapon();// 0x20f2af8 InteractiveActorMoveComponent* GetCurrentInteractiveMoveComponent();// 0x20f2ad0 int GetCurrentFloorType();// 0x20f2aa8 FString GetCorpName();// 0x20f29e8 Controller* GetControllerSafety();// 0x20f29b8 UAEChaParachuteAnimListComponent* GetCharParachuteAnimListComponent();// 0x20f2990 float GetCharacterXYPlaneVelocity();// 0x20f2968 enum GetCharacterSubType();// 0x20f2940 enum GetCharacterMainType();// 0x20f2918 CharacterEnergyData GetCharacterEnergy();// 0x20f272c UAECharacterAnimListComponent* GetCharacterAnimComponent();// 0x20f26fc STCharacterCarryBackComp* GetCarryBackComp();// 0x20f26d4 STExtraBaseCharacter* GetCarryBackCharacter();// 0x20f26ac CapsuleComponent* GetCapsuleComponentInterface();// 0x20f267c Rotator GetCachedControlRotation();// 0x20f2634 STCharacterBonfireLinkComp* GetBonfireLinkComp();// 0x20f260c STExtraBaseCharacter* GetBeCarriedBackCharacter();// 0x20f25e4 CharacterAvatarComponent2* getAvatarComponent2();// 0x20f25bc float GetAnimMontagePlayRate(AnimMontage* AnimMontage);// 0x20f253c float GetAdjustDurabilityReduce(float DurabilityReduce, enum HitPos);// 0x20f2478 PickUpItemData[] GetAdditionalTombBoxItemBP(int InstanceIDCnt);// 0x20f23c4 SpringArmComponent* GetActiveSpringArm();// 0x20f2394 void GeneratePlayerBackpackWrappersToGround();// 0x20f2378 void FpsPawnVaultToServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x20f20ac void FpsPawnVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x20f1e68 void ForceWeaponFireInMuzzleDirection(bool bUseMuzzleDirection);// 0x20f1de8 void ForceSyncPosistion(STExtraBaseCharacter* Char, RepMovement RepMovement);// 0x20f1cb4 void ForceSwitchWeaponBySlotOnServer(byte Slot, bool bUseAnimation);// 0x20f1be8 void ForceRepFPPChange(bool bSetSelf);// 0x20f1b60 void ForcePlayerUpdateAnimation();// 0x20f1b4c void ForceDestroyWeaponInventoryAndClearData();// 0x20f1b38 void ForceCorrectClient(const Vector Postion, const Rotator Rotation, const Vector Velocity);// 0x20f1a48 void FollowTeammate(FString Name);// 0x20f18f0 enum FindBuffRelatedPawnState(FName _buffName);// 0x20f1870 void FillPlayerAnimRate(out PlayerAnimList InAnimList);// 0x20f16a4 bool FillGasWeaponFilter();// 0x20f167c void FaceRotation(Rotator NewControlRotation, float DeltaTime);// 0x20f15b8 void ExitClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x20f1540 void ExecFollowTeammate(FString Name);// 0x20f13e8 void EquipZoomScope(int WeaponId, int ScopeID);// 0x20f132c void EquipWeaponFinish();// 0x1e7fd1c void EquipWeapon(byte Slot, bool bSwitchWeapon);// 0x20f1268 bool EnterState(enum State);// 0x20f11e0 void EnterServerState(enum State);// 0x20f112c void EnterFire();// 0x20f1110 void EnterClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x20f1098 void EnterBattleState();// 0x20f1084 void EnterAssistantOnTrackVehicle(bool bEnter);// 0x20f1004 void EnableStanbyAnim(bool bIsEnable);// 0x20f0f84 bool EmoteAnimFinishedSuccessfully();// 0x20f0f5c void DoPuzzleActorTickable(bool bStart);// 0x20f0edc void DoDetectPaintDecalTarget(bool bStart);// 0x20f0e5c void DoAutoDropWeapon(STExtraShootWeapon* ShootWeapon);// 0x20f0de4 void DisappearOnDeath();// 0x20f0dd0 void DettachWeapon();// 0x1e7fd1c bool DestroyWeaponOnServerByPropSlot(byte Slot, bool bEnableBroadcast);// 0x20f0d04 bool DestroyWeaponOnServer(FName LogicSocket, bool bEnableBroadcast);// 0x20f0c30 void DestroyGrenadeAndSwitchBackToPreviousWeaponOnServer();// 0x20f0c1c void DelayResetStandState();// 0x20f0c08 void DelayMoveEnd();// 0x20f0bf4 void DelayMove(float Time);// 0x20f0b7c void DelayHidden();// 0x20f0b60 void DelayCustomDepth(float Time);// 0x20f0ae8 void DelayChangeRectiftAvatar(float InDelayTime, enum InSlotType, int InItemID, bool bWear);// 0x20f0998 CapsuleComponent* CreateCapsuleComponentForDeltaRotation(enum Why);// 0x20f0910 byte ConvertWeaponSlotToCharacterAnimType(byte WeaponSlot);// 0x20f0890 byte ConvertWeaponFireModeToWeaponAnimType(byte FireMode);// 0x20f0810 byte ConvertCharacterPoseStateToPoseType(byte InPoseState);// 0x20f0790 void CollectPlayerTombBoxIDCard(out PickUpItemData[] OutItemDataList, out int InstanceIDCnt);// 0x20f0684 void ClientSyncServerTagsChange(const FName[] newTags, const FName[] oldTags);// 0x20f0508 void ClientSomeOneResponseMe(FString BeInvitedName, enum res, enum InivationType);// 0x20f03bc void ClientSomeOneInviteMe(FString SomeOne, enum InvitationType);// 0x20f02b4 void ClientShowVeteranRecruitParachuteTeamTip(const int TipsID, FString param1, FString param2);// 0x20f0128 void ClientShowAutoGroupParachuteTeamTips(bool bDoGroupSuccessfully, FString LeaderName);// 0x20f0014 void ClientSetLeaveVehicleLocation(Vector LeaveLocation);// 0x20eff9c void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x20efed8 void ClientSetActorLocation(Vector Location, bool bDeactiveMov);// 0x20efe0c void ClientResponseFeedback(enum res);// 0x20efd8c void ClientPlayVehicleOverlapCameraShake();// 0x20efd30 void ClientPlayInteractEmote(int EmoteId);// 0x20efcb0 void ClientOnPossessBy(Controller* NewController);// 0x20efbfc void ClientFeedbackZombiePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x20efa2c void ClientFeedbackZombieMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x20ef848 void ClientFeedbackVehiclePointDamage(float Damage, const STPointDamageEvent DamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShot);// 0x20ef678 void ClientChangeCharacterMesh(int MeshID);// 0x20ef5f8 void ClientBulletLineTrace(Vector BornPos, Vector EndPos, STExtraBaseCharacter* InstigatorCharacter);// 0x20ef494 void ClientAttackerHandleShootDamageTips(const ShootDamageTipsStr ShootDamageTipsStr);// 0x20ef3d8 void ClientAIHotValueDebugInfo(const float[] Info);// 0x20ef314 void ClearOnDeath(Controller* EventInstigater, Actor* DamageCauser);// 0x20ef258 void ClearHPUI();// 0x20ef23c void ClearClientJump();// 0x20ef228 bool CheckWeaponIsCurUsingWeapon(STExtraWeapon* CurWeapon);// 0x20ef1a0 bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x20ef108 bool CheckPickWeaponCanAutoUse();// 0x20ef0d8 bool CheckOnMoveablePlatform();// 0x20eec94 void CheckNeedReload(STExtraShootWeapon* OwnerShootWeapon, Actor* WeaponOwnerActor);// 0x20ef014 bool CheckIsWearingThoseClothes(out const int[] InClothIDList);// 0x20eef40 bool CheckIsWearingThisCloth(int InClothID);// 0x20eeec0 bool CheckIsValidEmoteIDBP(int EmoteIndex);// 0x20eee38 void CheckCharacterDelayHide();// 0x20eee24 bool CheckCanShovelInSpringState();// 0x20eedf4 bool CheckCanAutoUseWeapon(STExtraWeapon* Weapon);// 0x20eed6c bool CheckBuffTarget(STBuff* Buff);// 0x20eece4 bool CheckBaseIsMoving();// 0x20eecbc bool CheckBaseIsMoveable();// 0x20eec94 void CharacterStateReset();// 0x20eec80 static byte CharacterPoseStateToPoseType(byte InPoseState);// 0x20eec08 void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x20eeafc bool ChangeWearingAnimFinishedSuccessfully();// 0x20eead4 void ChangeVehWeaponCameraData(bool Enable);// 0x20eea54 void ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x20ee94c bool CanRegisterToPickUpList(Actor* Actor);// 0x20ee8c4 bool CanPlayHitAnim();// 0x20ee894 bool CanPaintDecal(int DecalId);// 0x20ee814 bool CanHearWeaponLockSound();// 0x20ee7e4 bool CanEnterWaterArea(enum[] disallowedState);// 0x20ee684 bool CanEnterState(enum NewState);// 0x20ee604 bool CanChangeThrowMode();// 0x20ee5dc void CancelFollow();// 0x20ee5c8 bool CanAutoUseWeaopon(int WeaponId);// 0x20ee540 void CalculateUseBuffFlow(int InBuffID);// 0x20ee4c8 void CalculateTakeItemFlow(int SpesificID, int Count);// 0x20ee40c float CalculateTakeDamageFinalDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x20ee298 void CalculatePickUpItemFlowInstance(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam, uint64 InstanceID);// 0x20ee0b4 void CalculatePickUpItemFlow(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam);// 0x20edf20 void CalculateHeathRecoverVal(float RecoverVal);// 0x20edea0 void CalculateBuildingEnterFlow(int InBuildingID, int InCount);// 0x20edde4 void CalculateBornLandThrowGrenade(int ID);// 0x20edd6c void CalculateBornLandGrenadeBattle(int ID, bool bHitOthers);// 0x20edca8 void CalculateAreaUseItemFlow(int SpesificID, int Count);// 0x20edbec void CalculateActivityEventFlow(TLog_ActivityEventType InEventID, int InCount);// 0x20edb14 void BulletLineTrace(Vector BornPos, Vector EndPos, PrimitiveComponent* MeshComp, Actor* BulletActor);// 0x20ed9c8 void BulletChange();// 0x20ed96c void BroadcastOtherClientsDie(Controller* Killer, Actor* DamageCauser, const HitResult KillingHitInfo, Vector KillingHitImpulseDir, const DamageEvent DamageEvent, bool bIsPointDamage);// 0x20ed708 void BroadcastFatalDamageInfoWrapper(UAECharacter* Causer, UAECharacter* VictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int PreviousHealthStatus, UAECharacter* WhoKillMe, int KillerKillCount);// 0x20ed454 void BroadcastFatalDamageInfo(UAECharacter* Causer, UAECharacter* Victim, ClientFatalDamageRecordData Data);// 0x20ed28c void BroadcastClientsSimulateVehicleDamageDie(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20ecfc0 void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20ecd44 void BroadcastClientsSimulateSTRadialDamage(float BaseDamage, const STRadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20ec950 void BroadcastClientsSimulateRadialDamageDie(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20ec618 void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20ec330 void BroadcastClientsSimulatePoisonDamageDie(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20ec064 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20ebde8 void BroadcastClientsSimulatePointDamageDie(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20ebb1c void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20eb8a0 void BroadcastClientsSimulateMeleeDamageDie(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20eb5c0 void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20eb330 void BroadcastClientsSimulateFallingDamageDie(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20eb064 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20eade8 void BroadcastClientsSimulateDrowningDamageDie(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20eab1c void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20ea8a0 void BroadcastClientsSimulateDotDamageDie(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20ea5d0 void BroadcastClientsSimulateDotDamage(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20ea350 void BroadcastClientsSimulateBurningDamageDie(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20ea078 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20e9df0 void BroadcastClientsSimulateAirAttackDamageDie(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x20e9ab8 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x20e97d0 float BPTakeDamage(float Damage, const Controller* EventInstigator, const Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x20e9654 void BPResetCharacter();// 0x2b33460 void BPReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, float Radius, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser, out const Vector ImpulseDir);// 0x2b33460 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);// 0x2b33460 void BPReceiveMeleeDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2b33460 void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2b33460 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2b33460 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2b33460 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x20e94e0 float BPCalFinalDamage(Controller* Killer, float FinalDamage, bool bHeadShoot, bool bBreathing);// 0x20e9374 void BP_SetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x2b33460 void BP_ResetDataOnRespawn();// 0x20e9358 int BP_GetWeaponSyncTicket();// 0x20e9328 enum BP_CheckWeaponSyncTicket(int InTicket);// 0x20e92a0 void AutoScopeWhenPeek();// 0x20e928c void AttachWeapon();// 0x1e7fd1c void AsyncAnimOpenDoorCallback(AnimationAsset* RetAsset);// 0x20e9214 void AsyncAnimListOpenDoorCallback(AnimationAsset*[] RetAssetList);// 0x20e90bc void ApplyLeaveVehicleVelocity(Vector InLeaveVelocity);// 0x20e904c bool AllowState(enum State, bool withLog);// 0x20e8f78 void AIStartFireOnServer(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget);// 0x20e8e24 void AddOneDamageCauserRecord(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x20e8c64 void AddMoveOffSet(float Forward, float Right, float Up);// 0x20e8b64 void AddDamageRecord(Controller* Causer, float Damage, int HSChangeMargin, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x20e89b0 void AddClientLeaveStateCheck(enum State, float Duration);// 0x20e88f4 void ActivateParachuteFreeFallingShake(float FreeFallingShakeTime);// 0x20e887c -------------------------------- Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object bool bForceOpenPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c, Size: 1] delegate CharacterAnimEventDelegate;//[Offset: 0x860, Size: 12] delegate CharacterCommonEventDelegate;//[Offset: 0x86c, Size: 12] delegate OnPushDamageDynamicDelegate;//[Offset: 0x8a0, Size: 12] delegate OnTakeDamageDynamicDelegate;//[Offset: 0x8ac, Size: 12] delegate OnClientPushDamageEvent;//[Offset: 0x8b8, Size: 12] float Health;//[Offset: 0x93c, Size: 4] float HealthMax;//[Offset: 0x940, Size: 4] float SignalHP;//[Offset: 0x944, Size: 4] float PreSignalHP;//[Offset: 0x948, Size: 4] float PreviousSignalHP;//[Offset: 0x94c, Size: 4] float SignalHPMax;//[Offset: 0x950, Size: 4] FString EnergyBuffListName;//[Offset: 0x954, Size: 12] float ResetSignalHP_FatalDamage;//[Offset: 0x960, Size: 4] float ResetSignalHP_Rescued;//[Offset: 0x964, Size: 4] int[] TypeIds;//[Offset: 0x968, Size: 12] float SwimSpeedDynamicScale;//[Offset: 0x974, Size: 4] bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x978, Size: 1] float threatenValue;//[Offset: 0x97c, Size: 4] float HurtParticleOffset;//[Offset: 0x980, Size: 4] delegate DoOnNextFrameEnsureSpawnActorTriggerSuccess;//[Offset: 0x98c, Size: 12] STExtraVehicleBase* CurrentVehicle;//[Offset: 0x998, Size: 4] UnmannedVehicleSyncData CurrentUnmannedVehicleSyncData;//[Offset: 0x99c, Size: 8] UnmannedVehicleSyncData LastUnmannedVehicleSyncData;//[Offset: 0x9a4, Size: 8] STExtraVehicleBase* CurrentRemoteControlledVehicle;//[Offset: 0x9ac, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x9b0, Size: 4] bool EnableStatesInterruptRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b4, Size: 1] FString CharacterStateType;//[Offset: 0x9bc, Size: 12] bool bEnableDebugServiceInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c8, Size: 1] delegate OnHandleSkillStartDelegate;//[Offset: 0xa14, Size: 12] delegate OnHandleSkillEndDelegate;//[Offset: 0xa20, Size: 12] STBaseBuffSystemComponent* BuffSystemComponent;//[Offset: 0xa44, Size: 4] STBuffSystemComponent* BuffSystem;//[Offset: 0xa48, Size: 4] UTSkillManagerComponent* SkillManager;//[Offset: 0xa4c, Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0xa50, Size: 4] ActorAttributeComponent* ActorAttribute;//[Offset: 0xa54, Size: 4] delegate StateEnterHandler;//[Offset: 0xa58, Size: 12] delegate StateLeaveHandler;//[Offset: 0xa64, Size: 12] delegate StateInterruptedHandlerBP;//[Offset: 0xa70, Size: 12] uint64 CurrentStates;//[Offset: 0xa90, Size: 8] uint64 DisabledStates;//[Offset: 0xa98, Size: 8] PawnStateDisable[] DisabledPawnStates;//[Offset: 0xaa0, Size: 12] delegate OnPawnStateDisabled;//[Offset: 0xaac, Size: 12] delegate OnPawnStateEnabled;//[Offset: 0xab8, Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0xac4, Size: 12] PartHitComponent* PartHitComponent;//[Offset: 0xad0, Size: 4] bool bIsGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad5, Size: 1] byte TeamNum;//[Offset: 0xae4, Size: 1] TickControlComponent* TickControlComp;//[Offset: 0xae8, Size: 4] float SpeedScale;//[Offset: 0xaf4, Size: 4] float SpeedValue;//[Offset: 0xaf8, Size: 4] float Temperature;//[Offset: 0xafc, Size: 4] float TemperatureMax;//[Offset: 0xb00, Size: 4] float TemperatureMin;//[Offset: 0xb04, Size: 4] bool bUseModifiedTargetLocIfNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb14, Size: 1] bool bCanBePickByPicker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb15, Size: 1] CharacterMaterialComponent* CharacterMaterialComponent;//[Offset: 0xb1c, Size: 4] float VehicleDetailedTraceDist;//[Offset: 0xb20, Size: 4] float SpringArmTraceDist;//[Offset: 0xb24, Size: 4] BodyRelativeOffsetConfig;//[Offset: 0xb28, Size: 60] ActivitySyncData ActicitySyncData;//[Offset: 0xb64, Size: 28] bool bDisableFaceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb88, Size: 1] bool TriggerSkillEvent(class UTSkill SkillClass, byte SkillEventType);// 0x212d94c bool TriggerSkillCustomEvent(int SkillIndex, byte EventType);// 0x212d880 bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x2102620 bool TriggerEntryEventWithID_Implementation(int SkillID, byte SkillEventType);// 0x212d7b4 bool TriggerEntryEvent_Implementation(enum EntryEvent);// 0x2102598 void TriggerCustomEvent_Implementation(byte EventType);// 0x212d734 void SetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x212d670 bool SetBuffExpiry(FName BuffName, float ExpirySecondsFromNow);// 0x212d59c void S2C_InterruptState(int stateID, int InterruptedBy);// 0x212d4d8 void RPC_Client_SetServiceDebugInfo(FString Info);// 0x212d414 void ResetPawnStateDisabled(enum State);// 0x212d39c bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x212d28c bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x212d134 bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x212d010 void RemoveBaseBuffSystemComponent();// 0x212cffc float PlayAnimMontageWithStartPos(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName, float StartPos);// 0x212ce9c void OnRep_UnmannedVehicleSyncData();// 0x20f7f2c void OnRep_Temperature(float LastValue);// 0x20f7e34 void OnRep_SignalHP(float PrevVal);// 0x20f7d0c void OnRep_HealthMax();// 0x20f7aa4 void OnRep_Health(float PrevHealth);// 0x1e7d5e0 void OnRep_DisabledStates(uint64 prevStates);// 0x212ce18 void OnRep_CurrentStates(uint64 prevStates);// 0x20f7958 void OnRep_ActivitySyncData();// 0x212ce04 void OnLeaveStateForBp(enum State);// 0x2b33460 void OnHandleSkillStart__DelegateSignature(Character* OwnerCharacter, int SkillID);// 0x2b33460 void OnHandleSkillEnd__DelegateSignature(Character* OwnerCharacter, enum StopReason, int SkillID);// 0x2b33460 void OnEnterStateForBp(enum State);// 0x2b33460 void LeaveState(enum State);// 0x20f5c40 bool IsPawnStateDisabledByWeapon(STExtraWeapon* Weapon, enum State);// 0x212cd38 bool IsPawnStateDisabled(enum State);// 0x212ccb8 bool IsCanDamageTeammate(out const DamageEvent DamageEvent);// 0x212cc14 bool IsCanDamageSelf(out const DamageEvent DamageEvent);// 0x212cb70 bool IsAlive();// 0x20f503c bool HasState(enum State);// 0x20f4c80 bool HasBuffID(int BuffID);// 0x212cae8 bool HasBuff(FName BuffName);// 0x212ca60 STExtraVehicleBase* GetUnmannedVehicle();// 0x212ca44 UTSkillManagerComponent* GetSkillManager();// 0x212ca14 float GetScaledSpeed();// 0x212c9e4 FString GetPlayerNameSafety();// 0x20f3830 STExtraPlayerController* GetPlayerControllerSafety();// 0x20f36f0 enum GetObserverType();// 0x212c9b4 enum[] GetDamageableGameObjectType();// 0x212c8ec UTSkill* GetCurSkill();// 0x212c8bc STExtraVehicleBase* GetCurrentVehicle();// 0x20f2b78 float GetBuffExpiry(FName BuffName);// 0x212c834 float GetBuffDuration(int BuffID, int CauseSkillID);// 0x212c768 UAEBlackboard* GetBuffBlackboard(int BuffID);// 0x212c6e8 void FillBuffBlackboard(int BuffID, UAEBlackboardParameter[] ParamList);// 0x212c560 int ExtractDamageParams(out const DamageEvent DamageEvent, Actor* DamagetCauser, out int DamagetType);// 0x212c420 int ExtractDamageAdditionType(out const DamageEvent DamageEvent, Actor* DamagetCauser);// 0x212c334 bool EnterState(enum State);// 0x20f11e0 void DelayHidden();// 0x20f0b60 void Client_ShowDebugString(Vector InLocation, FString InText, Actor* InActor, Color InColor, float InTime);// 0x212c160 void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor, float InTime);// 0x212c014 void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float InTime);// 0x212bec8 void Client_ShowDebugCone(Vector InLocation, float InRadius, Color InColor, float InTime, Vector forwardDir, float ang);// 0x212bce4 void Client_ShowDebugCapsule(Vector InLocation, float InRadius, float Length, Color InColor, float InTime, Rotator Rot, float ang);// 0x212bab8 void Client_ShowDebugBox(Vector Center, Color InColor, float InTime, Vector Extent, Quat Rot);// 0x212b914 void ClearBuff();// 0x212b8f8 void CheckSignalHP();// 0x212b8e4 bool CanBeAttackedByWeapon(int WeaponId);// 0x212b85c void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x2b33460 void BPOnRespawned();// 0x2b33460 void BPOnRecycled();// 0x2b33460 bool AllowState(enum State, bool withLog);// 0x20e8f78 bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x212b74c bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x212b5f4 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x212b450 -------------------------------- Class: UAECharacter.Character.Pawn.Actor.Object int iRegionCharacter;//[Offset: 0x638, Size: 4] FName PlayerType;//[Offset: 0x640, Size: 8] FString PlayerName;//[Offset: 0x648, Size: 12] FString Nation;//[Offset: 0x654, Size: 12] uint32 PlayerKey;//[Offset: 0x660, Size: 4] FString PlayerUID;//[Offset: 0x664, Size: 12] int TeamID;//[Offset: 0x670, Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x674, Size: 1] int CampID;//[Offset: 0x678, Size: 4] int resID;//[Offset: 0x67c, Size: 4] enum DefaultCharacterGender;//[Offset: 0x680, Size: 1] GameModePlayerItem[] InitialItemList;//[Offset: 0x684, Size: 12] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x690, Size: 44] GameModePlayerPetInfo PetInfo;//[Offset: 0x6bc, Size: 24] int planeAvatarId;//[Offset: 0x6d4, Size: 4] int DyeDebugFlag;//[Offset: 0x6d8, Size: 4] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x6dc, Size: 12] bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e8, Size: 1] bool bIsAIWithPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e9, Size: 1] bool UseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x700, Size: 1] bool DefaultIsUseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x701, Size: 1] FString LuaFilePath;//[Offset: 0x710, Size: 12] LuaNetSerialization LuaNetSerialization;//[Offset: 0x71c, Size: 60] void SetNetCullDistanceSquared(float fNetCullDistanceSquared);// 0x1edab38 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x2748dd4 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2748c98 void OnRep_UseWholeModel();// 0x2748c84 void OnRep_TeamID();// 0x2748c70 void OnRep_PlayerUID();// 0x2748c5c void OnRep_PlayerKey();// 0x20f7ba0 void OnRep_CampID();// 0x2748c48 bool IsDefaultCharType();// 0x20f5264 int GetTeamId();// 0x2748c2c FString GetPlayerKey();// 0x2748b6c ActorComponent*[] GetNonSimulatedComponents_OnFighting();// 0x2748aa4 ActorComponent*[] GetNonSimulatedComponents_NonTeammates();// 0x27489dc ActorComponent*[] GetNonSimulatedComponents();// 0x2748914 ActorComponent*[] GetNonDedicatedComponents();// 0x274884c int GetCampId();// 0x2748824 void ClientAcknowledgeReconnection(uint32 Token);// 0x1e75f10 -------------------------------- Class: GameModePlayerItem int ItemTableID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] int[] AdditionIntData;//[Offset: 0x8, Size: 12] -------------------------------- 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: 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: GameModePlayerTaskData int task_id;//[Offset: 0x0, Size: 4] int process;//[Offset: 0x4, Size: 4] FString ext_info;//[Offset: 0x8, Size: 12] -------------------------------- 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: STExtraVehicleBase.Pawn.Actor.Object int iRegionVehicle;//[Offset: 0x40c, Size: 4] bool MeshAlwaysTickPoseAndRefreshBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410, Size: 1] bool AutoEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x411, Size: 1] enum VehicleType;//[Offset: 0x412, Size: 1] enum VehicleShapeType;//[Offset: 0x413, Size: 1] ItemDefineID AvatarDefaultCfg;//[Offset: 0x418, Size: 24] ItemDefineID AvatarDefaultCfgLOD;//[Offset: 0x430, Size: 24] MaterialInterface* BrokenMat;//[Offset: 0x448, Size: 4] ParticleSystem* AssetParticleExplosion;//[Offset: 0x450, Size: 40] ParticleSystem* PS_OnHitObstacles;//[Offset: 0x478, Size: 4] ParticleSoftWrapperMap;//[Offset: 0x47c, Size: 60] ParticleRuntimeDataMap;//[Offset: 0x4b8, Size: 60] Texture2D* VehicleIcon;//[Offset: 0x4f4, Size: 4] byte CameraDataType;//[Offset: 0x4f8, Size: 1] bool ShowUpDownGUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f9, Size: 1] bool ShowHeightUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fa, Size: 1] bool AdjustViewDistanceByHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fb, Size: 1] float AdjustViewDistanceBaseDist;//[Offset: 0x4fc, Size: 4] float AdjustViewDistanceBaseFactor;//[Offset: 0x500, Size: 4] bool IsUnmannedVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x504, Size: 1] bool bCanChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x505, Size: 1] float ShowGrainyScreenMinDist;//[Offset: 0x508, Size: 4] bool ImmuePassageDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c, Size: 1] float FuelConsumptionModifierBoost;//[Offset: 0x510, Size: 4] bool bCanBoostSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514, Size: 1] bool bUseSyncAtClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x515, Size: 1] bool bCheckOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x516, Size: 1] float LanscapeCheckDistance;//[Offset: 0x518, Size: 4] bool bLockZeroAngularDamping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c, Size: 1] float LockZeroAngularDampingValue;//[Offset: 0x520, Size: 4] bool bInvulnerableWhenHasRiders;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x524, Size: 1] bool bRespawnNeedAdjustLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x525, Size: 1] int MainMaterialIndex;//[Offset: 0x528, Size: 4] FText VehicleDisplayName;//[Offset: 0x52c, Size: 12] bool ShowVehicleEnterButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x538, Size: 1] bool AdvanceVehicleShowAsStandardVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x539, Size: 1] Vector AirDropVelocity;//[Offset: 0x53c, Size: 12] StaticMesh* AirDropParachuteMesh;//[Offset: 0x548, Size: 4] FName AirDropParachuteSocketName;//[Offset: 0x550, Size: 8] bool bAllowDifferentTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558, Size: 1] bool SupportMusicGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x559, Size: 1] bool VehicleBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55a, Size: 1] float BackpackCapacity;//[Offset: 0x55c, Size: 4] FName BackpackName;//[Offset: 0x560, Size: 8] FString[] BackpackSupportModeIDList;//[Offset: 0x568, Size: 12] int[] marr_MidIndexes;//[Offset: 0x574, Size: 12] float EnterVehicleCameraBlendTime;//[Offset: 0x580, Size: 4] float ExitVehicleCameraBlendTime;//[Offset: 0x584, Size: 4] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x588, Size: 4] bool DisableTickVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58c, Size: 1] float StaticForceFixInterval;//[Offset: 0x590, Size: 4] float voiceCheckCD;//[Offset: 0x594, Size: 4] float voiceCheckShowCD;//[Offset: 0x598, Size: 4] float VoiceCheckDis;//[Offset: 0x59c, Size: 4] float voiceUsingHornCheckDis;//[Offset: 0x5a0, Size: 4] float voiceCheckSpeed;//[Offset: 0x5a4, Size: 4] bool EnableMapMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c4, Size: 1] Vector[] RouteList;//[Offset: 0x5c8, Size: 12] int[] AutoDrive_BestWaypoint;//[Offset: 0x5d4, Size: 12] int AutoDrive_CurrentTargetWaypointIdx;//[Offset: 0x5e0, Size: 4] Vector AutoDriverTargetPosition;//[Offset: 0x5e4, Size: 12] Vector AutoDriverStartPosition;//[Offset: 0x5f0, Size: 12] delegate OnSeatAttached;//[Offset: 0x5fc, Size: 12] delegate OnSeatDetached;//[Offset: 0x608, Size: 12] delegate OnSeatChange;//[Offset: 0x614, Size: 12] bool mb_ZeroLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x620, Size: 1] FString LuaFilePath;//[Offset: 0x624, Size: 12] bool bDebugDrawEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x630, Size: 1] float PassengerInjuryAvoidance;//[Offset: 0x634, Size: 4] bool IsCanVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x638, Size: 1] bool CanPushUpCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x639, Size: 1] bool CanSimulatePhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63a, Size: 1] ParticleSystem* ParticleExplosion;//[Offset: 0x674, Size: 4] enum VehicleHealthState;//[Offset: 0x678, Size: 1] bool bIsEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x679, Size: 1] bool bIsUsingHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67a, Size: 1] bool bIsBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67b, Size: 1] bool bIsVehicleSpringArmAutoReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67c, Size: 1] Vector BloodEffectScale;//[Offset: 0x680, Size: 12] SkeletalMeshComponent* Mesh;//[Offset: 0x68c, Size: 4] VehicleSeatComponent* VehicleSeats;//[Offset: 0x690, Size: 4] VehicleDamageComponent* VehicleDamage;//[Offset: 0x694, Size: 4] VehicleCommonComponent* VehicleCommon;//[Offset: 0x698, Size: 4] BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x69c, Size: 4] VehicleSyncComponent* VehicleSyncComponent;//[Offset: 0x6a0, Size: 4] LagCompensationComponentBase* VehicleShootAntiCheat;//[Offset: 0x6a4, Size: 4] VehicleComponent*[] TickedComponents;//[Offset: 0x6a8, Size: 12] VehicleComponent*[] WeakTickedComponents;//[Offset: 0x6b4, Size: 12] bool bClearComponentTickWhenDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c0, Size: 1] float EnActiveTimeThreshold;//[Offset: 0x6c8, Size: 4] bool bFreezeNeedChangeVehiclePhysx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d4, Size: 1] float VehicleHitThreshold;//[Offset: 0x6e4, Size: 4] float VehicleHitCharacterThreshold;//[Offset: 0x6e8, Size: 4] float AndroidGLES2TailLightScale;//[Offset: 0x6f8, Size: 4] int EnableTickEffectsDevciveLevel;//[Offset: 0x6fc, Size: 4] VehBackpackItem[] VehicleBackpackItems;//[Offset: 0x708, Size: 12] bool bServerPrecentPenetratingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x715, Size: 1] bool bServerClearLinearVelocityZEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x716, Size: 1] bool bPeneTerrainProtectionEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x717, Size: 1] float lastForwardSpeed;//[Offset: 0x718, Size: 4] delegate OnClientEnterVehicleEvent;//[Offset: 0x71c, Size: 12] delegate OnClientExitVehicleEvent;//[Offset: 0x728, Size: 12] delegate OnClientChangeVehicleSeatEvent;//[Offset: 0x734, Size: 12] bool NeedCheckMovetoVehicleStraight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740, Size: 1] float VehicleEnterDistance;//[Offset: 0x744, Size: 4] float TickEnterSphereInterval;//[Offset: 0x748, Size: 4] float EnterSphereExtraHeight;//[Offset: 0x74c, Size: 4] bool EnableTickEnterSphereAsyncLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x759, Size: 1] float AsyncLoadResDistance;//[Offset: 0x75c, Size: 4] float TickEnterSphereAsyncLoadResInterval;//[Offset: 0x760, Size: 4] bool EnableCullWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x769, Size: 1] float TickEnterCullWaterSphereInterval;//[Offset: 0x76c, Size: 4] float EnterCullWaterDistanceSq;//[Offset: 0x770, Size: 4] Vector CullWaterCapsuleA;//[Offset: 0x774, Size: 12] Vector CullWaterCapsuleB;//[Offset: 0x780, Size: 12] float CullWaterCapsuleRadius;//[Offset: 0x78c, Size: 4] float CullWaterCapsuleBlendWidth;//[Offset: 0x790, Size: 4] float PeneTerrainProtectionInterval;//[Offset: 0x79c, Size: 4] float SaveValidTransformInterval;//[Offset: 0x7a0, Size: 4] Vector PeneTerrainProtectionFixOffset;//[Offset: 0x7a4, Size: 12] bool bIsAirdroppingVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d8, Size: 1] StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x7dc, Size: 4] AkAudioEvent* Sfx_EngineLoop;//[Offset: 0x7e0, Size: 4] AkAudioEvent* Sfx_EngineLoop_Team;//[Offset: 0x7e4, Size: 4] AkAudioEvent* Sfx_Boost;//[Offset: 0x7e8, Size: 4] AkAudioEvent* Sfx_FireLoop;//[Offset: 0x7ec, Size: 4] AkAudioEvent* Sfx_Landing;//[Offset: 0x7f0, Size: 4] AkAudioEvent* Sfx_Explosion;//[Offset: 0x7f4, Size: 4] AkAudioEvent* Sfx_HitBody;//[Offset: 0x7f8, Size: 4] AkAudioEvent* Sfx_HitZombie;//[Offset: 0x7fc, Size: 4] AkAudioEvent* Sfx_HitMetal;//[Offset: 0x800, Size: 4] AkAudioEvent* Sfx_Horn;//[Offset: 0x804, Size: 4] AkAudioEvent* Sfx_Throttle;//[Offset: 0x808, Size: 4] AkAudioEvent* Sfx_UnderWater_In;//[Offset: 0x80c, Size: 4] AkAudioEvent* Sfx_UnderWater_Out;//[Offset: 0x810, Size: 4] AkAudioEvent* Sfx_CannotThrottle;//[Offset: 0x814, Size: 4] AkAudioEvent* Sfx_BodyOverlapDamage;//[Offset: 0x818, Size: 4] AkAudioEvent* Sfx_EngineStart;//[Offset: 0x81c, Size: 4] AkAudioEvent* Sfx_EngineStop;//[Offset: 0x820, Size: 4] AkAudioEvent*[] SfxArr_MusicLoops;//[Offset: 0x824, Size: 12] float EngineSfxEndDelayTime;//[Offset: 0x830, Size: 4] bool bAudioLogEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x834, Size: 1] STExtraVehicleSfxLoop EngineSfxLoop;//[Offset: 0x838, Size: 92] STExtraVehicleSfxLoop FireSfxLoop;//[Offset: 0x894, Size: 92] STExtraVehicleSfxLoop HornSfxLoop;//[Offset: 0x8f0, Size: 92] STExtraVehicleSfxLoop MusicSfxLoop;//[Offset: 0x94c, Size: 92] AkComponent* SoundComponent;//[Offset: 0x9a8, Size: 4] float RPMSfxScale;//[Offset: 0x9dc, Size: 4] float ThrottleSfxMinSpeed;//[Offset: 0x9e0, Size: 4] float PlayMusicChance;//[Offset: 0x9ec, Size: 4] int CurMusicIndex;//[Offset: 0x9f0, Size: 4] enum VehicleSyncTag;//[Offset: 0xa01, Size: 1] float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0xa04, Size: 4] VehicleSimViewData SimulateViewData;//[Offset: 0xa18, Size: 4] VehicleSimViewData SimulateFreeCameraViewData;//[Offset: 0xa1c, Size: 4] VehicleSpringArmComponent* mp_VehicleSpringArm;//[Offset: 0xa20, Size: 4] bool bAddVehicleRotationChangeOnPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa24, Size: 1] delegate OnVehicleHealthStateChanged;//[Offset: 0xa60, Size: 12] bool bAlwaysIgnoreRideCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa6c, Size: 1] float MinRideAngleDgree;//[Offset: 0xa70, Size: 4] bool bServerDetachApplyVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa74, Size: 1] bool bCanUseSpeculativeCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa80, Size: 1] bool bUseSpeculativeCCDOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa81, Size: 1] float VehicleRadiusImulseScale;//[Offset: 0xa84, Size: 4] float VehicleAdditionalBlowUp;//[Offset: 0xa88, Size: 4] bool bResolvingStuckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaac, Size: 1] float StuckMinImpulse;//[Offset: 0xab0, Size: 4] float ContinuousStuckInterval;//[Offset: 0xab4, Size: 4] float ContinuousStuckTimeBeforeResoving;//[Offset: 0xab8, Size: 4] float StuckResovingTime;//[Offset: 0xabc, Size: 4] float ContinuousStuckTimer;//[Offset: 0xac4, Size: 4] float StuckResovingTimer;//[Offset: 0xac8, Size: 4] float PenePercent;//[Offset: 0xacc, Size: 4] bool bShouldRespawnSelfWhenUnusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb10, Size: 1] float RespawnWaitingTime;//[Offset: 0xb14, Size: 4] float RespawnTickInterval;//[Offset: 0xb18, Size: 4] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb1c, Size: 1] bool bServerDetachEveryoneWhenRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xba0, Size: 1] bool bEnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbac, Size: 1] class VehicleAntiCheatTask[] VACTaskSetups;//[Offset: 0xbb0, Size: 12] VehicleAntiCheatTask*[] VACTasks;//[Offset: 0xbbc, Size: 12] VehicleAntiCheatTask*[] VacInstancedTasks;//[Offset: 0xbc8, Size: 12] bool bEnableServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc04, Size: 1] bool EnableServerRecordWhenEnterCheatPunishMentNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0c, Size: 1] SkeletalMeshComponent* FPPMeshComponent;//[Offset: 0xc24, Size: 4] MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0xc28, Size: 4] SkeletalMesh* MeshAssetRef;//[Offset: 0xc30, Size: 40] SkeletalMesh* TPPMesh;//[Offset: 0xc58, Size: 4] bool bOnPlayerActiveRegionsChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf4, Size: 1] bool bInActiveRegions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf5, Size: 1] bool bEnableSkeletalMeshOptimizationDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf6, Size: 1] Vector SeekLockOffset;//[Offset: 0xcf8, Size: 12] FName SeekLockSocket;//[Offset: 0xd08, Size: 8] float ProduceSoundInterval;//[Offset: 0xd10, Size: 4] delegate VehicleAnimEventDelegate;//[Offset: 0xd18, Size: 12] BattleItemHandleBase* BindingHandle;//[Offset: 0xd24, Size: 4] delegate OnEnterVehicle;//[Offset: 0xd28, Size: 12] float OverlapCameraShakeInterval;//[Offset: 0xd3c, Size: 4] float OverlapDamageRate;//[Offset: 0xd44, Size: 4] float OverlapImpulseRate;//[Offset: 0xd48, Size: 4] float OverlapImpulseRateZ;//[Offset: 0xd4c, Size: 4] float MaxOverlapImpulse;//[Offset: 0xd50, Size: 4] float MinOverlapSpeed;//[Offset: 0xd54, Size: 4] float OverlapSimpleCharacterInterval;//[Offset: 0xd58, Size: 4] float OverlapVehicleDamageRate;//[Offset: 0xd60, Size: 4] float MaxOverlapVehicleDamageRange;//[Offset: 0xd64, Size: 4] ESTAINoiseEventParams EngineParams;//[Offset: 0xd6c, Size: 16] float EngineSoundCheckInterval;//[Offset: 0xd7c, Size: 4] float EngineSoundMinCheckSpeed;//[Offset: 0xd84, Size: 4] ESTAINoiseEventParams LoudspeakerParams;//[Offset: 0xd88, Size: 16] bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd99, Size: 1] class AttrModifyComponent* AttrModifyCompClass;//[Offset: 0xd9c, Size: 4] class STBuffSystemComponent* BuffSystemCompClass;//[Offset: 0xda0, Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0xda4, Size: 4] STBuffSystemComponent* BuffSystemComp;//[Offset: 0xda8, Size: 4] enum[] DamageableGameObjectTypeList;//[Offset: 0xdac, Size: 12] delegate OnVehicleAvatarDataCopied;//[Offset: 0xdb8, Size: 12] VehicleAvatarComponent* VehicleAvatar;//[Offset: 0xdc4, Size: 4] VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0xdc8, Size: 4] bool bAdvanceAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdcc, Size: 1] bool ForcePlayerUpdateAnimEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdcd, Size: 1] int CandidateAvatarID;//[Offset: 0xdd0, Size: 4] bool bNeedDelayProcessAvatarOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd4, Size: 1] bool bEnableWeakTickComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xddc, Size: 1] float WeakTickDoSomethingDuration;//[Offset: 0xde0, Size: 4] bool bSpawnedInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde4, Size: 1] IdeaDecalActor*[] AttachedDecalActors;//[Offset: 0xde8, Size: 12] float MaxLinearVelocity;//[Offset: 0xdf4, Size: 4] bool bInBuffSpeedState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf8, Size: 1] int TeamID;//[Offset: 0xdfc, Size: 4] int CampID;//[Offset: 0xe00, Size: 4] float VehicleGoStraight;//[Offset: 0xe04, Size: 4] bool DamageIgnoreWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe08, Size: 1] STExtraPlayerCharacter* ReqExchangeCharacter;//[Offset: 0xe0c, Size: 4] float ExchangeVehicleSeatInterval;//[Offset: 0xe10, Size: 4] delegate OnHitSpecialEffectDelegate;//[Offset: 0xe18, Size: 12] WeaponManagerBaseComponent* WeaponManagerComponent;//[Offset: 0xe24, Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xe28, Size: 4] bool OpenShootVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2c, Size: 1] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2d, Size: 1] int WeaponReconnectIdx;//[Offset: 0xe30, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xe34, Size: 4] enum UAVOperateState;//[Offset: 0xe3c, Size: 1] float SingleMoveRate;//[Offset: 0xe40, Size: 4] SoftObjectPath VehicleStatesConfigClass;//[Offset: 0xe48, Size: 24] SoftObjectPath VehicleBloodMaxHpConfigClass;//[Offset: 0xe60, Size: 24] int CurrentVehicleStatesData;//[Offset: 0xe78, Size: 4] PlayerTombBox*[] TombBoxOnVehicle;//[Offset: 0xe88, Size: 12] STExtraBaseCharacter*[] StandingVehiclePlayers;//[Offset: 0xe94, Size: 12] bool IsExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xea0, Size: 1] FName ExplodedTombBoxPlaceSocket;//[Offset: 0xea8, Size: 8] float TombBoxTraceLength;//[Offset: 0xeb0, Size: 4] float PlayerOutAngleCosin;//[Offset: 0xeb4, Size: 4] bool bFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeb8, Size: 1] bool bNeedFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeb9, Size: 1] bool bInHouseSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeba, Size: 1] float SleepVehicleTolerance;//[Offset: 0xebc, Size: 4] float StaticFixAngel;//[Offset: 0xec0, Size: 4] float ClientAwakeVehicleTolerance;//[Offset: 0xec4, Size: 4] float SleepVehicleTickTime;//[Offset: 0xec8, Size: 4] float ServerInitForceSleepPhysicsDelay;//[Offset: 0xed0, Size: 4] float ClientInitForceSleepPhysicsDelay;//[Offset: 0xed4, Size: 4] int CannotEnterTips;//[Offset: 0xee0, Size: 4] bool CanLeaveVehicleVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee4, Size: 1] float LeaveVehicleVelocity;//[Offset: 0xee8, Size: 4] int CannotLeaveTips_HighSpeed;//[Offset: 0xeec, Size: 4] delegate VehicleBeforeWheelDestroy;//[Offset: 0xef4, Size: 12] Vector AttachedRelLoc;//[Offset: 0xf00, Size: 12] Actor* AttachedActor;//[Offset: 0xf0c, Size: 4] int HasAttachedActorTips;//[Offset: 0xf10, Size: 4] bool bEnableTickSafeSpawnInternalNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1c, Size: 1] VehicleAIComponent* VehicleAIComponent;//[Offset: 0xf20, Size: 4] void WeakTick(float DeltaTime);// 0x21ce418 void VehicleBeenDestroyedCleanInfoDisplay(enum InVehicleHealthState);// 0x21ce3a0 void UnregisterComponentWeakTick(VehicleComponent* InComponent);// 0x21ce328 void UnregisterComponentTick(VehicleComponent* InComponent);// 0x21ce2b0 void TickEnableAvatarOutline();// 0x21ce29c void StopEngine();// 0x21ce280 void StopAutoDriving();// 0x21ce26c void StartFireSimple(byte ShootMode);// 0x21ce1f4 void StartEngine();// 0x21ce1d8 void StartAirDrop();// 0x21ce1c4 void SpawnItemForVehicleBackpack(out const PickUpItemData[] ItemList);// 0x21ce118 void ShowBoostingEffect(bool bShow);// 0x2b33460 bool ShouldUseSpecialHitEffect();// 0x21ce0e8 byte ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, out const LocalShootHitData LocalShootHitData, STExtraShootWeapon* Weapon);// 0x21cdefc void SetWeaponReconnectIdx(int ReconnectOpIndex);// 0x21cde7c void SetVehicleStates(int ID, bool bEnable, float fTime);// 0x21cdd70 void SetUsingHorn(bool bUse);// 0x21cdcf0 void SetUAVOperateState(enum NewState);// 0x21cdc78 void SetSpawnedInReady(bool bFlag);// 0x21cdbfc void SetSimulatePhysics(bool bSimulate);// 0x21cdb7c void SetPhysActive(bool bActive, float Delay);// 0x21cdab4 void SetJoystickMoveVelocity(Vector2D moveVelocity);// 0x21cda44 void SetHandBrake(float Rate);// 0x21cd9c4 void SetDefaultMusic(out const FString[] InMusic);// 0x21cd890 void SetBoosting(bool bEnalbed);// 0x21cd808 void ServerSetUsingHorn(bool bUse);// 0x21cd740 void ServerSetIsVehicleSpringArmAutoReturn(bool bEnalbed);// 0x21cd678 void ServerSetBoosting(bool bEnalbed);// 0x21cd5b0 void ServerSetAttachedActor(Actor* InAttachTarget);// 0x21cd538 void ServerSetAirControlF(float Rate);// 0x21cd484 void ServerSetAirControlB(float Rate);// 0x21cd3d0 void ServerDetachEveryoneFromSeat(bool bMustExit, bool bApplyVehicleVelocity);// 0x21cd300 void SendVehicleInAirChangedTimeToServer();// 0x21cd2a4 void SendTriggerEventToServer(VehicleTriggerComponent* VTComp);// 0x21cd1f0 void SendCreateDamage(STExtraSimpleCharacter* Target);// 0x21cd13c void SendClient_ForceUpdate_ControlRotationOnVehicle_SimulateViewData();// 0x1edd4fc void SafeSleepVehicle();// 0x21cd128 void RestartAntiCheat();// 0x21cd114 void ResetJoystickMove();// 0x21cd100 void RequestChangeVehicleAvatar();// 0x21cd0a4 bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x21ccf94 bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x21cce3c void RemoveAntiStuckBox();// 0x21cce28 void RegisterItemHandle(BattleItemHandleBase* BindingHandle);// 0x21ccdb0 void RegisterComponentWeakTick(VehicleComponent* InComponent);// 0x21ccd38 void RegisterComponentTick(VehicleComponent* InComponent);// 0x21cccc0 void RecordValidTransform();// 0x21cccac void ProcessAvatarOutline();// 0x21ccc90 void PrintStats();// 0x21ccc74 bool PreChangeVehicleFPPAvatar();// 0x21ccc4c bool PreChangeVehicleBrokenAvatar();// 0x21ccc24 bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x21ccb60 void PostLoadFPPMesh();// 0x21ccb44 void PlaySfxOneShot(AkAudioEvent* AkEvent);// 0x21ccacc bool PawnHasState(enum PawnState);// 0x21cca44 void OnUserSwitchWeapon(STExtraBaseCharacter* InUser, byte Slot);// 0x21cc980 void OnUpdateEffects();// 0x2b33460 void OnStopFire();// 0x2b33460 void OnSkeletalMeshSleep(PrimitiveComponent* WakingComponent, FName BoneName);// 0x21cc8c4 void OnSkeletalMeshAwake(PrimitiveComponent* WakingComponent, FName BoneName);// 0x21cc808 void OnSetTailLightValue(float LightValue);// 0x2b33460 void OnServerPlayerChangeVehicleSeat(enum LastSeatType, enum NewSeatType);// 0x2b33460 void OnRep_VehicleSyncFlag();// 0x21cc7f4 void OnRep_VehicleHealthState();// 0x21cc7e0 void OnRep_TeamID();// 0x20cf544 void OnRep_SimulateViewData();// 0x21cc7cc void OnRep_SimulateFreeCameraViewData();// 0x21cc7b8 void OnRep_ServerLastReplicatedServer();// 0x21cc7a4 void OnRep_IsVehicleSpringArmAutoReturn();// 0x21cc790 void OnRep_IsForbidNightVehicle();// 0x21cc77c void OnRep_IsEngineStarted();// 0x21cc768 void OnRep_IsBoosting();// 0x21cc754 void OnRep_IsAirdroppingVehicle();// 0x21cc740 void OnRep_FrozenStatic();// 0x21cc72c void OnRep_CurrentVehicleStatesData(int OldVehicleStatesData);// 0x21cc6b4 void OnRep_CandidateAvatar();// 0x2b33460 void OnRep_CampID();// 0x1e7fd1c void OnRep_AttachedRelLoc();// 0x21cc6a0 void OnRep_AttachedActor();// 0x21cc68c void OnPlayerReqExitVehicle(STExtraPlayerCharacter* Player);// 0x21cc60c void OnPlayerExitVehicle(bool IsDriver, const STExtraPlayerCharacter* Character);// 0x2b33460 void OnPlayerEnterVehicle(bool IsSuccess, enum SeatType);// 0x2b33460 void OnMeshLoaded(SoftObjectPath AssetRef);// 0x21cc4a0 void OnFireBeginOverlapEvent(Actor* OtherActor);// 0x21cc428 void OnEngineStop();// 0x2b33460 void OnEngineStart();// 0x2b33460 void OnBoostingChanged();// 0x2b33460 void NotifyServerProjectileBulletImpact(out const ExplosionProjectileHitInfo InExpProjectileInfo, ProjectileBulletBase* Bullet);// 0x21cc354 void MultiCast_ApplyImpulse(const Vector Origin, float DamageOuterRadius, float BaseMomentumMag);// 0x21cc254 void LoadFPPVehicleModel();// 0x21cc240 bool IsVehicleWarVehicle();// 0x21cc210 bool IsValidYawInput(float YawInput, VehicleSpringArmComponent* SpringArm);// 0x21cc144 bool IsUsingFPPModel();// 0x21cc11c bool IsUCAV();// 0x21cc0f4 bool IsUAV();// 0x21cc0c4 bool IsSpawnedInReady();// 0x21cc0a8 bool IsSimulatePhysics();// 0x21cc080 bool IsNotInWater();// 0x21cc050 bool IsMotorbike();// 0x21cc028 bool IsInMidAir();// 0x21cbff8 bool IsInBuffSpeedState();// 0x21cbfdc bool IsHelicopter();// 0x21cbfb4 bool IsEntirelyUnderWater();// 0x21cbf8c bool IsElectronic_Failure();// 0x21cbf64 bool IsClient_WeaponOwner();// 0x21cbf34 bool IsCanEnter();// 0x21cbf04 bool IsAutoDriving();// 0x21cbedc bool IsArmedVehicle();// 0x21cbeb4 bool IsAmphibiousVehicle();// 0x21cbe8c bool IsAlive();// 0x21cbe5c bool IsAirVehicle();// 0x2143744 bool IsAI();// 0x21cbe2c bool IsActiveEffect(FName EffectName);// 0x21cbdac void InitVehicle(int FuelPercent, bool bEngineOn, bool bInHouse);// 0x21cbc90 SkeletalMeshComponent* InitSkeletalMesh(FName SubobjectName);// 0x21cbc10 bool HasVehicleStates(int ID, int srcVehicleStatesData);// 0x21cbb4c bool HasSkillID(int SkillID);// 0x21cbacc bool HasBuffID(int BuffID);// 0x21cba44 bool HasAutoDriveTarget();// 0x21cba1c void HandlePlayerAttachedToVehcicle(STExtraBaseCharacter* Player);// 0x21cb99c void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x21cb91c void HandleOnVehicleAvatarDataCopied();// 0x21cb908 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x21cb800 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x21cb668 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x21cb560 void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x21c08bc void HandleMoveAntiShootVerifyMiss();// 0x1ed4b58 void HandleLocalPlayerLeaveVehicle(STExtraPlayerCharacter* Player);// 0x21cb4e0 void HandleLocalPlayerEnterVehicle(STExtraPlayerCharacter* Player);// 0x21cb460 void HandleLocalPlayerDeadth(STExtraBaseCharacter* Player);// 0x21cb3e8 Actor* GetWeaponUserConst();// 0x21cb3b8 Actor* GetWeaponUser();// 0x21cb388 int GetWeaponReconnectIdx();// 0x21cb358 WeaponOwnerProxy* GetWeaponOwnerProxy();// 0x21cb328 uint32 GetWeaponOwnerPlayerKey();// 0x21cb2f8 float GetWeaponOwnerPawnHealth();// 0x1ed45fc WeaponManagerBaseComponent* GetWeaponManagerBase();// 0x21cb2c8 WeaponManagerComponent* GetWeaponManager();// 0x21cb298 SkeletalMeshComponent* GetVehicleWheelMesh();// 0x21cb270 VehicleShootWeapon* GetVehicleWeapon(int SeatId, int WeaponListID);// 0x21cb1ac VehicleSyncComponent* GetVehicleSync();// 0x21cb190 VehicleSpringArmComponent* GetVehicleSpringArm();// 0x21cb168 int GetVehicleSkinItemID();// 0x21cb140 VehicleSeatComponent* GetVehicleSeats();// 0x21cb124 VehicleDamageComponent* GetVehicleDamage();// 0x1f273ac VehicleCommonComponent* GetVehicleCommon();// 0x1f27390 VehicleAvatarComponent* GetVehicleAvatar();// 0x21cb0fc VehicleAIComponent* GetVehicleAIComponent();// 0x21cb0e0 VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x21cb0b8 bool GetUsingHorn();// 0x21cb090 int GetTeamId();// 0x21cb068 MaterialInstanceDynamic* GetTailLightDIM();// 0x21cb040 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x1fc6944 Vector GetRotationInputDir();// 0x20d9f68 float GetReloadAllWeaponTime();// 0x21cb018 SkeletalMeshComponent* GetMesh();// 0x21caffc LagCompensationComponentBase* GetLagCompensationComponent();// 0x21cafcc BattleItemHandleBase* GetItemHandle();// 0x21cafb0 bool GetIsPhysSleep();// 0x21caf80 bool GetIsOpenVertify();// 0x21caf64 Vector GetGunOwnerHeadLocation();// 0x21caf14 MaterialInstanceDynamic* GetFrontLightDIM();// 0x21caeec float GetForwardSpeed();// 0x201d5b0 STExtraPlayerCharacter* GetFirstPassenger();// 0x21caec4 MaterialInstanceDynamic* GetFFPLightDIM();// 0x21cae9c SkeletalMeshComponent* GetEquipWeaponAttachMesh();// 0x21cae6c bool GetEnableTickEnterSphereAsyncLoadRes();// 0x21cae50 STExtraPlayerCharacter* GetDriver();// 0x21cae28 uint64 GetCurrentStatesInterface();// 0x21cadf8 void GetCurrentOverlapActors(out STExtraSimpleCharacter*[] Result);// 0x21cad2c void GetCullWaterCapsule(out Vector OutCapsulePointA, out Vector OutCapsulePointB, out float OutCullWaterCapsuleRadius, out float OutCullWaterCapsuleBlendWidth);// 0x21caba0 int GetCampId();// 0x21cab78 BuoyancyForceComponent* GetBuoyancyForce();// 0x21cab5c int GetAvatarId();// 0x21cab34 void GetAllVehicleWeaponList(out VehicleShootWeapon*[] OutList);// 0x21caa68 void GetAllSkeletalMeshList(out SkeletalMeshComponent*[] OutList);// 0x21ca99c void ExitFPPVehicle();// 0x21ca988 void EnterFPPVehicle();// 0x21ca974 void EnableWeakTick(bool Enabled);// 0x21ca8ec void EnablePlayMusic(bool InEnable);// 0x21ca870 void EnableAvatarOutline(enum OutlineType);// 0x21ca7f8 void DestroyAndRespawnSelf();// 0x21ca7e4 void DeactiveEffect(FName EffectName);// 0x21ca76c void CreateAntiStuckBox();// 0x21ca758 void ClientPlayVehicleCameraShake();// 0x21ca6fc void ClientFeedbackPointDamage(Actor* DamageCauser);// 0x21ca648 void ClearInputs();// 0x21ca634 void ClearDecals();// 0x21ca620 void ClearBuff();// 0x21ca604 void ClearAllComponentWeakTick();// 0x21ca5f0 void ClearAllComponentTick();// 0x21ca5dc bool CheckHaveSpecialAttachActor();// 0x21bb9dc void CheckEnableAvatarOutline();// 0x2b33460 bool CheckAllWeaponIsReadyForFire();// 0x21ca5b4 void ChangeVehicleAvatar(STExtraPlayerController* MainPlayerController);// 0x21ca534 void ChangeAssetBy(BackpackVehicleAvatarHandle* InAvatarHandle);// 0x21ca4bc bool CanVehicleJump();// 0x21ca494 bool CanPushUpCharacterWhenPenetrating();// 0x21ca478 bool CanLeaveVehicle();// 0x214efb4 bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);// 0x21ca3f0 bool CanAutoDrivingNoDriver();// 0x21ca3c8 bool CanAutoDriving();// 0x21ca3a0 void CallbackLoadedParticleExplosion();// 0x21ca38c void BroadCastEnterVehicleEvent(bool IsSucc, enum SeatType);// 0x21ca2c4 void BroadcastClientVehicleExplosionEffect();// 0x21a0284 void BPPostLoadFPPMesh();// 0x2b33460 void BPPlayOverlapDamageCameraShake();// 0x2b33460 void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x21ca244 void AutoLoadEffect();// 0x21ca230 bool ApplyAnimation();// 0x21ca208 void AfterBeginPlay();// 0x2b33460 void AddHealthSafety(float AddVal);// 0x21ca188 bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x21ca078 bool AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x21c9f20 void ActiveEffectAsync(FName EffectName);// 0x21c9ea8 void ActiveEffect(FName EffectName);// 0x21c9e30 -------------------------------- 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();// 0x2264a60 void SeatOccupiersChangedDelegate__DelegateSignature();// 0x2b33460 void ReAttachCharacterOnSeat(STExtraBaseCharacter* InCharacter);// 0x22649e8 void ReAttachAllCharacters();// 0x22649d4 void ProcessPawnUseVehWeaponRotation(STExtraBaseCharacter* InChar, FName AttachSocketName);// 0x2264918 void OnSeatSocketChanged__DelegateSignature();// 0x2b33460 void OnRep_VehicleWeapons();// 0x2264904 void OnRep_Occupiers();// 0x22648f0 void OnRep_Attachments();// 0x22648dc bool IsSeatIndexAvailable(int SeatIndex);// 0x226485c bool IsSeatAvailableTeam(STExtraBaseCharacter* InCharacter);// 0x22647dc bool IsSeatAvailable(enum SeatType);// 0x226475c bool IsDriver(STExtraBaseCharacter* InCharacter);// 0x22646dc bool HasCharacter(const STExtraBaseCharacter* Character);// 0x226465c int GetSeatNum();// 0x2133cb0 bool GetPlayerSeatInfo(STExtraPlayerCharacter* InPlayer, out STExtraVehicleSeat SeatInfo);// 0x2264440 STExtraBaseCharacter* GetPassenger(int SeatIndex);// 0x1ff6508 int GetInUseSeatNum();// 0x2264418 STExtraBaseCharacter* GetFirstSeatCharacterBySeatType(enum SeatType);// 0x2264398 STExtraPlayerCharacter* GetFirstPassenger();// 0x2264370 int GetDriverSeatIndex();// 0x2264348 STExtraPlayerCharacter* GetDriver();// 0x2264320 int GetChracterSeatIndex(STExtraBaseCharacter* Character);// 0x22642a0 int GetAvailableSeatIndex(enum SeatType);// 0x2264220 void ClientSetLocalWeaponWillCtr(STExtraPlayerCharacter* Character, VehicleShootWeapon* VehShootWeapon);// 0x2264124 void ClientSetLeaveVehicleLocation(STExtraPlayerCharacter* Character, Vector LeaveLocation);// 0x2264060 void ClientChangeSeatCameraData(STExtraPlayerCharacter* Character, int OldIndex, int NewIndex);// 0x2263f1c void ChangeCharacterSeatSocket(out const FName[] InSeatSockets);// 0x2263e50 -------------------------------- Class: VehicleComponent.LuaActorComponent.ActorComponent.Object -------------------------------- Class: LuaActorComponent.ActorComponent.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x100, Size: 60] FString LuaFilePath;//[Offset: 0x13c, Size: 12] void UnRegistLuaTick();// 0x51939f4 void RegistLuaTick(float TickInterval);// 0x5193e10 -------------------------------- 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: 0xd70, Size: 4] bool bUseVehWeaponDisableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd74, Size: 1] bool bUseVehWeaponView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd75, Size: 1] bool bAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd76, Size: 1] FName VehWeaponBindSocket;//[Offset: 0xd78, Size: 8] CameraOffsetData VehWeaponViewCameraData;//[Offset: 0xd80, Size: 28] bool bNeedCalcMuzzleSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9c, Size: 1] FName OnBlockMuzzleSocket;//[Offset: 0xda0, Size: 8] AnimSequence* VehicleWeaponIdle;//[Offset: 0xda8, Size: 4] AnimSequence* VehicleWeaponReload;//[Offset: 0xdac, Size: 4] AnimSequence* VehicleWeaponUnuseIdle;//[Offset: 0xdb0, Size: 4] float VehicleWeaponReloadRate;//[Offset: 0xdb4, Size: 4] AnimMontage* VehicleWeaponFireMontage;//[Offset: 0xdb8, Size: 4] bool bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdbc, Size: 1] FName VehicleWeaponGripSocketR;//[Offset: 0xdc0, Size: 8] FName VehicleWeaponGripSocketL;//[Offset: 0xdc8, Size: 8] bool bControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd0, Size: 1] bool bEnableControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd1, Size: 1] bool bEnableAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd2, Size: 1] bool bEnableFreeCameraWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd3, Size: 1] bool bEnableExitWeaponViewWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd4, Size: 1] bool bEnableReturnBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde4, Size: 1] bool bEnableRotateCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde5, Size: 1] bool bEnableScopeAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde6, Size: 1] bool bAnimFollowCameraOnlyInADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde9, Size: 1] FName CharacterSocket;//[Offset: 0xdf0, Size: 8] bool bEnableShowVehicleWeaponUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf8, Size: 1] bool bEnableShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf9, Size: 1] bool bEnableShowSlotUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdfa, Size: 1] bool bEnableShowInterferenceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdfb, Size: 1] bool bEnableShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdfc, Size: 1] bool bUsePredictLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdfd, Size: 1] class GrenadePredictLine* GrenadePredictLineClass;//[Offset: 0xe00, Size: 4] FName GrenadePredictLineSocket;//[Offset: 0xe08, Size: 8] GrenadePredictLine* GrenadePredictLine;//[Offset: 0xe10, Size: 4] bool bCanConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe14, Size: 1] float FuelConsumptionRate;//[Offset: 0xe18, Size: 4] float StartReloadDelayTime;//[Offset: 0xe30, Size: 4] float EndReloadDelayTime;//[Offset: 0xe40, Size: 4] STExtraPlayerCharacter* RefSeatPlayer;//[Offset: 0xe44, Size: 4] bool bLocalUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe48, Size: 1] Actor* OwnerActor;//[Offset: 0xe4c, Size: 4] STExtraVehicleBase* OwnerVehicle;//[Offset: 0xe50, Size: 4] int BulletTypeTipMsgID;//[Offset: 0xe58, Size: 4] int NotEnoughEnergyTipMsgID;//[Offset: 0xe5c, Size: 4] int CantUseFireWeaponTipMsgID;//[Offset: 0xe60, Size: 4] void StartReloadAnim();// 0x2265d70 void SetUsePawnControlRotation(STExtraPlayerCharacter* Character, bool IsUse, bool IsThirdPerson);// 0x2265c5c void OnVehicleExplode();// 0x2265c40 void OnRep_OwnerActor();// 0x2265c2c void NetMulticastReturnBullets();// 0x2265bd0 void MulUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed, const WeaponSyncData SyncData);// 0x2265a74 void K2_SetSpecialMeshHide(bool isHide);// 0x2b33460 void K2_OnUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed);// 0x2b33460 void K2_OnReturnBullets();// 0x2b33460 MeshComponent* K2_GetWeaponMeshComp();// 0x2b33460 void HnadleScopeInAfterReload();// 0x2265a60 void HandleWeaponStateChanged(byte LastState, byte NewState);// 0x22659a4 void HandleWeaponStartReload();// 0x2265990 void HandleWeaponEndReload();// 0x226597c void HandleEndTouchScreenInReloading(byte FingerIndex);// 0x22658fc void HandleBeginTouchScreenInReloading(out const Vector2D Loc);// 0x2265878 STExtraPlayerCharacter* GetPlayerCharacter();// 0x2265850 STExtraVehicleBase* GetOwnerVehicle();// 0x2265828 Rotator GetOwnerCameraRotator();// 0x22657e0 Transform GetCharacterSocketTransform();// 0x2265780 void DoAutoReloadVehicleWeapon(STExtraShootWeapon* ShootWeapon);// 0x2265708 bool CheckIsAutonomousOrObTarget();// 0x22656e0 void AfterReloadEnd();// 0x22656cc -------------------------------- Class: STExtraShootWeapon.STExtraWeapon.Actor.Object bool CloseLowLevelDeviceHitEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848, Size: 1] bool bUseAdjusetImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x849, Size: 1] float voiceCheckCD;//[Offset: 0x84c, Size: 4] float voiceCheckShowCD;//[Offset: 0x850, Size: 4] bool isDefaultSlienceWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x854, Size: 1] WeaponVerifyConfig ShootVerifyConfig;//[Offset: 0x870, Size: 60] bool bIsPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ac, Size: 1] bool bIsAIOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ad, Size: 1] delegate OnShootWeaponAutoReloadDel;//[Offset: 0x8b0, Size: 12] delegate OnCurBulletChange;//[Offset: 0x8bc, Size: 12] delegate OnCurBarrelBulletChangeDelegate;//[Offset: 0x8c8, Size: 12] delegate OnStartFireDelegate;//[Offset: 0x8d4, Size: 12] delegate OnStopFireDelegate;//[Offset: 0x8e0, Size: 12] delegate OnWeaponShootDelegate;//[Offset: 0x8ec, Size: 12] delegate OnWeaponShootHitDelegate;//[Offset: 0x8f8, Size: 12] delegate OnWeaponReloadStartDelegate;//[Offset: 0x904, Size: 12] delegate OnWeaponReloadEndDelegage;//[Offset: 0x910, Size: 12] delegate OnWeaponEquipDelegate;//[Offset: 0x91c, Size: 12] delegate OnWeaponUnEquipDelegate;//[Offset: 0x928, Size: 12] delegate OnWeaponEquipAnimProcessDelegate;//[Offset: 0x934, Size: 12] delegate OnWeaponUnEquipAnimProcessDelegate;//[Offset: 0x940, Size: 12] delegate OnLeftLastBulletWhenReloadOneByOneDelegate;//[Offset: 0x94c, Size: 12] delegate OnBulletNumChangeDelegate;//[Offset: 0x958, Size: 12] delegate OnShootIntervalModeChangeDelegate;//[Offset: 0x964, Size: 12] delegate OnWeaponShootPlayerNotifyDelegate;//[Offset: 0x97c, Size: 12] delegate OnWeaponDurabilityChangedDelegate;//[Offset: 0x988, Size: 12] delegate OnWeaponSecurityLogShootActorDelegate;//[Offset: 0x994, Size: 12] delegate OnShootWeaponAutoDrop;//[Offset: 0x9a0, Size: 12] delegate OnWeaponDropStart;//[Offset: 0x9ac, Size: 12] delegate OnWeaponDropFinished;//[Offset: 0x9b8, Size: 12] delegate OnBulletLaunch;//[Offset: 0x9c4, Size: 12] delegate OnBulletImpact;//[Offset: 0x9d0, Size: 12] delegate OnBulletImpactFX;//[Offset: 0x9dc, Size: 12] delegate OnChangeShootType;//[Offset: 0x9e8, Size: 12] CrossHairComponent* CachedCrossHairComponent;//[Offset: 0x9f4, Size: 4] BulletHitInfoUploadComponent* CachedBulletHitInfoUploadComponent;//[Offset: 0x9f8, Size: 4] delegate OnScopeIn;//[Offset: 0x9fc, Size: 12] delegate OnScopeOut;//[Offset: 0xa08, Size: 12] delegate OnScopeInContinue;//[Offset: 0xa14, Size: 12] STExtraShootWeaponComponent* ShootWeaponComponent;//[Offset: 0xa20, Size: 4] MultiBulletComponent* MultiBulletComponent;//[Offset: 0xa24, Size: 4] GrenadeLaunchComponent* GrenadeLaunchComponent;//[Offset: 0xa28, Size: 4] FillGasComponent* FillGasComponent;//[Offset: 0xa2c, Size: 4] int CurBulletNumInClip;//[Offset: 0xa30, Size: 4] BulletInClip CurBulletInClip;//[Offset: 0xa34, Size: 16] int CurMaxBulletNumInOneClip;//[Offset: 0xa44, Size: 4] int CurBulletNumInBarrel;//[Offset: 0xa48, Size: 4] byte ShootMode;//[Offset: 0xa4c, Size: 1] byte CurShootType;//[Offset: 0xa4d, Size: 1] int CurShootTotalType;//[Offset: 0xa50, Size: 4] float VoiceCheckDis;//[Offset: 0xa54, Size: 4] float SilenceVoiceCheckDis;//[Offset: 0xa58, Size: 4] float nowVoiceCheckDis;//[Offset: 0xa5c, Size: 4] Vector ShootTargetLoc;//[Offset: 0xa60, Size: 12] int AngledSightID;//[Offset: 0xa78, Size: 4] byte TraceChannel;//[Offset: 0xa7c, Size: 1] Vector LastImpactEffectLocation;//[Offset: 0xa80, Size: 12] float LastImpactEffectTime;//[Offset: 0xa8c, Size: 4] int CurBurstShootIndex;//[Offset: 0xa94, Size: 4] Transform BoltActionTransform;//[Offset: 0xaa0, Size: 48] bool bHasFinishConfirmedFromServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad0, Size: 1] int ClientShootTimes;//[Offset: 0xad4, Size: 4] AkAudioEvent* BulletFlySound;//[Offset: 0xad8, Size: 4] AkAudioEvent* LoadBulletSound;//[Offset: 0xadc, Size: 4] AkAudioEvent* ChangeMagazineSound;//[Offset: 0xae0, Size: 4] AkAudioEvent* MagazineINSound;//[Offset: 0xae4, Size: 4] AkAudioEvent* MagazineOUTSound;//[Offset: 0xae8, Size: 4] AkAudioEvent* PullBoltSound;//[Offset: 0xaec, Size: 4] Vector BulletDecalScale;//[Offset: 0xaf0, Size: 12] BulletInClip CurBulletInClipOnSimulatedClients;//[Offset: 0xafc, Size: 16] bool CurAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0d, Size: 1] float DropDuration;//[Offset: 0xb10, Size: 4] NormalProjectileComponent* NormalProjectileComponent;//[Offset: 0xb14, Size: 4] float AIShootLoudness;//[Offset: 0xb18, Size: 4] float AIShootStartAttenuationDis;//[Offset: 0xb1c, Size: 4] float AIShootMaxDis;//[Offset: 0xb20, Size: 4] float AISilenceShootLoudness;//[Offset: 0xb24, Size: 4] float AISilenceShootStartAttenuationDis;//[Offset: 0xb28, Size: 4] float AISilenceShootMaxDis;//[Offset: 0xb2c, Size: 4] bool bEnableSwitchToGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb30, Size: 1] byte CurShootWeaponState;//[Offset: 0xb31, Size: 1] ShootWeaponEntity* ShootWeaponEntityComp;//[Offset: 0xb40, Size: 4] ShootWeaponEffectComponent* ShootWeaponEffectComp;//[Offset: 0xb44, Size: 4] ShootWeaponAutoTestHandle* AutoTestHandle;//[Offset: 0xb48, Size: 4] int md_MaxBulletArraySize;//[Offset: 0xb4c, Size: 4] enum CurShootIntervalMode;//[Offset: 0xb50, Size: 1] bool IsEquipSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb51, Size: 1] bool IsEquipFiringSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb52, Size: 1] bool IsEquipCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb53, Size: 1] Vector OffsetFPPLocation;//[Offset: 0xb54, Size: 12] Rotator OffsetFPPRotation;//[Offset: 0xb60, Size: 12] Vector OffsetFPPCrouchLocation;//[Offset: 0xb6c, Size: 12] Rotator OffsetFPPCrouchRotation;//[Offset: 0xb78, Size: 12] Vector OffsetFPPProneLocation;//[Offset: 0xb84, Size: 12] Rotator OffsetFPPProneRotation;//[Offset: 0xb90, Size: 12] Rotator OffsetFPPScopeRotation;//[Offset: 0xb9c, Size: 12] Vector OffsetAngledFPPLocation;//[Offset: 0xba8, Size: 12] Rotator OffsetAngledFPPRotation;//[Offset: 0xbb4, Size: 12] Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xbc0, Size: 12] Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xbcc, Size: 12] Vector OffsetAngledFPPProneLocation;//[Offset: 0xbd8, Size: 12] Rotator OffsetAngledFPPProneRotation;//[Offset: 0xbe4, Size: 12] Rotator OffsetAngledFPPScopeRotation;//[Offset: 0xbf0, Size: 12] bool DefaultScopeVisiable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbfc, Size: 1] enum[] AvailableWeaponAttachmentSocketTypeList;//[Offset: 0xc08, Size: 12] AttrModifyComponent* AttrModifierCompoment;//[Offset: 0xc14, Size: 4] WeaponAttrModifyConfig[] WeaponAttrModifyConfigList;//[Offset: 0xc18, Size: 12] int[] AttachedAttachmentID;//[Offset: 0xc24, Size: 12] int[] DefaultAttachedAttachmentID;//[Offset: 0xc30, Size: 12] uint32 ShootID;//[Offset: 0xc3c, Size: 4] WeaponAntiCheatComp* AntiCheatComp;//[Offset: 0xc40, Size: 4] SimulateBulletHitInfoData[] SimulateHitDataArray;//[Offset: 0xc44, Size: 12] bool IsInitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc60, Size: 1] bool IsRegisterCanModifyAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc61, Size: 1] bool bIsResettedMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd10, Size: 1] bool UseNewShotGunDevation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd50, Size: 1] bool bUnlimitBulletWhenStandAlone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd51, Size: 1] bool bEnableReloadADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd58, Size: 1] bool bCanAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd59, Size: 1] delegate OnSetRearSightIndexDelegate;//[Offset: 0xd5c, Size: 12] int WeaponDurability;//[Offset: 0xd68, Size: 4] int8 CurRearSightIndex;//[Offset: 0xd6c, Size: 1] void UpdateComponentTick();// 0x21ab970 bool StopFireFilter();// 0x21ab940 void StopFire(byte ToState);// 0x21ab8c0 void StopFillGas();// 0x21ab8ac int StartReload();// 0x21ab87c bool StartFireFilter();// 0x1edcf88 void StartFire();// 0x21ab860 void StartFillGas();// 0x21ab84c void StartDoPreBarrel(float HandledTime);// 0x21ab7cc void StartDoBarrel();// 0x1febf8c void ShowDefaultScope(bool bShow);// 0x21ab74c void ShowDefaultAttachmentComponentByType(enum Type, bool bVisible);// 0x21ab688 void ShootIDIsNotValid();// 0x20c91f8 void SetWeaponAttrModifierEnable(FString AttrModifierID, bool Enable, bool ClientSimulate);// 0x21ab530 void SetReloadWithNoCostFromEntity(bool bReloadWithNoCost);// 0x21ab4b0 void SetRearSightIndex(int Index);// 0x21ab438 void SetCurShootType(byte ShootType);// 0x21ab3c0 void SetCurrentBulletNumInClipOnServer(BulletInClip InBulletInClip);// 0x21ab25c void SetCurrentBulletNumInClipOnClient(BulletInClip InBulletInClip);// 0x21ab0f8 void SetCurReloadMethod(byte method);// 0x21ab080 void SetBulletInClip(out BulletInWeapon[] InCurBulletList, int Count);// 0x21aaf6c void SetBaseImpactDamageEntity(float Damage);// 0x1f3d590 void SetAvailableWeaponAttachmentSocketTypeList(out enum[] List);// 0x21aae5c bool ScopeOut();// 0x209f670 void ScopeInContinue();// 0x21aae48 bool ScopeIn();// 0x21aae18 void S2C_SyncAllClientsBulletsNum(int BulletsNum);// 0x21aad98 void RPC_ServerStopReload(int InterruptState);// 0x21aace4 void RPC_ServerSetMaxBulletNum();// 0x21aac88 void RPC_ServerSetBaseImpactDamageEntity(float Damage);// 0x21aabd4 void RPC_Server_SetRearSightIndex(int Index);// 0x21aab20 void RPC_ClientSetCurShootType(byte ShootType);// 0x21aaa6c void RPC_ClientSetCurReloadMethod(byte method);// 0x21aa9b8 void RPC_ClientNotifySimulateHitDataArray(const SimulateBulletHitInfoData[] DataArray);// 0x21aa8f4 void RPC_ClientNotifyLeftLastBulletWhenReloadOneByOne(int RemainBulletNumToReload);// 0x21aa874 void RPC_ClientChangeFreshWeaponState_WithParams(byte State, byte Parameter);// 0x21aa778 void RPC_Client_SetBulletNumInClip(BulletInClip InBulletInClip);// 0x21aa530 void RotateCrossHair(Rotator Rot);// 0x21aa4c0 void ResetInitialBulletNumInClip(bool bSetZero);// 0x21aa440 void ReSetBulletInClip(BulletInClip NewBulletInClip);// 0x21aa2dc void RemoveGrenadeLaunchBullet(int RemoveNum);// 0x21aa264 void RemoveBulletInClip(int RemoveNum, bool IsRevert);// 0x21aa1a0 void RefreshBulletInClip(int Count);// 0x21aa128 void ReduceWeaponDurability(int ReduceAmount);// 0x21aa0b0 void PreSetBulletListInClip(BulletInClip NewBulletInClip);// 0x21a9f4c byte PopNextSpecialBulletID();// 0x21a9f1c void OnWeaponUnEquipDelegate__DelegateSignature();// 0x2b33460 void OnWeaponUnEquipAnimProcessDelegate__DelegateSignature();// 0x2b33460 void OnWeaponShootPlayerNotifyDelegate__DelegateSignature();// 0x2b33460 void OnWeaponShootHitDelegate__DelegateSignature(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x2b33460 void OnWeaponShootDelegate__DelegateSignature();// 0x2b33460 void OnWeaponSecurityLogShootActorDelegate__DelegateSignature(Actor* InHitActor, out const SecurityLogHitTargetInfo TargetInfo);// 0x2b33460 void OnWeaponReloadStartDelegate__DelegateSignature();// 0x2b33460 void OnWeaponReloadEndDelegage__DelegateSignature();// 0x2b33460 void OnWeaponEquipDelegate__DelegateSignature();// 0x2b33460 void OnWeaponEquipAnimProcessDelegate__DelegateSignature();// 0x2b33460 void OnWeaponDurabilityChangeDelegate__DelegateSignature();// 0x2b33460 void OnStopFireDelegate__DelegateSignature();// 0x2b33460 void OnStartFireDelegate__DelegateSignature();// 0x2b33460 void OnShootWeaponDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2b33460 void OnShootWeaponAutoReloadDelegate__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2b33460 void OnShootWeaponAutoDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x2b33460 void OnShootIntervalModeChangeDelegate__DelegateSignature();// 0x2b33460 void OnSetRearSightIndexDelegate__DelegateSignature(int PrevIndex, int PostIndex);// 0x2b33460 void OnScopeInContinue__DelegateSignature();// 0x2b33460 void OnRep_WeaponDurability();// 0x21a9f08 void OnRep_SimulateHitDataArray();// 0x21a9ef4 void OnRep_CurRearSightIndex(int8 PrevIndex);// 0x21a9e7c void OnRep_CurMaxBulletNumChange();// 0x21a9e68 void OnRep_CurCurShootIntervalMode();// 0x21a9e54 void OnRep_CurBulletInClipOnSimulatedClients();// 0x21a9e40 void OnMaxBulletChange__DelegateSignature();// 0x2b33460 void OnLeftLastBulletWhenReloadOneByOne__DelegateSignature(int RemainNum);// 0x2b33460 void OnCurBulletChange__DelegateSignature();// 0x2b33460 void OnCurBarrelBulletChangeDelegate__DelegateSignature();// 0x2b33460 void OnChangeShootType__DelegateSignature(STExtraShootWeapon* ShootWeapon, byte ShootType);// 0x2b33460 void OnBulletNumChangeDelegate__DelegateSignature();// 0x2b33460 void OnBulletLaunch__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet);// 0x2b33460 void OnBulletImpactFX__DelegateSignature(out const BulletHitInfoUploadData ImpactResult, STEShootWeaponBulletImpactEffect* ImpactEffect);// 0x2b33460 void OnBulletImpact__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet, out const HitResult HitRet);// 0x2b33460 void NotifyServerNoneShootAction();// 0x21a9de4 void NotifyLeftLastBulletWhenReloadOneByOneOnServer(int RemainBulletNumToReload);// 0x21a9d6c void NotifyClientNoneShootAction();// 0x21a9d10 void LocalSetBulletNumInClip(BulletInClip InBulletInClip);// 0x21a9bac bool IsWeaponDurabilityLoss();// 0x21a9b84 bool IsWeaponAttachmentFullEquiped();// 0x21a9b5c bool IsVehicleWeapon();// 0x21a9b34 bool IsUsingGrenadeLaunch();// 0x21a9b0c bool IsSwallowBulletTarget(Actor* TargetActor);// 0x21a9a84 bool IsSupportBolt();// 0x21a9a54 bool IsSupportAutoAim();// 0x21a9a2c bool IsInPreFire();// 0x21a9a04 static bool IsGHasInfiniteBullets();// 0x21a99dc bool IsForbidShootTarget(Actor* TargetActor);// 0x21a9954 bool IsEnableReloadADS();// 0x21a9938 bool IsEnableDropBullet();// 0x21a9910 bool IsDriverVehicleWeapon();// 0x21a98e8 bool IsAutoDrop();// 0x21a98c0 void InitWeaponDurability(int NewVal);// 0x21a9848 bool HasMultiBullet();// 0x21a9820 void HandleWeaponScopeUnEquiped(enum Type);// 0x21a97a8 void HandleWeaponScopeEquiped(enum Type);// 0x21a9730 void HandleWeaponAvatarLoaded(int SlotID, ItemDefineID DefineID);// 0x21a9660 void HandleScopeOut(bool bIsBegin);// 0x21a95e0 void HandleScopeIn(bool bIsBegin);// 0x21a9560 void HandleAllWeaponAvatarLoaded();// 0x21a954c byte GetWeaponReloadType();// 0x21a9524 int GetWeaponIDFromEntity();// 0x21a94fc int GetWeaponID();// 0x21a94cc int GetWeaponDurability();// 0x21a94a4 float GetWeaponBodyLength();// 0x21a947c Vector GetVolleyShootDirection(Vector TargetLoc, Vector OldStartLoc, Vector NewStartLoc, Vector BulletDir);// 0x21a92e4 ParticleSystem* GetVisualBulletTrackFX();// 0x21a92bc bool GetVisualBulletTrackEnabled();// 0x21a9294 WeaponVisualBulletItemConfig GetVisualBulletItemConfig();// 0x21a9254 FName GetVerifyScopeSocketNameFromEntity();// 0x21a9214 bool GetUseSpecificBulletNumOnReloadFromEntity();// 0x21a91ec float GetTraceDistanceFromEntity();// 0x21a91c4 FName GetSilencerSocketNameFromEntity();// 0x21a9184 ShootWeaponEntity* GetShootWeaponEntityComponent();// 0x21a915c ShootWeaponEffectComponent* GetShootWeaponEffectComponent();// 0x21a9134 byte GetShootTypeFromEntity();// 0x21a910c int GetShootReduceDurabilityAmount();// 0x21a90e4 int GetShootIntervalShowNumberFromEntity();// 0x21a90bc float GetShootIntervalFromEntity(int BulletIndex);// 0x21a903c FName GetShellDropSocketNameFromEntity();// 0x21a8ffc MeshComponent* GetScopeMeshByType(FName SocketName, enum Type, int SocketIndex);// 0x21a8eec int GetScopeID(bool bIsAngledOpticalSight);// 0x21a8e5c MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x21a8d38 MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x21a8c20 bool GetReloadWithNoCostFromEntity();// 0x21a8bf8 float GetReloadTimeMagOutFromEntity();// 0x21a8bd0 float GetReloadTimeMagInFromEntity();// 0x21a8ba8 float GetReloadTimeFromEntity();// 0x21a8b80 FName GetReloadTIDName(byte method);// 0x21a8af0 float GetReloadTacticalTimeFromEntity();// 0x21a8ac8 int GetReloadSpecificBulletNumFromEntity();// 0x21a8aa0 float GetReloadRateFromEntity();// 0x21a8a78 float GetReloadDurationStartFromEntity();// 0x21a8a50 float GetReloadDurationLoopFromEntity();// 0x21a8a28 Transform GetRelativeMuzzleTransform();// 0x21a89c0 float GetReferenceDistance();// 0x21a8998 FName GetRearSightSocket(int Index);// 0x21a8910 Rotator GetRearSightRot();// 0x21a88c8 int GetRearSightIndex();// 0x21a88a0 Rotator GetRearSightHandRotOffset();// 0x21a8858 float GetRangeModifier();// 0x21a8830 SRangeAttenuateConfig[] GetRangeAttenuateFromEntity();// 0x21a8770 float GetPreFireTimeFromEntity();// 0x21a8748 float GetPostFireTimeFromEntity();// 0x21a8720 float GetPostFillGasTime();// 0x21a86f8 FName GetOverrideScopeAimSocketName();// 0x21a86b8 Transform GetMuzzleTransform();// 0x21a8650 FName GetMuzzleSocketNameFromEntity();// 0x21a8608 float GetMinShootIntervalFromEntity();// 0x21a85e0 float GetMaxVelocityOffsetAddRateFromEntity();// 0x21a85b8 float GetMaxValidHitTimeFromEntity();// 0x21a8590 float GetMaxImpactEffectSkipTimeFromEntity();// 0x21a8568 int GetMaxBulletNumInOneClipFromEntity();// 0x21a8540 int GetMaxBulletNumInBarrelFromEntity();// 0x21a8518 bool GetIsNeedOffsetVelocityFromEntity();// 0x21a84f0 bool GetIsEnableScopeInFromEntity();// 0x21a84c8 float GetImpactEffectSkipDistanceFromEntity();// 0x21a84a0 float GetIgnoreRangeAttenuatDis();// 0x21a8478 WeaponHitPartCoff GetHitPartCoff(Actor* Victim);// 0x21a83e4 AkAudioEvent* GetGrenadeLaunchShootSound();// 0x21a83bc WeaponCrossHairPerformData[] GetGrenadeLaunchCrossHairData();// 0x21a8260 float GetGasAddDamageRate();// 0x21a8238 float GetGameDeviationFactor();// 0x21a8210 FName GetFiringSuppressorSocketNameFromEntity();// 0x21a81d0 float GetFireSensitiveYawRate();// 0x21a81a8 float GetFireSensitivePitchRate();// 0x21a8180 int GetExtraShootIntervalShowNumberFromEntity();// 0x21a8158 float GetExtraShootIntervalFromEntity();// 0x21a8130 GetEquipAttachSlotMap();// 0x21a7f60 MeshComponent* GetDefaultAttachmentComponentByType(enum Type);// 0x21a7ed4 byte GetCurSightVisionType();// 0x21a7eac byte GetCurSightType();// 0x21a7e7c enum GetCurShootIntervalMode();// 0x21a7e60 int GetCurrentBulletNumInClip();// 0x21a7e44 float GetCurReloadTime();// 0x21a7e1c byte GetCurReloadMethod();// 0x21a7df4 float GetCurGasRate();// 0x21a7dcc float GetCurGasAngle();// 0x21a7da4 int GetCurBulletNumInClip();// 0x21a7d7c float GetCrossHairInitSize();// 0x21a7d54 float GetCrossHairBurstSpeed();// 0x21a7d2c float GetCrossHairBurstIncreaseSpeed();// 0x21a7d04 byte GetControllerRole();// 0x1f6f99c int GetConstantWeaponDurabilityFromEntity();// 0x21a7cdc bool GetClipHasInfiniteBulletsFromEntity();// 0x21a7cb4 MeshComponent* GetChildMeshComp(FName compTag);// 0x21a7c34 bool GetCanRecordHitDetailFromEntity();// 0x21a7c0c float GetBurstShootIntervalFromEntity();// 0x21a7be4 float GetBurstShootCDFromEntity();// 0x21a7bbc int GetBurstShootBulletsNumFromEntity();// 0x21a7b94 ItemDefineID GetBulletTypeFromEntity();// 0x21a7b48 float GetBulletRangeEntity();// 0x21a7b20 float GetBulletNumSingleShotFromEntity();// 0x21a7af8 float GetBulletMomentumFromEntity();// 0x21a7ad0 float GetBulletFireSpeedFromEntity();// 0x21a7aa8 float GetBaseReloadTime(bool bTactical);// 0x21a7a20 float GetBaseImpactDamageEntity();// 0x21a79f8 enum[] GetAvailableWeaponAttachmentSocketTypeList();// 0x21a78e0 float GetAutoShootCDFromEntity();// 0x21a78b8 bool GetAutoReloadFromEntity();// 0x21a7890 bool GetADSManualStop();// 0x21a7868 float GetAccessoriesVRecoilFactor();// 0x21a7840 float GetAccessoriesRecoveryFactor();// 0x21a7818 float GetAccessoriesHRecoilFactor();// 0x21a77f0 float GetAccessoriesDeviationFactor();// 0x21a77c8 void ForceSyncAllClientsBulletsNumOnServer();// 0x21a77b4 void FixBulletNumWithValideData();// 0x21a77a0 void EnableInfiniteBullets(bool bEnableInfiniteBullets);// 0x21a7720 void DoGrenadeLaunchStartReload();// 0x21a770c byte CostSpecialBulletID(byte SpecialBulletID);// 0x21a7684 void CostGasByOneShoot();// 0x21a7670 bool ConditionForbidShootTarget();// 0x21a7640 void ClearWeaponAttrModifier();// 0x21a762c void ClampBulletInClip(int MinCount, int MaxCount);// 0x21a7570 void CheckReloadAttr();// 0x21a755c bool CheckNeedClientSetMaxBulletNum();// 0x21a7534 bool CanSwitchToGrenade();// 0x21a7518 void BP_OnSyncSimulatedClientsCurBullets();// 0x2b33460 void AddWeaponDurability(int AddAmount);// 0x21a74a0 void AddOwnerOffsetVelocity(out Vector OrginalVelocity);// 0x21a741c void AddFillGas(float AddTime);// 0x21a73a4 void AddBulletInClip(BulletInWeapon[] InCurBulletList, int Count);// 0x21a7208 -------------------------------- 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: 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: 0x2d4, Size: 12] Vector LowThrowOffset;//[Offset: 0x2e0, Size: 12] byte ThrowMode;//[Offset: 0x2ec, Size: 1] float PredictLineVelocityScale;//[Offset: 0x2f0, Size: 4] float MaxSimTime;//[Offset: 0x2f4, Size: 4] GrenadePredictResult GrenadePredictResult;//[Offset: 0x2f8, Size: 40] float GrenadeRadius;//[Offset: 0x320, Size: 4] Vector PredictLineStartLocation;//[Offset: 0x324, Size: 12] Vector PredictLineStartVelocity;//[Offset: 0x330, Size: 12] Vector LauncheVelocity;//[Offset: 0x33c, 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: 0x25a8, Size: 12] delegate OnHasTombBoxesAvailableChanged;//[Offset: 0x25b4, Size: 12] delegate OnSkillFinishedDelegate;//[Offset: 0x25c0, Size: 12] delegate OnPlayerInteractiveStateChange;//[Offset: 0x25cc, Size: 12] delegate OnScopeOutDelegate;//[Offset: 0x25d8, Size: 12] delegate OnScopeInDelegate;//[Offset: 0x25e4, Size: 12] delegate OnGetOnVehicleDelegate;//[Offset: 0x25f0, Size: 12] delegate OnRepParachuteStateDelegate;//[Offset: 0x25fc, Size: 12] delegate OnParachuteStateChanged;//[Offset: 0x2608, Size: 12] WeaponAutoAimingComponent* AutoAimComp;//[Offset: 0x2614, Size: 4] STScreenAppearanceComponent* ScreenAppearaceComp;//[Offset: 0x2618, Size: 4] BoxComponent* BoxEar;//[Offset: 0x261c, Size: 4] NightVisionComponent* NightVisionComponent;//[Offset: 0x2620, Size: 4] class NightVisionComponent* NightVisionComponentClass;//[Offset: 0x2624, Size: 4] float IndoorCheckDistance;//[Offset: 0x2628, Size: 4] float IndoorCheckTime;//[Offset: 0x262c, Size: 4] float BodyIndoorUpdateCheckTime;//[Offset: 0x2630, Size: 4] float IndoorLowerCameraHeight;//[Offset: 0x2634, Size: 4] bool IsIndoorBodyAreaCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2638, Size: 1] float IndoorBodyAreaDistance;//[Offset: 0x263c, Size: 4] float fTickDuration;//[Offset: 0x2640, Size: 4] SoftClassPath PlayerGunCollisionComponentClassPath;//[Offset: 0x2648, Size: 24] bool ShouldVaultOnBaseMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2660, Size: 1] enum ParachuteState;//[Offset: 0x2670, Size: 1] enum LastParachuteState;//[Offset: 0x2672, Size: 1] float HaveToOpenHeightToGround;//[Offset: 0x2674, Size: 4] bool IsPlaneJumpParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2678, Size: 1] float SwimZDir;//[Offset: 0x267c, Size: 4] bool Indoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2680, Size: 1] bool IsBodyIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2681, Size: 1] float SwimRotateX_Ex;//[Offset: 0x2684, Size: 4] CustomParticleSystemComponent* PS_CloudFast;//[Offset: 0x2688, Size: 4] CustomParticleSystemComponent* PS_CloudSlow;//[Offset: 0x268c, Size: 4] ParticleSystem* PS_CloudFastAsset;//[Offset: 0x2690, Size: 4] ParticleSystem* PS_CloudSlowAsset;//[Offset: 0x2694, Size: 4] AkAudioEvent* AK_StartFallingLocal;//[Offset: 0x2698, Size: 4] AkAudioEvent* AK_ParachuteLocal;//[Offset: 0x269c, Size: 4] AkAudioEvent* AK_ParachuteRemote;//[Offset: 0x26a0, Size: 4] AkAudioEvent* AK_LandingLocal;//[Offset: 0x26a4, Size: 4] AkAudioEvent* AK_LandingRemotel;//[Offset: 0x26a8, Size: 4] AkAudioEvent* AK_ParachuteLocalOverride;//[Offset: 0x26ac, Size: 4] AkAudioEvent* AK_ParachuteRemoteOverride;//[Offset: 0x26b0, Size: 4] AkAudioEvent* AK_LandingLocalOverride;//[Offset: 0x26b4, Size: 4] AkAudioEvent* AK_LandingRemotelOverride;//[Offset: 0x26b8, Size: 4] SpringArmParams FreeFallSpringArmParam;//[Offset: 0x26c0, Size: 80] SpringArmParams FreeFallSpringArmParamForVehicleParachute;//[Offset: 0x2710, Size: 80] SpringArmParams OpeningSpringArmParam;//[Offset: 0x2760, Size: 80] SpringArmParams TPPSpringArmParam;//[Offset: 0x27b0, Size: 80] class CameraShake* FreeFallCamShake;//[Offset: 0x2818, Size: 4] bool bDisableSimulateCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x281c, Size: 1] bool bEnableParachuteFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x281d, Size: 1] float VehicleForwardInputRate;//[Offset: 0x2820, Size: 4] float VehicleRightInputRate;//[Offset: 0x2824, Size: 4] bool bDrawBoxEarBulletOverlapRay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2828, Size: 1] STExtraPlayerController* STPlayerController;//[Offset: 0x2834, Size: 4] MinimalViewInfo CameraInfoAdditive;//[Offset: 0x2840, Size: 1408] float CameraInfoAdditiveWeight;//[Offset: 0x2dc0, Size: 4] AirAttackLocatorComponent* AirAttackLocatorComponent;//[Offset: 0x2e18, Size: 4] bool EnableGoldenSuitCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e2b, Size: 1] bool IsGoldenSuitStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e2c, Size: 1] float GoldenSuitCheckAccDelta;//[Offset: 0x2e30, Size: 4] bool EnableGoldenSuitATK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e34, Size: 1] enum GoldenSuitSlot;//[Offset: 0x2e35, Size: 1] int GoldenSuitReplaceSkillId;//[Offset: 0x2e38, Size: 4] float GoldenSuitCheckDelta;//[Offset: 0x2e3c, Size: 4] float GoldenSuitTestFistDamage;//[Offset: 0x2e40, Size: 4] FanPickerConfigData FistFanPickerData;//[Offset: 0x2e44, Size: 72] FName FeatureActorName;//[Offset: 0x2ee8, Size: 8] bool bSprintUseConsumableNotStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ef0, Size: 1] bool bLockUpdateAroundAfterRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ef1, Size: 1] bool bIsLockingUpdateAround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ef2, Size: 1] float LockUpdateAroundPickupTime;//[Offset: 0x2ef4, Size: 4] ActivityAnimationRepData ActivityAnimationRepData;//[Offset: 0x2f00, Size: 4] ActivityActorBase*[] ActivityActorList;//[Offset: 0x2f08, Size: 12] InteractiveComponentBase*[] InteractiveComponentList;//[Offset: 0x2f14, Size: 12] bool IsLocalActuallyAngledSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f20, Size: 1] bool IsLocalActuallyScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f21, Size: 1] AngledSightRepData AngledSightRepData;//[Offset: 0x2f22, Size: 2] float SpecifiedItemLastConsumeTime;//[Offset: 0x2f24, Size: 4] int TrySightCorrectionTime;//[Offset: 0x2f30, Size: 4] float SightCorrectionDelay;//[Offset: 0x2f34, Size: 4] bool IsStartObserverMainSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f38, Size: 1] bool IsStartObserverAngleSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f39, Size: 1] int CurrentSightCorrectionTimes;//[Offset: 0x2f3c, Size: 4] bool bRecommendSignalRecovery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f49, Size: 1] bool CheckForActivityRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f50, Size: 1] ActicityDisallowedData[] PreConfiguredActivityDisallowedData;//[Offset: 0x2f54, Size: 12] int CurrentActivityID;//[Offset: 0x2f60, Size: 4] int CurrentActivityIndex;//[Offset: 0x2f64, Size: 4] WarteringAreaCPP* MiniTreeRef;//[Offset: 0x2f68, Size: 4] bool bEnableSecurity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f6c, Size: 1] PlayerRoleCacheFrameData WeaponManagerUsedPlayerRoleCacheFrameData;//[Offset: 0x2f70, Size: 16] int[] InjuryFreeData;//[Offset: 0x2f80, Size: 12] void UseCameraParamForVehicleParachute(bool InEnable);// 0x216016c void UpdateParachuteState(out const Rotator Rotation, float FallingSpeed);// 0x21600a0 void UpdateParachuteFallingCameraDistance(float Alpha);// 0x2160028 void UpdateIndoorState(bool IsInDoor);// 0x215ff60 void UpdateEnableGoldenSuitCheck();// 0x215ff44 void UpdateBodyIndoorState(bool BodyIndoor);// 0x215fe7c void TriggerZombieBornSkills();// 0x215fe68 void TriggerAutoAimCheck(float DeltaTime);// 0x215fdf0 void TouchCancelSkillLock();// 0x215fddc void SyncLatestPlayerStatus(enum LatestParachuteState);// 0x215fd28 void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x210211c void SwitchSightAngledServer(byte InAngledSightType, bool IsOnlyTurn);// 0x215fc18 void SwitchSightAngledLocal(byte Type, bool IsOnlyTurn);// 0x215fb4c void SwitchSightAngled(byte Type, bool IsOnlyTurn);// 0x215fa88 void SwitchCameraToParachuteOpening();// 0x215fa6c void SwitchCameraToParachuteFalling();// 0x215fa50 void SwitchCameraToNormal();// 0x215fa34 void SwitchCameraFromParachuteOpeningToTPPUpdate(float Alpha);// 0x215f9bc void SwitchCameraFromParachuteOpeningToTPPStop();// 0x2b33460 void SwitchCameraFromParachuteOpeningToTPPFinish();// 0x215f9a8 void SwitchCameraFromParachuteOpeningToTPPBeginPlay();// 0x2b33460 void StopCamShake();// 0x215f98c void StartUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x215f914 void StartSwitchColdDown(float SwitchColdDownTime);// 0x215f89c void StartCamShake();// 0x215f880 void ShowNightVisionFrame();// 0x2100c3c void ShowConfirmDialogOfMisKill();// 0x2100ba8 bool ShouldTriggerEntryEvent(enum EntryEvent);// 0x215f800 bool ShouldDropBagItem(out const ItemDefineID SkillItemID);// 0x215f760 void SetSwimRotateX_Ex(float NewSwimRotateX);// 0x215f6e8 void SetSpecifiedItemConsumed(int ItemId);// 0x2b33460 void SetSelfAndVehicleShadow(bool IsShow);// 0x215f668 void SetRainyEffectParam(byte EffectType, float InRainyEffectParam);// 0x215f5ac void SetRainyEffectEnable(byte EffectType, bool InEnable, float InRainyEffectParam);// 0x215f4a0 void SetPitchViewAngle(float MinPitch, float MaxPitch);// 0x215f3dc void SetParachuteState(enum State);// 0x215f35c void SetInjuryFreeRateData(out const int[] InInjuryFreeData);// 0x215f290 void SetFPPDeafultFov(float InFov);// 0x215f218 void SetFovInTPPSpringArm(float FieldOfView);// 0x215f1a0 void SetBodyIndoor(bool IsInDoor);// 0x215f120 void SetAutoAimEquipment(bool Enable);// 0x215f0a0 void ServerUserMoveCmdDual(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x215ee44 void ServerUserMoveCmd(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x215ec74 void ServerUpdateParachuteState(const Rotator Rotation, float FallingSpeed);// 0x215eb80 void ServerSetBulletFlySoundData(STExtraPlayerCharacter* PlayerCharacter, STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x215ea24 void ServerRPCOnClickInteractiveButton(InteractiveComponentBase* pComponent);// 0x215e970 void ServerOnApplicationactivated(bool bActive);// 0x215e8a8 void RPC_Server_OnMiniGameEnd(int Score, int Duration, ActivityActorBase* ActiveActor);// 0x215e764 void RPC_Server_CheckActivityOverlap(ActivityActorBase* ActiveActor, bool isBeginOverlap);// 0x215e654 void RPC_Client_NotifyActivityOverlap(ActivityActorBase* ActiveActorn, bool isBeginOverlap);// 0x215e544 void RPC_Client_CheckedActivityOverlap(ActivityActorBase* ActiveActorn, bool IsOverlaped, bool IsBegin);// 0x215e3d8 void ResetCharacter();// 0x20fb180 void RequestLoadParachuteAnim(bool bHasNewChildComponent);// 0x215e350 void ReqSetShoulderCameraMode(bool bShoulderMode);// 0x215e288 void RemoveParachuteAnim();// 0x215e274 void ReleaseTrigger(enum Hand);// 0x215e1f4 void PushTrigger(enum Hand);// 0x215e174 void ProneWithTerrain(Rotator CharacterRotation, bool isMoving, float Offset, float deap);// 0x215e020 void ParachutePlaySound(AkAudioEvent* LocalAkEvent, AkAudioEvent* RemoteAkEvent);// 0x2b33460 void OnSkillFinishedDelegate__DelegateSignature(enum StopReason, int SkillID, bool HasThrownGrenade);// 0x2b33460 void OnScopeOutDelegate__DelegateSignature(bool bIsBegin);// 0x2b33460 void OnScopeInDelegate__DelegateSignature(bool bIsBegin);// 0x2b33460 void OnRepParachuteStateDelegate__DelegateSignature();// 0x2b33460 void OnRep_STPlayerController();// 0x215e00c void OnRep_ParachuteState(enum State);// 0x215df8c void OnRep_InjuryFreeData();// 0x215df78 void OnRep_CurrentActivityID();// 0x215df64 void OnRep_AngleSightStateChanged();// 0x215df50 void OnRep_ActivityAnimationRepData();// 0x215df3c void OnRank(int Kills, int Rank);// 0x215de80 void OnPlayerInteractiveStateChange__DelegateSignature(STExtraBaseCharacter* BaseCharacter, ActivityActorBase* ActivityActor, enum Status);// 0x2b33460 void OnPlayerCurrentWeaponChange(byte CurSlot);// 0x215de08 void OnPlayerControllerStateChanged(enum TargetStateType);// 0x215dd88 void OnParachuteStateChangedDelegate__DelegateSignature(enum LastParachuteState, enum NewParachuteState);// 0x2b33460 void OnMiniTreeTriggerServerLogicCPP();// 0x215dd6c void OnLockUpdateAroundPickupEnd();// 0x215dd58 void OnLoadParachuteAnimCompleted();// 0x215dd44 void OnHasTombBoxesAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2b33460 void OnHasPickupPropsAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x2b33460 void OnBPStateCheckIn();// 0x2b33460 void OnAvatarEquippedSucc(enum SlotType, bool IsEquipped, int InItemID);// 0x215dc38 void OnAllAvatarEquippedSucc();// 0x215dc24 void MulticastSetShoulderCameraMode(bool bShoulderMode);// 0x215db9c void MiniTreeTriggerServerLogic();// 0x215db40 bool IsSwitchCoolingDownFinish();// 0x215db0c bool IsSpecifiedItemInCD(int ItemId);// 0x215da84 bool IsInLaunchSeat();// 0x215da54 bool IsGrenadeEmpty();// 0x215da2c bool IsBodyIndoorFuc();// 0x215da0c bool IsBodyIndoorCheck();// 0x215d9e4 bool IsAllowSyncControllerRotationInActived();// 0x215d9bc bool IsAllowPickupActor();// 0x215d994 void InitAirAttackLocatorComponent();// 0x215d980 void HideNightVisionFrame();// 0x20f4d30 bool HasParachuteAnimLoaded();// 0x215d958 void HandleParachuteStateChanged(enum NewState);// 0x215d8d8 void HandleParachuteAnimChanged(enum TargetStateType, bool bIsReconnecting);// 0x215d814 void HandleBulletOverlap(Actor* BulletActor, out const HitResult HitResult, out const HitResult[] HitResults);// 0x215d69c void HandleAIInstigateBulletOverlap(STExtraBaseCharacter* InstigatorCharacter, out const HitResult HitResult, out const HitResult[] HitResults);// 0x215d524 SpringArmComponent* GetThirdPersonSpringArm();// 0x2b33460 CameraComponent* GetThirdPersonCamera();// 0x2b33460 float GetSwimRotateX_Ex();// 0x215d4fc int GetSkillIndexByActivityID();// 0x2b33460 SpringArmComponent* GetScopeSpringArm();// 0x2b33460 CameraComponent* GetScopeCamera();// 0x2b33460 bool GetPlayerVisibile();// 0x215d4d4 AnimationAsset* GetPlayerParachuteAnimByAnimType(byte AnimType);// 0x215d454 STExtraPlayerController* GetPlayerControllerSafety();// 0x20f36f0 void GetOnVehicleDelegate__DelegateSignature();// 0x2b33460 SceneComponent* GetMoveableComp();// 0x215d42c bool GetIsInDoor();// 0x215d3fc bool GetIsGunADS();// 0x215d3cc float GetInjuryFreeRate(int BodyPart);// 0x20f3084 SpringArmComponent* GetFPPSpringArm();// 0x2b33460 float GetFPPDeafultFov();// 0x215d3a4 CameraComponent* GetFPPCamera();// 0x2b33460 SpringArmComponent* GetFirstPersonSpringArm();// 0x2b33460 CameraComponent* GetFirstPersonCamera();// 0x2b33460 enum[] GetDisallowedStates(int ActivityID);// 0x2b33460 Vector GetBonePos(FName BoneName, Vector OffsetPos);// 0x215d2cc bool GetAutoAimEquipment();// 0x215d2a4 void FreeFallShakeCam();// 0x215d290 void FinishUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x215d218 void EnableRegionBaseNetConsideration();// 0x215d204 void EnablePet(bool Enable);// 0x215d17c void DynamicCreateComponents();// 0x215d168 void DumpCharacterAnimBPVars();// 0x215d154 void DisableSimulateAnimUpdateRateOptimization(bool bDisable, float LessThanDistanceSquareCanDisable);// 0x215d08c void DelayRemoveParachuteAnim();// 0x215d078 void ClientUserMoveCmdAck(int Sequence);// 0x215cff8 void ClientRPCOnOverlapInteractiveComponent(InteractiveComponentBase* pComponent, bool isBeginOverlap);// 0x215cf2c void ClientPlayEarSound(STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x215ce28 void ClientInitParachuteLaunchStatus(Vector Vel);// 0x215cdb0 void ClientAckGoodMove(float TimeStamp);// 0x215cd30 void ClearHPUI();// 0x20ef23c bool CanAnimInstanceCacheParachuteAnim(STExtraAnimInstance* MyAnimInstance);// 0x215ccb0 void CallRefreshBPStateCheckIn();// 0x215cc9c void AsyncLoadGunCollisionFinish(SoftClassPath GunCollisionPath);// 0x215cb30 void AnimInstanceCacheParachuteAnimVars(bool bForceRefreshAnim);// 0x215cab0 bool AllowTriggerActivities(bool bCheckCanReceive);// 0x215ca28 -------------------------------- 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: 0x130, Size: 4] float AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x134, Size: 4] float DEFAULT_CD_TIME;//[Offset: 0x138, Size: 4] float SCOPE_AUTO_AIM_TIME;//[Offset: 0x13c, Size: 4] float OPEN_COLLISION_TIME;//[Offset: 0x140, Size: 4] float AIM_CROSSHAIR_CHECK_DELTA;//[Offset: 0x144, Size: 4] float LOCK_TARGET_TOLERANCE;//[Offset: 0x148, Size: 4] float RANGE_SCALE;//[Offset: 0x14c, Size: 4] float RANGE_SCALE_MAX;//[Offset: 0x150, Size: 4] FName[] Bones;//[Offset: 0x170, Size: 12] BonesOffset;//[Offset: 0x17c, Size: 60] float TargetScreenWidth;//[Offset: 0x1b8, Size: 4] bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bc, Size: 1] bool bEquipWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bd, Size: 1] float AutoAimSensitiveScreenRatio;//[Offset: 0x1c0, Size: 4] bool bEnableAimSensitiveOnlyInGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c4, Size: 1] float AutoAimSensitiveAngle;//[Offset: 0x1c8, Size: 4] float AutoAimBreakThroughAngle;//[Offset: 0x1cc, Size: 4] float AutoAimBreakThroughRatio;//[Offset: 0x1d0, Size: 4] float AutoAimBreakThroughStart;//[Offset: 0x1d4, Size: 4] float AutoAimBreakThroughSensitiveScale;//[Offset: 0x1d8, Size: 4] bool BInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dc, Size: 1] bool bModifyCrossHair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dd, Size: 1] WeaponCrossHairPerformData[] CrossHairDataRifle;//[Offset: 0x390, Size: 12] WeaponCrossHairPerformData[] CrossHairDataPistol;//[Offset: 0x39c, Size: 12] WeaponCrossHairPerformData[] CrossHairDataShotGun;//[Offset: 0x3a8, Size: 12] void SetEnableAutoAimEquipment(bool bEnable);// 0x2286774 void OnUnEquipWeapon();// 0x2286760 void OnShoot(STExtraWeapon* Weapon);// 0x22866e8 void OnEquipWeapon();// 0x22866d4 void OnCharacterLeaveState(enum ChangedState);// 0x228665c void OnCharacterEnterState(enum ChangedState);// 0x22865e4 bool IsTriggerBeforeFire();// 0x22865bc bool IsCurrentWeaponSupportAutoAim();// 0x2286594 void Init(Controller* Controller);// 0x228651c bool HasEnemyInAutoAimRange(float DeltaTime);// 0x228649c AutoAimEnemyInfo FindEnemyNearScreenCenter(out const Vector RayStart, float Radius, out const FName BoneName, float CollisionTime, bool HitMatchBone);// 0x22862c0 bool CheckSmoke(out const Vector StartPoint, out const Vector EndPoint, STExtraPlayerCharacter* Pawn, out FName OutHitBoneName);// 0x2286134 bool CheckInAngle(STExtraBaseCharacter* EnemyPawn, float MaxAngle);// 0x1e642a4 bool CheckBuffStun();// 0x228610c bool CanEnemeyRaycastReach(out const Vector StartPoint, out const Vector EndPoint, STExtraPlayerCharacter* Pawn, out FName OutHitBoneName);// 0x2285f80 void BPDrawDebugInfo(out const float[] AutoAimParams);// 0x2285eac -------------------------------- Class: AutoAimEnemyInfo STExtraPlayerCharacter* EnemyPawn;//[Offset: 0x0, Size: 4] FName BoneName;//[Offset: 0x18, Size: 8] -------------------------------- Class: STExtraPlayerController.UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object float FreeCameraStartMinPitchMin;//[Offset: 0xc34, Size: 4] float FreeCameraStartMinPitchMax;//[Offset: 0xc38, Size: 4] bool bTrackingKillerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc3c, Size: 1] TouchIndexSet;//[Offset: 0xc40, Size: 60] byte OnFireTouchFingerIndex;//[Offset: 0xc7c, Size: 1] enum TouchEndTriggerSkillEntry;//[Offset: 0xc7d, Size: 1] int TouchEndTriggerSkillID;//[Offset: 0xc80, Size: 4] delegate OnPlayerContollerTouchBegin;//[Offset: 0xc84, Size: 12] delegate OnPlayerControllerTouchEnd;//[Offset: 0xc90, Size: 12] FriendOBRelevancyCharacterSet;//[Offset: 0xcdc, Size: 60] FName FeatureActorName;//[Offset: 0xd18, Size: 8] byte[] IgnoreCameraMovingIndexArray;//[Offset: 0xd20, Size: 12] byte[] IgnoreCameraMovePendingArray;//[Offset: 0xd2c, Size: 12] byte[] AddTouchMoveFingerArray;//[Offset: 0xd38, Size: 12] bool bNeedSetFireTouchFingerIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd44, Size: 1] byte OnFreeCameraFingerIndex;//[Offset: 0xd45, Size: 1] float FreeCameraSPL_Hor;//[Offset: 0xd48, Size: 4] float FreeCameraSPL_Ver;//[Offset: 0xd4c, Size: 4] float FreeCamera_FPP_MIN;//[Offset: 0xd50, Size: 4] float FreeCamera_FPP_MAX;//[Offset: 0xd54, Size: 4] float FreeCamera_FPP_PITCH_MIN;//[Offset: 0xd58, Size: 4] float FreeCamera_FPP_PITCH_MAX;//[Offset: 0xd5c, Size: 4] float FreeCamera_FPP_PITCH_MIN_LIMITED;//[Offset: 0xd60, Size: 4] float FreeCamera_FPP_PITCH_MAX_LIMITED;//[Offset: 0xd64, Size: 4] float FreeCameraSPL_Hor_Parachute;//[Offset: 0xd68, Size: 4] float FreeCameraSPL_Ver_Parachute;//[Offset: 0xd6c, Size: 4] float RecoverLagDelayTime;//[Offset: 0xd70, Size: 4] Vector2D StartPosition;//[Offset: 0xd74, Size: 8] Vector2D CurFreeCamPosition;//[Offset: 0xd7c, Size: 8] Rotator EmoteFreeCamPrevFigureResultDelta;//[Offset: 0xd84, Size: 12] Rotator SelfieFreeCamPrevFigureResultDelta;//[Offset: 0xd90, Size: 12] bool bEnableControllerStateNetMulticast_V180;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9c, Size: 1] FString FollowCandidateName;//[Offset: 0xda0, Size: 12] IsTeammatesAutoFollowing;//[Offset: 0xdac, Size: 60] Rotator FreeCameraStartRotation;//[Offset: 0xde8, Size: 12] Transform FPPModeSpringArmTrans;//[Offset: 0xe00, Size: 48] byte FreeCameraFigerIndex;//[Offset: 0xe30, Size: 1] bool GMShowVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe31, Size: 1] int8 CurrentBuildingIndex;//[Offset: 0xe32, Size: 1] int WeaponReconnectOpIndex;//[Offset: 0xe34, Size: 4] bool bHasInitUIFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe38, Size: 1] bool isShowVaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe3a, Size: 1] BattleSceneAvatarDisplayInfo[] BattleSceneAvatarDisplayInfoList;//[Offset: 0xe3c, Size: 12] LinearColor CrossHairColor;//[Offset: 0xe48, Size: 16] byte AutoAimType;//[Offset: 0xe58, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe60, Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe61, Size: 1] bool bIsInResultView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe70, Size: 1] bool bForceHideConcentric;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe71, Size: 1] bool bForceShowBlueCircleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe72, Size: 1] FString[] ScreenAppearToBeRemovedInResult;//[Offset: 0xe74, Size: 12] ClientFatalDamageRecordData[] ClientFatalDamageRecords;//[Offset: 0xe80, Size: 12] ClientFatalDamageRecordData ClientFatalDamageLastRecords;//[Offset: 0xe8c, Size: 200] SensibilityConfig SensibilityConfig;//[Offset: 0xf54, Size: 236] bool bSingleShotWeaponShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10b8, Size: 1] bool bShotGunShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10b9, Size: 1] int UseMotionControlType;//[Offset: 0x10bc, Size: 4] bool IsGyroReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c0, Size: 1] delegate OnCharacterNearDeathOrRescueingOtherNotifyDelegate;//[Offset: 0x10c4, Size: 12] delegate OnPlayerEnterFlying;//[Offset: 0x10d0, Size: 12] delegate OnPlayerChangeViewtargetToPlane;//[Offset: 0x10dc, Size: 12] delegate OnPlayerExitFlying;//[Offset: 0x10e8, Size: 12] delegate OnPlayerEnterJumping;//[Offset: 0x10f4, Size: 12] delegate OnPlayerExitJumping;//[Offset: 0x1100, Size: 12] delegate OnPlayerEnterParachute;//[Offset: 0x110c, Size: 12] delegate OnPlayerExitParachute;//[Offset: 0x1118, Size: 12] delegate OnPlayerEnterWater;//[Offset: 0x1124, Size: 12] delegate OnPlayerExitWater;//[Offset: 0x1130, Size: 12] delegate OnPlayerEnterFighting;//[Offset: 0x113c, Size: 12] delegate OnPlayerExitFighting;//[Offset: 0x1148, Size: 12] delegate OnPlayerEnterFinished;//[Offset: 0x1154, Size: 12] delegate OnPlayerStartReloadWeapon;//[Offset: 0x1160, Size: 12] delegate OnPlayerEndReloadWeapon;//[Offset: 0x116c, Size: 12] delegate OnTeammateHPChangeDelegate;//[Offset: 0x1178, Size: 12] delegate OnCharacterBreathChange;//[Offset: 0x1184, Size: 12] delegate OnTeammateTemperatureChangeDelegate;//[Offset: 0x1190, Size: 12] delegate OnLocalCharacterTemperatureChangeDel;//[Offset: 0x119c, Size: 12] delegate OnCharacterAntidoteChange;//[Offset: 0x11a8, Size: 12] delegate OnOneTeamPlayerHPChangeDelegate;//[Offset: 0x11b4, Size: 12] delegate OnNightBeggan;//[Offset: 0x11c0, Size: 12] delegate OnNightEnded;//[Offset: 0x11cc, Size: 12] delegate OnPlayerHitInfoUpdate;//[Offset: 0x11d8, Size: 12] delegate OnPlayerSwitchToDeadBox;//[Offset: 0x11e4, Size: 12] int SelectedNightRenderConfig;//[Offset: 0x11f0, Size: 4] delegate OnInitTaskData;//[Offset: 0x11f4, Size: 12] delegate OnInitCollectionData;//[Offset: 0x1200, Size: 12] delegate OnPlayerDoEmote;//[Offset: 0x120c, Size: 12] delegate OnPlayerEnterArea;//[Offset: 0x1218, Size: 12] delegate OnPlayerKilling;//[Offset: 0x1224, Size: 12] delegate OnPickupItem;//[Offset: 0x1230, Size: 12] delegate OnDropItem;//[Offset: 0x123c, Size: 12] delegate OnDeathBoxSpawned;//[Offset: 0x1248, Size: 12] delegate OnTaskConditionActived;//[Offset: 0x1254, Size: 12] delegate OnTaskConditionDeactived;//[Offset: 0x1260, Size: 12] KillOrPutDownMessage KillOrPutDownMessageData;//[Offset: 0x128c, Size: 96] delegate OnKillOrPutDownMessage;//[Offset: 0x12ec, Size: 12] delegate OnStartFireEvent;//[Offset: 0x12f8, Size: 12] delegate OnStopFireEvent;//[Offset: 0x1304, Size: 12] delegate OnReleaseFireBtn;//[Offset: 0x1310, Size: 12] delegate OnReleaseScreen;//[Offset: 0x131c, Size: 12] delegate OnFingerMove;//[Offset: 0x1328, Size: 12] delegate OnHandleCameraModeChanged;//[Offset: 0x1334, Size: 12] delegate OnSwitchCameraModeStart;//[Offset: 0x1340, Size: 12] delegate OnSwitchCameraModeEnd;//[Offset: 0x134c, Size: 12] delegate OnPlayerPickUpActor;//[Offset: 0x1358, Size: 12] delegate OnPlayerPutDownActor;//[Offset: 0x1364, Size: 12] delegate OnPlayerPutDownAllProp;//[Offset: 0x1370, Size: 12] delegate OnSwitchWeapon;//[Offset: 0x137c, Size: 12] delegate OnEquipWeaponDel;//[Offset: 0x1388, Size: 12] delegate OnUnequipWeaponDel;//[Offset: 0x1394, Size: 12] delegate OnUseInventoryItem;//[Offset: 0x13a0, Size: 12] delegate OnChangeBattleOwnerDel;//[Offset: 0x13ac, Size: 12] delegate OnDamageToOther;//[Offset: 0x13b8, Size: 12] delegate OnLocalCharacterHPChangeDel;//[Offset: 0x13c4, Size: 12] delegate OnLocalCharacterSignalHPChangeDelegate;//[Offset: 0x13d0, Size: 12] delegate OnServerCharacterSignalHPChangeDelegate;//[Offset: 0x13dc, Size: 12] delegate OnLocalCharacterSignalHPRemaingingTimeDelegate;//[Offset: 0x13e8, Size: 12] delegate DelegatePlayerGoldChange;//[Offset: 0x13f4, Size: 12] delegate DelegatePlayerLevelChange;//[Offset: 0x1400, Size: 12] delegate OnGameStartCountDownDelegate;//[Offset: 0x140c, Size: 12] delegate OnRank;//[Offset: 0x1418, Size: 12] delegate OnGameStartDelegate;//[Offset: 0x1424, Size: 12] delegate OnPlayerNameChange;//[Offset: 0x1430, Size: 12] delegate OnUseMainSlot;//[Offset: 0x143c, Size: 12] delegate OnBackpackMainSlot;//[Offset: 0x1448, Size: 12] delegate OnRemoveMainSlot;//[Offset: 0x1454, Size: 12] delegate OnRepPlayerState;//[Offset: 0x1460, Size: 12] delegate OnRepTeammateChange;//[Offset: 0x146c, Size: 12] delegate OnRepTeammateAvatarDisplayInfo;//[Offset: 0x1478, Size: 12] delegate OnMapMarkChangeDelegate;//[Offset: 0x1488, Size: 12] delegate OnShowSkillPrompt;//[Offset: 0x1494, Size: 12] delegate OnStartAutoSprintCountDown;//[Offset: 0x14a0, Size: 12] delegate OnShowAutoSprintButton;//[Offset: 0x14ac, Size: 12] delegate OnPlayerChangeWearingDone;//[Offset: 0x14b8, Size: 12] delegate OnPlayerChangeWearingAnimFinished;//[Offset: 0x14c4, Size: 12] delegate OnPlayerFinalAssistKill;//[Offset: 0x14d0, Size: 12] delegate OnConsumableAvatarChange;//[Offset: 0x14dc, Size: 12] delegate OnEquipmentAvatarChange;//[Offset: 0x14e8, Size: 12] delegate OnEquipmentWeaponAvatarChange;//[Offset: 0x14f4, Size: 12] delegate OnGameStateChange;//[Offset: 0x1500, Size: 12] delegate OnPlayerKilledOthersPlayer;//[Offset: 0x150c, Size: 12] delegate OnChangeCharacterBeforeDelegate;//[Offset: 0x1518, Size: 12] delegate OnChangeCharacterLogicDelegate;//[Offset: 0x1524, Size: 12] delegate OnInfectionSelectZombieDelegate;//[Offset: 0x1530, Size: 12] delegate OnSetChangeCharacterStateDelegate;//[Offset: 0x153c, Size: 12] delegate OnCacheRecvInfectionSelectZombie;//[Offset: 0x1558, Size: 12] delegate OpenSequencerDelegate;//[Offset: 0x1564, Size: 12] STExtraBaseCharacter* tmpAnchorCharacter;//[Offset: 0x1580, Size: 4] delegate OnInterruptAutoSprintCountDown;//[Offset: 0x1584, Size: 12] delegate OnAutoSprintActive;//[Offset: 0x1590, Size: 12] delegate OnTakeDamagedDelegate;//[Offset: 0x159c, Size: 12] delegate OnPostTakeDamageForBP;//[Offset: 0x15bc, Size: 12] delegate OnLostConnection;//[Offset: 0x15c8, Size: 12] delegate OnReconnected;//[Offset: 0x15d4, Size: 12] delegate OnExitGame;//[Offset: 0x15e0, Size: 12] delegate OnSpectatorChange;//[Offset: 0x15ec, Size: 12] delegate OnCharacterRecoveryHealth;//[Offset: 0x15f8, Size: 12] delegate RunOnNextFrameDelegate;//[Offset: 0x1604, Size: 12] NewbieGuideComponent* NewbieComponent;//[Offset: 0x1610, Size: 4] int MaternalZombieWeight;//[Offset: 0x1614, Size: 4] TimeLineSyncComponent* TimeLineSyncComponent;//[Offset: 0x1618, Size: 4] TimeWatchDogComponent* TimeWatchDogComponent;//[Offset: 0x161c, Size: 4] HiggsBosonComponent* HiggsBosonComponent;//[Offset: 0x1620, Size: 4] PlayerAntiCheatManager* AntiCheatManagerComp;//[Offset: 0x1624, Size: 4] bool bShouldReportAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1628, Size: 1] delegate NewbieShowCurGuide;//[Offset: 0x17fc, Size: 12] delegate PlayerControllerEnterFightingStateDelegate;//[Offset: 0x1808, Size: 12] bool EnableAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1818, Size: 1] bool DisableNewStopFireLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1819, Size: 1] bool UseScreenStopFireCheckOnlyInModeTwo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181a, Size: 1] bool EnableDebugRotatoInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181b, Size: 1] bool EnableDebugRotatoInfoTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181c, Size: 1] bool EnableNewUpdateTeamPlayerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181d, Size: 1] bool EnableNetCullingDistOnVeryLowDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181e, Size: 1] float PC_CameraMoveRateX;//[Offset: 0x1820, Size: 4] float PC_CameraMoveRateY;//[Offset: 0x1824, Size: 4] float Mobile_CameraMoveRateX;//[Offset: 0x1828, Size: 4] float Mobile_CameraMoveRateY;//[Offset: 0x182c, Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveDis;//[Offset: 0x1830, Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveSpeed;//[Offset: 0x1834, Size: 4] bool bUseDisCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1838, Size: 1] CommonCameraModeData NormalCameraModeData;//[Offset: 0x183c, Size: 36] CommonCameraModeData NearCameraModeData;//[Offset: 0x1860, Size: 36] Vector2D NearCameraModeCameraMoveAdditionalRate;//[Offset: 0x1884, Size: 8] Vector2D NearCameraModeCameraMoveMaxSpeed;//[Offset: 0x188c, Size: 8] AimCameraModeData AimCameraModeData;//[Offset: 0x1894, Size: 36] Vector2D AimCameraModeCameraMoveAdditionalRate;//[Offset: 0x18b8, Size: 8] Vector2D AimCameraModeCameraMoveMaxSpeed;//[Offset: 0x18c0, Size: 8] CommonCameraModeData PlaneCameraModeData;//[Offset: 0x18c8, Size: 36] CameraViewPitchLimitDataMap;//[Offset: 0x18ec, Size: 60] float MoveCameraMinDistanceThreshold;//[Offset: 0x1928, Size: 4] float MoveCameraMinTimeThreshold;//[Offset: 0x192c, Size: 4] PlayerClothLODLevel;//[Offset: 0x1930, Size: 60] enum[] PlayerClothLODAvatarTypeList;//[Offset: 0x196c, Size: 12] bool ShouldShowPawnDetailInfoOnHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1978, Size: 1] bool ShouldSpringUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1979, Size: 1] Actor* BonfireUIAttachedActor;//[Offset: 0x1980, Size: 4] bool bShowSuperCodeUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1984, Size: 1] byte CurCameraMode;//[Offset: 0x1985, Size: 1] FString BPClassOverrideTag;//[Offset: 0x1988, Size: 12] FName AutoScopeAimCompName;//[Offset: 0x1998, Size: 8] float AutoScopeAimTraceDistance;//[Offset: 0x19a0, Size: 4] bool bMoveable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a4, Size: 1] bool bMoveablePickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a5, Size: 1] bool bMoveableAirborne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a6, Size: 1] bool bMoveableLandHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19a7, Size: 1] float MoveableLandHardTime;//[Offset: 0x19a8, Size: 4] float CanMoveCDTime;//[Offset: 0x19ac, Size: 4] float CanSprintCDTime;//[Offset: 0x19b0, Size: 4] float SwitchPoseCDTime;//[Offset: 0x19b4, Size: 4] float MovealbeSwitchPoseTime;//[Offset: 0x19b8, Size: 4] float AutoSprintRequestCD;//[Offset: 0x19bc, Size: 4] bool bCanGetTouchInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c0, Size: 1] Vector CurScreenMoveSpeed;//[Offset: 0x19c4, Size: 12] float Mobile_CameraMoveAdjustSensitiveValue;//[Offset: 0x19d0, Size: 4] float SpecialDeviceRate;//[Offset: 0x19d4, Size: 4] SpecialDeviceRateConfigs;//[Offset: 0x19d8, Size: 60] bool bIsBattleOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a14, Size: 1] bool bIsAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a15, Size: 1] bool bIsMeleeAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a16, Size: 1] STExtraBaseCharacter* STExtraBaseCharacter;//[Offset: 0x1a18, Size: 4] bool CharacterTouchMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1c, Size: 1] bool IsDeadForLogout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1d, Size: 1] ServerHitEnemyReplicatedData ServerHitEnemyReplicatedData;//[Offset: 0x1a20, Size: 8] bool bDebugShowYawInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a28, Size: 1] float AccumulateYawInput;//[Offset: 0x1a2c, Size: 4] float LandAfterJumpPlaneDelayMoveTime;//[Offset: 0x1a30, Size: 4] bool bLandAfterJumpPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a34, Size: 1] bool bIsLandingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a35, Size: 1] bool bIsNeedCheckPullPercentage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a36, Size: 1] float NoRespondArea;//[Offset: 0x1a38, Size: 4] float ComfortableSwipeAddition;//[Offset: 0x1a3c, Size: 4] bool bIsLeftScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a40, Size: 1] bool bIsRightScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a41, Size: 1] byte sprintOptType;//[Offset: 0x1a42, Size: 1] float JoystickSprintDisThreshold;//[Offset: 0x1a44, Size: 4] float JoystickSprintDisThresholdNew;//[Offset: 0x1a48, Size: 4] float JoystickSprintBtnHeight;//[Offset: 0x1a4c, Size: 4] int JoystickSprintSensitity;//[Offset: 0x1a50, Size: 4] float JoystickSprintAngleThreshold;//[Offset: 0x1a54, Size: 4] bool bIsUseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a58, Size: 1] byte JoystickOperatingMode;//[Offset: 0x1a59, Size: 1] float EasyGoStraightAngle;//[Offset: 0x1a5c, Size: 4] bool bIsTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a60, Size: 1] TouchForceMap;//[Offset: 0x1a64, Size: 60] float TouchForceFireThreshold;//[Offset: 0x1aa0, Size: 4] float DoubleClickFireTimeThreshold;//[Offset: 0x1aa4, Size: 4] float DoubleClickFireDistanceThreshold;//[Offset: 0x1aa8, Size: 4] float DoubleClickCancelDistanceThreshold;//[Offset: 0x1aac, Size: 4] int TouchForceWatchFrame;//[Offset: 0x1ab0, Size: 4] bool bUseTouchForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ab4, Size: 1] float InputTouchRepeatLastTime;//[Offset: 0x1ab8, Size: 4] byte TouchFireType;//[Offset: 0x1abc, Size: 1] float TestForce;//[Offset: 0x1ac0, Size: 4] delegate On3DTouchForceChange;//[Offset: 0x1ac4, Size: 12] delegate OnDoubleClickCheck;//[Offset: 0x1ad0, Size: 12] bool bIsAutoAimOnlyInTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1adc, Size: 1] bool bIsAutoAimOnlyOnFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1add, Size: 1] bool bMoveInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ade, Size: 1] bool bAutoSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1adf, Size: 1] float AutoSprintBtnTime;//[Offset: 0x1ae0, Size: 4] float AutoSprintWaitingTime;//[Offset: 0x1ae4, Size: 4] float AutoSprintThreshold;//[Offset: 0x1ae8, Size: 4] float JoystickTriggerSprintDuration;//[Offset: 0x1aec, Size: 4] float InHouseSpringArmLengthModifier;//[Offset: 0x1af0, Size: 4] float InHouseSpringArmLengthModifierChangeSpeed;//[Offset: 0x1af4, Size: 4] bool IsPlayerUnableToDoAutoSprintOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1af8, Size: 1] float CurrentCameraFOV;//[Offset: 0x1afc, Size: 4] float MinFovChangeView;//[Offset: 0x1b00, Size: 4] WeaponSystemReconnectReplicateData WeaponSystemReconnectReplicateData;//[Offset: 0x1b08, Size: 40] int GameTipMsgID;//[Offset: 0x1b30, Size: 4] FString GameTipParam1;//[Offset: 0x1b34, Size: 12] FString GameTipParam2;//[Offset: 0x1b40, Size: 12] float AutoSprintCD;//[Offset: 0x1b88, Size: 4] TeamMateStates;//[Offset: 0x1b8c, Size: 60] DoubleClickLastTouchInfoMap;//[Offset: 0x1bc8, Size: 60] DoubleClickCurTouchInfoMap;//[Offset: 0x1c04, Size: 60] bool bEnableSignalBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c44, Size: 1] class GameMode[] AdditionalSignalBarDisplayGameModes;//[Offset: 0x1c48, Size: 12] delegate OnReceiveHasSignal;//[Offset: 0x1c54, Size: 12] Transform FPPCameraLerpStartTransformRelative;//[Offset: 0x1c80, Size: 48] CurveFloat* CurveFPPCameraLerp;//[Offset: 0x1d48, Size: 4] CameraComponent* PreActiveCameraCache;//[Offset: 0x1d4c, Size: 4] CameraComponent* CurrentActiveCameraCache;//[Offset: 0x1d50, Size: 4] SpringArmComponent* CurrentActiveSpringArmCache;//[Offset: 0x1d54, Size: 4] PlayerTombBox* DeadTombBox;//[Offset: 0x1d64, Size: 4] FString[] ForbitPickList;//[Offset: 0x1d70, Size: 12] bool bForbitPickupEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d88, Size: 1] int pickupPlayerChoice;//[Offset: 0x1d8c, Size: 4] bool bCanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d90, Size: 1] bool bShouldDisplayHitFinalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d91, Size: 1] float RescueRemainingSeconds;//[Offset: 0x1d94, Size: 4] float RescueTotalSeconds;//[Offset: 0x1d98, Size: 4] bool IsCurrentSpectatorFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9c, Size: 1] float FreeViewUpRate;//[Offset: 0x1da0, Size: 4] byte MaxTouchMoveDelayFrame;//[Offset: 0x1da4, Size: 1] int MaxCacheInputSpeedNum;//[Offset: 0x1da8, Size: 4] bool bBleFreeCameraUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dac, Size: 1] bool IsCatchUpByMonster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dad, Size: 1] Vector PreMonsterCatchUpPos;//[Offset: 0x1db0, Size: 12] TeamateStateUAVChangedCompressData TeammateUAVStateChangeCompressedData;//[Offset: 0x1dbc, Size: 20] bool isPressingBtn_AimAndFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dd0, Size: 1] byte CurTouchAimAndFireFingerIndex;//[Offset: 0x1dd1, Size: 1] bool bOpeningBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dd2, Size: 1] bool DiedisableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dd3, Size: 1] byte CurSightZoomFingerIndex;//[Offset: 0x1e1c, Size: 1] byte CurAimFireFingerIndex;//[Offset: 0x1e1d, Size: 1] STExtraBaseCharacter* closedAimTarget;//[Offset: 0x1e84, Size: 4] BackpackComponent* BackpackComponent;//[Offset: 0x1f10, Size: 4] CommonBtnComponent* CommonBtnComponent;//[Offset: 0x1f14, Size: 4] ChatComponent* ChatComponent;//[Offset: 0x1f18, Size: 4] GuideComponent* GuideComponent;//[Offset: 0x1f1c, Size: 4] QuickSignComponent* QuickSignComponent;//[Offset: 0x1f20, Size: 4] BaseTaskComponent* TaskComponent;//[Offset: 0x1f24, Size: 4] delegate ClientObserveCharacterDelegate;//[Offset: 0x1f2c, Size: 12] bool bEnableDeathPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f45, Size: 1] int8 bEnableDeathPlaybackDelay;//[Offset: 0x1f46, Size: 1] int[] ObserveReplicateItems;//[Offset: 0x1f48, Size: 12] delegate OnOBPlayerItemChangedDelegate;//[Offset: 0x1f54, Size: 12] delegate OnOBPlayerWeaponChangedDelegate;//[Offset: 0x1f60, Size: 12] delegate OnOBPlayerBulletChangedDelegate;//[Offset: 0x1f6c, Size: 12] delegate OnViewTargetAttachedToVehicleDelegate;//[Offset: 0x1f78, Size: 12] delegate OnViewTargetDetachedFromVehicleDelegate;//[Offset: 0x1f84, Size: 12] BattleItemData[] ObservedItemList;//[Offset: 0x1fac, Size: 12] bool bIsSendingObserveReq;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fb8, Size: 1] uint32[] FiringPlayerList;//[Offset: 0x2054, Size: 12] delegate OnViewTargetPoseChangedDelegate;//[Offset: 0x2060, Size: 12] delegate OnAboutToChangeViewTarget;//[Offset: 0x206c, Size: 12] delegate OnFinishedChangeViewTarget;//[Offset: 0x2078, Size: 12] delegate OnCharacterStatesChange;//[Offset: 0x2084, Size: 12] FriendObserver[] FriendObserverDetails;//[Offset: 0x2090, Size: 12] bool bShowWhoObservingMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x209c, Size: 1] delegate ObservedTargetDieDelegate;//[Offset: 0x20a0, Size: 12] float GotoSpectatingDelayTime;//[Offset: 0x20b0, Size: 4] PlayerBaseInfoInOB[] TotalPlayers;//[Offset: 0x20b4, Size: 12] PlayerInfoInOB[] TotalPlayerList;//[Offset: 0x20c0, Size: 12] PlayerInfoInOB[] TotalPlayerList_SortedByTeamID;//[Offset: 0x20cc, Size: 12] PlayerInfoInOB[] NearPlayerList;//[Offset: 0x20d8, Size: 12] AllStarReportInfoCache;//[Offset: 0x20e4, Size: 60] PlayerInfoInOB[] SameTeamPlayerList;//[Offset: 0x2120, Size: 12] TeamInfoMap;//[Offset: 0x212c, Size: 60] ObservedData ObservedData;//[Offset: 0x2168, Size: 72] delegate OnSignalHPChanged;//[Offset: 0x21bc, Size: 12] bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21cd, Size: 1] AirDropBoxInOb[] AirDropBoxList;//[Offset: 0x21d0, Size: 12] delegate OnToggleOBMapShowHide;//[Offset: 0x21e0, Size: 12] delegate OnInterruptGameButtonShow;//[Offset: 0x21ec, Size: 12] delegate OnToggleOBPlayerList;//[Offset: 0x2200, Size: 12] delegate OnSwitchToPlayerByNumPressed;//[Offset: 0x220c, Size: 12] delegate OnSwitchToTeamByNumPressed;//[Offset: 0x2218, Size: 12] delegate OnToggleOBTeamList;//[Offset: 0x2224, Size: 12] delegate WeaponEquipAttachment;//[Offset: 0x2230, Size: 12] delegate OnVehicleExitFreeCamera;//[Offset: 0x223c, Size: 12] delegate OnFreeViewChangedDelegate;//[Offset: 0x2248, Size: 12] float OBTPPFreeViewArmLengthMax;//[Offset: 0x2264, Size: 4] float OBTPPFreeViewArmLengthMin;//[Offset: 0x2268, Size: 4] float fPlayerAliasInfoDistanceLimit;//[Offset: 0x226c, Size: 4] byte iPlayerAliasInfoCount;//[Offset: 0x2270, Size: 1] bool IsCharacterInitFlushStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2271, Size: 1] bool IsAutoGetCircleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2272, Size: 1] delegate OnCharacterReceiveHealthChangeHistory;//[Offset: 0x2274, Size: 12] int FireMode;//[Offset: 0x2280, Size: 4] bool bNotMoveFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2284, Size: 1] bool bAlreadyFired;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2285, Size: 1] bool bFireNotToBuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2286, Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2287, Size: 1] STExtraBaseCharacter*[] nowNearCharacterList;//[Offset: 0x2288, Size: 12] STExtraVehicleBase*[] nowNearVehicleList;//[Offset: 0x2294, Size: 12] STExtraVehicleBase*[] nowNearBlowVehicleList;//[Offset: 0x22a0, Size: 12] STExtraShootWeapon*[] nowShotWeaponList;//[Offset: 0x22ac, Size: 12] STExtraShootWeapon*[] nowOneShotWeaponList;//[Offset: 0x22b8, Size: 12] Actor*[] nowGrenadeList;//[Offset: 0x22c4, Size: 12] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22d0, Size: 1] delegate triggerVoiceCheckDelegate;//[Offset: 0x22d4, Size: 12] delegate triggerMoveVoiceCheckDelegate;//[Offset: 0x22e0, Size: 12] delegate triggerShotVoiceCheckDelegate;//[Offset: 0x22ec, Size: 12] delegate triggerVehicleVoiceCheckDelegate;//[Offset: 0x22f8, Size: 12] delegate triggerGlassVoiceCheckDelegate;//[Offset: 0x2304, Size: 12] bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2311, Size: 1] delegate OnPlayerCanJump;//[Offset: 0x2314, Size: 12] delegate OnPlayerCannotJump;//[Offset: 0x2320, Size: 12] bool bCanOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x232c, Size: 1] delegate OnPlayerCanOpenParachute;//[Offset: 0x2330, Size: 12] delegate OnPlayerCannotOpenParachute;//[Offset: 0x233c, Size: 12] bool bCanCloseParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2348, Size: 1] float PlaneFlyHeightFromGameMode;//[Offset: 0x234c, Size: 4] float CanOpenParachuteHeight;//[Offset: 0x2350, Size: 4] float ForceOpenParachuteHeight;//[Offset: 0x2354, Size: 4] float CloseParachuteHeight;//[Offset: 0x2358, Size: 4] float RealTimePawnHeight;//[Offset: 0x235c, Size: 4] float OB_RotationLagSpeed;//[Offset: 0x236c, Size: 4] OwnerClientCreateWeaponCache OwnerClientCreateWeaponCache;//[Offset: 0x2388, Size: 20] WeaponMgrInfo[] SpawnAndBackpackWeaponReplicatedDataWithMgr;//[Offset: 0x239c, Size: 12] Actor* ThePlane;//[Offset: 0x23a8, Size: 4] float GameAssistantJoyStickOpacity;//[Offset: 0x23b4, Size: 4] delegate OnNotifyServerOpenPickUpBox;//[Offset: 0x23b8, Size: 12] delegate OnNotifyServerFirstOpenPickUpBox;//[Offset: 0x23c4, Size: 12] delegate OnNotifyServerOpenAnyPickUpBox;//[Offset: 0x23d0, Size: 12] bool bClientCheckResetViewTargetToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23dc, Size: 1] float ClientCheckResetViewTargetToCharacterConfigSeconds;//[Offset: 0x23e0, Size: 4] STExtraWeapon*[] TargetClientWeaponWaitForReconnectList;//[Offset: 0x23f4, Size: 12] class KillerTracker* KillerTrackerTemplate;//[Offset: 0x2408, Size: 4] FString LastBreathMurder;//[Offset: 0x2410, Size: 12] bool LastBreathMurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x241c, Size: 1] uint64 LastBreathMurderUID;//[Offset: 0x2420, Size: 8] VehicleUserComponent* VehicleUserComp;//[Offset: 0x2428, Size: 4] FString murderName;//[Offset: 0x242c, Size: 12] FString FinalMurderName;//[Offset: 0x2438, Size: 12] uint64 MurderUID;//[Offset: 0x2448, Size: 8] bool MurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2450, Size: 1] bool LastBreathMurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2451, Size: 1] bool MurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2452, Size: 1] ImpactEffectCachedListSimulateMap;//[Offset: 0x2498, Size: 60] ImpactEffectCachedListLocalMap;//[Offset: 0x24d4, Size: 60] float OceanSideDetectDistance;//[Offset: 0x2518, Size: 4] float OceanSideDetectInterval;//[Offset: 0x251c, Size: 4] int CurrOBAirDropID;//[Offset: 0x2520, Size: 4] EndTouchScreenCommandMap;//[Offset: 0x2524, Size: 60] bool bCanRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2560, Size: 1] AkAudioEvent* HitVehicleSound;//[Offset: 0x2634, Size: 4] bool bIsPressingFireBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2638, Size: 1] FString ClientActivePlatformProfileName;//[Offset: 0x263c, Size: 12] float ZMoveDisCalcThreshold;//[Offset: 0x2684, Size: 4] bool bDebugDrawHUDCrossLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2688, Size: 1] StateMachineComponent* NewStateMachineComp;//[Offset: 0x268c, Size: 4] bool ExitFromHelicopterParachuteJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2690, Size: 1] enum ServerStateType;//[Offset: 0x2691, Size: 1] enum ClientStateType;//[Offset: 0x2692, Size: 1] bool bRepServerMsgType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2693, Size: 1] enum GameStateMsgType;//[Offset: 0x2694, Size: 1] bool bSwitchesInMapsExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26ac, Size: 1] bool bIsEnterBattleResultStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26ad, Size: 1] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26ae, Size: 1] float ObservingTime;//[Offset: 0x26b0, Size: 4] KillerTracker* tracker;//[Offset: 0x26b4, Size: 4] bool bEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c8, Size: 1] bool bEnableOBBulletTrackEffectSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c9, Size: 1] MonsterTreasureBox* CurHUDMonsterTreasureBox;//[Offset: 0x2714, Size: 4] FString DefaultHUDClassPath;//[Offset: 0x2718, Size: 12] delegate OnClientReportPeerVisualFieldAcotrList;//[Offset: 0x2738, Size: 12] STExtraPlayerController* DieInstigator;//[Offset: 0x2744, Size: 4] bool IsImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2748, Size: 1] bool IsCharacterDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2749, Size: 1] AvatarCapture* AvatarCaptureInfo;//[Offset: 0x274c, Size: 4] int BOptimizeBulletHit;//[Offset: 0x2750, Size: 4] ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x2754, Size: 56] FootprintActorInfo[] FootprintActorInfo;//[Offset: 0x278c, Size: 12] int MaxTeamFootprintCount;//[Offset: 0x2798, Size: 4] int MaxOtherFootprintCount;//[Offset: 0x279c, Size: 4] FootprintActorLookupTable;//[Offset: 0x27a0, Size: 60] TrailMarkActorLookupTable;//[Offset: 0x27dc, Size: 60] IdeaDecalManager* IdeaDecalManager;//[Offset: 0x281c, Size: 4] MaterialInstanceDynamic*[] BloodDecalMaterials;//[Offset: 0x2820, Size: 12] LocalDecalHandleMap;//[Offset: 0x282c, Size: 60] SupplySpot* CurrentSupplySpot;//[Offset: 0x2880, Size: 4] EnhancerSpot* CurrentEnhancerSpot;//[Offset: 0x2884, Size: 4] PlayerRevivalComponent* PlayerRevivalComp;//[Offset: 0x2888, Size: 4] delegate OnPlayerEnterRevivalStateDelegate;//[Offset: 0x28b4, Size: 12] delegate OnPlayerLeaveRevivalStateDelegate;//[Offset: 0x28c0, Size: 12] delegate SetCaptureIDCardStatusDelegate;//[Offset: 0x28d0, Size: 16] delegate OnPlayerExitGameDelegate;//[Offset: 0x28e0, Size: 12] delegate OnEnterVehicleDelegate;//[Offset: 0x28fc, Size: 12] delegate ClientOnEnterVehicle;//[Offset: 0x2908, Size: 12] delegate ClientOnLeaveVehicle;//[Offset: 0x2914, Size: 12] delegate ClientOnChangeVehicleSeatCompletedDelegate;//[Offset: 0x2920, Size: 12] delegate OnVehicleWeaponIsReadyForFireDelegate;//[Offset: 0x292c, Size: 12] bool bEnableClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2938, Size: 1] bool bClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2939, Size: 1] float ControllerRelativeYawMin;//[Offset: 0x293c, Size: 4] float ControllerRelativeYawMax;//[Offset: 0x2940, Size: 4] RevivalPointActor* CurOperatePlayerRevivalPoint;//[Offset: 0x294c, Size: 8] int IdCardMarkType;//[Offset: 0x2958, Size: 4] bool DisableJoystickMultiControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2978, Size: 1] int VehicleControlMode;//[Offset: 0x297c, Size: 4] bool VehicleJoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2980, Size: 1] delegate InfectionShowKillNumDelegate;//[Offset: 0x2984, Size: 12] delegate InfectionPlayerPawnInitType;//[Offset: 0x2990, Size: 12] float StreamingDistanceScaleFlying;//[Offset: 0x299c, Size: 4] bool bIsPlayerInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29a0, Size: 1] delegate OnPlayerInOutWhiteCircleChangedDelegate;//[Offset: 0x29a4, Size: 12] bool bIsPlayerOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29b0, Size: 1] delegate OnPlayerInOutBlueCircleChangedDelegate;//[Offset: 0x29b4, Size: 12] float MoveDistanceThreshold;//[Offset: 0x29c0, Size: 4] float SpeedRecordTime;//[Offset: 0x29c4, Size: 4] float SpeedRecordAccTime;//[Offset: 0x29c8, Size: 4] delegate OnSelfPawnDeathDelegate;//[Offset: 0x29cc, Size: 12] delegate OnChangeToWalkingDead;//[Offset: 0x29d8, Size: 12] bool bCanChangeToWalkingDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29e4, Size: 1] delegate OnNotifyCanChangeToWalkingDead;//[Offset: 0x29e8, Size: 12] delegate OnChangeToWalkingDeadRes;//[Offset: 0x29f4, Size: 12] bool GMDisableLeftScreenControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a00, Size: 1] bool IsJoystickInLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a01, Size: 1] delegate OnWeakGuidEventDelegate;//[Offset: 0x2a04, Size: 12] delegate OnStopWeakGuidDelegate;//[Offset: 0x2a10, Size: 12] delegate OnEnableGuidActorDelegate;//[Offset: 0x2a1c, Size: 12] delegate OnInfectionShowTipMsgDelegate;//[Offset: 0x2a28, Size: 12] delegate OnInfectionPlaySoundEventDelegate;//[Offset: 0x2a34, Size: 12] class DamageType* GiveupDamageTypeClass;//[Offset: 0x2a40, Size: 4] uint32 LastKillerKey;//[Offset: 0x2a44, Size: 4] bool bAAlOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a48, Size: 1] bool bIsBackPackPanelOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a49, Size: 1] bool bUseAntiDataReportFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a54, Size: 1] bool bUseAntiDataReportFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a55, Size: 1] bool bUseAntiDataReportFilterCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a56, Size: 1] float LastReportAntiDataTime;//[Offset: 0x2a58, Size: 4] delegate RefreshPickupFlagStatusDelegate;//[Offset: 0x2a5c, Size: 12] delegate OnRevivalAndEnterAirplane;//[Offset: 0x2a68, Size: 12] delegate OnSpawnVehicleServerTimeUpdatedDelegate;//[Offset: 0x2a74, Size: 12] bool bDisableTouchMoveInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a80, Size: 1] delegate OnPlayerControllerStateChangedDelegate;//[Offset: 0x2a84, Size: 12] delegate OnPlayerNumOnPlaneChangedDelegate;//[Offset: 0x2a90, Size: 12] delegate OnReconnectResetUIByPlayerControllerStateDelegate;//[Offset: 0x2a9c, Size: 12] delegate OnMemberVoiceDelegate;//[Offset: 0x2aa8, Size: 12] delegate HideAllUIAfterDeadTipsShowDelegate;//[Offset: 0x2ab4, Size: 12] Actor* InteractiveActor;//[Offset: 0x2ac0, Size: 4] delegate OnVehicleWarKilledTrackerStartDelegate;//[Offset: 0x2ac4, Size: 12] delegate OnVehicleWarKilledTrackerFinishDelegate;//[Offset: 0x2ad0, Size: 12] delegate OnVehicleWarVehicleRepawnDelegate;//[Offset: 0x2adc, Size: 12] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0x2ae8, Size: 12] FloatingTextComponent* FloatingTextComp;//[Offset: 0x2af4, Size: 4] delegate OnTouchInterfaceChangedDelegate;//[Offset: 0x2b0c, Size: 12] ParachuteAnimAssetCache;//[Offset: 0x2b18, Size: 60] enum CurrentWeaponFunction;//[Offset: 0x2b54, Size: 1] float WeaponFunctionChangingInterval;//[Offset: 0x2b58, Size: 4] bool bWeaponFunctionIsChanging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b5c, Size: 1] float WeaponFunctionLastChangingTime;//[Offset: 0x2b60, Size: 4] WeatherConfigComponent* WeatherConfigComponent;//[Offset: 0x2b64, Size: 4] DynamicWeatherExMgr* DynamicWeatherExMgr;//[Offset: 0x2b68, Size: 4] bool bDstWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b78, Size: 1] bool bDstWeatherFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b88, Size: 1] delegate OnIndoorStateChangeDelegate;//[Offset: 0x2b8c, Size: 12] double LastFlyLeapPlatfromTime;//[Offset: 0x3178, Size: 8] bool bEnableDSErrorLogReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31bc, Size: 1] bool InWateringRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31bd, Size: 1] ActivitdedIDMap;//[Offset: 0x31c0, Size: 60] WeaponHitDetailInfo ShowWeaponHitDetailInfo;//[Offset: 0x3210, Size: 16] WeaponHitDetailInfo CacheWeaponHitDetailInfo;//[Offset: 0x3220, Size: 16] LastGameRemainItemData LastGameRemainItemData;//[Offset: 0x3230, Size: 48] bool bAddMovementTickInSpect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3260, Size: 1] bool bIsOpenGraySceneOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3262, Size: 1] bool bSceneIsGrayOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3263, Size: 1] float FadeGrayInterpSpeed;//[Offset: 0x3264, Size: 4] PlayerAvatarHideState;//[Offset: 0x3268, Size: 60] float ParachuteSlideReportDuration;//[Offset: 0x32a4, Size: 4] float ParachuteReportLocationDiffSq;//[Offset: 0x32a8, Size: 4] bool bUseTouchMoveCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32ac, Size: 1] CacheTouchData CacheTouchData;//[Offset: 0x32b0, Size: 52] ParachuteData ParachuteData;//[Offset: 0x32e8, Size: 128] void VW_Seat(int change);// 0x218e3b8 void ViewVehicle(float YawAdd, float PitchAdd, Vector Loc);// 0x218e2b4 void ViewPlane();// 0x218e2a0 void VehicleWarOpenSequencerDelegate__DelegateSignature(out const BattleOpenSequencerInfo SequencerInfo);// 0x2b33460 void VehicleWarFireTakeDamagedEvent(Vector CauserLocation);// 0x218e230 void VehicleResetTo(float X, float Y, float Z);// 0x218e130 void VehicleMoveTo(float X, float Y, float Z);// 0x218e030 void UseZombieModeSkill();// 0x218e01c void UserDropItemOperation(ItemDefineID DefineID);// 0x218df94 void UseItem(int ID);// 0x218df1c void UpdateSurfboardUI();// 0x218df08 void UpdateSelfRevivalCountdown(int CurCountdown);// 0x218de88 void UpdatePoseViewPitchLimit();// 0x218de74 void UpdatePoseState(byte PoseType);// 0x218ddfc void UpdateBodyIndoorState(bool BodyIndoor);// 0x218dd34 void UnPossess();// 0x218dd18 void UnLoadAllCollision(bool Unload);// 0x218dc98 void TryReqMoveToTarget(int FollowType, FString FollowUID);// 0x218daf8 void TriggerVehicleVoiceCheckFuction(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x218d848 void TriggerShotVoiceCheckFuction(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x218d950 void TriggerMoveVoiceCheckFuction(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x218d848 void TriggerHunterRevival();// 0x218d834 void TriggerGlassVoiceCheckFuction(Vector posVector, float showTime);// 0x218d778 void TouchMove(Vector Loc, byte FingerIndex);// 0x218d6bc bool TouchEnd(byte PressType);// 0x218d63c void TouchBegin(byte PressType);// 0x218d5c4 void ToggleVehicleSync(bool Val);// 0x1efa88c void ToggleUserCmdDeltaSendAck(bool Val);// 0x1efa88c void ToggleUserCmdDeltaFlag(bool Val);// 0x1efa88c void ToggleUserCmdDeltaCheckSum(bool Val);// 0x1efa88c void ToggleUserCmdDelta(bool Val);// 0x1efa88c void ToggleServerAcknowledgePossession(bool Val);// 0x1efa88c void ToggleOBTPPFollowFreeView();// 0x218d5b0 void ToggleEnableOBBulletTrackEffectSetting(bool bEnable);// 0x218d530 void ToggleCheatLocation(bool Val);// 0x1efa88c void TestMapMarkClient(int inAlertID, int IconID, int testFuncIndex);// 0x218d430 void TestLowProbCircle(bool UseLowProb, int LoopCount);// 0x218d368 void TestLaunchFly(float Speed);// 0x218d2f0 void TestAutoMoveToShootingMachine();// 0x218d2dc void TestAutoMoveToLocation(float X, float Y, float Z);// 0x218d1dc void TestAutoMoveToCharacter(FString TargetPlayerUID);// 0x218d084 void TempleStopMoving();// 0x218d070 void TempleStartMoving();// 0x218d05c void TempleSpawnBoss();// 0x218d048 void TempleDisappear();// 0x218d034 void TeleportToTemple(byte bOutCollisionTeleportPoint);// 0x218cfbc void TeleportAIToLoc(float X, float Y, float Z);// 0x218cebc void TeamNoAlwaysRelevant();// 0x218cea8 void TeamMateUAVStateChanged(STExtraPlayerState* STPlayerState, TeamateStateUAVChangedCompressData ChangedCompressedData);// 0x218cdcc void TeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, int VoiceID);// 0x218cbec void SwitchViewTarget();// 0x1e7fd1c void SwitchToTeamByNumPressed();// 0x218cbd8 void SwitchToPlayerByNumPressed();// 0x218cbc4 void SwitchToDeadBox();// 0x218cbb0 void SwitchShowUI();// 0x218cb9c void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x218caa0 void SwitchPoseStateFailedResponse(STExtraBaseCharacter* TargetCharacter, byte FailedPoseState, byte CurPoseState, enum FailReason);// 0x218c950 void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x218c88c void SwitchMouseCursorShowState();// 0x218c878 void SwitchGenerateItem();// 0x218c81c void SwitchCameraModeScope(byte Mode, STExtraBaseCharacter* InCharacter);// 0x218c760 void SwitchCameraModeByOrder();// 0x218c74c void SwitchCameraMode(byte Mode, STExtraBaseCharacter* InCharacter, bool IsUseLerpFPP, bool IsForceSwitch);// 0x218c5f0 void SwapWeaponByPropSlotOnServer(byte Slot1, byte Slot2, bool bForce);// 0x218c4e8 void StopBuildingMode(bool HideUI, bool ShrinkMenu);// 0x218c410 void StopAbsorb();// 0x218c3b4 void StartReadyCountDown();// 0x218c3a0 void StartLandOnGroundAfterJumpPlane();// 0x218c38c void StartInputCameraMoveTest(bool bIsStartInputCameraMoveTest, bool bIsStartTestAllTime, float IntervalTime);// 0x218c274 void StartGame();// 0x218c260 void StartFreeCamera(byte FigerIndex);// 0x218c1e8 void StartAirDropSpecified(float X, float Y);// 0x218c12c void StartAirDropBackupEnter(float X, float Y, int MaxPlaneNum);// 0x218c02c void StartAirDrop(int Index);// 0x218bfb4 void StartAirAttackSpecified(float X, float Y, float Radius);// 0x218beb4 void StartAirAttack(int Index);// 0x218be3c void SpectatorCameraChange_Broadcast(bool bDie);// 0x218bd74 void SpawnVehicleWithPath(FString Path, int Num);// 0x218bc74 void SpawnVehicle();// 0x218bc60 void SpawnFloatingTemple();// 0x218bc4c void SpawnAllVehicle(FString Path);// 0x218bb90 void SpawnAITeam(int Num, int AITeamID, byte Difficulty);// 0x218ba90 void SpawnAI(int Num, bool bSpawnAll);// 0x218b9cc void SpawnActorWithPath(FString Path, float X, float Y, float Z);// 0x218b840 void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x218b7c8 bool SkipChangeViewTarget();// 0x218b798 void ShutDownItemGenerate(bool IsOpen);// 0x218b718 void ShowWeaponRecordInfo();// 0x1e7fd1c void ShowVaultEnable();// 0x20d18d0 void ShowStringMsg(const FString Message, FString FromPlayerName, int MsgID);// 0x218b464 void ShowResultWeaponRecordInfo();// 0x1e7fd1c void ShowPoints(const Vector[] Points, const Color Color, float LifeTime);// 0x218b320 void ShowOpenSequence(float Time);// 0x218b2a8 void ShowNavOperator();// 0x218b294 void ShowMovePath(const Vector[] Path);// 0x218b1d0 void ShowGameTips(int TipsID, FString Params);// 0x218b0c8 void ShowFireBtn(bool bShow);// 0x2b33460 void ShowBulletShoot(Vector StartLoc, Rotator Rot);// 0x218b000 void ShowAnimationButton(bool IsShow, int NewUIType);// 0x218af30 void ShowAllRoles();// 0x1e7fd1c bool ShouldSendFatalDamageToClient(UAECharacter* Causer, UAECharacter* Victim);// 0x218ae64 bool ShouldForceFPPView(STExtraPlayerCharacter* InCharacter);// 0x218ade4 void SetVirtualStickVisibility(bool bJSVisiable);// 0x218ad64 void SetVirtualStickAutoSprintStatus(bool bVirtualstickAutoSprint);// 0x218ace4 void SetVirtualJoystickWidgetRender(enum Visible);// 0x218ac6c void SetViewYawLimit(float YawMin, float YawMax);// 0x218abb0 void SetViewTargetTest(Actor* NewViewTarget);// 0x218ab38 void SetVehicleWeakTickEnable(bool InVal);// 0x218aab8 void SetUAETriggerEnable(bool IsEnbale);// 0x218aa38 void SetTimeSpeedFactor(float Val);// 0x1f3d590 void SetTimeSpeedCheck(bool Val);// 0x1efa88c void SetTeammateForbitPick(bool bForbit, int LogType);// 0x218a928 void SetStateLeftTime(int leftTime);// 0x218a8b0 void SetSpeed(float Modifier);// 0x218a838 void SetSnowBoradRotationInAir(float Pitch, float Yaw, float Roll);// 0x218a738 void SetSkillFingerIndex(byte FingerIndex);// 0x218a6c0 void SetSingleThreadUpdateAnim(bool InIsSingleThread);// 0x218a640 void SetShoulderFingerIndex(bool TouchBegin, byte FingerIndex);// 0x218a578 void SetServerLevelLoadingMode(bool bNewLoadAll);// 0x1efa88c void SetScopeFingerIndex(bool TouchBegin, byte FingerIndex);// 0x218a4b0 void SetPlayerTeamBodyInstMask(int Mask);// 0x218a438 void SetPlayerMark(Vector Loc);// 0x218a38c void SetPlayerMapMultiMark(Vector NewLoc, bool bAdd, int MaxNum, bool bClearAll);// 0x218a1cc void SetPlayerBodyInstMask(int Mask);// 0x218a154 void SetPlaneEnabled(bool InEnable);// 0x218a0d4 void SetPlane(Actor* Plane);// 0x218a05c void SetPeekFingerIndex(bool TouchBegin, byte FingerIndex, bool AutoCancelPeek);// 0x2189f48 void SetParachuteAnimCached(byte AnimOverrideType, bool InValue);// 0x2189e84 void SetObservingTime(float Time);// 0x2189e0c void SetMovable(bool IsMovable);// 0x2189d8c void SetMaxHealth(float HP);// 0x2189d14 void SetLowProbCircle(float X, float Y, float R, float Prob);// 0x2189bcc void SetLocalUnPossesTest(bool bControllerSide, bool bPawnSide);// 0x2189afc void SetLaunchFlyStateOnServer(enum StateType);// 0x2189a84 void SetLaunchFlyState(enum StateType);// 0x2189a0c void SetJoyStickScale(float JSScale);// 0x2189994 void SetJoyStickPtrFireMode(int FireMode);// 0x218991c void SetJoystickOperatingMode(byte OperatingMode, float GoStraightAngle);// 0x2189860 void SetJoyStickOpacity(float JSOpacity);// 0x21897e8 void SetJoyStickInteractionSize(Vector2D JSInteractionSize);// 0x2189778 void SetJoyStickCenter(Vector2D JSCenter);// 0x2189708 void SetIsSnowy(bool bSnowy);// 0x2189688 void SetIsShowBlood(bool InIsShowBlood);// 0x2189608 void SetIsRainy(bool bRainy);// 0x2189588 void SetIsCacheReceiveRespawnZombie(bool isReceive);// 0x2189508 void SetIsBlizzard(bool bBlizzard);// 0x2189488 void SetInfectResetPlayerInterTime(float InterTime);// 0x2189410 void SetHasResultState(bool InState);// 0x2189390 void SetGameStateReconnectInfoToClient(ReConnectGameStateInfo ReConnectInfo);// 0x21891c0 void SetFuelByPercent(float percent);// 0x2189148 void SetEnterInteractiveActor(Actor* IActor, bool IsIn);// 0x2189084 void SetEnableWingAvatar(bool Val);// 0x2189004 void SetEnableVoiceByPlayerKey(STExtraPlayerState* State, bool Enable);// 0x2188f40 void SetDisableTouchMoveInput(bool bDisable);// 0x2188ec0 void SetCustomSensibility(int WeaponId, int AttrIndex, float Value);// 0x2188dc0 void SetCustomJumpPoint(float JmpX, float JmpY, float JmpRadius);// 0x2188cc0 void SetCustomFlightRoute(float StartX, float StartY, float EndX, float EndY);// 0x2188b78 void SetCurrentCameraFOV(float FOV, byte Mode);// 0x2188a7c void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x2188964 void SetClientSpawnAndBackpackWeaponReplicatedDataArray(uint32 CharacterGUID, const ItemDefineID[] DataList, int WeaponSyncTicket);// 0x21887e0 void SetCircleInfoToClient(GetCircleInfo ReConnectInfo);// 0x2188650 void SetCircleCenter(FString PointString);// 0x2188594 void SetCirCenterFixed(bool Enable, float X, float Y);// 0x2188488 void SetCaptureIDCardStatusDelegate__DelegateSignature(bool IsCapture);// 0x2b33460 void SetCanGotoExPlane(bool bFlag);// 0x2188408 void SetCanDropItem(bool bCanDrop);// 0x2188388 void SetBeKickedPlayerName(FString InPlayerName);// 0x2188230 void SetAngledSightFingerIndex(bool TouchBegin, byte FingerIndex);// 0x2188168 void SetAllStarReportDataByOpenID(FString InPlayerOpenID, out AllStarReportData InReportData);// 0x2188054 void SetAllInfectedAreaLevel(int LevelId);// 0x2187fdc void SetAirDropEnable(bool Enable);// 0x2187f5c void SetAirAttackEnable(bool Enable);// 0x2187edc void Set2x2ForceCircleLastR(float R);// 0x2187e64 void Set2x2ForceCircle(float X, float Y, float R);// 0x2187d64 void Set2x2CircleCenter(int Index, float X, float Y);// 0x2187c64 void Set2x2Circle3Center(float x1, float y1, float x2, float y2, float x3, float y3);// 0x2187a8c void ServerUseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x21878d0 void ServerUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation, float TimeStamp);// 0x2187768 void ServerUpdateCurrentBuildIndex(int8 idx);// 0x21876b4 void ServerTriggerSelectGrenade(int GrenadeID);// 0x2187600 void ServerTriggerCharacterEntryEvent(enum EntryEvent);// 0x218754c void ServerTriggerCharacterCustomEvent(byte SkillEvent);// 0x2187498 void ServerTestPaintDecal(int ID, const PlayerDecalData DecalData);// 0x21872e4 void ServerStopFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x2186fa4 void ServerStopFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x2186c64 void ServerStopFillGas(STExtraShootWeapon* TargetWeapon);// 0x2186bb0 void ServerStartPreBarrel(STExtraBaseCharacter* TargetCharacter, float HandledTime);// 0x2186ab4 void ServerStartOnPlaneSurvive(float P_PlaneFlyHeight, float P_PlaneStartDistance, float P_PlaneFlySpeed, float P_HaveToJumpDistance, Vector P_MapCenterLoc, Vector P_PlaneStartLoc, float P_PlaneStartYaw);// 0x218680c void ServerStartFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo, float MaxAimDistance, Vector2D ScreenAimRect);// 0x2186628 void ServerStartFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo);// 0x21864e4 void ServerStartFillGas(STExtraShootWeapon* TargetWeapon);// 0x2186430 void ServerStartBarrelNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* ShootWeapon);// 0x2186334 void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x2186280 void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte ShootType);// 0x2186184 void ServerSetSelfForceHideState(int SlotID, bool bSelfHide);// 0x2186074 void ServerSetReloadMethod(Actor* TargetActor, byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x2185f30 void ServerSetObsverLocation(const Vector locat);// 0x2185e84 void ServerSetIsFreeView(bool isFreeView);// 0x2185dbc void ServerSetFreeCameraRotationOnVehicle(Rotator InRotation, bool IsAutoReturn);// 0x2185ca8 void ServerSetFreeCamera(Rotator InRotation);// 0x2185bfc void ServerSetControlRotationOnVehicle(Rotator InRotation, bool IsFreeCamera);// 0x2185ae8 void ServerSetControlRotation(const Rotator NewRotation);// 0x2185a3c void ServerSendLogToLobby(FString ErrorLog);// 0x2185980 void ServerReportWatchGamePlayerInfoButtonClick(uint64 WatchPlayer_UID, uint64 WatchedPlayer_UID, float Duration);// 0x2185814 void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x21855b0 void ServerRemoteDestroyAllActor();// 0x2185594 void ServerRemoteDestroyActor(int SingleId);// 0x218551c int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x21853c0 void ServerReceiveThePlane(int64 TimeStamp);// 0x2185308 void ServerReceiveServerStateType(enum ReceivedType, enum ClientType, int64 TimeStamp);// 0x21851b0 void ServerQuitSpectating();// 0x2185154 void ServerPickItem(ItemDefineID DefineID, BattleItemPickupInfo pickupInfo, enum Reason);// 0x2184d60 void ServerOpenParachute();// 0x2184d04 void ServerObserveKiller();// 0x2184ca8 void ServerObserveCharacter(uint32 InPlayerKey);// 0x2184bf4 void ServerObserveAirDropBox(int boxId);// 0x2184b40 void ServerNotifyAutoFollowStatus(bool IsStartFollow, STExtraBaseCharacter* Target);// 0x2184a30 void ServerKickPlayerFromGame(uint32 InPlayerKey);// 0x218497c void ServerJumpFromPlane();// 0x2184920 void ServerInterruptGame();// 0x21848c4 void ServerInternalSetTeammateForbidPick(bool bIsForbid, int TLogIndex);// 0x21847fc void ServerHearSound(int AkEventID, const Vector AkLocation);// 0x2184708 void ServerHandleMsg(enum Msg);// 0x2184654 void ServerHandleHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData);// 0x2184524 void ServerGetTotalPlayers();// 0x21844c8 void ServerGetPlayerAliasInfoList();// 0x218446c void ServerGetCircleInfo();// 0x2184410 void ServerFight();// 0x21843b4 void ServerExitFromHelicopter(STExtraVehicleBase* ExitVehicle);// 0x2184300 void ServerExitFreeCamera();// 0x21842a4 void ServerDropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x2184140 void ServerDriveFireBalloon(STExtraFireBalloon* FireBalloon, bool bNewDrive);// 0x2184030 void ServerDoPickupRevivalFlag();// 0x2183fd4 void ServerDisuseItem(ItemDefineID DefineID, enum Reason);// 0x2183eb8 void ServerControlFireBalloonMove(STExtraFireBalloon* FireBalloon, float MoveUpValue);// 0x2183dbc void ServerCMD_RPC(FString Cmd);// 0x2183cc8 void ServerCMD(FString Cmd);// 0x1e9e594 void ServerClearTeammatesCache();// 0x2183c6c void ServerChangeWeaponScheme(int Index);// 0x2183bb8 void ServerChangeWeaponFunction(enum NewWeaponFunction);// 0x2183b04 void ServerChangeStatePC(enum TargetStateType);// 0x2183a8c void ServerChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x2183928 void ServerAutoSwitchSameSlotWeapon(byte CurrentSlot);// 0x21838b0 void SendStringMsg(FString Message, int MsgID, int ItemId, FString PlayerKeyString, int msgExtraParam);// 0x218369c void SendStringDirect(FString Message);// 0x21835e0 void SendLogToLobbyOnece(byte LogType);// 0x2183568 void SendGameStateInitOK();// 0x218350c void SendEndTouchScreenUICommand(out FString UIMsg);// 0x2183440 void SendDeviceInfo(const FString PlatformProfileName, const DeviceInfo DeviceInfo);// 0x21832c4 void ScopeOut();// 0x21832b0 void ScopeIn();// 0x218329c void S2C_ResponseSkillPrompt(bool bShow, float RemainingTime, FString PromptText, float TotalTime);// 0x21830b4 void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x2182f5c void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x2182e04 void RunOnNextFrameEvent();// 0x2182df0 void RunOnNextFrame__DelegateSignature();// 0x2b33460 void RspGetVehiclePos(STExtraVehicleBase* SimVehicle, Vector pos);// 0x2182d2c void RPC_UseInteractiveActor();// 0x2182cd0 void RPC_Server_VehicleWarSetPlayerHasLogin();// 0x2182c74 void RPC_Server_ShootSpecialBullet(Transform LaunchTrans, STExtraShootWeapon* TargetWeapon);// 0x2182af0 void RPC_Server_ShootSeekAndLockProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf, const SeekAndLockRPGBulletUploadData UploadData);// 0x2182730 void RPC_Server_ShootProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x21823c0 void RPC_Server_ShootGrenadeBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, int Pellet, ShootTimeData InShootTimeInf);// 0x2182050 void RPC_Server_SetRemainBoxIsSearched(PlayerRemainTombBox* RemainBox);// 0x2181f90 void RPC_Server_SetPlayerStateChoose(int choose);// 0x2181edc void RPC_Server_SetMicphoneTLogToServer(const TLog_Micphone MicphoneTlog);// 0x2181e18 void RPC_Server_SendLog(FString ErrorLog);// 0x2181d24 void RPC_Server_RequestRefreshOwnerPawnHealth();// 0x2181cc8 void RPC_Server_ReqHealth();// 0x2181c6c void RPC_Server_ReportPeerVisualFieldActorList(const Actor*[] VisualFieldActorList);// 0x2181b78 void RPC_Server_RemovePhotonDestructibleFragment(const HitResult Hit);// 0x2181ab8 void RPC_Server_RemoveFracturedMeshFragment(Actor* ImpactActor, Actor* OtherActor, Vector NormalImpulse, const HitResult Hit);// 0x2181914 void RPC_Server_PrintHP();// 0x21818b8 void RPC_Server_NotifySwapMainWeaponFinished(byte Slot1, byte Slot2);// 0x21817bc void RPC_Server_NotifyServerUseSpot(SupplySpot* InSupplySpot);// 0x2181708 void RPC_Server_NotifyServerUseEnhancerSpot(EnhancerSpot* InEnhancerSpot);// 0x2181654 void RPC_Server_NotifyServerProjectileBulletImpact(const ExplosionProjectileHitInfo InExProjectileHitInfo, ProjectileBulletBase* Bullet);// 0x2181560 void RPC_Server_NotifyServerOpenAnyPickUpBox(PlayerTombBox* TombBox);// 0x21814ac void RPC_Server_NotifyServerLaserProjectileBulletAutoExplode(ProjectileBulletBase* Bullet, const ExplosionProjectileHitInfo InExpProjectileInfo);// 0x21813b8 void RPC_Server_NotifyServerEnemyStep(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2181264 void RPC_Server_NotifyServerEnemyShoot(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience);// 0x21810b0 void RPC_Server_NotifyServerAddOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x2180fbc void RPC_Server_NotifyBreakWindow(UAEHouseActor* OwnerTarget, UAEWindowRepData Window);// 0x2180c10 void RPC_Server_NorifyServerClientHasFinishReconnectedWeaponSystem();// 0x2180bb4 void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeaponWithWeaponMgr(const ItemDefineID[] WeaponIDArray, WeaponManagerComponent* WeaponMgr);// 0x2180a78 void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeapon(const ItemDefineID[] WeaponIDArray);// 0x2180984 void RPC_Server_NorifyServerAddFirstOpenedTreasureBoxes(const int[] TreasureBoxIDArray);// 0x2180890 void RPC_Server_NorifyServerAddFirstOpenedPlayerTombBoxes(const int[] PlayerTombBoxIDArray);// 0x218079c void RPC_Server_NorifyServerAddFirstOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x21806a8 void RPC_Server_EquipWeaponBullet(STExtraShootWeapon* TargetWeapon, int BulletID);// 0x21805ac void RPC_Server_ConfirmMisKill(uint32 bConfirm, const GameBaseInfo ClientBaseInfo);// 0x2180464 void RPC_Server_ClientHasReactivated();// 0x2180408 void RPC_Server_ClientHasFinishedRecoverWeapon_New(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x21802a4 void RPC_Server_ClientHasFinishedRecoverWeapon(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x2180140 void RPC_Server_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x2180044 void RPC_Server_BattleStateTime(float InBattleStateTime);// 0x217ff90 void RPC_ReviveState_GiveUpRevive();// 0x217ff34 void RPC_RequireDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr);// 0x217fe80 void RPC_RemoteCustomEventWithObjects(FString EventTag, FString CustomParam, Object* TObject01, Object* TObject02);// 0x217fc6c void RPC_RemoteCustomEventWithObject(FString EventTag, FString CustomParam, Object* TObject);// 0x217faa8 void RPC_RemoteCustomEvent(FString EventTag, FString CustomParam);// 0x217f92c void RPC_PushDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr, WeatherControllerRepData RepWeatherInfo);// 0x217f82c void RPC_OwnerClient_WeaponWarmUpEnd(STExtraWeapon* Weapon);// 0x217f778 void RPC_OwnerClient_SwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x217f620 void RPC_OwnerClient_SetTeammatesYouAttackFirstToClient(const FString[] ListOnServer);// 0x217f4c4 void RPC_OwnerClient_SetMurderInfo(FString murderName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x217f2bc void RPC_OwnerClient_SetLastBreathMurder(FString MurderPlayerName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x217f0b4 void RPC_OwnerClient_SetCurrentWeaponVisible(bool bVisible);// 0x217efec void RPC_OwnerClient_PlayerEnableAttrModifier(bool bEnable, const AttrModifyItem ItemData);// 0x217ee14 void RPC_OwnerClient_PlayerConsumeItem(const ItemDefineID ID, int Count);// 0x217ed18 void RPC_OwnerClient_PlayerAddHealth(float AddVal, byte Reason);// 0x217ec1c void RPC_OwnerClient_PlayerAddEnergy(float AddVal, byte Reason);// 0x217eb20 void RPC_OwnerClient_NotifyClientEquipWeaponAttachment(byte WeaponPropSlot, const ItemDefineID DefineID, bool bEquip);// 0x217e9c8 void RPC_OwnerClient_HandleAIShootBulletHit(Vector_NetQuantize10 BulletStart, Vector_NetQuantize10 BulletEnd);// 0x217e8b0 void RPC_OwnerClient_FlushPlayerHealthChangeHistory(const float[] ChangeHistory, STExtraBaseCharacter* TargetPlayer);// 0x217e774 void RPC_OwnerClient_ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x217e630 void RPC_GiveUpGame();// 0x217e5d4 void RPC_DrawDebug_Sphere(const Vector Center, float Radius, Color Color, float LifeTime);// 0x217e494 void RPC_DrawDebug_Line(const Vector Start, const Vector End, Color Color, float LifeTime);// 0x217e35c void RPC_ClientSetVehicleSpawnServerTime(float STime);// 0x217e2dc void RPC_Client_UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x217e1d4 void RPC_Client_UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x217dfc0 void RPC_Client_UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x217ddf4 void RPC_Client_UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x217dc28 void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x217da5c void RPC_Client_ShowNewCommonCountDown(float TotalTime, int StringId, int TypeId);// 0x217d954 void RPC_Client_RemoteDestroyAllActor();// 0x217d938 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x217d8b8 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x217d724 void RPC_Client_PreSetBulletListInClip(STExtraShootWeapon* TargetWeapon, BulletInClip CurBulletInClip);// 0x217d48c void RPC_Client_PlayerBulletHitVehicleSound(Vector Loc, Rotator Rot);// 0x217d374 void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x217d0cc void RPC_Client_NotifyHealth(float Health);// 0x217d018 void RPC_Client_InfectionShowKillNum(int ShowKillNum);// 0x217cf98 void RPC_Client_DestroyWeapon(FName LogicSocket, const ItemDefineID ID, bool bEnableBroadcast);// 0x217ce34 void RPC_Client_ClientDisplayScoreChangeTips(WarPlayerStateScore ScoreStruct);// 0x217cd40 void RPC_Client_CircleRun(int Index, int TotalNum);// 0x217cc44 void RPC_Client_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x217cb48 void RPC_Client_BeginInteractiveProcess();// 0x217cb2c void RPC_Client_AirAttack(const AirAttackOrder airAttackOrderSrc);// 0x217c9f4 void RPC_CancelUseInteractiveActor();// 0x217c998 void RevivalTemateSuccess();// 0x217c97c void RevivalTemateFailImpl(FString Reason);// 0x217c8b8 void RevivalTemateFail(FString Reason);// 0x217c7f4 float RetriveMobileContentScaleFactor();// 0x217c7cc void RetrievePlayerBattleResultData();// 0x1e7fd1c void RestoreDefaultInteractionSize(int JSIndex);// 0x217c754 void RespHasSignalBar(bool bHas);// 0x217c6cc void RespawnRecoverData(UAEPlayerController* PC);// 0x217c654 void ResetVehicleEngine();// 0x217c640 void ResetMissingUIUpdate();// 0x2b33460 void RequireNetCullingDistanceByDevice();// 0x217c5e4 void RequireDeviceInfo();// 0x217c5c8 void RequestPlayerNewbieInfo();// 0x217c5b4 void RequestHasSignalBar();// 0x217c558 bool RequestChangeWearInBattle(int NewIndex);// 0x217c4d8 bool RequestChangeWear(int NewIndex);// 0x217c458 void ReqSwitchPersonPerspective(bool IsNewFPP);// 0x217c390 void ReqRecordEnterIceMountain();// 0x217c334 void ReqLeaveVehicle();// 0x217c320 void ReqGetVehiclePos(STExtraVehicleBase* SimVehicle);// 0x217c26c void ReqExchangeVehicleCharacter(int Param);// 0x217c1f4 void ReqEnterVehicle(float dis);// 0x217c17c void ReqEnterSnowBoard();// 0x217c168 void ReportWatchGamePlayerInfoButtonClick(float DuriationTime);// 0x217c0f0 void ReportVehicleMoveFlow(const VehicleMoveFlow VehicleMoveFlow);// 0x217bf94 void ReportClientParachuteData(ParachuteData InParachuteData);// 0x217bccc void ReportAntiCheatInfo();// 0x217bcb8 void ReplaceVehicleWithPath(FString Path);// 0x217bbfc void ReplaceVehicle();// 0x217bbe8 void Rep_RefreshInteractiveActor();// 0x217bbd4 void RemoveTouchMoveFinger(byte FingerIndex);// 0x217bb5c void RemoveCustomSensibility(int WeaponId);// 0x217bae4 void RemoveAllDoors();// 0x217bad0 void ReleaseFire();// 0x2b33460 void ReInitUIAfterReCreatePawn(UAEPlayerController* UAEPC);// 0x217ba58 void ReInitParachuteItem();// 0x217ba44 void RefreshTopMostUIPanel(byte Type);// 0x2b33460 void RefreshShootDetailInfo();// 0x217ba30 void RefreshPickupFlagStatusDelegate__DelegateSignature();// 0x2b33460 void RecoverStatusAfterReconnecting();// 0x217ba14 void RecordPathPoint();// 0x217ba00 void ReceiveClientRestart();// 0x2b33460 void ReceiveBackpackComponent();// 0x217b9e4 void QuitSpectating();// 0x217b9d0 void PrintStringToScreen(FString inString, LinearColor TextColor, float Duration);// 0x217b880 void PrintMovementLog(int PrintLog);// 0x217b808 void PrintDownCollision();// 0x217b7f4 void PrintAllPickupWarpper();// 0x217b7e0 void PressGrenade(bool isThrow);// 0x2b33460 void PressFire(int FingerIndex);// 0x2b33460 void PlayerLiveStateChangedInOB(enum State, Character* OwnerCharacter);// 0x217b724 void PlayerKillingDelegate__DelegateSignature();// 0x2b33460 void PlayerEnterAreaDelegate__DelegateSignature(int AreaID);// 0x2b33460 void PlayerDoEmoteDelegate__DelegateSignature(int EmoteIndex);// 0x2b33460 void PlayerControllerToggleDelegate__DelegateSignature(bool bOpen);// 0x2b33460 void PlayerControllerSelfPawnDeathDelegate__DelegateSignature();// 0x2b33460 void PlayerControllerNotifyChangeToWalkingDead__DelegateSignature(bool bCanChange, bool bIsWalkingDeadFinish);// 0x2b33460 void PlayerControllerChangeToWalkingDeadRes__DelegateSignature(bool bSucc);// 0x2b33460 void PlayerControllerChangeToWalkingDead__DelegateSignature();// 0x2b33460 void PlayBattleSound(FString BankName, FString SoundName);// 0x217b5e4 void PickupInitialItemListForRobustness();// 0x217b5d0 void OpenParachute();// 0x217b5bc void OnWeaponEquipAttachmentDelegate__DelegateSignature(STExtraShootWeapon* Weapon, enum Type, bool bEquip);// 0x2b33460 void OnWeaponEquipAttachment(byte WeaponPropSlot, out const ItemDefineID DefineID, bool bEquip);// 0x2b33460 void OnWeakGuidEventDelegate__DelegateSignature(int GuidID, Actor* GuidActor);// 0x2b33460 void OnWallFeedBack(bool _WallFeedBack);// 0x217b53c void OnViewTargetSignalHPChanged(float NewSignalHP);// 0x217b4c4 void OnViewTargetPoseChanged(byte LastPose, byte NewPose);// 0x217b408 void OnViewTargetPlayerStateChanged();// 0x217b3f4 void OnViewTargetDetachedFromVehicle(STExtraVehicleBase* LastVehicle);// 0x217b37c void OnViewTargetChangeVehicleSeat();// 0x217b368 void OnViewTargetChangePoseDelegate__DelegateSignature(byte LastPose, byte NewPose);// 0x2b33460 void OnViewTargetAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x217b2f0 void OnVehicleWeaponIsReadyForFireDelegate__DelegateSignature();// 0x2b33460 void OnVehicleWarVehicleRepawnDelegate__DelegateSignature();// 0x2b33460 void OnVehicleWarKilledTrackerStartDelegate__DelegateSignature();// 0x2b33460 void OnVehicleWarKilledTrackerFinishDelegate__DelegateSignature();// 0x2b33460 void OnVehicleExitFreeCameraDelegate__DelegateSignature(bool bExit);// 0x2b33460 void OnUseVehicleWarWeapon();// 0x217b2dc void OnUseVehicleWarItem();// 0x217b2c8 void OnUseVehicleWarEyes();// 0x217b2b4 void OnUseMainSlot__DelegateSignature(byte Slot);// 0x2b33460 void OnUseInventoryItemDelegate__DelegateSignature();// 0x2b33460 void OnUnequipWeaponDelegate__DelegateSignature();// 0x2b33460 void OnUITouchMoveDelegate__DelegateSignature(Vector Loc);// 0x2b33460 static void OnTryReqMoveToTarget(const Object* WorldContextObject, int FollowType, FString FollowUID);// 0x217b0d4 void OnTouchInterfaceChangedDelegate__DelegateSignature();// 0x2b33460 void OnTeammateTemperatureChangeDelegate__DelegateSignature();// 0x2b33460 void OnTeammatesAllDie();// 0x217b0c0 void OnTeammateLogin(int InTeamID);// 0x217b048 void OnTeammateHPChangeDelegate__DelegateSignature();// 0x2b33460 void OnTaskConditionDeactivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2b33460 void OnTaskConditionActivedDelegate__DelegateSignature(byte TaskConditionType, VariableSet* DataSource);// 0x2b33460 void OnTakeDamaged__DelegateSignature(float DamageAngel);// 0x2b33460 void OnSwitchWeaponDelegate__DelegateSignature();// 0x2b33460 void OnSwitchToTeamByNumPressed__DelegateSignature();// 0x2b33460 void OnSwitchToPlayerByNumPressed__DelegateSignature();// 0x2b33460 void OnSwitchCameraModeStartDelegate__DelegateSignature(byte CameraMode);// 0x2b33460 void OnSwitchCameraModeEndDelegate__DelegateSignature(byte CameraMode);// 0x2b33460 void OnStopWeakGuidDelegate__DelegateSignature();// 0x2b33460 void OnStopFireDelegate__DelegateSignature();// 0x2b33460 void OnStartFireDelegate__DelegateSignature();// 0x2b33460 void OnStartAutoSprintCountDown__DelegateSignature();// 0x2b33460 void OnSpectatorChange__DelegateSignature();// 0x2b33460 void OnSpectatorCameraChange(bool bDie);// 0x2b33460 void OnSpawnVehicleServerTimeUpdatedDelegate__DelegateSignature();// 0x2b33460 void OnShowSkillPromptDelegate__DelegateSignature(bool IsShowPrompt, float LastTime, FString PromptText, Object* PromptIcon, float TotalTime, bool bCanCancelSkill);// 0x2b33460 void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2b33460 void OnShowAutoSprintButton__DelegateSignature(bool Visible, Vector2D showPos, bool IsInside);// 0x2b33460 void OnShowAnimationButton(bool IsShow, int NewUIType);// 0x217af78 void OnSetChangeCharacterState__DelegateSignature(byte ChangeState);// 0x2b33460 void OnServerFinishPickupRevivalFlag();// 0x217af5c void OnServerCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP);// 0x2b33460 void OnRevivalAndEnterAirplane__DelegateSignature();// 0x2b33460 void OnRepTeammateChange__DelegateSignature();// 0x2b33460 void OnRepTeammateAvatarDisplayInfoChange__DelegateSignature();// 0x2b33460 void OnRepPlayerState__DelegateSignature();// 0x2b33460 void OnRepNotify_SetBattleOwner();// 0x217af48 void OnRepNotify_ServerHitEnemyReplicatedData();// 0x1e7fd1c void OnRep_WeatherFog();// 0x217af34 void OnRep_WeaponSystemReconnectReplicateData();// 0x217af20 void OnRep_WeaponFunctionChanged();// 0x217af0c void OnRep_WeaponAvatarDataList();// 0x217aef0 void OnRep_UsedSimulation();// 0x217aed4 void OnRep_SwitchWeather();// 0x217aec0 void OnRep_STExtraBaseCharacter();// 0x217aeac void OnRep_SpawnAndBackpackWeaponReplicatedDataWithMgr();// 0x217ae98 void OnRep_ShowWeaponHitDetailInfo();// 0x217ae84 void OnRep_ServerStateType();// 0x217ae70 void OnRep_RefreshTotalPlayers();// 0x217ae5c void OnRep_RefreshAirDropBox();// 0x217ae48 void OnRep_Plane();// 0x217ae34 void OnRep_ObservedItemList();// 0x217ae20 void OnRep_InWateringRangeBP();// 0x2b33460 void OnRep_InWateringCRange();// 0x217adcc void OnRep_InitialEquipmentAvatar();// 0x217adb0 void OnRep_InitialConsumableAvatar();// 0x217ad94 void OnRep_ImprisonmentTeammateSucess();// 0x217ad80 void OnRep_GameStateMsgType();// 0x217ad6c void OnRep_ForbitPickEffect();// 0x217ad58 void OnRep_ForbitPick();// 0x217ad44 void OnRep_FiringPlayerList();// 0x217ad30 void OnRep_EnableDeathPlaybackDelay();// 0x217ad1c void OnRep_DeadTombBox();// 0x217ad08 void OnRep_CanOpenParachute();// 0x217acf4 void OnRep_CanJump();// 0x217ace0 void OnRep_CanImprisonmentTeammate();// 0x217accc void OnRep_BattleSceneAvatarDisplayInfoList();// 0x217acb8 void OnRep_BackpackComponent();// 0x217aca4 void OnRep_AutoAimType();// 0x217ac90 void OnRemoveMainSlot__DelegateSignature(byte Slot);// 0x2b33460 void OnReleaseScreen__DelegateSignature(byte FingerIndex);// 0x2b33460 void OnReleaseFireBtnDelegate__DelegateSignature();// 0x2b33460 void OnReleaseFire();// 0x217ac7c void OnReconnectResetUIByPlayerControllerStateDelegate__DelegateSignature();// 0x2b33460 void OnReconnected__DelegateSignature();// 0x2b33460 void OnReceiveHasSignal__DelegateSignature(bool HasSignal);// 0x2b33460 void OnRank__DelegateSignature(int Kills, int Rank);// 0x2b33460 void OnPressVehicleWarMatchData();// 0x217ac68 void OnPressVampireClothSlotBtn();// 0x217ac54 void OnPressTurnplateQuickMsgBtn();// 0x217ac40 void OnPressTriggerEntireMapBtn();// 0x217ac2c void OnPressShowTagVehileSeatListBtn();// 0x217ac18 void OnPressRolewearChangeBtn(int Index);// 0x217aba0 void OnPressItemSKillBtn();// 0x217ab8c void OnPressFire();// 0x217ab78 void OnPressBackpackBtn();// 0x217ab64 void OnPostTakeDamageForBP__DelegateSignature(float Damage, out const DamageEvent DamageEvent, Actor* Victim, Actor* DamageCauser);// 0x2b33460 void OnPlayerUseRecoverItem();// 0x217ab50 void OnPlayerStateChanged();// 0x217ab3c void OnPlayerReConnected(int LostPlayerKey);// 0x217aa88 void OnPlayerPutDownAllPropDelegate__DelegateSignature();// 0x2b33460 void OnPlayerPutDownActorDelegate__DelegateSignature(STExtraBaseCharacter* TargetPlayer, Actor* TargetActor);// 0x2b33460 void OnPlayerPickUpActorDelegate__DelegateSignature(byte SurvivePickUpGlobalCategory, int ID);// 0x2b33460 void OnPlayerNumOnPlaneChangedDelegate__DelegateSignature();// 0x2b33460 void OnPlayerNameChange__DelegateSignature(FString changedplayername);// 0x2b33460 void OnPlayerLostConnection(int LostPlayerKey);// 0x217a9d4 void OnPlayerLeaveRevivalStateDelegate__DelegateSignature();// 0x2b33460 void OnPlayerKilledOthersPlayer__DelegateSignature(uint32 causerKey, uint32 victimKey, int Relationship, int CauserWeaponAvatarID);// 0x2b33460 void OnPlayerInOutWhiteCircleChangedDelegate__DelegateSignature(bool bIsInWhiteCircle);// 0x2b33460 void OnPlayerInOutBlueCircleChangedDelegate__DelegateSignature(bool bIsInBlueCircle);// 0x2b33460 void OnPlayerHitFireBtn(bool bIsRightBtn);// 0x217a954 void OnPlayerFinalAssistKill__DelegateSignature();// 0x2b33460 void OnPlayerExitGameDelegate__DelegateSignature();// 0x2b33460 void OnPlayerEnterRevivalStateDelegate__DelegateSignature();// 0x2b33460 void OnPlayerControllerStateChangedDelegate__DelegateSignature(enum StateType);// 0x2b33460 void OnPlayerClickDriveBtn();// 0x217a940 void OnPlayerChangeWearingDone__DelegateSignature(int Index, float LastTime);// 0x2b33460 void OnPlayerChangeWearingAnimFinished__DelegateSignature(int Reason);// 0x2b33460 void OnPlayerCanGetInVehicle(bool CanGetInVehicle);// 0x217a7fc void OnPickupItemDelegate__DelegateSignature(int ItemId, int Count, STExtraPlayerController* PC);// 0x2b33460 void OnPickUpExpand();// 0x217a794 void OnPickUpCollapsed(bool isCollapsed);// 0x217a714 void OnPickUpActor(int Guid, int PickupCount, int TotalCount);// 0x217a614 void OnOneTeamPlayerHPChangeDelegate__DelegateSignature(int Index);// 0x2b33460 void OnOneFloatValueDelegate__DelegateSignature(float TheValue);// 0x2b33460 void OnOccupyNewbieGuide(int inGuideID);// 0x217a59c void OnObserverLevelLoaded();// 0x217a588 void OnObservedWeaponDataChanged(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x217a4e0 void OnObservedUsingWeaponChanged();// 0x217a4cc void OnObservedPoisonFogStageChanged();// 0x217a4b8 void OnObservedItemsChanged();// 0x217a4a4 void OnObservedBulletNumChanged();// 0x217a490 void OnNightStateChangedDelegate__DelegateSignature();// 0x2b33460 void OnNewbieGuideHandlePickUp(int inPickUpID);// 0x217a418 void OnMemberVoiceDelegate__DelegateSignature(int member, int Status);// 0x2b33460 void OnMapMarkChangeDelegate__DelegateSignature(int TeamMateSerialNumber);// 0x2b33460 void OnLostConnection__DelegateSignature();// 0x2b33460 void OnLocalCharacterTemperatureChangeDelegate__DelegateSignature(float currentTP, float ratioHP);// 0x2b33460 void OnLocalCharacterSignalHPRemaingingTimeDelegate__DelegateSignature(float RemainingTime);// 0x2b33460 void OnLocalCharacterSignalHPChangeDelegate__DelegateSignature(float CurrentSignalHP, float PreSignalHP, float RatioSignalHP);// 0x2b33460 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2b33460 void OnLandOnGroundAfterJumpPlaneEnd();// 0x2b33460 void OnKillerNotify(Actor* Killer);// 0x217a3a0 void OnItemOperCount(ItemDefineID DefineID, enum OperationType, int Count);// 0x217a290 void OnItemOperationInfo(BackpackComponent* Sender, out const ItemOperationInfo ItemOperationInfo);// 0x217a1b0 void OnItemOperation(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x217a0a0 void OnInterruptAutoSprintCountDown__DelegateSignature();// 0x2b33460 void OnInfectionShowTipMsgDelegate__DelegateSignature(int MsgID, int IconID, float showTime, float DelayTime);// 0x2b33460 void OnInfectionPlaySoundEvent__DelegateSignature(int SoundID);// 0x2b33460 void OnIndoorStateChangeDelegate__DelegateSignature();// 0x2b33460 void OnHandleCameraModeChangedDelegate__DelegateSignature(byte CameraMode);// 0x2b33460 void OnGameStateChange__DelegateSignature(FName GameState);// 0x2b33460 void OnGameStartDelegate__DelegateSignature();// 0x2b33460 void OnGameStartCountDownDelegate__DelegateSignature(float CountdownTime);// 0x2b33460 void OnGameModeStateChanged();// 0x2b33460 void OnFingerMove__DelegateSignature(byte FingerIndex, Vector Loc);// 0x2b33460 void OnExitGame__DelegateSignature();// 0x2b33460 void OnEquipWeaponDelegate__DelegateSignature();// 0x2b33460 void OnEquipmentWeaponAvatarChange__DelegateSignature();// 0x2b33460 void OnEquipmentAvatarChange__DelegateSignature();// 0x2b33460 void OnEnterBattleResultStep();// 0x217a08c void OnDropItemDelegate__DelegateSignature(int ItemId, int Count, STExtraPlayerController* PC);// 0x2b33460 void OnDoubleClickCheckDelegate__DelegateSignature(byte FingerIndex);// 0x2b33460 void OnDeathBoxSpawnedDelegate__DelegateSignature(Transform SpawnTransform);// 0x2b33460 void OnDeadBoxExpand();// 0x217a078 void OnDeadBoxCollapsed(bool isCollpased);// 0x2179ff8 void OnDamageToOtherDelegate__DelegateSignature(float damageToOther);// 0x2b33460 void OnConsumableAvatarChange__DelegateSignature();// 0x2b33460 void OnClientWillGotoSpectating();// 0x2179fe4 void OnClientReportPeerVisualFieldAcotrList__DelegateSignature(int CamId, Actor*[] PeerVisualFieldActorList);// 0x2b33460 void OnClickVehicleWarBuff();// 0x2179fd0 void OnCharacterVehicleCheckVoiceTriggerDelegate__DelegateSignature(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x2b33460 void OnCharacterShotCheckVoiceTriggerDelegate__DelegateSignature(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x2b33460 void OnCharacterRecoveryHealthEvent();// 0x2179fbc void OnCharacterRecoveryHealth__DelegateSignature();// 0x2b33460 void OnCharacterReceiveHealthChangeHistory__DelegateSignature(out const float[] HealthChangeHistory);// 0x2b33460 void OnCharacterNearDeathOrRescueingOtherNotifyDelegate__DelegateSignature(bool IsNearDeath, bool IsRescueingOther);// 0x2b33460 void OnCharacterMoveCheckVoiceTriggerDelegate__DelegateSignature(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x2b33460 void OnCharacterGlassCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x2b33460 void OnCharacterCurrentActivityIDRep(int CurrentActivityID);// 0x2179f3c void OnCharacterCheckVoiceTriggerDelegate__DelegateSignature(Actor* nowActor, float checkDis);// 0x2b33460 void OnCharacterBreathChangeDelegate__DelegateSignature(float currentBR, float ratioBR, Character* OwnerCharacter, int HealthStatus);// 0x2b33460 void OnCharacterAntidoteChangeDelegate__DelegateSignature(float FAntidoteExeTime, float FAntidoteMaxTime);// 0x2b33460 void OnChangeBattleOwnerDelegate__DelegateSignature();// 0x2b33460 void OnBuyRevivalTeammate(int TeammateIndex);// 0x2179ebc void OnBuyRevivalSign();// 0x2179ea0 void OnBackpackMainSlot__DelegateSignature(byte Slot);// 0x2b33460 void OnAutoSprintActive__DelegateSignature();// 0x2b33460 void OnAssociationOperation(ItemDefineID DefineID, ItemDefineID TargetDefineID, enum OperationType, byte Reason);// 0x2179d38 void On3DTouchForceChangeDelegate__DelegateSignature();// 0x2b33460 void ObserveWhoKilledMe();// 0x2179d24 void ObserveClientSetPoisonSmogStage(int SmogStage);// 0x2179c70 void ObserveCharacter(FString InPlayerName);// 0x2179b18 void ObserveAirDropBox(int boxId);// 0x2179aa0 void OBCameraTurnSlower();// 0x2179a8c void OBCameraTurnFaster();// 0x2179a78 void OBCameraMoveSlower();// 0x2179a64 void OBCameraMoveNear();// 0x2179a50 void OBCameraMoveFaster();// 0x2179a3c void OBCameraMoveFar();// 0x2179a28 void NotifyOpenSequencer(BattleOpenSequencerInfo Info);// 0x2179810 void NotifyIsInResultView(bool isInResultView);// 0x2179788 void NotifyInOutPickUpActorWrapperBP(bool bIsIn);// 0x2b33460 void NotifyDeadBoxExpand();// 0x2b33460 void NotifyDeadBoxCollapsed(bool isCollpased);// 0x2b33460 void MoveUp(float Rate);// 0x2179710 void MoveToVehicle(int ItemId);// 0x2179698 void MoveToNearestVehicle(float IgnoreDistance);// 0x2179620 void MoveToItem(int ItemId);// 0x21795a8 void MoveToAIWithClassName(FString AIClassName, float XOffset, float YOffset, float ZOffset);// 0x217941c void MoveToAIByDropItem(int ItemId);// 0x21793a4 void MoveToAI();// 0x2179390 void MoveTo(float X, float Y, float Z);// 0x2179290 void MoveTempleToSelf();// 0x217927c void ModifyTouchIndex(Vector Loc, byte FingerIndex);// 0x21791c0 void ModifyStreamingDistance(int Distance);// 0x2179148 void ModifyCameraViewPitchLimitWithPose(byte Pose, float PitchMin, float PitchMax);// 0x2179048 void MemberVoice(int member, int Status);// 0x2b33460 void MarkStartFireFrame();// 0x2179034 void MakeVehicleFly(int isFly, bool bIsUp);// 0x1f97e80 void LogAIItemCount(int ItemId, float Distance);// 0x2178f78 void LocalProfileFootprint();// 0x2178f64 void LocalGetGameStateReconnectInfo();// 0x2178f50 void LoadAllLand(bool bLoadAll);// 0x2178ed0 void LerpFPPCamera();// 0x2178ebc void KillSomeOne(FString InPlayerName);// 0x2178e00 void KillAllEnermyVehicle();// 0x2178dec void KillAll();// 0x2178dd8 void Kill(int GivenNumber);// 0x2178d60 void KickPlayerFromGame();// 0x2178d4c void JumpFromPlane();// 0x2178d38 void JoystickTriggerSprint(bool bIsSprint);// 0x2b33460 bool IsViewTarget(const Actor* pActor);// 0x2178cb0 bool IsUse3DTouch();// 0x2178c88 bool IsTouchToRotControl();// 0x2178c58 bool IsTombBoxTeammate(const PlayerTombBox* TombBox);// 0x2178bd8 bool IsToggleOBBulletTrackEffect();// 0x2178bb0 bool IsTeammate(const STExtraBaseCharacter* InCharacter);// 0x2178b30 bool IsStandalone();// 0x2178afc bool IsShowBlood();// 0x2178adc bool IsSameTeam(Pawn* Other);// 0x2178a5c bool IsRevivalMode();// 0x2178a2c bool IsReleasePosInAimBtnRange(Vector Loc);// 0x21789ac bool IsParachuteAnimCached(byte AnimOverrideType);// 0x217892c bool IsMurderSelfDefense(FString InformMurderName);// 0x2178868 bool IsMoveable_DontConsiderFollowingState();// 0x2178840 bool IsMoveable();// 0x2178818 bool IsLastBreathOrRescueingOther();// 0x21787f0 bool IsInRevival();// 0x21787c8 bool IsInPlane();// 0x21787a0 bool IsInParachuteOpen();// 0x2178778 bool IsInParachuteJump();// 0x2178750 bool IsInParachute();// 0x2178728 bool IsInObservingPlayback();// 0x2178700 bool IsInInitial();// 0x21786d8 bool IsInFreeCameraView();// 0x21786bc bool IsInFinish();// 0x2178694 bool IsInFight();// 0x217866c bool IsInDeathReplay();// 0x2178644 bool IsInDead();// 0x217861c bool IsForbitPickMakeEffect();// 0x21785f4 bool IsForbitPick(out const FName TombName);// 0x2178560 bool IsCharacterCanEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x2178494 bool IsCanViewEnemy();// 0x217846c bool IsCanSpectateTeammate();// 0x2178444 bool IsCanImprisonmentTeammate();// 0x217841c bool IsCacheReceiveRespawnZombie();// 0x21783f4 bool IsAutoParachuteEnable();// 0x21783cc bool IsAllowActorTouchMove();// 0x21783a4 bool IsAGMPlayer();// 0x217837c void InsertGrenadeIDToName(int GrenadeID, FName Name);// 0x21782c0 void InsertGrenadeIDInOrder(int GrenadeID);// 0x2178248 void InputCameraMoveTest(float DeltaSeconds);// 0x21781d0 void InitWeatherConfigComponent();// 0x21781bc void InitTaskDatas(uint32 InPlayerKey);// 0x2178144 void InitTaskDataDelegate__DelegateSignature(int TaskId, int process, FString ext_info);// 0x2b33460 void InitTaskData(int TaskId, int process, FString ext_info);// 0x2177f5c void InitTaskComponent();// 0x2177f48 void InitNewbieComponent(out const int[] FinishedGuide, out const int[] FinishedCounts, int PlayerLevel, int PlayerExperienceType);// 0x2b33460 void InitJoyStickAfterActivation();// 0x2b33460 void InitCollectionDataDelegate__DelegateSignature(int ItemId, int CurrentCount, int TotalCount);// 0x2b33460 void InitCollectionData(int ItemId, int CurrentCount, int TotalCount);// 0x2177e48 void InfectionSelectZombieDelegate__DelegateSignature(enum TargetPawnType);// 0x2b33460 void InfectionEndRound();// 0x2177e34 void ImprisonmentTeammate(FString TeammateName, bool IsSelfDef);// 0x2177ce4 void HideAllUIAfterDeadTipsShowDelegate__DelegateSignature();// 0x2b33460 void HandleVirtualJoystickInput(out const Geometry Geometry, out const Vector2D ScreenPosition, int PointerIndex, bool MouseDown);// 0x2177b6c void HandleUpdateShovelingRelease();// 0x2177b58 void HandleUpdateShovelingPressed();// 0x2177b44 void HandleUpdateShoveling();// 0x2177b30 void HandleTogglePlayerListInOB();// 0x2177b1c void HandleToggleOBTeamList(bool InShow);// 0x2177a9c void HandleToggleMapInOB();// 0x2177a88 void HandleToggleHitDamageDisplay();// 0x2177a74 void HandleToggleBulletTrack();// 0x2177a60 void HandleTipInfo(FString FullMsg);// 0x21779a4 void HandleSwitchToTeammatePrev();// 0x2177990 void HandleSwitchToTeammateNext();// 0x217797c void HandleSwitchToTeam(int InTeamID);// 0x2177904 void HandleSwitchToPlayerIndex(int InPlayerIndex);// 0x217788c void HandleMsg(enum Msg);// 0x2177814 void HandleLeaveFreeViewInOB();// 0x2177800 void HandleLandOnGroundEnd();// 0x21777ec void HandleFlyLeapPlatform();// 0x2177790 void HandleEnterFreeViewInOB();// 0x217777c void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const WeatherChangeEvent Event);// 0x21776ac void HandleClientHasReactivated();// 0x2177698 void HandleChangeRolewearDone();// 0x2b33460 void HandleCameraModeChanged(byte NewMode, STExtraBaseCharacter* InCharacter);// 0x21775dc int GotoSpectating(int TeammatePlayerid);// 0x2177554 void GotoFlying();// 0x2177540 void GotoDoubleCircleEdge(float Z);// 0x21774c8 void GMTeleport(FName Teleporter);// 0x2177450 void GMSpawnTrueAI(int playerCount);// 0x21773d8 void GMSetScalarParam(FString Name, FString ShaderName, float Value);// 0x2177124 void GMSetCampId(int CamId);// 0x21770ac void GMSetBoolPoisonCircle();// 0x2177098 void GMSetBoolAirDrop();// 0x2177084 void GMSetBoolAirAttack();// 0x2177070 void GMSetBoolAI();// 0x217705c void GMSendDailyTaskReport();// 0x2177048 void GMOpenWeather(int OpenWeatherID);// 0x2176fd0 void GMFormationAITeam();// 0x2176fbc void GMEnableRandom();// 0x2176fa8 void GMEnableAllComponent();// 0x2176f94 void GMDisableRandom();// 0x2176f80 void GMDisableAllComponent();// 0x2176f6c void GMCloseWeather(int CloseWeatherID);// 0x2176ef4 void GMChangeFinalCircleAI();// 0x2176ee0 void GMBroastSyncTaskInfo();// 0x2176ecc void GMBeginCircle(int CurIndex, float PosX, float PosY);// 0x2176dcc int GetWriteCircleDistance();// 0x2176da4 WeatherConfigComponent* GetWeatherConfigComponent();// 0x2176d7c static WeaponHitDisanceSectionArray GetWeaponHitDistanceSectionByID(int ID);// 0x2176c80 int GetWeaponDIYPlanID(int WeaponId);// 0x2176c00 int GetWeaponAvatarItemId(int BPID);// 0x2176b78 int GetWeaponAvatarID(int WeaponId, bool isGrenade);// 0x2176aac float GetViewPortDPIScale();// 0x2176a7c VehicleUserComponent* GetVehicleUserComp();// 0x2176a54 bool GetUseMotionControlLog();// 0x2176a2c bool GetUseMotionControlEnable();// 0x2176a04 int GetUnlockWearCount();// 0x21769dc float GetTouchForce(byte FingerIndex);// 0x217695c Actor* GetThePlane();// 0x217693c STExtraPlayerState* GetTeammatePlayerStateFromPlayerTombBox(const PlayerTombBox* TombBox);// 0x21768bc SpringArmComponent* GetTargetedSpringArm();// 0x2176894 int GetStatTriangles();// 0x1ea5c14 FString GetStatMemory();// 0x214872c int GetStatDrawCalls();// 0x1ea5c14 BattleItemData[] GetSpecialClothingInAllBackpack(int Index);// 0x217673c int[] GetSpecialClothingCountInAllBackpack(int Index);// 0x2176634 int[] GetSpecialAreaList();// 0x2176574 int GetSpecialAreaID();// 0x217654c SIslandInactiveClearComponent* GetSIslandInactiveClearComponent();// 0x2176524 Rotator GetSensibilityRate(float YawInput, float PitchInput, bool bIsMotionControl);// 0x2176400 BattleSceneAvatarDisplayInfo GetSelfAvatarDisplayInfo();// 0x21762a4 int GetRevivalCountDownTime();// 0x217627c FString GetRemarkNameByGID(FString actorName, FString actorUID);// 0x2b33460 QuickSignComponent* GetQuickSignComponent();// 0x2176254 STScreenAppearanceComponent* GetPlayerScreenAppearanceComponent();// 0x217622c PlayerInfoInOB GetPlayerInfoInOBByName(FString InPlayerName);// 0x2176144 STExtraBaseCharacter* GetPlayerCharacterSafety();// 0x217611c CharacterParachuteComponent* GetParachuteComponent();// 0x21760f4 AnimationAsset* GetParachuteAnimAsset(byte AnimType, byte AnimOverrideType);// 0x2176030 Transform GetPaintDecalTargetTransform();// 0x2175fd0 ObservingReplay* GetObservingPlayback();// 0x2175fa8 Vector GetNewestAirDropBoxPos();// 0x2175f60 PlayerInfoInOB[] GetNearPlayerList();// 0x2175e50 STExtraPlayerController*[] GetMyObservers();// 0x2175de8 FString GetMurderUIDStr();// 0x2175cec FString GetMurderName();// 0x2175c2c bool GetMurderIsAI();// 0x2175bf4 BattleItemData[] GetMultiItemFromItemList(int[] ItemSpecifiedID);// 0x21759b8 byte GetMaxTouchForceFinger();// 0x2175978 Vector2D GetJoyStickVisualSize();// 0x2175938 Vector2D GetJoyStickCenter();// 0x21758f8 int GetItemUseSpecialAreaID(int ItemId);// 0x2175878 bool GetIsRespawn();// 0x2175858 bool GetIsMurderSameTeam();// 0x2175820 bool GetIsFreeCamera();// 0x2175800 enum GetInfectionPawnSubType();// 0x21757d8 enum GetInfectionPawnMainType();// 0x21757b0 IdeaDecalManager* GetIdeaDecalManager();// 0x2175788 void GetGameStateReconnectInfoOnServer();// 0x217572c void GetGameScreenSize();// 0x1e7fd1c void GetGameResult();// 0x2175718 LastGameRemainItemData GetGameRemainItems();// 0x2175628 int GetFriendDistance();// 0x1ea5c14 Vector GetFocalLocation();// 0x21755d8 FString GetFinalMurderName();// 0x21754b8 WeaponHitDetailInfo GetDetailHitInfo();// 0x2175384 void GetDailyTaskReportData(out DailyTaskReportInfo ResultData);// 0x2175208 enum GetCurrentStateType();// 0x21751e0 Vector GetCurrentLevelOffset();// 0x2175198 STExtraPlayerState* GetCurPlayerState();// 0x2175170 int GetCurPlayerId();// 0x2175148 STExtraBaseCharacter* GetCurPlayerCharacter();// 0x2175120 Vector GetCurPawnLocation();// 0x21750d8 Pawn* GetCurPawn();// 0x21750b0 float GetCurFPS();// 0x1ea5c14 Rotator GetControlLookRotation();// 0x2175060 Vector GetControlLookPoint(int LineTraceRange, out bool HitTaget);// 0x2174f74 BattleItemData[] GetClothingInAllBackpack(int Index);// 0x2174e1c class Object GetClassFromBPClassManager(class Object BaseClass);// 0x2174d9c ChatComponent* GetChatComponent();// 0x2174d74 uint32 GetBeKickedPlayerKey();// 0x2174d4c BackpackComponent* GetBackpackComponent();// 0x2174d24 AllStarReportData GetAllStarReportDataByOpenID(FString InPlayerOpenID);// 0x2174c58 void GenerateIdCardMark(out const Vector Loc);// 0x2174bcc SearchedTombBoxAndWrapperListResult[] GenerateAirDropData(int boxId);// 0x2174a68 void GameModeGotoNextState();// 0x2174a54 void GameModeGotoFightingState();// 0x2174a40 void FreeCameraTouchMove(Vector Loc, byte FingerIndex);// 0x2174984 void ForceServerSetControlRotationOnVehicle();// 0x2174970 void ForceReleaseCurTouchMoveFinger();// 0x217495c void ForceDropItemsWithTypeList(out const int[] TypeList);// 0x2174890 void ForceDropItemsWithType(int TypeItem);// 0x2174818 void ForceDropItemsWithoutTypeList(out const int[] IgnoreTypeList);// 0x217474c void ForceDropItems(out const int[] ItemTableList);// 0x2174680 void ForceDropAllItem();// 0x217466c void FlushItem(int onlyStatic);// 0x21745f4 void FireTakeDamagedEvent(Vector CauserLocation);// 0x2174584 void FireOrGrenade();// 0x2174570 void FindAIDropItem(int ItemId);// 0x21744f8 void Fight();// 0x21744e4 void FadeSceneToGrayOnDeath(bool bSet);// 0x2174464 BattleSceneAvatarDisplayInfo ExtractAvatarDisplayInfo(STExtraPlayerCharacter* TargetCharacter);// 0x21742c0 void ExitNightState();// 0x21742ac void ExitFreeCamera(bool IsForceReset);// 0x217422c void ExecDSCommand(const FString DSCommand);// 0x2174168 void EquipIceDrinkItems(out const int[] ItemList);// 0x217409c void EnterVehicleDelegate__DelegateSignature(bool IsEnter, Actor* Vehicle);// 0x2b33460 void EnterNightState();// 0x2174088 void EnterExtreme(bool enterOrQuit);// 0x2174008 void EndTouchScreen(Vector Loc, byte FingerIndex, bool UseOldEndFireJudge);// 0x2173f00 void EndForceTouchFire(Vector Loc);// 0x2173e90 void EnablePlayerInHouse(bool bIsIn);// 0x2173e10 void EnableMyLandscapeDraw();// 0x1e7fd1c void EnableGuidActorDelegate__DelegateSignature(int GuidID, bool bNewEnable);// 0x2b33460 void EnableAutoParachute(bool bEnable);// 0x2173d90 void DynamicCreateComponents();// 0x2173d7c void DsLuaGM(const FString CmdString);// 0x2173c24 void DsLuaDoString(FString LuaString);// 0x2173b68 void DropItemsWithType(int TypeItem);// 0x2173af0 void DropItem(int ID);// 0x2173a78 void DropAllItem();// 0x2173a64 void DoUITouchMove(Vector Loc);// 0x2b33460 void DoubleClickCancel(const byte FingerIndex);// 0x21739ec void DoTouchMove(float Yaw, float Pitch);// 0x2b33460 void DoRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x2173938 void DoGiveUpRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x2173884 void DoAfterCanNotPickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x2b33460 void DisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x2173678 void DisplayGameWarningTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x21733c0 void DisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x2173108 void DisplayGameTipWithMsgID(int ID);// 0x2173090 void DisplayGameTipForLowFPSWarning(int ID, FString param1, FString param2);// 0x2172dd8 void DisplayBattleGeneralTip(int ID, FString param1, FString param2);// 0x2172b20 void DispatchPlayerRespawnedEvent(UAEPlayerController* PlayerController);// 0x2172aa8 void DispatchPlayerReconnectedEvent();// 0x2172a94 void DispatchPlayerLostEvent();// 0x2172a80 void DispatchPlayerExitEvent();// 0x2172a6c void DispatchPlayerAboutToRespawnEvent(UAEPlayerController* PlayerController);// 0x21729f4 void DisableMyLandscapeDraw();// 0x1e7fd1c void DelegatePlayerLevelChange__DelegateSignature(int Level);// 0x2b33460 void DelegatePlayerGoldChange__DelegateSignature(int Gold);// 0x2b33460 void DelayGotoSpectating();// 0x21729e0 void DelayForceExitFreeCamera();// 0x21729cc void DebugWorldPlayerAvatarInfo();// 0x21729b8 void DebugSetUIVisibility(bool bUIVisibility);// 0x2b33460 void DebugEnableFerrisWheelTick(bool bEnable);// 0x2172938 void DebugEnableDrawSearchLine(int bEnabled);// 0x1f3d590 void DebugEnableBulletImpact(int bEnabled);// 0x1f3d590 void DebugAirDropPickInfo(float DrawTime, float BoxDrawSize, float BoxDrawLineLength, float ListWrapperDrawSize, float ListWrapperDrawLineLength);// 0x21727a8 void DealGetAllNearShotWeapon(float disRate);// 0x2172730 void DealGetAllNearMoveVehicle(float checkDis, float minSpeed);// 0x2172674 void DealGetAllNearMoveCharacter(float checkDis);// 0x21725fc void DeactiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x2172538 void CorrectVehicleState(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x217237c void ConsumeRevivalSign();// 0x2172360 void CollectAllPlayerWeaponPosInfo();// 0x1e7fd1c void ClientUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation);// 0x2172248 void ClientStopShoveling();// 0x21721ec void ClientStartOnlineGame();// 0x21721d0 void ClientShowInfectAreaWarning();// 0x2172174 void ClientSetTotalPlayers(const PlayerStaticInfoInOB[] InPlayerStaticInfoList, const PlayerBaseInfoInOB[] InTotalPlayers);// 0x2171fec void ClientSetPoisonSmogStage(int SmogStage);// 0x2171f38 void ClientSetOBData(uint32 InPlayerKey, int InTeamID, STExtraBaseCharacter* CurViewChar);// 0x2171e30 void ClientSetControlRotation(const Rotator NewRotation);// 0x2171db8 void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x2171cbc void ClientSetAIPosToTarget(Vector StartPos, Vector targetPos);// 0x2171bf4 void ClientSetAIPos(uint32 KeyID, Vector pos, bool isStart);// 0x2171ae0 void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds);// 0x2171a10 void ClientQuitViewEnemy();// 0x21719f4 void ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x21718f4 void ClientOnLeaveVehicleDelegate__DelegateSignature();// 0x2b33460 void ClientOnHurt();// 0x21718d8 void ClientOnEnterVehicleDelegate__DelegateSignature(int SeatType);// 0x2b33460 void ClientOnDamageToOther(float _DamageToOther);// 0x2171858 void ClientOnChangeVehicleSeatCompletedDelegate__DelegateSignature(enum SeatType);// 0x2b33460 void ClientObserveCharacter(uint32 InPlayerKey, bool IsOnPlane, enum InServerStateType);// 0x2171744 void ClientInterruptGame();// 0x21716e8 void ClientInitIngameUIAfterRespawn();// 0x217168c void ClientHearSound(int AkEventID, const Vector AkLocation);// 0x21715d0 void ClientHandleMsg(enum Msg, int64 TimeStamp);// 0x2171508 void ClientGotoSpectating();// 0x21714ec void ClientGiveUpRevivalTemmates();// 0x21714d0 void ClientGameStarted();// 0x21714b4 void ClientFriendBattleEnd();// 0x2171498 void ClientForbidLoadParahuteAnim(bool bCanForbid);// 0x2171410 void ClientExitFromHelicopter(bool SkipOpenParachute);// 0x2171388 void ClientEnterViewBox(int boxId);// 0x2171308 void ClientEndOnlineGame();// 0x21712ec void ClientDisplayNormalTips(FString Content);// 0x2171228 void ClientDisplayLuaGameTips(FString FunctionName, int ID, FString param1, FString param2);// 0x2171014 void ClientDisplayGameTipWithMsgIDAndString(int ID, FString param1, FString param2);// 0x2170e50 void ClientDisplayGameTipWithMsgID(int ID);// 0x2170d9c void ClientCheckStartShovelingFail();// 0x2170d40 void ClientChangeWeaponFunction(enum NewWeaponFunction);// 0x2170c8c void ClientChangeStatePC(enum TargetStateType);// 0x2170c0c void ClearParachuteAnimAssetCache();// 0x2170bf8 void ClearDeadTombBox();// 0x2170be4 void ClearBossBornPoint();// 0x2170bd0 Vector2D ClampFreeCamIconOffset(out const Geometry MyGeometry);// 0x2170b30 bool CientRevivalTemmates();// 0x2170b08 bool CheckNeedReport(out const SACData InAntiCheatData);// 0x2170a3c void CheckConsumeGlideItem();// 0x2170a28 bool CheckAllVehicleWeaponIsReadyForFire(bool WithBroadEvent);// 0x21709a0 bool ChangeWeaponSchemeIndex(int NewIndex);// 0x2170920 void ChangeWeaponFunction(enum NewWeaponFunction);// 0x21708a8 void ChangeToWalkingDead();// 0x2170894 void ChangeStatePC(enum TargetStateType);// 0x217081c void ChangeSpectatorStateToFreeView();// 0x2170808 bool ChangeRolewearIndex(int NewIndex);// 0x2170788 void ChangePVELevel(int Lv);// 0x2170710 void ChangeCharacterLogicDelegate__DelegateSignature(enum TargetPawnType);// 0x2b33460 void ChangeCharacterBeforeDelegate__DelegateSignature(enum TargetPawnType);// 0x2b33460 void ChangeAIBehaviorTree(int TreeIndex);// 0x2170698 void CanSeeAllUI(bool bUIVisibility);// 0x1efa88c bool CanBePickUpByItemID(out const ItemDefineID DefineID);// 0x21705f8 bool CanBePickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x21704e8 bool CanAutoSwitchGrenade(int GrenadeID);// 0x2170460 void CallZombieFlowAirDrop(int ZombieID);// 0x21703e8 void CallZombieAirDrop(int ZombieID);// 0x2170370 void CallTeamMateUAVStateChanged(TeamMateStateInfo TeamMateInfo);// 0x21702b8 void CallTeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector Location, Rotator Rotation, float Health, int VoiceID, float Temperature);// 0x21700d4 void CallShowTouchInterface(bool InShow);// 0x217004c 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);// 0x216fa7c Vector2D CalcAttactBtnPos(float LocX, float LocY, float SizeX, float SizeY);// 0x216f91c void CacheShootDetailInfoShootNum(int ShootNum);// 0x216f8a4 void CacheShootDetailInfoHitPos(byte HitPos);// 0x216f82c void CacheRecvInfectionSelectZombie__DelegateSignature(bool bRecv);// 0x2b33460 void C2S_RequestSkillPrompt();// 0x216f7d0 void C2S_RequestBeingRescuedRemainingTime();// 0x216f774 void BroadcastFatalDamageToClient(FString CauserName, FString VictimName, FString FuzzyCauserName, FString FuzzyVictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int Relationship, int PreviousHealthStatus, FString RealKillerName, int realKillerNewKillNum, FString CauserNation, FString VictimNation, uint32 causerKey, uint32 victimKey, int causerAnchorPlatformResID, int causerAnchorPlatformColorID, int victimAnchorPlatformResID, int victimAnchorPlatformColorID, int realKillerAnchorPlatformResID, int realKillerAnchorPlatformColorID, int CauserWeaponAvatarID, int CauserClothAvatarID, int CauserType, int VictimType);// 0x216edf4 void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x216eb90 SpringArmComponent* BPGetTargetedSpringArm();// 0x216eb5c bool BPGetIsAndroidSimulator();// 0x216eb34 void BPCastUIMsgWithTwoParam(FString Func, FString module, FString param1, FString param2);// 0x216e8e8 void BPCastUIMsgWithParam(FString Func, FString module, FString param1);// 0x216e724 void BP_OceanSideDetected(out const Vector OceansideLocation, bool bDetectedRiver);// 0x2b33460 void BluePrintSetViewTarget(STExtraBaseCharacter* pCharacter);// 0x216e6ac void BindVoiceCheckFunction();// 0x216e698 void BindVirtualJoystickInputDelegates(bool bBind);// 0x216e618 void BeginTouchScreen(Vector Loc, byte FingerIndex);// 0x216e55c void BeginAbsorb();// 0x216e500 void BackToGameDataRefresh();// 0x216e4ec bool AutoSelectViewTarget();// 0x216e4c4 void AutoSelectTeammateToView();// 0x216e4b0 void AddWeaponPendantItem(int WeaponId, int pendantID);// 0x216e3f4 void AddTouchMoveFinger(byte FingerIndex, byte Priority, out const Vector TouchLoc);// 0x216e2e8 void AddParachuteAnimAssetCache(byte AnimType, AnimationAsset* AnimAsset, byte AnimOverrideType);// 0x216e1e8 void AddItemAttachList(int BaseItemID);// 0x216e170 void AddItem(int ID, int Count, int PickupType);// 0x216e070 void AddCharacterVirtualItemToBackpack();// 0x216e05c void AddBossBornPoint(float BornX, float BornY);// 0x216dfa0 void AddAvatarItem(int ID, int Color, int Pattern, int Num);// 0x216de58 void AddAIItem(int ID, int Count, float Distance);// 0x216dd58 void ActiveTaskTrigger(byte ConditionType, VariableSet* InDataSource);// 0x216dc94 void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x216dc14 -------------------------------- Class: UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object FName PlayerType;//[Offset: 0x610, Size: 8] FString PlayerName;//[Offset: 0x618, Size: 12] uint32 PlayerKey;//[Offset: 0x624, Size: 4] uint64 UId;//[Offset: 0x628, Size: 8] FString PlayerOpenID;//[Offset: 0x630, Size: 12] int TeamID;//[Offset: 0x63c, Size: 4] int IdxInTeam;//[Offset: 0x640, Size: 4] int CampID;//[Offset: 0x644, Size: 4] Vector CharacterLocation;//[Offset: 0x648, Size: 12] int RoomMode;//[Offset: 0x654, Size: 4] WeatherInfo WeatherInfo;//[Offset: 0x658, Size: 20] int planeAvatarId;//[Offset: 0x66c, Size: 4] int DyeDebugFlag;//[Offset: 0x670, Size: 4] int PlayerStartID;//[Offset: 0x674, Size: 4] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x678, Size: 1] PlayerNetStats NetStats;//[Offset: 0x67c, Size: 48] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ac, Size: 1] FString PlanetailResLink;//[Offset: 0x6b0, Size: 12] int InPacketLossRate;//[Offset: 0x6bc, Size: 4] int OutPacketLossRate;//[Offset: 0x6c0, Size: 4] int ClientNetworkType;//[Offset: 0x6c4, Size: 4] bool bIsForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e0, Size: 1] bool bIsGlobalObserverForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e1, Size: 1] int GameReplayType;//[Offset: 0x6e4, Size: 4] GameModePlayerUpassInfo InitialUpassInfo;//[Offset: 0x6e8, Size: 44] GameModePlayerUpassInfo[] InitialUpassInfoList;//[Offset: 0x714, Size: 12] PlayerOBInfo[] PlayerOBInfoList;//[Offset: 0x720, Size: 12] int LobbyShowWeaponID;//[Offset: 0x72c, Size: 4] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x730, Size: 1] FString Nation;//[Offset: 0x734, Size: 12] bool bIsTeammateEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740, Size: 1] enum DefaultCharacterGender;//[Offset: 0x748, Size: 1] int DefaultCharacterHeadID;//[Offset: 0x74c, Size: 4] GameModePlayerItem[] InitialItemList;//[Offset: 0x750, Size: 12] GameModePlayerRolewearInfo[] InitialAllWear;//[Offset: 0x75c, Size: 12] int RolewearIndex;//[Offset: 0x768, Size: 4] int[] equip_plating_list;//[Offset: 0x76c, Size: 12] int VehicleSkinInReady;//[Offset: 0x778, Size: 4] bool bSpwanInVehiclePlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x77c, Size: 1] GameModePlayerItem[] InitialWeaponAvatarList;//[Offset: 0x780, Size: 12] GameModePlayerPetInfo InitialPetInfo;//[Offset: 0x78c, Size: 24] GameModePlayerKnapsackExtInfo[] InitialKnapsackExtInfo;//[Offset: 0x7a4, Size: 12] GameModePlayeWeaponSchemeInfo[] InitialWeaponSchemeInfo;//[Offset: 0x7b0, Size: 12] delegate OnInitialWeaponScheme;//[Offset: 0x7bc, Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x7c8, Size: 4] int PveLevel;//[Offset: 0x7cc, Size: 4] int[] InitialCharSkillList;//[Offset: 0x7d0, Size: 12] GameModePlayerItem[] InitialVehicleAvatarList;//[Offset: 0x7dc, Size: 12] int ShowVehicleSkin;//[Offset: 0x7e8, Size: 4] GameModePlayerItem[] InitialBackPackPendantList;//[Offset: 0x7ec, Size: 12] VehicleAvatarData[] InitialVehicleAdvanceAvatarList;//[Offset: 0x7f8, Size: 12] GameModePlayerItem[] InitialVehicleMusicList;//[Offset: 0x804, Size: 12] GameModePlayerConsumableAvatar InitialConsumableAvatar;//[Offset: 0x810, Size: 16] GameModePlayerEquipmentAvatar InitialEquipmentAvatar;//[Offset: 0x820, Size: 12] WeaponAvatarItemList;//[Offset: 0x82c, Size: 60] GrenadeAvatarItemList;//[Offset: 0x8a4, Size: 60] GameModeWeaponAvatarData[] WeaponAvatarDataList;//[Offset: 0x8e0, Size: 12] VehicleAvatarList;//[Offset: 0x8ec, Size: 60] VehicleAdvanceAvatarList;//[Offset: 0x928, Size: 60] int[] VehicleMusicList;//[Offset: 0x964, Size: 12] int[] DefaultVehicleMusic;//[Offset: 0x970, Size: 12] GameModePlayerExpressionItem[] InitialExpressionItemList;//[Offset: 0x97c, Size: 12] GameModeWeaponDIYPlanData[] InitialWeaponDIYPlanData;//[Offset: 0x988, Size: 12] WeaponDIYPlanDataMap;//[Offset: 0x994, Size: 60] InitialWeaponPendantList;//[Offset: 0x9d0, Size: 60] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0xa0c, Size: 12] SpecialPickItem[] InitialSpecialPickItemList;//[Offset: 0xa18, Size: 12] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0xa24, Size: 12] uint32 TaskSyncToDsTs;//[Offset: 0xa30, Size: 4] BornItem[] BornItems;//[Offset: 0xa34, Size: 12] int AnchorPlatResID;//[Offset: 0xa40, Size: 4] int AnchorPlatColorID;//[Offset: 0xa44, Size: 4] int64 LastGameResultTime;//[Offset: 0xa58, Size: 8] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa60, Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa61, Size: 1] FString IpCountryStr;//[Offset: 0xa64, Size: 12] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa70, Size: 1] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa71, Size: 1] bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa72, Size: 1] bool bIsSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa73, Size: 1] uint32 WatchPlayerKey;//[Offset: 0xa74, Size: 4] bool bIsWatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa78, Size: 1] float UpdateOBCircleCounter;//[Offset: 0xa7c, Size: 4] float UpdateOBCircleInterval;//[Offset: 0xa80, Size: 4] bool bAllowAutoSelectTeamMate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa84, Size: 1] FString[] FriendObservers;//[Offset: 0xa88, Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa94, Size: 1] bool bIsSpectatingEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa0, Size: 1] UAEUserWidget* InGameUIRoot;//[Offset: 0xae8, Size: 8] bool bReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf4, Size: 1] bool bReconnecting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf5, Size: 1] delegate PlayerControllerLostDelegate;//[Offset: 0xb04, Size: 12] delegate SyncDailyTaskInfoDelegate;//[Offset: 0xb10, Size: 12] delegate PlayerControllerRecoveredDelegate;//[Offset: 0xb1c, Size: 12] delegate PlayerControllerAboutToReconnectDelegate;//[Offset: 0xb28, Size: 12] delegate PlayerControllerReconnectedDelegate;//[Offset: 0xb34, Size: 12] delegate PlayerControllerAboutToRespawnDelegate;//[Offset: 0xb40, Size: 12] delegate PlayerControllerRespawnedDelegate;//[Offset: 0xb4c, Size: 12] delegate PlayerControllerAboutToExitDelegate;//[Offset: 0xb58, Size: 12] delegate OnPlayerQuitSpectatingForClient;//[Offset: 0xb64, Size: 12] delegate OnPlayerControllerBattleBeginPlay;//[Offset: 0xb70, Size: 12] bool bCanWatchEnemyInRoomMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb94, Size: 1] int[] BuffEffectDisplayIDArray;//[Offset: 0xb9c, Size: 12] bool IsDelayNotifyEnterBattleUntilLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xba8, Size: 1] float NotifyTimeOut;//[Offset: 0xbac, Size: 4] float DelayCloseLoadingTime;//[Offset: 0xbb0, Size: 4] FString NeedLoadLevelName;//[Offset: 0xbb4, Size: 12] FString NeedLoadedLevelFullName;//[Offset: 0xbc0, Size: 12] bool IsTickHouse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbcc, Size: 1] int AntiDataCD;//[Offset: 0xbd8, Size: 4] int ModeID;//[Offset: 0xbdc, Size: 4] bool bOpenReconnectUseCharViewPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe0, Size: 1] float ClientToDSFlowLimitTime;//[Offset: 0xc08, Size: 4] float ClientToDSFlowLimit;//[Offset: 0xc0c, Size: 4] bool UseingWeaponScheme();// 0x2760288 void TestShowLongTimeNoOperation();// 0x276024c void TestShowConfirmDialogOfMisKill();// 0x2760238 void TestRespawn();// 0x1e7fd1c void TestLogout();// 0x1e7fd1c void TestCastUIMsgWithPara(FString strMsg, FString module, int TestID);// 0x27600b4 void SyncDailyTaskStoreInfo(DailyTaskStoreInfo[] NewDailyTaskStoreList);// 0x275ff58 void SetUsedSimulationCVar(bool Value);// 0x275fed8 static void SetTargetMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x275fdf8 void SetPanels(out const UAEUserWidget*[] panels);// 0x275fd24 static void SetDSMsgReceiveDelegate(delegate InDelegate);// 0x275fc88 static void SetClientMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x275fba8 void ServerTestLogout();// 0x275fb4c void ServerSetVoiceId(int VoiceID);// 0x275fa98 void ServerKickSelf();// 0x275fa3c void ServerGotoSpectating(Pawn* ViewTarget);// 0x275f988 void ServerExitGame();// 0x275f92c void ServerAcknowledgeReconnection(uint32 Token);// 0x275f878 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x275f768 void SendLuaClientToDS(int ID, out const byte[] Content);// 0x275f658 void RPC_Server_SyncClientNetInfo(int InLoss, int OutLoss, int InNetworkType);// 0x275f514 void RPC_Server_ReportClientNetInfo(int AvgPing, int MaxPing, int MinPing, int LostPackRate, int AvgNoOutlier, int StdNoOutlier, int NumNoOutlier, int InLoss, int OutLoss);// 0x275f1fc void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x275f0c0 void RPC_LuaClientToDS(int ID, const byte[] Content);// 0x275ef84 void Respawn();// 0x275ef68 void ResetUsedSimulationCVar();// 0x275ef54 void ReleaseInGameUI();// 0x275ef38 void ReceivePostLoginInit();// 0x2b33460 void PrintStatistics();// 0x1e7fd1c void PlayerStartIDReceived();// 0x275ef24 void OnRep_WeaponAvatarDataList();// 0x217aef0 void OnRep_WatchPlayerKey();// 0x275ef08 void OnRep_UsedSimulation();// 0x217aed4 void OnRep_PveLevel();// 0x275eeec void OnRep_PlayerOBInfoList();// 0x275eed8 void OnRep_LastGameResultTime();// 0x275eebc void OnRep_IsSpectatingEnemy();// 0x275eea0 void OnRep_IsSpectating();// 0x275ee84 void OnRep_IsObserver();// 0x275ee68 void OnRep_InitialWeaponSchemeInfo();// 0x275ee54 void OnRep_InitialEquipmentAvatar();// 0x217adb0 void OnRep_InitialConsumableAvatar();// 0x217ad94 void OnRep_FriendObservers();// 0x275ee38 void OnRep_CurWeaponSchemeIndex();// 0x1e7fd1c void OnRep_bRoomOwner();// 0x275ee1c void NotifyEnterBattle();// 0x275ee08 void LuaDoString(FString LuaString);// 0x275ed44 void KickSelf();// 0x1e7fd1c bool IsSpectator();// 0x275ed1c bool IsRoomMode();// 0x275ecf8 bool IsPureSpectator();// 0x275ecd0 bool IsObserver();// 0x275eca8 bool IsInSpectatingEnemy();// 0x275ec80 bool IsInSpectating();// 0x275ec58 bool IsFriendOrEnemySpectator();// 0x275ec30 bool IsFriendObserver();// 0x275ec08 bool IsExited();// 0x275ebe0 bool IsDemoRecSpectator();// 0x275ebb8 bool IsDemoPlaySpectator();// 0x275eb90 bool IsDemoPlayGlobalObserver();// 0x275eb68 void InitWithPlayerParams(out const GameModePlayerParams Params);// 0x275eabc void InitWeaponAvatarItems();// 0x275eaa0 void InitVehicleMusicList();// 0x275ea84 void InitVehicleAvatarList();// 0x275ea68 void InitVehicleAdvanceAvatarList();// 0x275ea4c void InitIngameUI();// 0x275ea30 void InitGrenadeAvatarList(bool ReInitial);// 0x275e9a8 int GotoSpectating(int PlayerID);// 0x2177554 bool GetWeaponPandentReflect(int wraponID, out int pendantID);// 0x275e8d4 int GetWeaponAvatarItemId(int ID);// 0x2176b78 void GetVisibleLevelsLoadedName(out FString[] VisibleLevels);// 0x275e7a0 DailyTaskStoreInfo GetDailyTaskStoreInfoByTaskId(int TaskId);// 0x275e710 int GetCurrentWeaponSchemeMainSlotItemId();// 0x275e6e8 uint32 GetCurrentOBPlayerKey();// 0x275e6b8 int GetCurrentOBPlayerInfoIndex();// 0x275e690 void ForceNetReady();// 0x275e67c void ExitGame();// 0x275e668 void ExhaustCPU();// 0x275e654 void ExecDSCommand(const FString DSCommand);// 0x2174168 void ExcuteIntRecord(FString Key, int Count);// 0x275e4b8 void ExcuteIntCounterRecord(FString Key, int Count);// 0x275e31c void EnableInGameUI();// 0x275e308 void DumpUAENetActors();// 0x275e2f4 void DumpRegions();// 0x275e2e0 void DumpNetActors();// 0x1e7fd1c void DumpCharacters();// 0x275e2cc void DumpAllUI();// 0x1e7fd1c void DumpAllObjects();// 0x1e7fd1c void DumpAllActors();// 0x1e7fd1c void DoLuaFile(FString Filename);// 0x275e208 void DoCrash();// 0x1e7fd1c void DisableInGameUI();// 0x275e1f4 void DealWithPickUpFailed(ItemDefineID DefineID);// 0x275e164 void ClientShowTeammateEscapeNotice();// 0x275e148 void ClientRPC_CastUIMsgWithStrings(FString strMsg, FString module, const int TipsID, FString param1, FString param2);// 0x275deac void ClientRPC_CastUIMsgParams(FString strMsg, FString module, const int Type);// 0x275dd20 void ClientRPC_CastUIMsg(FString strMsg, FString module);// 0x275dbd8 void ClientInitPlayerOBInfoButton();// 0x275dbbc void ClientBroadcastRespawnComplete();// 0x275dba0 void ClientBroadcastReconnectionSuccessful();// 0x275db84 void ClientAcknowledgeReconnection(uint32 Token);// 0x275db04 void CheckPlayerOBInfoButtonInit();// 0x275dae8 bool CheckAcknowledgedPawn(Pawn* InPawn);// 0x275da60 void CastUIMsg(FString strMsg, FString module);// 0x275d918 enum CanPickUpItem(ItemDefineID DefineID);// 0x275d880 void CallLuaTableFunction(FString tableName, FString FunctionName);// 0x275d738 void CallLuaGlobalFunction(FString FunctionName);// 0x275d674 void BroadcastRespawnComplete();// 0x275d660 -------------------------------- Class: LuaPlayerController.PlayerController.Controller.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x5bc, Size: 60] FString LuaFilePath;//[Offset: 0x5f8, Size: 12] -------------------------------- 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: 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: GameModePlayerRolewearInfo GameModePlayerItem[] RolewearInfo;//[Offset: 0x0, Size: 12] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: GameModePlayerKnapsackExtInfo GameModePlayerKnapsackSingleInfo KnapsackExtInfo;//[Offset: 0x0, Size: 76] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] int WearIndex;//[Offset: 0x50, 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] -------------------------------- 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: 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: GameModePlayerExpressionItem.GameModePlayerItem -------------------------------- Class: GameModeWeaponDIYPlanData int WeaponAvatarID;//[Offset: 0x0, Size: 4] int PlanID;//[Offset: 0x4, Size: 4] -------------------------------- 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: BornItem int BornItemID;//[Offset: 0x0, Size: 4] int BornItemCount;//[Offset: 0x4, Size: 4] int BornItemFlags;//[Offset: 0x8, Size: 4] -------------------------------- 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: 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] -------------------------------- 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] -------------------------------- 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);// 0x2008a00 void ShowHideGuide(int TipsID, bool bShow);// 0x200893c void SendNewbieMsg(int TipsID, bool isStart, int tipsIndex);// 0x2008830 void OnUIAssetLoadFinsh(LoadGuideUIFinishRet inFinishRet);// 0x20087b4 void OnNewbieEventMapUpdate__DelegateSignature();// 0x2b33460 void OnLoadGuideConfigFinish(LoadGuideConfig inFinishRet);// 0x2008634 void InitComponent(STExtraPlayerController* _OwnerController, int[] _FinishedTips, int[] _FinishedCounts, byte _curPlayerCategory, int _PlayerLevel);// 0x20082f0 void HandleNewbieGuideEnd(FString GuideID, FString EndType);// 0x20081b0 void HandleNewbieGuideBegin(FString GuideID);// 0x20080f4 bool GetIsAllowNewGuide();// 0x20080cc bool GetIsAllowLuaNewGuide();// 0x20080a4 void AddGuidItem(class STNewBieGuideConfig Config);// 0x2007f24 -------------------------------- 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();// 0x1f1dc0c bool IsOK();// 0x1f1dc50 -------------------------------- Class: STNewbieGuideSuccessListenerBase.GSListenerBase.Object bool GuideFinishedByPlayer();// 0x2007a80 -------------------------------- 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();// 0x1f1dc0c void OnEventTrigger();// 0x1e937e0 Actor* GetCurrentEventOwnerActor();// 0x1e726d4 bool EnableListener();// 0x1f9245c bool DisableListener();// 0x1f1dc50 -------------------------------- 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: 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();// 0x452d824 void UnRegistFromGameFrontendHUD();// 0x452d810 void SynchronizeBlueprintProperties();// 0x2b33460 void Show();// 0x452d7fc void SetParentWidgetRecursive(UAEUserWidget* InParentWidget);// 0x452d784 void SetParentWidget(UAEUserWidget* InParentWidget);// 0x452d70c static void SetOnWidgetShow(delegate onShow);// 0x452d670 static void SetOnWidgetHide(delegate OnHide);// 0x452d5d4 static void SetOnClearUIStack(delegate onClear);// 0x452d538 void SetAdapation(float Left, float Top, float Right, float Bottom);// 0x452d3f0 void RegistToGameFrontendHUD(FrontendHUD* GameFrontHUD);// 0x452d378 void Register(LogicManagerBase* LogicManager, bool bAddToViewport);// 0x452d2b4 void ReceiveShow();// 0x2b33460 void ReceiveHide();// 0x2b33460 void ReceivedMountWidget();// 0x207e44c void ReceivedInitWidget();// 0x2b33460 void ReCachedUIMsgFunction();// 0x452d2a0 static void PushOpenedUIStack(FString Name);// 0x452d1ec static void PopOpenedUIStack(FString curOpen);// 0x452d138 void OnWidgetShow__DelegateSignature(FString ClassName);// 0x2b33460 void OnWidgetHide__DelegateSignature(FString ClassName);// 0x2b33460 void OnRightClicked(Vector2D TempScreenPos);// 0x2b33460 void OnFadeOutFinished();// 0x1f1c0fc void OnFadeInFinished();// 0x20cc680 void OnDoubleClicked(Vector2D TempScreenPos);// 0x2b33460 void OnClicked(Vector2D TempScreenPos);// 0x2b33460 void OnClearUIStack__DelegateSignature();// 0x2b33460 bool IntCompare(int A, int B, enum CompareType);// 0x452d030 void InitWidget(bool Recursive);// 0x452cfb0 void InitCustomWidget(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x207c768 void Hide();// 0x452cf9c void HandleUIMessageBattle(FString UIMessage);// 0x452cee0 void HandleUIMessage(FString UIMessage);// 0x452ce24 Widget* GetWidgetsByName(FString WidgetName, FString OuterName, bool bUseContains);// 0x452cc90 Widget* GetWidgetContainsName(FString Name);// 0x452cbcc UAEUserWidget* GetParentWidget();// 0x2264348 PlayerController* GetOwningPlayer();// 0x1e726d4 LogicManagerBase* GetOwningLogicManager();// 0x452cba4 FrontendHUD* GetOwningFrontendHUD();// 0x452cb7c MaterialInstanceDynamic* GetImgDynamicMaterial(Image* ImageMat);// 0x452cafc UserWidget* GetChildWidgetByEqualPolitics(FString ChildName, enum EqualPolitics, int RecursiveDepth);// 0x452c9b0 UserWidget* GetChildWidget(FString WName);// 0x452c8ec Margin GetAdapation();// 0x452c8c4 bool FloatCompare(float A, float B, enum CompareType);// 0x452c7bc void DynamicRegistUIMsgToCache(UAEUserWidget* Widget);// 0x452c744 void DestroyWidget();// 0x452c730 static void ClearOpenedUIStack();// 0x452c71c void ClearFunctionCacheByMsgName(FString InUIMsg);// 0x452c660 void ClearFunctionCache();// 0x452c64c void ClearClassWidgetTree();// 0x452c638 void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x1f3d0b4 -------------------------------- 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);// 0x4527dc8 void StandAloneSwitchGameStatus(FName InGameStatus, FString Options);// 0x4527c14 void OnPreLoadMap(FString MapName);// 0x4527b50 void OnPostLoadMapWithWorld(World* World);// 0x4345744 void OnGameViewportClientCreated();// 0x1e7fd1c World* GetWorld();// 0x224ca94 FrontendUtils* GetUtils();// 0x4527b28 PlayerController* GetPlayerController();// 0x4527b00 LogicManagerBase* GetLogicManagerByName(FString LogicManagerTagName);// 0x45279a0 LogicManagerBase* GetLogicManager(int LogicManagerIndex);// 0x4527920 GameViewportClient* GetGameViewportClient();// 0x45278f8 GameMode* GetGameMode();// 0x45278d0 GameInstance* GetGameInstance();// 0x43b32f0 Object*[] FindRegistedUIFunctionList(FString strMsg, FString moduleMsg);// 0x4527708 void EnableGuiTest(bool bEnable);// 0x4527688 void DynamicRegistUIMsgToCache(UAEUserWidget* Widget, FString module);// 0x4527588 void ClearLogicManagerByName(FString managerName);// 0x4527430 -------------------------------- 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);// 0x45297b0 void SwitchSceneCamera(FName SceneCameraName, float blendTime, bool bForce);// 0x4529690 void SetSceneSkyLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color);// 0x45294c0 void SetScenePointLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, int inverseSquareFalloff, float Radius);// 0x4529260 void SetSceneDirectionalLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, LightingChannels Channel);// 0x4529040 void RegisterSceneSkyLight(FName sceneLightName, SkyLight* Light);// 0x4528f78 void RegisterScenePointLight(FName sceneLightName, PointLight* Light);// 0x4528ebc void RegisterSceneDirectionalLight(FName sceneLightName, DirectionalLight* Light);// 0x4528e00 void RegisterSceneCamera(FName SceneCameraName, CameraActor* SceneCamera);// 0x4528d44 void PopAllPushedUI();// 0x4528d30 void OnAllSceneCamerasRegistered();// 0x1e937e0 bool IsPushedPanel(out const FName managerName);// 0x4528c9c bool IsNoRenderClient();// 0x4528c74 bool GlobalUIEventDispatcher_GetDelegateIsBound(FString DelegateNum);// 0x4528b14 FString GetUIStackTopSrcTag();// 0x4528a54 FString GetUIStackTopDstTag();// 0x4528994 FString GetUIStackTop();// 0x45288d4 CameraActor* GetSceneCamera();// 0x45288ac FrontendHUD* GetOwningFrontendHUD();// 0x4528884 Object* GetGlobalUIEventDispatcher();// 0x452885c UAEWidgetContainer* GetGlobalUIContainer(FName ContainerName);// 0x45287dc void EnableLobbyMainLight(bool NewEnable);// 0x452875c void ClearAllSceneCameras();// 0x4528748 -------------------------------- Class: PointLight.Light.Actor.Object PointLightComponent* PointLightComponent;//[Offset: 0x2dc, Size: 4] void SetRadius(float NewRadius);// 0x446ed44 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x446eccc -------------------------------- 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);// 0x446f458 void SetSourceLength(float NewValue);// 0x446f3e0 void SetSoftSourceRadius(float bNewValue);// 0x446f368 void SetSimulateRectLight(bool NewValue);// 0x446f2e8 void SetSimulatePortalLight(bool NewValue);// 0x446f268 void SetRectLightSourceWidth(float NewValue);// 0x446f1f0 void SetRectLightSourceHeight(float NewValue);// 0x446f178 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x446f100 void SetAttenuationRadius(float NewRadius);// 0x446f088 -------------------------------- 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: 0x2d4, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8, Size: 1] void OnRep_bEnabled();// 0x1e6fbf0 -------------------------------- 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);// 0x44958b8 void SetOcclusionTint(out const Color InTint);// 0x4495834 void SetOcclusionExponent(float InOcclusionExponent);// 0x44957bc void SetOcclusionContrast(float InOcclusionContrast);// 0x4495744 void SetMinOcclusion(float InMinOcclusion);// 0x44956cc void SetLightColor(LinearColor NewLightColor);// 0x4495650 void SetIntensity(float NewIntensity);// 0x44955d8 void SetIndirectLightingIntensity(float NewIntensity);// 0x4495560 void SetCubemapBlend(TextureCube* SourceCubemap, TextureCube* DestinationCubemap, float InBlendFraction);// 0x4495460 void SetCubemap(TextureCube* NewCubemap);// 0x44953e8 void RecaptureSky();// 0x44953d4 -------------------------------- Class: UAEWidgetContainer.UAEUserWidget.UserWidget.Widget.Visual.Object UserWidget*[] WidgetList;//[Offset: 0x304, Size: 12] void RemoveWidgetInternal(UserWidget* Widget);// 0x1fbed64 void RemoveWidget(UserWidget* Widget);// 0x452eab0 void AddWidgetWithZOrderInternal(UserWidget* Widget, int ZOrder);// 0x200a4d0 void AddWidgetWithZOrder(UserWidget* Widget, int ZOrder);// 0x452e9f4 void AddWidgetInternal(UserWidget* Widget);// 0x20cca94 void AddWidget(UserWidget* Widget);// 0x452e97c -------------------------------- 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);// 0x452a618 bool IsEnableRemoveDynamicWidgets();// 0x452a5f0 UAEUserWidget*[] GetWidgetList();// 0x2275970 UAEUserWidget* GetWidgetByName(FString InName);// 0x452a52c UAEUserWidget* GetWidgetByClass(class Object InClass);// 0x452a4ac FrontendHUD* GetOwningFrontendHUD();// 0x43b2c8c int GetDefaultSceneCamera();// 0x43b2df0 void DispatchUIMessage(FString UIMessage, Object* Source, UAEUserWidget* Target);// 0x452a2cc -------------------------------- 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: 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);// 0x38129d4 void SetDontPaintWhenColorZero(bool Enable);// 0x3812954 void SetDontPaintWhenAlphaZero(bool Enable);// 0x38128d4 void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x3812858 void SetBrushFromTextureDynamic(Texture2DDynamic* Texture, bool bMatchSize);// 0x3812794 void SetBrushFromTexture(Texture2D* Texture, bool bMatchSize);// 0x38126d0 void SetBrushFromPathAsync(FString ResourcePath);// 0x3812614 void SetBrushFromMaterial(MaterialInterface* Material);// 0x381259c void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x3812524 void SetBrush(out const SlateBrush InBrush);// 0x38123bc MaterialInstanceDynamic* GetDynamicMaterial();// 0x3812394 bool GetDontPaintWhenColorZero();// 0x381236c bool GetDontPaintWhenAlphaZero();// 0x3812344 -------------------------------- Class: Texture2DDynamic.Texture.Object byte Format;//[Offset: 0xa8, Size: 1] -------------------------------- Class: SlateBrushAsset.Object SlateBrush Brush;//[Offset: 0x20, Size: 152] -------------------------------- 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);// 0x21f4870 void RPC_SrvSyncTimeLine(double InSrvSendTime, double InClientTime);// 0x21f475c void RPC_GetClientTimeRespond(int Index, float serverLevelTime, int64 serverSystemTime, double serverBootTime);// 0x21f45b0 void RPC_GetClientTimeRequest(int Index);// 0x21f44fc void RPC_ClientSyncTimeLine_UnReliable(byte InIndex, uint16 InSrvInf);// 0x21f4400 void RPC_ClientSyncTimeLine(double InServerTime);// 0x21f4340 void ReportDebugInfo(int RporetedId);// 0x21f428c void OnServerAboutToReconnect();// 0x21f4278 void GetClientTimeInterval();// 0x21f4264 void CheckTimeLine();// 0x21f4250 -------------------------------- 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);// 0x21f5ce0 void RPC_ClientSyncTimeLine(float InServerTime);// 0x1e5e428 void OnTimeInspectorColdMove_Vehicle();// 0x21f5ccc void OnTimeInspectorColdMove_Own();// 0x21f5cb8 void OnServerAboutToReconnect();// 0x21f5ca4 void CheckTimeLine();// 0x21f5c90 -------------------------------- 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);// 0x1fb5058 void ServerShowSecurityAlert(FString Tips);// 0x1ecf390 void RPC_ServerGlueHiaPark(int8 HeShui, const byte[] GlueHiaParkArr, uint32 HiaStatus, const byte[] GlueArg);// 0x1fb4e48 void RPC_ServerCapbo(int8 BoCapC, int8 InBoType, const byte[] BoDataArr);// 0x1fb4cc4 void RPC_ClientCoronaLab(byte bAllSwitch, const byte[] CoronaLab, uint32 CoronaState);// 0x1fb4b40 void OnWeaponAimInput(float InDistToEnemy, float InYaw, float InPitch, float InRoll);// 0x1fb49f8 void OnTouchInput(float InYaw, float InPitch, float InRoll);// 0x1fb48f8 void OnStopFireEvent();// 0x1fb48e4 void OnStartFireEvent();// 0x1fb48d0 void OnSkillInteruptVisual(const Actor* InTarget, const Actor* InCauser);// 0x1fb4814 void OnSkillEndVisual(const Actor* InTarget, const Actor* InCauser);// 0x1fb4758 void OnSkillEndTrans(const Actor* InTarget, const Actor* InCauser);// 0x1fb469c void OnSkillBeginVisual(const Actor* InTarget, const Actor* InCauser);// 0x1fb45e0 void OnSkillBeginTrans(const Actor* InTarget, const Actor* InCauser);// 0x1fb4524 void OnPlayerScopeOut(bool bBegan);// 0x1fb44a4 void OnPlayerScopeIn(bool bBegan);// 0x1fb4424 void OnMyPawnRespawn(UAEPlayerController* InPlayerController);// 0x1fb43ac void OnKillSomeOneEvent(const Actor* InSomeOne);// 0x1fb4334 void OnGyroInput(float InYaw, float InPitch, float InRoll);// 0x1fb4234 void OnCapboReturn(int BoCapC, int InBoType, out const byte[] RetData);// 0x1fb40e0 void OnBulletImpactEvent(const Actor* InCauser, out const HitResult InImpactResult);// 0x1fb4000 void FlushGameEnd();// 0x1fb3fec void ClientSwiftHawk(int SequenceID);// 0x1efead0 void ClientDoJT();// 0x1fb3fd8 -------------------------------- 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 VsSkeletonLengthCheck;//[Offset: 0x3d4, Size: 12] VerifySwitch VsParachuteVelocityCheck;//[Offset: 0x3e0, Size: 12] float MaxFuelConsume;//[Offset: 0x3ec, Size: 4] VerifySwitch VsHighMuzzleShootDown;//[Offset: 0x470, Size: 12] VerifySwitch VsWeaponScopeHeightError;//[Offset: 0x47c, Size: 12] VerifySwitch VsWeaponScopeDisError;//[Offset: 0x488, Size: 12] VerifySwitch VsOwnerHeadAndMuzzlePassWall;//[Offset: 0x494, Size: 12] VerifySwitch VsImpactPointAndActorDisBig;//[Offset: 0x4a0, Size: 12] VerifySwitch VsImpactPointAndBulletDisBig;//[Offset: 0x4ac, Size: 12] VerifySwitch VsShooterPosByNetdelayInvalid;//[Offset: 0x4b8, Size: 12] VerifySwitch VsVictmPosByNetdelayInvalid;//[Offset: 0x4c4, Size: 12] VerifySwitch VsShootVerifyInvalid;//[Offset: 0x4d0, Size: 12] bool bOpenDetailDataCollect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc, Size: 1] bool bOpenSocialIslandJump2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dd, Size: 1] VerifySwitch VsClientImpactActorOffset;//[Offset: 0x4e0, Size: 12] VerifySwitch VsClientBulletOffset;//[Offset: 0x4ec, Size: 12] VerifySwitch VsClientBulletDir;//[Offset: 0x4f8, Size: 12] VerifySwitch VsClientWeaponHeight;//[Offset: 0x504, Size: 12] VerifySwitch VsClientDownShoot;//[Offset: 0x510, Size: 12] VerifySwitch VsImpactActorPosWithNoHisPos;//[Offset: 0x51c, Size: 12] VerifySwitch FarJump;//[Offset: 0x528, Size: 12] VerifySwitch VsShootAngleInVaild;//[Offset: 0x534, Size: 12] VerifySwitch VsMuzzleAndTailPosInVaild;//[Offset: 0x540, Size: 12] VerifySwitch VsMuzzleAndImpactPassWall;//[Offset: 0x54c, Size: 12] VerifySwitch VsMuzzleAndTailPassWall;//[Offset: 0x558, Size: 12] VerifySwitch VsImpactActorPosOffsetBig;//[Offset: 0x564, Size: 12] VerifySwitch VsImpactPointChangeSmall;//[Offset: 0x570, Size: 12] VerifySwitch VsImpactBulletPosOffsetBig;//[Offset: 0x57c, Size: 12] VerifySwitch VsTotalImactCharacterNum;//[Offset: 0x588, Size: 12] AntiCheatDetailData CatchReportAntiCheatDetailData;//[Offset: 0x594, Size: 28] int MaxCatchWeaponAntiDataNLength;//[Offset: 0x5b0, Size: 4] VerifySwitch ClientTimeSpeedAcc;//[Offset: 0x5b4, Size: 12] VerifySwitch SpeedCheatOver10;//[Offset: 0x5dc, Size: 12] VerifySwitch SpeedCheatOver15;//[Offset: 0x5e8, Size: 12] VerifySwitch SpeedCheatOver20;//[Offset: 0x5f4, Size: 12] VerifySwitch SpeedQuickCheck;//[Offset: 0x600, Size: 12] VerifySwitch BulletDirError;//[Offset: 0x60c, Size: 12] float VehicleSpeedZDeltaTotal;//[Offset: 0x65c, Size: 4] int VehicleSpeedZDeltaOver10Times;//[Offset: 0x660, Size: 4] int VehicleSpeedZDeltaOver10TimesWhenNoXY;//[Offset: 0x664, Size: 4] float ParachuteStartTime;//[Offset: 0x66c, Size: 4] float ParachuteOpenTime;//[Offset: 0x670, Size: 4] float ParachuteCloseTime;//[Offset: 0x674, Size: 4] float ParachuteStartHight;//[Offset: 0x678, Size: 4] float ParachuteOpenHight;//[Offset: 0x67c, Size: 4] float ParachuteCloseHight;//[Offset: 0x680, Size: 4] void ReportAntiCheatDetailData();// 0x2030744 void PushWeaponAntiData(out WeaponAntiData NewWeaponAntiData);// 0x20306a8 void OnRecoverOnServer();// 0x2030694 void OnPreReconnectOnServer();// 0x2030680 void ExitParachute();// 0x203066c void EnterParachute();// 0x2030658 void EnterJumping();// 0x2030644 -------------------------------- 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: 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: 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: 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 STExtraPlayerState* PlayerState;//[Offset: 0x0, Size: 4] Vector Location;//[Offset: 0x4, Size: 12] Rotator Rotation;//[Offset: 0x10, Size: 12] -------------------------------- Class: STExtraPlayerState.UAEPlayerState.LuaPlayerState.PlayerState.Info.Actor.Object int CommonRank;//[Offset: 0xc3c, Size: 4] FString IniTeamLeaderName;//[Offset: 0xc40, Size: 12] enum LiveState;//[Offset: 0xc4c, Size: 1] CharacterAutoFollowStruct AutoFollowInfo;//[Offset: 0xc50, Size: 8] STExtraBaseCharacter* CharacterOwner;//[Offset: 0xc58, Size: 4] STExtraBaseCharacter* SpectatingCharacterOwner;//[Offset: 0xc5c, Size: 4] float PlayerHealth;//[Offset: 0xc60, Size: 4] float PlayerHealthMax;//[Offset: 0xc64, Size: 4] float PlayerTemperature;//[Offset: 0xc68, Size: 4] float PlayerTemperatureMax;//[Offset: 0xc6c, Size: 4] CharacterLocAndRot SelfLocAndRot;//[Offset: 0xc70, Size: 24] CharacterLocAndRot UAVLocAndRot;//[Offset: 0xc88, Size: 24] enum EUAVUseType;//[Offset: 0xca0, Size: 1] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca1, Size: 1] enum eCurVehicleType;//[Offset: 0xca2, Size: 1] enum EUAVCharacterMsgType;//[Offset: 0xca3, Size: 1] Vector PlayerDeadLocation;//[Offset: 0xca4, Size: 12] Vector PlayerBoxLocation;//[Offset: 0xcb0, Size: 12] Vector MapMark;//[Offset: 0xcbc, Size: 12] bool IsRestartAtPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc8, Size: 1] Vector RestartLocation;//[Offset: 0xccc, Size: 12] Rotator RestartRotate;//[Offset: 0xcd8, Size: 12] UseQuickMsgMap;//[Offset: 0xce4, Size: 60] UseWheelMsgMap;//[Offset: 0xd20, Size: 60] byte PlayerUseQuickSight;//[Offset: 0xd5c, Size: 1] byte PlayerUseShoulderCnt;//[Offset: 0xd5d, Size: 1] byte ShowMsgCnt;//[Offset: 0xd5e, Size: 1] byte UserConfirmCnt;//[Offset: 0xd5f, Size: 1] byte UserCancelCnt;//[Offset: 0xd60, Size: 1] byte UserDoNothingCnt;//[Offset: 0xd61, Size: 1] float FPSBeforeAdapt;//[Offset: 0xd64, Size: 4] float FPSAfterAdapt;//[Offset: 0xd68, Size: 4] int AirDropBoxFirstPickUpNum;//[Offset: 0xd84, Size: 4] STExtraPlayerState*[] TeamMatePlayerStateList;//[Offset: 0xd88, Size: 12] int TeamMatePlayerStateIndex;//[Offset: 0xd94, Size: 4] int PlayerLayerID;//[Offset: 0xd98, Size: 4] VisualFieldInfo VisualFieldInfo;//[Offset: 0xd9c, Size: 16] int Breath;//[Offset: 0xdac, Size: 4] DriveCarNotify DriveCarNotify;//[Offset: 0xdb0, Size: 12] float EnegyBuffStage1;//[Offset: 0xdbc, Size: 4] float EnegyBuffStage2;//[Offset: 0xdc0, Size: 4] float EnegyBuffStage3;//[Offset: 0xdc4, Size: 4] float EnegyBuffStage4;//[Offset: 0xdc8, Size: 4] float EnegyBuffReduceSpeedPerSec;//[Offset: 0xdcc, Size: 4] float CurEnegyBuff;//[Offset: 0xdd0, Size: 4] float EnegyBuffStage1RecoverHealthTime;//[Offset: 0xdd4, Size: 4] float EnegyBuffStage1RecoverHealthVal;//[Offset: 0xdd8, Size: 4] float EnegyBuffStage2RecoverHealthTime;//[Offset: 0xddc, Size: 4] float EnegyBuffStage2RecoverHealthVal;//[Offset: 0xde0, Size: 4] float EnegyBuffStage3RecoverHealthTime;//[Offset: 0xde4, Size: 4] float EnegyBuffStage3RecoverHealthVal;//[Offset: 0xde8, Size: 4] float EnegyBuffStage4RecoverHealthTime;//[Offset: 0xdec, Size: 4] float EnegyBuffStage4RecoverHealthVal;//[Offset: 0xdf0, Size: 4] delegate OnLocalCharacterHPChangeDel;//[Offset: 0xdf4, Size: 12] delegate OnPlayerKillsChangeDelegate;//[Offset: 0xe00, Size: 12] bool IsShowingRescueingUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0d, Size: 1] bool isReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe18, Size: 1] bool isLostConnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe19, Size: 1] int[] TeamMatesExitState;//[Offset: 0xe1c, Size: 12] bool PlayerGameOver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe28, Size: 1] bool bGodSon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe29, Size: 1] bool bHasEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2a, Size: 1] uint32 LastInstigatorEnemyKey;//[Offset: 0xe30, Size: 4] int PlayersCountOnPlane;//[Offset: 0xe34, Size: 4] GameModePlayerAliasShowInfo[] playerAliasShowInfoList;//[Offset: 0xe38, Size: 12] float SingleRoundTotalDamage;//[Offset: 0xe44, Size: 4] int ContinuousKillsNum;//[Offset: 0xe48, Size: 4] delegate OnInfectionRoundDamageChange;//[Offset: 0xe4c, Size: 12] MonsterTreasureBoxData[] MonsterTreasureBoxDatas;//[Offset: 0xe58, Size: 12] int MonsterTreasureBoxGetNum;//[Offset: 0xe64, Size: 4] int MonsterTreasureBoxDefendNum;//[Offset: 0xe68, Size: 4] int OpnedMosnterBoxNum;//[Offset: 0xe6c, Size: 4] bool bHasSendBattleResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe70, Size: 1] BuildMaterialData[] BuildMat_GetList;//[Offset: 0xe74, Size: 12] BuildMaterialData[] BuildMat_UseList;//[Offset: 0xe80, Size: 12] int MaxDecalCount;//[Offset: 0xea4, Size: 4] IdeaDecalActor*[] DecalActorList;//[Offset: 0xea8, Size: 12] PlayerStaticInfoInOB[] KickListTotalPlayers;//[Offset: 0xf08, Size: 12] float SignalHP;//[Offset: 0xf14, Size: 4] delegate OnSignalHPChange;//[Offset: 0xf18, Size: 12] float SignalHPRemainingTime;//[Offset: 0xf24, Size: 4] float LeanOutL_AimAngle;//[Offset: 0xf28, Size: 4] float LeanOutR_AimAngle;//[Offset: 0xf2c, Size: 4] CharacterBuffRecord[] CharacterBuffRecords;//[Offset: 0xf30, Size: 12] int RemainingRevivalTime;//[Offset: 0xf3c, Size: 4] int RemainingRevivalCount;//[Offset: 0xf40, Size: 4] bool IsIDCardCaptured;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf44, Size: 1] bool IsInWaittingRevivalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf45, Size: 1] bool IsInRevivingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf46, Size: 1] bool IsGiveUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf47, Size: 1] bool bHasRevivalSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf48, Size: 1] int SelfRevivalCountdown;//[Offset: 0xf4c, Size: 4] bool bInRevivalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf50, Size: 1] bool bIsBattleRoyaleRevivalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf51, Size: 1] int64 RevivalCardCreateTime;//[Offset: 0xf58, Size: 8] delegate OnRevivalStateChangeDelegate;//[Offset: 0xf60, Size: 12] delegate OnRevivalRemainingTimeChangeDelegate;//[Offset: 0xf6c, Size: 12] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0xf78, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0xf84, Size: 12] MarkSyncData[] SyncMarkDispatchData_Self;//[Offset: 0xf90, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData_Self;//[Offset: 0xf9c, Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0xfa8, Size: 12] float KdValue;//[Offset: 0xfb4, Size: 4] Vector LastVehicleLocation;//[Offset: 0xfcc, Size: 12] delegate OnMapMultiMarkChange;//[Offset: 0xfe0, Size: 12] delegate OnPlayerUnderAttack;//[Offset: 0xfec, Size: 12] delegate OnSetPlane;//[Offset: 0xff8, Size: 12] Vector[] MapMultiMark;//[Offset: 0x1004, Size: 12] bool bForceHideTeamatePositionItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104c, Size: 1] Vector AirplaneStartLoc;//[Offset: 0x1050, Size: 12] Vector AirplaneStopLoc;//[Offset: 0x105c, Size: 12] Vector AirplaneCanJumpLoc;//[Offset: 0x1068, Size: 12] Vector AirplaneForceJumpLoc;//[Offset: 0x1074, Size: 12] Vector LastValidAirplaneCanJumpLoc;//[Offset: 0x1080, Size: 12] Vector LastValidAirplaneForceJumpLoc;//[Offset: 0x108c, Size: 12] Actor* Plane;//[Offset: 0x1098, Size: 4] int FlightNo;//[Offset: 0x109c, Size: 4] bool IsAIShouldIgnoreSenseEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10a0, Size: 1] void UpdateSelfHealthDataOnServer();// 0x21a27f0 void UpdateDeliveryData(uint32 InDeliverPlayerKey, byte DeliveryAIType);// 0x21a272c void SyncAirplaneRoute(Vector StartLoc, Vector StopLoc, Vector CanJumpLoc, Vector ForceJumpLoc);// 0x21a25dc void SetPlayerMapMultiMark(Vector Loc, bool bAdd, int MaxNum, bool bClearAll);// 0x21a2484 void SetPlayerGiveUp(bool InGiveUp);// 0x21a2404 void SetLastValidAirplaneInfo();// 0x21a23f0 void SetForceSyncTeammateData(bool IsForCE);// 0x21a2374 void SetAirplaneStopLoc(Vector StopLoc);// 0x21a22f4 void SetAirplaneStartLoc(Vector StarLoc);// 0x21a2274 void SetAirplaneForceJumpLoc(Vector ForceJumpLoc);// 0x21a21f4 void SetAirplaneCanJumpLoc(Vector CanJumpLoc);// 0x21a2174 void SaveBuffData();// 0x21a2158 void RPC_OnPlayerUnderAttack();// 0x21a213c void RestoreBuffData();// 0x21a2120 void RespondToPawnRescueingStatusChange(Character* _helpWho, Character* _ownerPawn, bool IsTurningInto, float RemainingRescueTime, bool IsFirstPlayerHelper);// 0x21a1f7c void RespondToPawnCanRescueOtherStatusChange(STExtraBaseCharacter* _helpWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x21a1e74 void RespondToPawnCanCarryOtherStatusChange(STExtraBaseCharacter* _carryWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x21a1d6c void RespondToPawnBreathChange(float _health, byte _healthStatus, STExtraBaseCharacter* param2);// 0x21a1c6c void RemovePaintDecal(IdeaDecalActor* DecalActor);// 0x21a1bf4 void RefreshRevivalState();// 0x21a1be0 void RefreshFollowMark();// 0x21a1bcc void RefreshAirplaneRoute();// 0x21a1bb8 void PlayerStateSetPlane__DelegateSignature(Actor* Plane);// 0x2b33460 int PlayersCountOnMyPlane();// 0x21a1b90 void OnRevivalStateChangeDelegate__DelegateSignature(bool InRevivalState, bool IsIDCapPick, bool PlayAniAndSound);// 0x2b33460 void OnRevivalRemainingTimeChangeDelegate__DelegateSignature(int RemainingTime, int MaxTime);// 0x2b33460 void OnRep_VisualFieldInfo();// 0x21a1b7c void OnRep_UpdateKillMonsterNum();// 0x21a1b60 void OnRep_TeamMatePlayerStateList();// 0x21a1b4c void OnRep_TeamMatePlayerStateIndex();// 0x21a1b38 void OnRep_SingleRoundTotalDamage();// 0x21a1b24 void OnRep_SignalHP();// 0x21a1b10 void OnRep_RemainingRevivalTime();// 0x21a1afc void OnRep_RemainingRevivalCount();// 0x2b33460 void OnRep_RankNotify();// 0x21a1ae8 void OnRep_PlayerTemperatureChanged();// 0x21a1ad4 void OnRep_PlayersCountOnPlane();// 0x21a1ac0 void OnRep_PlayerReconnectEvent();// 0x21a1aac void OnRep_PlayerName();// 0x1eda584 void OnRep_PlayerLostConnectionEvent();// 0x21a1a98 void OnRep_PlayerLiveStateInternal();// 0x21a1a84 void OnRep_PlayerLiveState();// 0x21a1a68 void OnRep_PlayerKillsChange();// 0x21a1a4c void OnRep_PlayerIsFollowing();// 0x21a1a38 void OnRep_PlayerGiveUp();// 0x21a1a1c void OnRep_PlayerGameOver();// 0x21a1a08 void OnRep_PlayerExitGameEvent();// 0x21a19f4 void OnRep_PlayerAliasShowInfoList();// 0x21a19e0 void OnRep_Plane();// 0x21a19cc void OnRep_MarkSyncData();// 0x21a19b8 void OnRep_MarkSelfSyncData();// 0x21a19a4 void OnRep_MapMarkNotify();// 0x21a1990 void OnRep_LastVehicleLocation();// 0x21a197c void OnRep_IsIDCardCaptured();// 0x21a1968 void OnRep_HPChanged();// 0x1e7fd1c void OnRep_HasRevivalSign();// 0x1f042bc void OnRep_HasEscaped();// 0x21a1954 void OnRep_ChangeRevivalState();// 0x21a1938 void OnRep_ChangeInRevivingState();// 0x21a1924 void OnRep_BreathChanged();// 0x21a1910 void OnRep_BPS();// 0x21a18fc void OnRep_AirplaneStopLoc();// 0x21a18e8 void OnRep_AirplaneStartLoc();// 0x21a18d4 void OnRep_AirplaneForceJumpLoc();// 0x21a18c0 void OnRep_AirplaneCanJumpLoc();// 0x21a18ac void OnPlayerUnderAttack__DelegateSignature(FString PUID);// 0x2b33460 void OnPlayerKillsChangeDelegate__DelegateSignature();// 0x2b33460 void OnNewRound();// 0x205e65c void OnMapMultiMarkChange__DelegateSignature(Vector[] MapMultiMark);// 0x2b33460 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x2b33460 void OnClientVeteranRecruitIndexUpdated();// 0x21a1890 void OnClientRemoveBuff(int BuffID, int SkillID);// 0x205e598 void OnClientAddBuff(int BuffID, int SkillID);// 0x205e4d4 void LuaReceiveBeginPlay();// 0x21a1874 void Kill(int ScoreNum, Character* VictimPawn);// 0x21a17b0 bool IsSinglePlayer();// 0x21a1788 bool IsLocalPlayerState();// 0x21a1760 bool IsInGame();// 0x21a1730 bool IsInBetrayState();// 0x21a1700 bool IsAlive();// 0x21a16d8 uint32 GetUserIDByMemberID(int memberID);// 0x21a1650 void GetTeamMatePlayerUIDList(out FString[] OutList, bool bIsExcludeMyself);// 0x21a14c4 void GetTeamMatePlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x21a13a0 STExtraPlayerState* GetTeamMatePlayerStateFromPlayerKey(uint32 InPlayerKey);// 0x21a1320 STExtraPlayerState* GetTeammatePlayerState(int TeammateIndex);// 0x21a12a0 int GetTeamMateIndexByName(FString TeammateName);// 0x21a11dc int GetTeamMateIndex(STExtraPlayerState* Teammate);// 0x21a115c STExtraPlayerState* GetTeammateByName(FString TeammateName);// 0x21a1098 FString GetStringPlayerKey();// 0x21a0fd8 float GetPlayerTemperature();// 0x21a0fb0 int GetPlayerTeamIndex();// 0x21a0f88 float GetPlayerMaxTemperature();// 0x21a0f60 float GetPlayerMaxHealth();// 0x21a0f38 int GetPlayerIndexInTeam();// 0x21a0f10 float GetPlayerHealthPercent();// 0x21a0ee8 float GetPlayerHealth();// 0x21a0ec0 STExtraBaseCharacter* GetPlayerCharacter();// 0x21a0e98 void GetPlayerAliasInfoList(out GameModePlayerAliasShowInfo[] OutList);// 0x21a0dec float GetMaxEnegyBuff();// 0x21a0d9c MarkSyncData GetMarkDataByInstanceID(int InInstanceID);// 0x21a0c1c Vector GetMapMark3DLocation();// 0x21a0bd4 Vector GetLastValidAirplaneForceJumpLoc();// 0x21a0ba4 Vector GetLastValidAirplaneCanJumpLoc();// 0x21a0b78 Vector GetForceJumpLoc();// 0x21a0b48 Vector GetCanJumpLoc();// 0x21a0b18 void GetCampMatePlayerList(out STExtraBaseCharacter*[] playerList, bool includeTeammate);// 0x21a09fc float GetBreathPercentage();// 0x21a09d4 int GetBountyGold();// 0x2b33460 Vector2D GetAutoParachuteJumpPlaneLoc();// 0x21a0994 MarkSyncData[] GetAllSelfMarkData();// 0x21a0930 void GetAllPlayerStates(out STExtraPlayerState*[] OutList);// 0x21a0864 void GetAllPlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x21a0740 MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x21a0694 void GetAlertDataByIndex(int Index, out int IconID, out int AlertID, out Vector Location, out enum Status);// 0x21a04c0 Vector GetAirplaneStopLoc();// 0x21a0490 Vector GetAirplaneStartLoc();// 0x21a0460 Vector2D GetAirplaneForward2D();// 0x21a0420 void ForceNotifyAlertUpdate();// 0x21a040c void FollowInitialTeamParachuteLeaderAndShowTips(FString LeaderName);// 0x21a02b4 void FadeTeammatesMapMark();// 0x21a02a0 void DispatchPlayerExitEvent();// 0x21a0284 Vector2D ConverMapMarkTo2D(out const Vector MapMark3D);// 0x21a01f0 void ClientSyncRoute(Vector StartLoc, Vector StopLoc);// 0x21a0128 void ClientDisplayGameTipWithMsgID(int ID, FString param1, FString param2);// 0x219ff64 void ChangeFadeMapMarkDist(float NewDist);// 0x219fee8 bool CanSelfRevive();// 0x219feb8 bool CanRevivalTeammate();// 0x219fe90 bool CanBeRevival();// 0x219fe60 byte CalculateEnegyStage();// 0x219fe38 void BPKill(Character* VictimPawn);// 0x219fdb8 void AddOneAssist();// 0x20c91c8 void AddInDamageAmount(Actor* Causor, float FinalDamage);// 0x219fcf4 void AddEnegySafety(float AddVal);// 0x219fc7c void AddDamager(STExtraBaseCharacter* Damager, int DamageType);// 0x219fbb8 void AddDamageAmount(Character* VictimPawn, float FinalDamage, bool bHitHead);// 0x219faa8 -------------------------------- Class: UAEPlayerState.LuaPlayerState.PlayerState.Info.Actor.Object float surviveTime;//[Offset: 0x3c4, Size: 4] float Pronetime;//[Offset: 0x3c8, Size: 4] float marchDistance;//[Offset: 0x3d4, Size: 4] float travelDistance;//[Offset: 0x3d8, Size: 4] float DriveDistance;//[Offset: 0x3dc, Size: 4] float MonsterCatchupDistance;//[Offset: 0x3e0, Size: 4] int destroyVehicleNum;//[Offset: 0x3e4, Size: 4] int rescueTimes;//[Offset: 0x3e8, Size: 4] int NormalItemsNum;//[Offset: 0x3ec, Size: 4] int SeniorItemsNum;//[Offset: 0x3f0, Size: 4] int GVMemberID;//[Offset: 0x3f4, Size: 4] FName PlayerType;//[Offset: 0x3f8, Size: 8] uint64 FinalTeamleaderUID;//[Offset: 0x400, Size: 8] uint32 PlayerKey;//[Offset: 0x408, Size: 4] FString PlayerUID;//[Offset: 0x40c, Size: 12] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 1] FString iconUrl;//[Offset: 0x41c, Size: 12] int gender;//[Offset: 0x428, Size: 4] int PlayerLevel;//[Offset: 0x42c, Size: 4] int SegmentLevel;//[Offset: 0x430, Size: 4] int AceImprintShowId;//[Offset: 0x434, Size: 4] int AceImprintBaseId;//[Offset: 0x438, Size: 4] int AvatarBoxId;//[Offset: 0x43c, Size: 4] int CampID;//[Offset: 0x440, Size: 4] int resID;//[Offset: 0x444, Size: 4] uint64 UId;//[Offset: 0x448, Size: 8] FString OpenID;//[Offset: 0x450, Size: 12] FString Nation;//[Offset: 0x45c, Size: 12] int TeamID;//[Offset: 0x468, Size: 4] int IdxInTeam;//[Offset: 0x46c, Size: 4] int PlayerBornPointID;//[Offset: 0x470, Size: 4] int Kills;//[Offset: 0x474, Size: 4] int KillsBeforeDie;//[Offset: 0x478, Size: 4] int Knockouts;//[Offset: 0x47c, Size: 4] int Assists;//[Offset: 0x488, Size: 4] byte PlatformGender;//[Offset: 0x48c, Size: 1] int MatchStrategyLabel;//[Offset: 0x490, Size: 4] int MatchLabel;//[Offset: 0x494, Size: 4] uint32 Killer;//[Offset: 0x498, Size: 4] uint32 KillerIGPlayerKey;//[Offset: 0x49c, Size: 4] FString BeKilledOpenID;//[Offset: 0x4a0, Size: 12] FString KillerName;//[Offset: 0x4ac, Size: 12] uint64 MisKillTeammatePlayerKey;//[Offset: 0x4b8, Size: 8] int ShootWeaponShotNum;//[Offset: 0x4c0, Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x4c4, Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x4c8, Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x4cc, Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x4d0, Size: 4] int HeadShotNum;//[Offset: 0x4d4, Size: 4] int HeadShotNumNoAI;//[Offset: 0x4d8, Size: 4] int KillNumByGrende;//[Offset: 0x4dc, Size: 4] int UseFragGrenadeNum;//[Offset: 0x4e0, Size: 4] int UseSmokeGrenadeNum;//[Offset: 0x4e4, Size: 4] int MaxKillDistance;//[Offset: 0x4e8, Size: 4] int HealTimes;//[Offset: 0x4ec, Size: 4] float DamageAmount;//[Offset: 0x4f0, Size: 4] float VehicleDamageAmount;//[Offset: 0x4f4, Size: 4] float HealAmount;//[Offset: 0x4f8, Size: 4] FString[] KillFlow;//[Offset: 0x4fc, Size: 12] FString[] KnockOutFlow;//[Offset: 0x508, Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x514, Size: 12] float InDamageAmount;//[Offset: 0x520, Size: 4] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x530, Size: 12] bool bIsForbidItemFlowMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53c, Size: 1] TLog_BornLandGrenadeData;//[Offset: 0x540, Size: 60] AIDeliveryTlogData TLog_AIDeliveryTlogData;//[Offset: 0x580, Size: 72] bool bHasSendAIDeliverData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c8, Size: 1] TLog_PickUpItemIdMap;//[Offset: 0x5cc, Size: 60] GameModeLikeResultData[] Like;//[Offset: 0x608, Size: 12] uint32 Switch;//[Offset: 0x614, Size: 4] uint32[] Self;//[Offset: 0x618, Size: 12] GameModeTeammateLableCheckData[] LabelCheck;//[Offset: 0x624, Size: 12] UseItemFlow[] UseItemFlow;//[Offset: 0x630, Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x63c, Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x648, Size: 12] TLog_PropEquipUnequipFlow[] TLog_PropEquipUnequipFlowData;//[Offset: 0x654, Size: 12] TLog_BulletCount;//[Offset: 0x660, Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x69c, Size: 8] bool bIsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a4, Size: 1] float OutsideBlueCircleTime;//[Offset: 0x6a8, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x6ac, Size: 12] int FirstOpenedAirDropBoxNum;//[Offset: 0x6b8, Size: 4] int FirstOpenedPlayerTombBoxNum;//[Offset: 0x6bc, Size: 4] int FirstOpenedTreasureBoxNum;//[Offset: 0x6c0, Size: 4] float HitEnemyHeadAmount;//[Offset: 0x6c4, Size: 4] int[] BuildFlow;//[Offset: 0x6c8, Size: 12] int[] DestroyShelterFlow;//[Offset: 0x6d4, Size: 12] float ShelterTakeDamage;//[Offset: 0x6e0, Size: 4] float HitShelterDamage;//[Offset: 0x6e4, Size: 4] Vector LandLocation;//[Offset: 0x6e8, Size: 12] Vector ParachuteLocation;//[Offset: 0x6f4, Size: 12] int LandTime;//[Offset: 0x700, Size: 4] Vector DeadLocation;//[Offset: 0x704, Size: 12] FString DeadDamangeType;//[Offset: 0x710, Size: 12] int PveDeadAttacker;//[Offset: 0x71c, Size: 4] int PveStageId;//[Offset: 0x720, Size: 4] FString DeadTimeStr;//[Offset: 0x724, Size: 12] int NearDeathDamageType;//[Offset: 0x730, Size: 4] uint32 NearDeathCauserId;//[Offset: 0x734, Size: 4] bool NearDeathIsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738, Size: 1] int BeDownTimes;//[Offset: 0x73c, Size: 4] int BeSavedTimes;//[Offset: 0x740, Size: 4] EquipmentData EquipmentData;//[Offset: 0x744, Size: 80] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79c, Size: 1] int GamePlayingTime;//[Offset: 0x7a0, Size: 4] int ObserverTime;//[Offset: 0x7a4, Size: 4] int TouchDownAreaID;//[Offset: 0x7a8, Size: 4] int TouchDownLocTypeID;//[Offset: 0x7ac, Size: 4] int[] TouchDownAreaList;//[Offset: 0x7b0, Size: 12] bool bHasTouchDownAreaList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7bc, Size: 1] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x7c0, Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x7cc, Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x7d8, Size: 12] int[] SecretAreaIDList;//[Offset: 0x7e4, Size: 12] SpecialPickItemState[] CollectItemRecord;//[Offset: 0x7f0, Size: 12] float DrivingHelicopterTime;//[Offset: 0x7fc, Size: 4] float InHelicopterTime;//[Offset: 0x800, Size: 4] int RevivalNum;//[Offset: 0x804, Size: 4] int BeRevivedNum;//[Offset: 0x808, Size: 4] int KillNumInVehicle;//[Offset: 0x80c, Size: 4] int KillPlayerNum;//[Offset: 0x810, Size: 4] int KillAINum;//[Offset: 0x814, Size: 4] float TotalSprintDistance;//[Offset: 0x818, Size: 4] float TotalBeenDamageAmount;//[Offset: 0x81c, Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x820, Size: 4] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x824, Size: 12] int ProneTimes;//[Offset: 0x830, Size: 4] int CrouchTimes;//[Offset: 0x834, Size: 4] int JumpTimes;//[Offset: 0x838, Size: 4] int KillMonsterNum;//[Offset: 0x83c, Size: 4] MonsterID2KillNum;//[Offset: 0x840, Size: 60] float TotalDamageAmountToMonsters;//[Offset: 0x87c, Size: 4] float TotalDamageAmountFromMonsters;//[Offset: 0x880, Size: 4] DamageAmountToMonsters;//[Offset: 0x884, Size: 60] DamageAmountFromMonsters;//[Offset: 0x8c0, Size: 60] int MonsterHeadShotKilledTimes;//[Offset: 0x8fc, Size: 4] int BeMonsterDownTimes;//[Offset: 0x900, Size: 4] int LightCandleNum;//[Offset: 0x904, Size: 4] ActivityButtonCount;//[Offset: 0x908, Size: 60] ActivityEventReportData[] ActivityEventRecordList;//[Offset: 0x944, Size: 12] float BattleStateTime;//[Offset: 0x950, Size: 4] bool bIsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x954, Size: 1] float DriveWithTeammateDistance;//[Offset: 0x958, Size: 4] int FistKillingCount;//[Offset: 0x95c, Size: 4] int OpenedAirDropBoxNum;//[Offset: 0x960, Size: 4] VehicleUsedMap;//[Offset: 0x964, Size: 60] FString[] DestroyVehicleFlow;//[Offset: 0x9a0, Size: 12] int UseHelicoperNum;//[Offset: 0x9ac, Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x9b0, Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x9bc, Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x9c8, Size: 32] float UseHelicoperDistance;//[Offset: 0x9e8, Size: 4] byte CharmRankIndex;//[Offset: 0x9ec, Size: 1] UseHelicoperRecord;//[Offset: 0x9f0, Size: 60] int SnowBoardJumpActionCount;//[Offset: 0xa30, Size: 4] int EmoteOnTelpherCount;//[Offset: 0xa34, Size: 4] int KillMagicWalkAI;//[Offset: 0xa38, Size: 4] int SendMagicWalkAI;//[Offset: 0xa3c, Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0xa40, Size: 12] int KillSnowManCount;//[Offset: 0xa4c, Size: 4] uint64 LuckmateUID;//[Offset: 0xa50, Size: 8] EventCounterMap;//[Offset: 0xa58, Size: 60] GeneralCounterMap;//[Offset: 0xa94, Size: 60] int VeteranRecruitIndex;//[Offset: 0xad0, Size: 4] PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0xad4, Size: 12] GameModePlayerAliasInfo AliasInfo;//[Offset: 0xae0, Size: 52] int MemberIdInVoiceRoom;//[Offset: 0xb14, Size: 4] bool PlayerVoiceEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb18, Size: 1] GameModePlayerUpassInfo UpassInfo;//[Offset: 0xb1c, Size: 44] int UpassShow;//[Offset: 0xb48, Size: 4] int upassKeepBuy;//[Offset: 0xb4c, Size: 4] int upassCurValue;//[Offset: 0xb50, Size: 4] bool UpassIsBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb54, Size: 1] TLog_Micphone MicphoneTlog;//[Offset: 0xb58, Size: 24] float TeammateMicrophoneTime;//[Offset: 0xb70, Size: 4] float TeammateSpeakerTime;//[Offset: 0xb74, Size: 4] float EnemyMicrophoneTime;//[Offset: 0xb78, Size: 4] float EnemySpeakerTime;//[Offset: 0xb7c, Size: 4] float TeammateInterphoneTime;//[Offset: 0xb80, Size: 4] float EnemyInterphoneTime;//[Offset: 0xb84, Size: 4] float MicrophoneUseTimeStamp;//[Offset: 0xb88, Size: 4] float SpeakerUseTimeStamp;//[Offset: 0xb8c, Size: 4] bool IsOnline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbb4, Size: 1] GameBaseInfo GameBaseInfo;//[Offset: 0xbd0, Size: 104] int CollectedEventType;//[Offset: 0xc38, Size: 4] void SetGVMemberIDServerCall(int memberID);// 0x276428c void SetGVMemberID(int memberID);// 0x2764214 void SetDeliveryResult(uint32 InDeliverPlayerKey, bool bInSuccess, int EventTypeId);// 0x2764108 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x2763ff8 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2763ebc void ReportTaskExtInfo(int TaskId, FString ExtInfo);// 0x2763d1c void ReportTaskData(int TaskId, int process);// 0x2763c60 void ReportSpecialCollection(int ItemId, int Count);// 0x2763ba4 void ReportSecretAreaID(int SecretAreaID);// 0x2763b2c void ReportLikeTeammate(int64 BeLikeUID, int LikeType);// 0x2763a6c void ReportLikeSwitch(int SwitchSetting);// 0x27639f4 void ReportLikeSelf(int LikeType);// 0x276397c void ReportLandLocType(int TouchDownLocType);// 0x2763904 void ReportLandAreaList(out int[] TouchDownAreaIDs);// 0x2763838 void ReportLandArea(int TouchDownArea);// 0x27637c0 void ReportLabelCheck(int TeammateUID, int Result);// 0x2763704 void RecordUseHelicoper(uint32 UseHelicoperId);// 0x276368c void OnRepCampIDBP();// 0x2b33460 void OnRep_VeteranRecruitIndex();// 0x2763678 void OnRep_UpdateKillMonsterNum();// 0x21a1b60 void OnRep_UID();// 0x2763664 void OnRep_PlayerKillsChange();// 0x21a1a4c void OnRep_MatchLabel();// 0x1e7fd1c void OnRep_CollectItemRecord();// 0x2763650 void OnRep_CampID();// 0x276363c void OnRep_AliasInfo();// 0x2763628 void OnClientVeteranRecruitIndexUpdated();// 0x21a1890 bool IsSpecialPickItemCollectionCompleted(int ItemId);// 0x27635a8 bool IsSpecialPickItem(int ItemId);// 0x2763528 bool IsItemForbidMerge(int ItemResId);// 0x27634a0 bool IsDeathDamageInfoValid();// 0x2763478 void GetWeaponRecordData(out OnePlayerWeapon OutWeaponInfo);// 0x2763394 int GetVeteranPlayerLevel();// 0x21d7328 uint32 GetUserIDByMemberID(int memberID);// 0x21a1650 FString GetUIDString();// 0x27632d4 GameModeTeammateBattleResultData GetTeammateBattleResultData();// 0x2763268 uint32 GetPlayerKey();// 0x2763240 GameModePlayerBattleResultData_SuperCold GetPlayerBattleResultData_SuperCold();// 0x276315c GameModePlayerBattleResultData GetPlayerBattleResultData();// 0x27630ec enum GetMentorPlayerType();// 0x27630bc DamageInfo GetDeathDamageInfo();// 0x2763070 void ForceUpdateCampCharacterList();// 0x2763054 void ClearTlogData();// 0x2763038 void ChangeCollectItemRecord(int InItemID, bool InNewState);// 0x2762f74 void AddGeneralCount(int ID, int InCount, bool bReset);// 0x2762e6c void AddEventCount(byte EventId, int InCount, bool bReset);// 0x2762d64 -------------------------------- Class: LuaPlayerState.PlayerState.Info.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x37c, Size: 60] FString LuaFilePath;//[Offset: 0x3b8, 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: 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: 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] FString KillerName;//[Offset: 0x30, Size: 12] FString BeKilledOpenID;//[Offset: 0x3c, Size: 12] int ShootWeaponShotNum;//[Offset: 0x48, Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x4c, Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x50, Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x54, Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x58, Size: 4] int HealTimes;//[Offset: 0x5c, Size: 4] FString[] KillFlow;//[Offset: 0x60, Size: 12] FString[] KnockOutFlow;//[Offset: 0x6c, Size: 12] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x78, Size: 12] TLog_BornLandGrenadeData;//[Offset: 0x84, Size: 60] TLog_BulletCount;//[Offset: 0xc0, Size: 60] uint64 parachute_leader_uid;//[Offset: 0x100, Size: 8] UseItemFlow[] UseItemFlow;//[Offset: 0x108, Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x114, Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x120, Size: 12] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x12c, Size: 12] int destroyVehicleNum;//[Offset: 0x138, Size: 4] int is_escape;//[Offset: 0x13c, Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x140, Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x14c, Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x158, Size: 32] GameModeTeammateBattleResultData[] TeammateList;//[Offset: 0x178, Size: 12] GameModeLikeResultData[] Like;//[Offset: 0x184, Size: 12] uint32 Switch;//[Offset: 0x190, Size: 4] uint32[] Self;//[Offset: 0x194, Size: 12] GameModeTeammateLableCheckData[] LabelCheck;//[Offset: 0x1a0, Size: 12] Vector LandLocation;//[Offset: 0x1ac, Size: 12] int LandTime;//[Offset: 0x1b8, Size: 4] Vector ParachuteLocation;//[Offset: 0x1bc, Size: 12] Vector DeadLocation;//[Offset: 0x1c8, Size: 12] FString DeadDamangeType;//[Offset: 0x1d4, Size: 12] int PveDeadAttacker;//[Offset: 0x1e0, Size: 4] int PveStageId;//[Offset: 0x1e4, Size: 4] FString DeadTimeStr;//[Offset: 0x1e8, Size: 12] FString logoutime;//[Offset: 0x1f4, Size: 12] float Pronetime;//[Offset: 0x200, Size: 4] float BeInWaterTime;//[Offset: 0x204, Size: 4] float SwimmingDistance;//[Offset: 0x208, Size: 4] int BeDownTimes;//[Offset: 0x20c, Size: 4] int BeSavedTimes;//[Offset: 0x210, Size: 4] int PickUpAirDrops;//[Offset: 0x214, Size: 4] EquipmentData EquipmentData;//[Offset: 0x218, Size: 80] int Rank;//[Offset: 0x268, Size: 4] int TotalScore;//[Offset: 0x26c, Size: 4] int ProneTimes;//[Offset: 0x270, Size: 4] int CrouchTimes;//[Offset: 0x274, Size: 4] int JumpTimes;//[Offset: 0x278, Size: 4] int TouchDownAreaID;//[Offset: 0x27c, Size: 4] int TouchDownLocTypeID;//[Offset: 0x280, Size: 4] int[] TouchDownAreaList;//[Offset: 0x284, Size: 12] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x290, Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x29c, Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x2a8, Size: 12] GrenadeDamageRecord GrenadeDamageRecord;//[Offset: 0x2b4, Size: 28] KniveDamageRecord KniveDamageRecord;//[Offset: 0x2d0, Size: 32] int[] SecretAreaIDList;//[Offset: 0x2f0, Size: 12] int KillNumInVehicle;//[Offset: 0x2fc, Size: 4] float TotalSprintDistance;//[Offset: 0x300, Size: 4] float TotalBeenDamageAmount;//[Offset: 0x304, Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x308, Size: 4] int[] BuildFlow;//[Offset: 0x30c, Size: 12] int[] DestroyShelterFlow;//[Offset: 0x318, Size: 12] float ShelterTakeDamage;//[Offset: 0x324, Size: 4] float HitShelterDamage;//[Offset: 0x328, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x32c, Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x338, Size: 12] bool IsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] int KillMonsterNum;//[Offset: 0x348, Size: 4] int LightCandleNum;//[Offset: 0x34c, Size: 4] int KillMagicWalkAI;//[Offset: 0x350, Size: 4] int SendMagicWalkAI;//[Offset: 0x354, Size: 4] float BattleStateTime;//[Offset: 0x358, Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c, Size: 1] ActivityButtonCount;//[Offset: 0x360, Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x39c, Size: 8] float TotalDamage;//[Offset: 0x3a4, Size: 4] float VehicleDamageAmount;//[Offset: 0x3a8, Size: 4] int OpenAirDropBoxesNum;//[Offset: 0x3ac, Size: 4] int FollowState;//[Offset: 0x3b0, Size: 4] FString[] DestroyVehicleFlow;//[Offset: 0x3b4, Size: 12] int UseHelicoperNum;//[Offset: 0x3c0, Size: 4] float UseHelicoperDistance;//[Offset: 0x3c4, Size: 4] int RevivalNum;//[Offset: 0x3c8, Size: 4] int BeRevivedNum;//[Offset: 0x3cc, Size: 4] int DrivingHelicopterTime;//[Offset: 0x3d0, Size: 4] int InHelicopterTime;//[Offset: 0x3d4, Size: 4] int SnowBoardJumpActionCount;//[Offset: 0x3d8, Size: 4] int EmoteOnTelpherCount;//[Offset: 0x3dc, Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0x3e0, Size: 12] int KillSnowManCount;//[Offset: 0x3ec, Size: 4] EventCounterMap;//[Offset: 0x3f0, Size: 60] GeneralCounterMap;//[Offset: 0x42c, Size: 60] TLog_Micphone MicphoneTlog;//[Offset: 0x468, Size: 24] int NormalItemNum;//[Offset: 0x480, Size: 4] int SeniorItemNum;//[Offset: 0x484, Size: 4] SpecialWeaponRecord[] SpecicalWeaponRecordList;//[Offset: 0x488, 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] uint32 AttackerAreaID;//[Offset: 0x68, Size: 4] uint32 AlivePlayerNum;//[Offset: 0x6c, Size: 4] uint32 VictimTeamID;//[Offset: 0x70, Size: 4] int FloorType;//[Offset: 0x74, Size: 4] uint32 AttackerWeaponAvatarID;//[Offset: 0x78, Size: 4] uint32 AttackerVehicleShapeType;//[Offset: 0x7c, Size: 4] -------------------------------- 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: 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: 0xf24, Size: 4] ParticleSystemComponent* DustPSC;//[Offset: 0xf28, Size: 4] ParticleSystemComponent*[] PSCs;//[Offset: 0xf38, Size: 12] class TrailMarkActor* TrailMarkClass;//[Offset: 0xf48, Size: 40] TrailMarkActor* WeakTrailMarkActor;//[Offset: 0xf70, Size: 8] STExtraVehicleMovementComponent4W* VehicleMovement;//[Offset: 0xf78, Size: 4] float TorqueMultiplierforBoosting;//[Offset: 0xf80, Size: 4] float WheelEffectUpdateInterval;//[Offset: 0xf84, Size: 4] bool bWheelEffectUseSocketBone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf88, Size: 1] int ValidTransformMinWheelNum;//[Offset: 0xf8c, Size: 4] delegate OnVehicleWheelLanded;//[Offset: 0xf90, Size: 12] float MinLandingWheelSuspensionOffset;//[Offset: 0xf9c, Size: 4] delegate OnVehicleGearChanged;//[Offset: 0xfa0, Size: 12] AkAudioEvent* Sfx_MoveConcrete;//[Offset: 0xfb4, Size: 4] AkAudioEvent* Sfx_MoveMud;//[Offset: 0xfb8, Size: 4] AkAudioEvent* Sfx_MoveWater;//[Offset: 0xfbc, Size: 4] AkAudioEvent* Sfx_Slip;//[Offset: 0xfc0, Size: 4] AkAudioEvent* Sfx_TireExplosion;//[Offset: 0xfc4, Size: 4] AkAudioEvent* Sfx_GearUp;//[Offset: 0xfc8, Size: 4] AkAudioEvent* Sfx_GearDown;//[Offset: 0xfcc, Size: 4] CurveFloat* Sfx_RPMRelativeCurve;//[Offset: 0xfd0, Size: 4] WheelSfxConfig* WheelSfxConfig;//[Offset: 0xfd4, Size: 4] STExtraVehicleSfxLoop WheelSlipSfxLoop;//[Offset: 0xfd8, Size: 92] STExtraVehicleWheelSfxOnSurface WheelSfxOnSurface;//[Offset: 0x1034, Size: 76] AkComponent* AkComp_WheelFriction;//[Offset: 0x1080, Size: 4] float RTPC_Throttle_InterpSpeed_Up;//[Offset: 0x1098, Size: 4] float RTPC_Throttle_InterpSpeed_Down;//[Offset: 0x109c, Size: 4] float WheelSfxUpdateInterval;//[Offset: 0x10c4, Size: 4] ParticleSystem* PlumeSmokeTemplate;//[Offset: 0x10cc, Size: 4] FString LoopSmokeCmpName;//[Offset: 0x10d0, Size: 12] STReplicatedVehicleState STReplicatedState;//[Offset: 0x10dc, Size: 12] bool ShouldDestroyPhysxWhileFreeze;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e8, Size: 1] float ExtraBoostFactor;//[Offset: 0x10ec, Size: 4] FName IsStoppedBlackboardKeyName;//[Offset: 0x1140, Size: 8] FName TargetLocationBlackboardKeyName;//[Offset: 0x1148, Size: 8] FName PathingLocationBlackboardKeyName;//[Offset: 0x1150, Size: 8] FName PathInputLocationBlackboardKeyName;//[Offset: 0x1158, Size: 8] void STServerUpdateState(int8 InSteeringInput, int8 InThrottleInput, int8 InBrakeInput, int8 InHandbrakeInput, int8 CurrentGear);// 0x21da3d0 void PostLoadFPPMesh();// 0x21ccb44 void OnWheelsLanded();// 0x21da3bc void OnRep_ReplicatedState();// 0x1e7fd1c void OnGearChanged(bool bIsUp);// 0x21da33c void MulticastDrawNavigationDebug(float DeltaSeconds, Vector TargetLocation, Vector PathingLocation, Vector PathInputLocation);// 0x21da1e4 void MulticastDrawAvoidanceDebugLineTraceSingle(float DeltaSeconds, Vector LineTraceStart, Vector LineTraceEnd, const byte[] ObjectTypesToAvoid);// 0x21da050 void MulticastDrawAvoidanceDebugLineTraceMulti(float DeltaSeconds, Vector LineTraceStart, Vector LineTraceEnd, const byte[] ObjectTypesToAvoid);// 0x21d9ebc void MulticastDrawAvoidanceDebugBoxTraceSingle(float DeltaSeconds, Vector BoxTraceStart, Vector BoxTraceEnd, Vector BoxHalfSize, Rotator BoxOrientation, const byte[] ObjectTypesToAvoid);// 0x21d9c68 void MulticastDrawAvoidanceDebugBoxTraceMulti(float DeltaSeconds, Vector BoxTraceStart, Vector BoxTraceEnd, Vector BoxHalfSize, Rotator BoxOrientation, const byte[] ObjectTypesToAvoid);// 0x21d9a14 float GetVehicleSpeed();// 0x21d99ec float GetVehicleSlip();// 0x21d99bc Vector GetRotationInputDir();// 0x20d9f68 int GetCurrentGear(float MinRot);// 0x21d993c float GetBoostFactor();// 0x21d990c void BroadcastClientVehicleWheelDestroyEffect();// 0x21d98f0 -------------------------------- 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: 0x2d4, Size: 4] float MaxQuadLength;//[Offset: 0x2d8, Size: 4] float QuadDirectionAcceptAngle;//[Offset: 0x2dc, Size: 4] MaterialInterface* TrailMarkMaterial;//[Offset: 0x2e0, Size: 4] float DefaultTrailWidth;//[Offset: 0x2e4, Size: 4] bool bUseTrailLength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8, Size: 1] float DefaultTrailLength;//[Offset: 0x2ec, Size: 4] float TextureLength;//[Offset: 0x2f0, Size: 4] int USegmentNum;//[Offset: 0x2f4, Size: 4] int CoordU;//[Offset: 0x2f8, Size: 4] int SlippingCoordU;//[Offset: 0x2fc, Size: 4] int BrokenCoordU;//[Offset: 0x300, Size: 4] bool bUseAdditionalType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] float AdditionalTrailWidth;//[Offset: 0x308, Size: 4] float AdditionalTextureLength;//[Offset: 0x30c, Size: 4] int AdditionalCoordU;//[Offset: 0x310, Size: 4] int AdditionalSlippingCoordU;//[Offset: 0x314, Size: 4] int AdditionalBrokenCoordU;//[Offset: 0x318, Size: 4] bool bDeferUpdateTrailMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c, Size: 1] RuntimeMeshComponent* TrailMesh;//[Offset: 0x320, Size: 4] void UpdateInput(out const TrailMarkInputData[] NewInput);// 0x21f71f8 void StopUpdate();// 0x21f71e4 bool IsUpdating();// 0x2090490 -------------------------------- Class: RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object delegate CollisionUpdated;//[Offset: 0x5d0, Size: 12] bool bUseComplexAsSimpleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dc, Size: 1] bool bUseAsyncCooking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5dd, Size: 1] bool bShouldSerializeMeshData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5de, Size: 1] enum CollisionMode;//[Offset: 0x5df, Size: 1] BodySetup* BodySetup;//[Offset: 0x5e0, Size: 4] RuntimeMeshCollisionSection[] MeshCollisionSections;//[Offset: 0x604, Size: 12] RuntimeConvexCollisionSection[] ConvexCollisionSections;//[Offset: 0x610, Size: 12] BoxSphereBounds LocalBounds;//[Offset: 0x61c, Size: 28] RuntimeMeshComponentPrePhysicsTickFunction PrePhysicsTick;//[Offset: 0x638, Size: 60] BodySetup*[] AsyncBodySetupQueue;//[Offset: 0x674, 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);// 0x5259810 void SetSectionTessellationTriangles(int SectionIndex, out const int[] TessellationTriangles, bool bShouldMoveArray);// 0x52596b0 void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);// 0x52595ec void SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled);// 0x5259528 void SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow);// 0x5259464 void SetMeshCollisionSection(int CollisionSectionIndex, out const Vector[] Vertices, out const int[] Triangles);// 0x52592bc void RuntimeMeshCollisionUpdatedDelegate__DelegateSignature();// 0x2b33460 bool IsMeshSectionVisible(int SectionIndex);// 0x525923c bool IsMeshSectionCollisionEnabled(int SectionIndex);// 0x52591bc bool IsMeshSectionCastingShadows(int SectionIndex);// 0x525913c int GetNumSections();// 0x5259114 int GetLastSectionIndex();// 0x52590ec int FirstAvailableMeshSectionIndex();// 0x52590c4 void EndBatchUpdates();// 0x52590b0 bool DoesSectionExist(int SectionIndex);// 0x5259030 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);// 0x5258a40 void CookCollisionNow();// 0x5258a2c void ClearMeshSection(int SectionIndex);// 0x52589b4 void ClearMeshCollisionSection(int CollisionSectionIndex);// 0x525893c void ClearCollisionConvexMeshes();// 0x5258928 void ClearAllMeshSections();// 0x5258914 void ClearAllMeshCollisionSections();// 0x5258900 void BeginBatchUpdates();// 0x52588e4 void AddCollisionConvexMesh(Vector[] ConvexVerts);// 0x5258788 -------------------------------- 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: 0x36c, Size: 12] FName[] ExtraOptBoneNames;//[Offset: 0x378, Size: 12] bool bHideWheelPhyBodyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] float DebugVehicleSettingInterval;//[Offset: 0x394, Size: 4] VehicleWheel*[] WheelHubs;//[Offset: 0x398, Size: 12] STExtraVehicleBase* CharacterOwner;//[Offset: 0x3ac, Size: 4] float MaxRPMLimit;//[Offset: 0x4d4, Size: 4] float TorqueRate;//[Offset: 0x4d8, Size: 4] byte[] SpecialModifyCollisionList;//[Offset: 0x4dc, Size: 12] int[] SpecialModifyShapeIndexList;//[Offset: 0x4e8, Size: 12] FName RootBodyName;//[Offset: 0x4f8, Size: 8] bool bAllowCollisionWeld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x500, Size: 1] bool IsInAir_bServerCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x501, Size: 1] bool IsInAir_bClientCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x502, Size: 1] int IsInAir_ShapeIndexToQuery;//[Offset: 0x504, Size: 4] float IsInAir_QueryInterval;//[Offset: 0x508, Size: 4] float IsInAir_QueryLength;//[Offset: 0x50c, Size: 4] delegate OnIsInAirChange;//[Offset: 0x510, Size: 12] bool IsInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c, Size: 1] bool DynamicChangeDragCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x524, Size: 1] float DragCoefficientInAir;//[Offset: 0x528, Size: 4] void SetTransmissionSetup(out const VehicleTransmissionData NewTransmissionSetup);// 0x21d30e0 void SetSuspensionIgnoreMask(int InIgnoreMask);// 0x21d3068 void SetEngineSetup(out const VehicleEngineData NewEngineSetup);// 0x21d2f00 void SetDragCoefficient(float InDragCoefficient);// 0x21d2e80 void SetDifferentialSetup(out const VehicleDifferential4WData NewDifferentialSetup);// 0x21d2dfc void RefreshBodyCollision();// 0x21d2de8 void OnExpoldeStopWheel();// 0x21d2dd4 void MoveWheelShapeHeight(float Height);// 0x21d2d5c void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x21d2c5c void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x21d2ad0 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x21d29d0 int GetSuspensionIgnoreMask();// 0x21d29a8 int GetNumWheelsNotInAir();// 0x21d2980 Vector GetLinearVelocity();// 0x21d2938 Transform GetCMassLocalPose();// 0x21d28d8 void ForceWheelsRotate(float DriveTorque);// 0x21d2860 void ClearDestroyedWheel();// 0x21d284c void ChangeDragCoefficientInInAir();// 0x21d2838 -------------------------------- Class: WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object VehicleEngineData EngineSetup;//[Offset: 0x260, Size: 108] VehicleDifferential4WData DifferentialSetup;//[Offset: 0x2cc, Size: 28] VehicleTransmissionData TransmissionSetup;//[Offset: 0x2e8, Size: 40] RuntimeFloatCurve SteeringCurve;//[Offset: 0x310, Size: 88] float AckermannAccuracy;//[Offset: 0x368, 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: 0x1d4, Size: 20] float RawSteeringInput;//[Offset: 0x1ec, Size: 4] float RawThrottleInput;//[Offset: 0x1f0, Size: 4] float RawBrakeInput;//[Offset: 0x1f4, Size: 4] bool bRawHandbrakeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1f8, Size: 1] bool bRawGearUpInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1f8, Size: 1] bool bRawGearDownInput;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1f8, Size: 1] float SteeringInput;//[Offset: 0x1fc, Size: 4] float ThrottleInput;//[Offset: 0x200, Size: 4] float BrakeInput;//[Offset: 0x204, Size: 4] float HandbrakeInput;//[Offset: 0x208, Size: 4] float IdleBrakeInput;//[Offset: 0x20c, Size: 4] float StopThreshold;//[Offset: 0x210, Size: 4] float WrongDirectionThreshold;//[Offset: 0x214, Size: 4] VehicleInputRate ThrottleInputRate;//[Offset: 0x218, Size: 8] VehicleInputRate BrakeInputRate;//[Offset: 0x220, Size: 8] VehicleInputRate HandbrakeInputRate;//[Offset: 0x228, Size: 8] VehicleInputRate SteeringInputRate;//[Offset: 0x230, Size: 8] bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x238, Size: 1] void SetUseAutoGears(bool bUseAuto);// 0x557c118 void SetThrottleInput(float Throttle);// 0x20966dc void SetTargetGear(int GearNum, bool bImmediate);// 0x557c054 void SetSteeringInput(float Steering);// 0x557bfd4 void SetPhysActive(bool bActive);// 0x557bf54 void SetHandbrakeInput(bool bNewHandbrake);// 0x4434480 void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x557bed0 void SetGroupsToIgnore(int GroupFlags);// 0x557be58 void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x557bdd4 void SetGroupsToAvoid(int GroupFlags);// 0x557bd5c void SetGearUp(bool bNewGearUp);// 0x557bcdc void SetGearDown(bool bNewGearDown);// 0x557bc5c void SetBrakeInput(float Brake);// 0x557bbdc void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x557bb58 void SetAvoidanceGroup(int GroupFlags);// 0x557bae0 void SetAvoidanceEnabled(bool bEnable);// 0x557ba60 void ServerUpdateState(float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int CurrentGear);// 0x557b87c bool GetUseAutoGears();// 0x557b854 int GetTargetGear();// 0x557b82c float GetForwardSpeed();// 0x557b804 float GetEngineRotationSpeed();// 0x557b7dc float GetEngineMaxRotationSpeed();// 0x557b7b4 int GetCurrentGear();// 0x557b78c -------------------------------- Class: WheelHubSetup class VehicleWheel* WheelClass;//[Offset: 0x0, Size: 4] FName TireBoneName;//[Offset: 0x8, Size: 8] FName[] AssociationBoneName;//[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();// 0x557b004 float GetSuspensionOffset();// 0x557afdc float GetSteerAngle();// 0x557afb4 float GetRotationAngle();// 0x557af8c -------------------------------- 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: WheelSetup class VehicleWheel* WheelClass;//[Offset: 0x0, Size: 4] FName BoneName;//[Offset: 0x8, Size: 8] Vector AdditionalOffset;//[Offset: 0x10, Size: 12] -------------------------------- 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: 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: 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: 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: STExtraVehicleSfxLoop.STExtraVehicleSfxLoopBase AkAudioEvent* AkEvent;//[Offset: 0x40, Size: 4] -------------------------------- Class: STExtraVehicleSfxLoopBase AkComponent* AkComp;//[Offset: 0x0, Size: 4] MapRTPC;//[Offset: 0x4, Size: 60] -------------------------------- 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);// 0x4e25280 void UseEarlyReflections(AkAuxBus* AuxBus, bool Left, bool Right, bool floor, bool Ceiling, bool Back, bool Front, bool SpotReflectors, FString AuxBusName);// 0x4e24f4c void StopPlayingID(int StopEventID);// 0x4e24ed4 void Stop();// 0x4e24ec0 int SetSwitch(FString SwitchGroup, FString SwitchState);// 0x4e24c48 void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed);// 0x4e24bc8 void SetRTPCValueGlobally(FString RTPC, float Value);// 0x4e24a2c void SetRTPCValue(FString RTPC, float Value, int InterpolationTimeMs);// 0x4e2484c void SetOutputBusVolume(float BusVolume);// 0x4e247d4 void SetListeners(out const AkComponent*[] Listeners);// 0x4e24708 void SetEarlyReflectionOrder(int NewEarlyReflectionOrder);// 0x4e24690 void SetAutoDestroy(bool in_AutoDestroy);// 0x4e24614 void SetAttenuationScalingFactor(float Value);// 0x4e2459c int SeekOnEvent(FString in_EventName, int in_iPosition);// 0x4e24494 void PostTrigger(FString Trigger);// 0x4e2433c int PostAssociatedAkEvent();// 0x4e24314 int PostAkEventByName(FString in_EventName);// 0x4e24250 int PostAkEvent(AkAudioEvent* AkEvent, FString in_EventName);// 0x4e24148 float GetAttenuationRadius();// 0x4e24120 -------------------------------- Class: AkAuxBus.Object AkAudioBank* RequiredBank;//[Offset: 0x1c, 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: IdeaDecalActor.Actor.Object SceneComponent* DecalRootComp;//[Offset: 0x2d4, Size: 4] int DecalId;//[Offset: 0x2d8, Size: 4] int TeamID;//[Offset: 0x2dc, Size: 4] IdeaDecalInfo DecalInfo;//[Offset: 0x2e0, Size: 128] STExtraPlayerState* OwnerPS;//[Offset: 0x360, Size: 4] STExtraVehicleBase* Vehicle;//[Offset: 0x364, Size: 8] AkComponent* AkComponent;//[Offset: 0x36c, Size: 4] int PostEventID;//[Offset: 0x370, Size: 4] void RemoveSelfByParent();// 0x1fb96e4 void OnRep_DecalInfo();// 0x1fb96d0 void OnDamageableActorDestroyed(Vector LogicAreaLoc, bool bDefaultWalkable);// 0x1fb960c -------------------------------- 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: 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 bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, 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: 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] int IdxInTeam;//[Offset: 0x44, Size: 4] int PlayerBornPointID;//[Offset: 0x48, Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d, Size: 1] byte gender;//[Offset: 0x4e, Size: 1] FString PIC_URL;//[Offset: 0x50, Size: 12] int Level;//[Offset: 0x5c, Size: 4] int Segment_Level;//[Offset: 0x60, Size: 4] int AceImprintShowId;//[Offset: 0x64, Size: 4] int AceImprintBaseId;//[Offset: 0x68, Size: 4] int AvatarBoxId;//[Offset: 0x6c, Size: 4] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1] GameModePlayerItem[] ItemList;//[Offset: 0x74, Size: 12] GameModePlayerItem[] fireworksInfo;//[Offset: 0x80, Size: 12] int[] equip_plating_list;//[Offset: 0x8c, Size: 12] GameModePlayerRolewearInfo[] AllWear;//[Offset: 0x98, Size: 12] int RolewearIndex;//[Offset: 0xa4, Size: 4] GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0xa8, Size: 12] GameModePlayerTaskData[] TaskDataList;//[Offset: 0xb4, Size: 12] GameModePlayerItem[] WeaponAvatarList;//[Offset: 0xc0, Size: 12] GameModePlayerItem[] VehicleAvatarList;//[Offset: 0xcc, Size: 12] VehicleAvatarData[] VehicleAdvanceAvatarList;//[Offset: 0xd8, Size: 12] GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0xe4, Size: 12] GameModeWeaponDIYPlanData[] WeaponDIYPlanData;//[Offset: 0xf0, Size: 12] int VehicleSkinInReady;//[Offset: 0xfc, Size: 4] GameModePlayerAliasInfo AliasInfo;//[Offset: 0x100, Size: 52] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x134, Size: 44] GameModePlayerPetInfo PetInfo;//[Offset: 0x160, Size: 24] GameModePlayerKnapsackExtInfo[] KnapsackExtInfoList;//[Offset: 0x178, Size: 12] GameModePlayeWeaponSchemeInfo[] WeaponSchemeInfoList;//[Offset: 0x184, Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x190, Size: 4] int PveLevel;//[Offset: 0x194, Size: 4] int[] CharSkillList;//[Offset: 0x198, Size: 12] GameModePlayerBanChat banChat;//[Offset: 0x1a4, Size: 16] GameModePlayerBanChat banTarget;//[Offset: 0x1b4, Size: 16] SpecialPickItem[] SpecialPickItem;//[Offset: 0x1c4, Size: 12] AchievementPrize EquippedAchievementPrize;//[Offset: 0x1d0, Size: 12] int[] audioChat;//[Offset: 0x1dc, Size: 12] FName CurrentPlayerState;//[Offset: 0x1e8, Size: 8] FName CurrentCharacterState;//[Offset: 0x1f0, Size: 8] float SyncedTimestamp;//[Offset: 0x1f8, Size: 4] float DestinyValue;//[Offset: 0x1fc, Size: 4] float WarmScore;//[Offset: 0x200, Size: 4] float AIAllocMarkValue;//[Offset: 0x204, Size: 4] int LeaderCount;//[Offset: 0x208, Size: 4] uint64 LastGameLeaderUID;//[Offset: 0x210, Size: 8] uint64[] LastGameTeammatesUID;//[Offset: 0x218, Size: 12] uint64 LastGameBattleID;//[Offset: 0x228, Size: 8] float RatingScore;//[Offset: 0x230, Size: 4] bool bDoPlayerUseAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x234, Size: 1] float MaxRankingScore;//[Offset: 0x238, Size: 4] bool bIsObserver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c, Size: 1] uint64 WatchPlayerKey;//[Offset: 0x240, Size: 8] byte PlatformGender;//[Offset: 0x248, Size: 1] int planeAvatarId;//[Offset: 0x24c, Size: 4] int DyeDebugFlag;//[Offset: 0x250, Size: 4] FString Nation;//[Offset: 0x254, Size: 12] int MatchLabel;//[Offset: 0x260, Size: 4] int AnchorPlatColorID;//[Offset: 0x264, Size: 4] int AnchorPlatResID;//[Offset: 0x268, Size: 4] bool OnlyTeammateSeeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c, Size: 1] int64 LastGameResultTime;//[Offset: 0x270, Size: 8] int64 CorpsID;//[Offset: 0x278, Size: 8] int64 CampID;//[Offset: 0x280, Size: 8] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x288, Size: 1] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x289, Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28a, Size: 1] FString IpCountryStr;//[Offset: 0x28c, Size: 12] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298, Size: 1] int VeteranRecruitIndex;//[Offset: 0x29c, Size: 4] int MatchStrategyLabel;//[Offset: 0x2a0, Size: 4] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x2a4, Size: 12] int LandId;//[Offset: 0x2b0, Size: 4] int FollowType;//[Offset: 0x2b4, Size: 4] uint64 FollowUID;//[Offset: 0x2b8, Size: 8] uint32 TaskSyncToDsTs;//[Offset: 0x2c0, Size: 4] BornItem[] BornItems;//[Offset: 0x2c4, Size: 12] uint64 LuckmateUID;//[Offset: 0x2d0, Size: 8] int CollectedEventType;//[Offset: 0x2d8, 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: 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);// 0x4348cf8 Rotator GetTargetRotation();// 0x21bd1bc -------------------------------- Class: PlayerTombBox.LuaActor.Actor.Object delegate OnPickUpListWrapperDataEmptyDelegate;//[Offset: 0x3a4, Size: 12] FName TombName;//[Offset: 0x3b0, Size: 8] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8, Size: 1] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x3bc, Size: 4] STExtraBaseCharacter* DamageCauser;//[Offset: 0x3c0, Size: 4] ItemDefineID KillByItemDefineID;//[Offset: 0x3c8, Size: 24] int DeadTime;//[Offset: 0x3e0, Size: 4] int BoxLifeSpan;//[Offset: 0x3e4, Size: 4] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e8, Size: 1] Vector AttachedRelLoc;//[Offset: 0x3ec, Size: 12] byte AttackRules;//[Offset: 0x3f8, Size: 1] Actor* AttachedActor;//[Offset: 0x3fc, Size: 4] bool bIsLastDiedInTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1] enum BoxType;//[Offset: 0x401, Size: 1] ItemTombParticle[] TombBoxItemEffect;//[Offset: 0x404, Size: 12] uint32 OwnerUniqueID;//[Offset: 0x410, Size: 4] int TargetPlayerKey;//[Offset: 0x414, Size: 4] bool bAutoShowItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 1] float AirDropBoxNetCullDistanceSquaredRate;//[Offset: 0x41c, Size: 4] bool bBoxVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] bool bDropEffectVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x421, Size: 1] bool bAirDropWrapperDynamicRegionNetRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x422, Size: 1] int AvatarID;//[Offset: 0x424, Size: 4] Character* BoxOwner;//[Offset: 0x428, Size: 4] PickUpListWrapperActor* BoxPickupWrapperActor;//[Offset: 0x42c, Size: 8] PickUpListWrapperActor* ItemEffectBoxPickupWrapperActor;//[Offset: 0x434, Size: 8] PickUpListWrapperActor* PickupListWrapper;//[Offset: 0x43c, Size: 4] bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440, Size: 1] int DropGroupID;//[Offset: 0x444, Size: 4] Vector DropStartLocation;//[Offset: 0x448, Size: 12] void SwitchToDeadTombBox();// 0x1e6bbe0 void SetVisible(bool IsVisible);// 0x2040334 void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x20401cc void RegisterToPlayerPickUpList();// 0x20401b8 void RegisterToCurveAnimComponent();// 0x1f195ac void OpenListenUIEvent(bool bOpen);// 0x2b33460 void OnRep_VisibilityChange();// 0x20401a4 void OnRep_ItemEffectBoxPickupWrapperActor();// 0x2040190 void OnRep_ChangeBoxMesh();// 0x1e7fd1c void OnRep_BoxLifeSpan();// 0x204017c void OnRep_AvatarId();// 0x1f4a5c0 void OnRep_AttachmentReplication();// 0x1f900e8 void OnRep_AttachedActor();// 0x2040168 void OnRefreshItemEffect();// 0x2040154 void HideDeadTombApparence();// 0x1edc7ec int GetUniqueInstanceID();// 0x204012c int GetTombboxLifespan();// 0x2040104 PickUpListWrapperActor* GetPickupWrapperActor();// 0x20400e8 void GetDropItemListFromPlayer(out PickUpItemData[] ItemDataList);// 0x204003c PickUpListWrapperActor* GetBoxPickupWrapperActor();// 0x204000c int GetAvatarId();// 0x203ffe4 void GenerateTreasureBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName);// 0x203fec8 void GeneratePlayerBackpackWrappers();// 0x203feb4 PickUpListWrapperActor* GenerateBoxWrappersInner(class Object WrapperClass, out const PickUpItemData[] DataList, FName BoxName, bool AttachToBox);// 0x203fd1c void GenerateBoxWrappersByPickUpItemDataList(out const PickUpItemData[] DataList, FName BoxName);// 0x203fc20 void GenerateBoxWrappersByItemDataList(out const PickUpItemData[] DataList, FName BoxName, bool IsInAirDropBox);// 0x203fad8 void GenerateAirDropBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName, int AirDropBoxID);// 0x203f978 bool CanPickByPawn(Pawn* Pawn);// 0x1ed9478 -------------------------------- 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: 0x664, Size: 12] enum BoxType;//[Offset: 0x67c, Size: 1] void RPC_Broadcast_NotifyAllClientsModifyCount(int ItemInstanceID, int RetCount);// 0x2024f58 void RPC_Broadcast_ForceSyncAllData(const PickUpItemData[] DataList);// 0x2024e84 void OnWrapperEmptyDelegate__DelegateSignature();// 0x2b33460 void OnSomeonePickItemDelegate__DelegateSignature(uint32 PlayerKey);// 0x2b33460 void OnRep_PickUpDataList();// 0x2024e70 void OnPickUpDataListChangedDelegate__DelegateSignature();// 0x2b33460 void OnBoxEmptyDelegate__DelegateSignature(int boxId);// 0x2b33460 PickUpItemData[] GetDataList();// 0x2024e04 void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x2024cb4 -------------------------------- Class: PickUpWrapperActor.UAENetActor.LuaActor.Actor.Object float NetCullDistanceSquaredRate;//[Offset: 0x3b4, Size: 4] bool DestroyStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8, Size: 1] ItemDefineID DefineID;//[Offset: 0x3c0, Size: 24] int Count;//[Offset: 0x3d8, Size: 4] bool bCanBePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dc, Size: 1] bool bHasBeenPickedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dd, Size: 1] bool bIsInBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3de, Size: 1] FString[] ForbitPickPlayerNameList;//[Offset: 0x3e0, Size: 12] bool bIsInAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1] FName OwnerName;//[Offset: 0x3f0, Size: 8] uint32 OwnerUniqueID;//[Offset: 0x3f8, Size: 4] float OwnerTime;//[Offset: 0x3fc, Size: 4] bool bUseAttachedRelLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1] Vector AttachedRelLoc;//[Offset: 0x404, Size: 12] Actor* AttachedActor;//[Offset: 0x410, Size: 4] BattleItemAdditionalData[] SavedAdditionalDataList;//[Offset: 0x414, Size: 12] bool bForceRecycle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x421, Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x424, Size: 4] float PickUpColdCountDown;//[Offset: 0x428, Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x450, Size: 4] bool IsTrainModeSingleCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454, Size: 1] float SingleTrainingModePickUpColdCD;//[Offset: 0x458, Size: 4] ItemSpotSceneComponent* ItemSpotSceneComponent;//[Offset: 0x45c, Size: 4] FString ItemValue;//[Offset: 0x460, Size: 12] FString ItemCategory;//[Offset: 0x46c, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x478, Size: 1] bool bForceNotRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479, Size: 1] delegate OnWrapperPickedUp;//[Offset: 0x480, Size: 12] StaticMeshComponent* PickupMesh;//[Offset: 0x490, Size: 4] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x494, Size: 4] int ObjectPoolSize;//[Offset: 0x498, Size: 4] bool ObjectPoolEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49c, Size: 1] bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49d, Size: 1] int InBoxEffectDurationTime;//[Offset: 0x4a0, Size: 4] FString EffectPath;//[Offset: 0x4a4, Size: 12] FString DurationTime;//[Offset: 0x4b0, Size: 12] int ItemId;//[Offset: 0x4bc, Size: 4] Color DefaultColor;//[Offset: 0x4c0, Size: 4] bool bApplyPickUpTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c4, Size: 1] DropGroundEffectInfo DropGroundEffectInfo;//[Offset: 0x4d0, Size: 128] DropGroundEffectInfo DropTrailEffectInfo;//[Offset: 0x550, Size: 128] ParticleSystemComponent* DropGroundEffectComp;//[Offset: 0x5d0, Size: 4] ParticleSystemComponent* EffectComponent;//[Offset: 0x610, Size: 4] SoftObjectPath PickUpEffectPath;//[Offset: 0x620, Size: 24] UAENetDriver* NetDriver;//[Offset: 0x638, Size: 4] int SpotDataIndex;//[Offset: 0x640, Size: 4] bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64c, Size: 1] int DropGroupID;//[Offset: 0x650, Size: 4] Vector DropStartLocation;//[Offset: 0x654, Size: 12] void UpdateAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x2029fe0 FString ToDetailString();// 0x2029f18 void ShowMesh(bool bShow);// 0x2029e98 void ShowActor();// 0x2029e84 void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x2029d1c void SetDefineIDWhenDroped(out const ItemDefineID DID);// 0x2029c8c void SetDefineID(out const ItemDefineID DID);// 0x2029bfc void SetCountOnServerAfterSpawn(int _Count);// 0x2029b84 void SetActorToGround(Actor* IgnoreActor);// 0x2029ad0 void ServerResetShowActor();// 0x2029abc void RPC_Broadcast_NotifyAllClientsModifySavedAdditionalDataList(const BattleItemAdditionalData[] DataList);// 0x2029960 void RPC_Broadcast_NotifyAllClientsHideActorForSomeTime(float Time);// 0x20298ac void RegisterToCurveAnimComponent();// 0x2029898 void PickUpWrapperShow__DelegateSignature();// 0x2b33460 void PickUpWrapperHide__DelegateSignature(float InRefreshTimeStamp);// 0x2b33460 void OnWrapperPickedDelegate__DelegateSignature();// 0x2b33460 void OnSpawned();// 0x1f16e6c void OnRespawnedEvent();// 0x1e6bbc4 void OnRep_PickUpColdCountDown();// 0x2029884 void OnRep_Owner();// 0x2022784 void OnRep_DropGroundEffectInfo();// 0x2029870 void OnRep_DefindID();// 0x202985c void OnRep_Count();// 0x1e6bbfc void OnRep_AttachmentReplication();// 0x1f900e8 void OnRep_AttachedActor();// 0x2029848 void OnLoadDropEffectFinish(DropGroundEffectInfo effectInfo);// 0x2029630 void OnHideActor(bool bHide);// 0x202959c void OnDestroyed();// 0x2029580 void OnActorDestroyed();// 0x2029564 void ModifyData(int _Count);// 0x20294ec void MarkPlayerPlayerInfoByDropped(STExtraBaseCharacter* InDroppedPlayer);// 0x2029474 void MarkIsDropedByPlayerOnServer(bool Ret, Actor* AttachTarget);// 0x20293ac bool LoadDynamicMeshInst(StaticMesh* InStaticMesh);// 0x202932c bool LoadDynamicMesh(FString MeshPath);// 0x2029268 bool LoadDynamicMaterialInst(MaterialInstance* InMaterialInst);// 0x20291e8 bool LoadDynamicMaterial(FString MaterialPath);// 0x2029124 bool IsCanPickup(out const ItemDefineID InItemID, STExtraBaseCharacter* InFirstPlayer);// 0x2029040 void InitData(ItemSpotSceneComponent* Component, int ItemCount, FString Value, FString Category, bool RepeatGenerateItem);// 0x2028ce8 bool HasWrapperContainsAttachment(int AttachmentID);// 0x1f01338 StaticMeshComponent* GetPickupMesh();// 0x2028cc0 int GetNetGUIDOffsetValue();// 0x2028c98 int GetItemType();// 0x2028c68 int GetItemId();// 0x2028c38 bool GetHasBeenPickedUp();// 0x2028c08 PickUpItemData[] GetDataList();// 0x2024e04 void ForceNetUpdate();// 0x2028bec void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x2024cb4 void ColdTimeCountDown();// 0x2028bd8 void ClientResetShowActor();// 0x2028bc4 bool CheckPickUpDataIsWeapon();// 0x2028b9c void BroadcastResetShowActor();// 0x2028b40 void BroadcastDataToAllClients(int Count_New);// 0x2028a8c void AsyncLoadPickUpEffectDone(bool bFirstCreate);// 0x2028a0c void AddAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x20287f8 -------------------------------- Class: UAENetActor.LuaActor.Actor.Object int iRegionActor;//[Offset: 0x368, Size: 4] bool bStaticAddNetworkActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36e, 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: 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);// 0x273ac8c void RepeatSpotProperty(out const SpotTypeProperty Property);// 0x273abd4 bool GenerateSpot();// 0x273aba4 void GenerateItems(out ItemGenerateSpawnClass[] AllItemClass);// 0x273aaa0 void DoPickUp(FString ItemValue, FString ItemCategory);// 0x273a830 int CountCacheItemValeCategory();// 0x273a808 void ClearCacheItems();// 0x273a7f4 -------------------------------- 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);// 0x20a76b8 bool LineTraceSingle(Object* WorldContextObject, const Vector Start, const Vector End, bool bTraceComplex, out const Actor*[] ActorsToIgnore, out HitResult OutHit, bool bIgnoreSelf);// 0x2746abc bool IsSpotValid();// 0x2746a8c FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x27468c0 bool GenerateSpot();// 0x273aba4 Actor* GenerateActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod);// 0x2746748 -------------------------------- Class: ItemSceneComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: ItemGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object Vector ItemGenerateOffset;//[Offset: 0x180, Size: 12] byte BornIslandGroupType;//[Offset: 0x18c, Size: 1] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18d, Size: 1] ItemGenerateStatisticsData ItemStatisticsData;//[Offset: 0x190, Size: 208] IgnoreItemClassPathSet;//[Offset: 0x260, Size: 60] SpotGroupProperty[] SpotGroupPropertys;//[Offset: 0x29c, Size: 12] bool UseSpotGroupPropertysEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a8, Size: 1] bool UseAreaID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a9, Size: 1] FString[] AreaIDList;//[Offset: 0x2ac, Size: 12] ItemRegionCircle[] ReplacedGeneratorRegionMap;//[Offset: 0x2b8, Size: 12] SpotGroupProperty[] SpotGroupPropertysEx;//[Offset: 0x2c4, Size: 12] ExtraItemSpawn[] ExtraSpawnItemsList;//[Offset: 0x2d0, Size: 12] SpotGroupPropertysDic;//[Offset: 0x2dc, Size: 60] SpotGroupProperty DefaultSpotGroupProperty;//[Offset: 0x318, Size: 32] CurveFloat* SpotRateCurve;//[Offset: 0x338, Size: 4] CurveFloat* ItemRateCurve;//[Offset: 0x33c, Size: 4] CategoryRates;//[Offset: 0x340, Size: 60] ItemGenerateSpawnDatas;//[Offset: 0x37c, Size: 60] Actor*[] BornIslandItems;//[Offset: 0x3b8, Size: 12] ItemGroupSpotSceneComponent*[] AllValidGroups;//[Offset: 0x3c4, Size: 12] bool bIsGenerateBornIslandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0, Size: 1] bool bIsGenerateMainlandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d1, Size: 1] bool bIsGenerateWorldTileItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d2, Size: 1] DateTime GenerateBornIslandTime;//[Offset: 0x3d8, Size: 8] DateTime GenerateMainlandTime;//[Offset: 0x3e0, Size: 8] bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e8, Size: 1] RepeatItemSpotData[] AllRepeatItemSpotData;//[Offset: 0x428, Size: 12] ItemGenerateSpawnClass[] AllItemSpotDataToTick;//[Offset: 0x440, Size: 12] FString CookedBandFilePath;//[Offset: 0x488, Size: 12] bool bIsAreaItemLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d0, Size: 1] AreaItemsLimitEdit[] AreaItemsLimit;//[Offset: 0x4d4, Size: 12] AreaItemsLimitMaps;//[Offset: 0x4e0, Size: 60] int DSSwitchSyncLoadId;//[Offset: 0x51c, Size: 4] bool bUseDynamicSpotConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x520, Size: 1] DynamicSpotConfig[] DynamicSpotConfigs;//[Offset: 0x524, Size: 12] void WriteItemSpotStatisticsDatas();// 0x2738b3c void WriteItemClassStatisticsDatas_V15();// 0x1e7fd1c void WriteItemClassStatisticsDatas();// 0x2738b28 void WriteGroupStatisticsDatas();// 0x2738b14 void WriteBuildingStatisticsDatas();// 0x2738b00 void WriteAreaItemStatisticsDatas();// 0x2738aec void WriteAllStatisticsDatasToLog();// 0x1ecedbc void WriteAllStatisticsDatas();// 0x20cc564 void SetCatetoryRate( Rates);// 0x2738940 void RegisterItemGenerateSpawnData(ItemGenerateSpawnData Data);// 0x273885c void RegisterBornIslandItem(Actor* Item);// 0x1fc052c UAEDataTable* ReadItemGenerateTable(FString TablePath);// 0x27386fc ItemGroupSpotSceneComponent* RandomSingleGroup(out GroupSpotSceneComponent*[] Groups, out const SpotGroupProperty GroupProperty);// 0x2738544 ItemGenerateSpawnData RandomItemGenerateSpawnData(out ItemGenerateSpawnData[] Items);// 0x2738318 void RandomGroupsByType(out const SpotGroupProperty GroupProperty);// 0x2738200 void RandomGroups();// 0x1e5e40c void RandomBornIslandGroups();// 0x1eceda0 void OnAsyncLoadItemClassFinish(class Actor AcotrClassPtr, ItemGenerateSpawnClass SpawnClass);// 0x2737fb4 void LoadItemGenerateTable();// 0x20cc52c bool IsCatetoryEnabled();// 0x2737f8c void InitCatetorys();// 0x2737f78 void InitCategoryEx();// 0x2737f64 SpotGroupProperty GetSpotGroupPropertyByGroupType(byte SpotGroupType);// 0x2737e3c bool GetRandomItemClassArray(out FString Value, out FString Category, out ItemGenerateSpawnClass[] Results, bool RepeatGenerateItem, ItemSpotSceneComponent* SpotComponent);// 0x2737b5c int GetItemDefineID(class Object PickUpClass);// 0x2b33460 float GetCatetoryRate(FString Catetory);// 0x2737a94 void GenerateSpotOnTick(float DeltaTime);// 0x1efec50 Vector FindASpawnLoc(World* InWorld, const Vector TraceStart);// 0x27379bc void EnableDynamicSpotConfigByIndex(int DynamicIndex);// 0x2737944 void DeleteValidGroups();// 0x2737930 void DeleteBornIslandItems();// 0x273791c bool CheckShouldGenerateItem(int ItemId);// 0x2737894 void CheckRecoverItems();// 0x2737880 void AddIgnoreItemClassPath(out const FString[] IgnoreItemClassList);// 0x273774c -------------------------------- Class: BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object bool bWorldTileGenerator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] bool bModeStateControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd, Size: 1] int GenerateSpotCountPerTick;//[Offset: 0xc0, Size: 4] FString ItemTableName;//[Offset: 0xc4, Size: 12] FString[] ItemSpawnTableList;//[Offset: 0xd0, Size: 12] UAEDataTable* ItemTable;//[Offset: 0xdc, Size: 4] bool IsWriteStatisticsToLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] AllGroupSpots;//[Offset: 0xe4, Size: 60] SpotSceneComponent*[] AllSpotsToTick;//[Offset: 0x120, Size: 12] WorldTileSpots;//[Offset: 0x12c, Size: 60] FString CookedFilePath;//[Offset: 0x168, Size: 12] FString[] CookedFileAddPathArray;//[Offset: 0x174, Size: 12] void RegisterWorldTileSpot(SpotSceneComponent* Spot);// 0x1efe9d0 void RegisterSpotComponentToTick(SpotSceneComponent* SpotComponent);// 0x1efebd0 void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1efea50 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x271f310 void GeneratorWorldTileSpots(out WorldTileSpotArray SpotArray);// 0x271f244 void GenerateSpots();// 0x2001378 void GenerateSpotOnTick(float DeltaTime);// 0x1efec50 Actor* GeneratePickupActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod, ItemGenerateSpawnClass ItemData);// 0x271effc void CheckTileLevelsVisible();// 0x271efe8 -------------------------------- Class: ItemActorComponent.ActorComponent.Object -------------------------------- 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: TableRowBase -------------------------------- 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: SpotWeight FString Name;//[Offset: 0x0, Size: 12] int Weight;//[Offset: 0xc, Size: 4] -------------------------------- 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: UAEDataTable.DataTable.Object NameToProperty;//[Offset: 0x7c, Size: 60] bool SetTableData_String(FString KeyValue, FString TagName, FString Value);// 0x452b7a0 bool SetTableData_Int32(FString KeyValue, FString TagName, int Value);// 0x452b614 bool SetTableData_Float(FString KeyValue, FString TagName, float Value);// 0x452b488 FString GetTableName();// 0x452b3c8 FString GetRealTableName(FString tableName);// 0x452b284 bool ConditionAddEmptyRow(out const FName RowName);// 0x452b1f0 -------------------------------- Class: DataTable.Object ScriptStruct* RowStruct;//[Offset: 0x1c, Size: 4] -------------------------------- Class: ScriptStruct.Struct.Field.Object -------------------------------- Class: GroupSpotComponentArray byte GroupType;//[Offset: 0x0, Size: 1] GroupSpotSceneComponent*[] AllGroupComponents;//[Offset: 0x4, Size: 12] -------------------------------- 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);// 0x2734388 bool IsValidGroup();// 0x20a6e18 int FindWorldCompositionID();// 0x2734360 void DoPickUp();// 0x273434c -------------------------------- 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: WorldTileSpotArray int WorldCompositionID;//[Offset: 0x0, Size: 4] SpotSceneComponent*[] AllSpotComponents;//[Offset: 0x4, Size: 12] -------------------------------- 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);// 0x273a38c void RepeatSpots();// 0x273a378 void RepeatSingleSpot(ItemSpotSceneComponent* Spot);// 0x273a300 void RandomSpotByType(byte SpotType, out ItemSpotSceneComponent*[] AllSpots, out const SpotTypeProperty Property);// 0x273a164 void RandomSingleSpot(out ItemSpotSceneComponent*[] Spots, out const SpotTypeProperty Property);// 0x273a014 float RandomRepeatGenerateItemCD(out const SpotGroupProperty GroupProperty);// 0x2739ef0 -------------------------------- Class: DateTime -------------------------------- Class: RepeatItemSpotData float RepeatGenerateCD;//[Offset: 0xa0, Size: 4] int64 LastGenerateItemTime;//[Offset: 0xa8, Size: 8] CacheItemValeCategory;//[Offset: 0xb0, Size: 60] -------------------------------- Class: ItemGenerateSpawnClass int ID;//[Offset: 0x0, Size: 4] class Object* ItemClass;//[Offset: 0x4, Size: 4] int ItemCount;//[Offset: 0x8, Size: 4] FString MetaData;//[Offset: 0xc, Size: 12] FString ItemValue;//[Offset: 0x18, Size: 12] FString ItemCategory;//[Offset: 0x24, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] Actor* HostActor;//[Offset: 0x6c, Size: 4] Actor* AttachedActor;//[Offset: 0x70, Size: 4] -------------------------------- 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] SpotGroupProperty[] SpotGroupProperties;//[Offset: 0xc, Size: 12] -------------------------------- 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: 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);// 0x1f187a4 void SetAutoOpenDoorEnable(bool bEnable);// 0x1f18724 void RPC_Server_DoorState(PUBGDoor* actionDoor, int ClientDoorState);// 0x1f18628 void RPC_Client_DoorState(PUBGDoor* actionDoor, int doorState);// 0x1f1852c bool IsAimingExtraDoor(PUBGDoor* actionDoor);// 0x1f184ac PUBGDoor* GetPriorityDoor();// 0x1f18484 void DoorRequireRPC(PUBGDoor* actionDoor, bool bAimingExtraDoor, int ClientDoorState);// 0x1f1832c void BP_SimulateUIClick(bool bExtraDoor);// 0x2b33460 void BP_ShowDoorBtn(bool bShow, bool bOpen, int doorOpenMode);// 0x2b33460 -------------------------------- Class: PUBGDoor.UAENetActor.LuaActor.Actor.Object int iRegionDoor;//[Offset: 0x3e8, Size: 4] bool EnableForceAutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] bool EnableCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1] float MaxNetCullDistanceSquared;//[Offset: 0x3f0, Size: 4] bool EnableRPCCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4, Size: 1] bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f5, Size: 1] float autoOpenDistanceSquared;//[Offset: 0x3f8, Size: 4] float autoOpenAngel;//[Offset: 0x3fc, Size: 4] float forwardSpeedRatio;//[Offset: 0x400, Size: 4] int doorState;//[Offset: 0x404, Size: 4] bool DoorBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408, Size: 1] float DoorOperateTime;//[Offset: 0x40c, Size: 4] StaticMeshComponent* doorMesh;//[Offset: 0x410, Size: 4] BoxComponent* interactionBox;//[Offset: 0x414, Size: 4] BoxComponent* interForceBox;//[Offset: 0x418, Size: 4] bool bDoubleDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41c, Size: 1] int DoorStateEx;//[Offset: 0x420, Size: 4] bool DoorBrokenEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x424, Size: 1] StaticMeshComponent* doorMeshEx;//[Offset: 0x428, Size: 4] BoxComponent* interactionBoxEx;//[Offset: 0x42c, Size: 4] BoxComponent* interForceBoxEx;//[Offset: 0x430, Size: 4] bool bUseDoorWaitPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434, Size: 1] bool bIsFobidUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x435, Size: 1] bool bIsFobidAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x436, Size: 1] delegate OnDoorBrokenDelegate;//[Offset: 0x438, Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0x444, Size: 12] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x450, Size: 4] bool bAutoOpenTriggered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454, Size: 1] bool bAutoOpenStated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x455, Size: 1] bool bTriggeredDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x456, Size: 1] bool bAutoOpenTriggeredEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x457, Size: 1] bool bAutoOpenStatedEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x458, Size: 1] bool bTriggeredDoorEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x459, Size: 1] Character* PlayerCharacter;//[Offset: 0x45c, Size: 4] float autoOpenAngelCosinValue;//[Offset: 0x460, Size: 4] StaticMesh* InitialMesh_C;//[Offset: 0x46c, Size: 4] bool bInitedDataBeforeBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x470, Size: 1] FName DoorMeshCollisionProfileBeforeBroken;//[Offset: 0x478, Size: 8] FName DoorMeshBoxCollisionProfileBeforeBroken;//[Offset: 0x480, Size: 8] CollisionResponseContainer DoorMeshBoxCollisionResponses;//[Offset: 0x490, Size: 32] bool WasBrokenForObjectPoolReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b0, Size: 1] void SetDoorBroken(bool bExtraDoor);// 0x2054668 void RefreshUIOnClient();// 0x2054654 void OpenDoorBy(Character* Character, bool extraDoor);// 0x2054590 void OnRep_RepDoorStateEx();// 0x205457c void OnRep_RepDoorState();// 0x2054568 void OnRep_RepDoorBrokenEx();// 0x2054554 void OnRep_RepDoorBroken();// 0x2054540 void OnEndOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x20543f8 void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x20542b0 void OnDoorRPC(Character* Character, bool bAimingExtraDoor);// 0x20541ec void OnBPRespawned();// 0x1e6bbc4 void OnBeginOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x2053ff0 void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x2053df4 void On_DoorAniFinsih(const BoxComponent* InDoorCheckBox, bool extraDoor);// 0x2053d30 bool IsSameDoorState(int ClientState);// 0x2053cb0 void Init(BoxComponent* interactionBox, StaticMeshComponent* doorMesh, bool inDoubleDoor, BoxComponent* interactionBoxEx, StaticMeshComponent* doorMeshEx, BoxComponent* interForceBox, BoxComponent* interForceBoxEx);// 0x2053a8c enum[] GetDamageableGameObjectType();// 0x20539c4 void ForceNetUpdate();// 0x2028bec void DeCodeKey();// 0x1f16e6c void CloseDoorBy(Character* Character, bool extraDoor);// 0x2053900 void ClientDoorRPC(int iDoorState, bool bDoorBroken, int iDoorStateEx, bool bDoorBrokenEx);// 0x205379c void BPSetObjectPoolInitialData();// 0x1e6bbfc void BP_DoorBroken(bool isBeginPlay, bool bExtraDoor);// 0x2b33460 void ActionDoorOnClient(int doorStateDst, bool bExtraDoor);// 0x2b33460 void ActionDoorImmediatly(int doorStateDst, bool bExtraDoor);// 0x2b33460 -------------------------------- Class: BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Vector BoxExtent;//[Offset: 0x5bc, Size: 12] void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x436f2f4 Vector GetUnscaledBoxExtent();// 0x436f2c8 Vector GetScaledBoxExtent();// 0x436f274 -------------------------------- 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] FString TeammateColor;//[Offset: 0x100, Size: 12] FString MyColor;//[Offset: 0x10c, Size: 12] ActorNameList;//[Offset: 0x118, Size: 60] FriendChatInfo;//[Offset: 0x154, Size: 60] QuickChatFlag[] ChatFlagList;//[Offset: 0x190, Size: 12] float SendMsgCD;//[Offset: 0x19c, Size: 4] float lastShowChatTime;//[Offset: 0x1a0, Size: 4] float ShowChatDuration;//[Offset: 0x1a4, Size: 4] QuickGroundFlag[] groundFlags;//[Offset: 0x1a8, Size: 12] FString EndChar;//[Offset: 0x1b4, Size: 12] FString ColonChar;//[Offset: 0x1c0, Size: 12] TextID2AudioID;//[Offset: 0x1cc, Size: 60] InGameFilterChatMsg[] ChatFilterList;//[Offset: 0x208, Size: 12] PickupManagerComponent* PickupMgrComp;//[Offset: 0x214, Size: 4] int itemIDOnGround;//[Offset: 0x228, Size: 4] int itemOnGroundNetGUID;//[Offset: 0x22c, Size: 4] PickUpWrapperActor* itemOnGround;//[Offset: 0x230, Size: 4] Vector hitItemPosition;//[Offset: 0x234, Size: 12] bool hitGroundValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240, Size: 1] Vector hitGroundPosition;//[Offset: 0x244, Size: 12] FString CongregationPlayerName;//[Offset: 0x250, Size: 12] FString CongregationPlayerKey;//[Offset: 0x25c, Size: 12] InGameChatMsg CurrMsg;//[Offset: 0x268, Size: 72] void UpdateQuickItemText(int MsgID, int resID, int alternateMsgID);// 0x2b33460 void ShowTeamMsg(out const InGameChatMsg msgItem, bool isMe, bool ShowChat);// 0x1f0fd3c void ShowQuickPanel(bool bShow);// 0x1f0fcbc void ServerSendMsg(const InGameChatMsg msgItem);// 0x1f0fb44 void ServerSendGift(const InGameChatMsg msgItem);// 0x1f0f9cc void SendDirtyFilterContent(FString Content);// 0x2b33460 void SendDirtyFilter(FString Name, FString Content, bool isMe);// 0x2b33460 void ReportBattleChat(int MsgID, FString Msg, int msgExtraParam);// 0x2b33460 void OnInviteNextBattle(FString gid, FString Name);// 0x1f0f88c void OnFilterFinish(FString filterText);// 0x2b33460 void NotifyFriendReplyInvite(FString str_gid, FString sender_name, bool bReply);// 0x2b33460 void NotifyFriendInvite(FString str_gid, FString sender_name);// 0x2b33460 void NotifyFriendChat(FString str_gid, FString sender_name, FString chat_content, bool self_msg);// 0x2b33460 void LoadBankAndPlay(FString BankName, FString EventName);// 0x1f0f74c void InviteNextBattleReply(FString gid, FString Name, bool bReply);// 0x1f0f5c0 void FindTextIDByAudioID();// 0x2b33460 void CloseChatHistoryList();// 0x2b33460 void ClientReceiveMsg(const InGameChatMsg msgItem, bool isMe);// 0x1f0f42c void ClientReceiveGift(const InGameChatMsg msgItem, bool isMe);// 0x1f0f298 void AddQuickAudio(AkAudioEvent* audio, int chatID);// 0x1f0f1dc void AddOneMsgToUI1(FString Name, FString Content, int MsgID, int audioID, int ItemId, FString PlayerKeyString, bool isMe, bool PlaySound, bool ShowChat, float Distance);// 0x2b33460 void AddFriendChat(FString gid, FString Name, FString Content, bool IsSelf);// 0x1f0ee04 -------------------------------- 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: 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);// 0x2027370 void ServerPutDownTarget(Actor* Target);// 0x20272bc void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x2027128 void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2026eb0 void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x2026df0 void PutDownTarget(Actor* Target);// 0x2026d78 void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2026b44 void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x20269fc void NotifyMissPickupAvailableActor(Actor* Target);// 0x2026984 void NotifyMeetPickupAvailableActor(Actor* Target, bool bUpdatePickupManager);// 0x20268c0 void MarkRecentAutoPickUp(SearchedPickUpItemResult PickUpResult);// 0x202665c Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x20265cc Vector[] GetNearItemLocationList(out const Vector TargetLoc, float Radius, float IgnoreDist, uint32[] ItemIDs);// 0x20262fc void GetConfirmedPickupAvailableActors(out OutSet);// 0x20261f0 void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x20260ec void ControlClientPutDownTarget(Actor* Target);// 0x2026038 void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);// 0x2025f3c void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x2025d88 void ClampWorldLocation(out Vector OutVector);// 0x2025d04 bool CheckRecentAutoPickUp(SearchedPickUpItemResult PickUpResult, float OverTime);// 0x2025a54 -------------------------------- Class: SearchedPickUpItemResult PickUpWrapperActor* Wrapper;//[Offset: 0x0, Size: 4] PickUpItemData MainItemData;//[Offset: 0x8, Size: 48] -------------------------------- 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);// 0x1fafe28 void CreateGuideUI();// 0x2b33460 -------------------------------- 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] bool IsBlockWhomInVoiceBlackList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] int TextID_OutRange;//[Offset: 0xd8, Size: 4] FString PreFix_Command;//[Offset: 0xdc, Size: 12] FString PreFix_Command_Res;//[Offset: 0xe8, Size: 12] FString PreFix_Mark;//[Offset: 0xf4, Size: 12] int MinTraceDist;//[Offset: 0x100, Size: 4] int MaxTraceDist;//[Offset: 0x104, Size: 4] int ItemTraceDist;//[Offset: 0x108, Size: 4] int MarkMutualExclusionDist;//[Offset: 0x10c, Size: 4] int MiniMapAttentionIconID;//[Offset: 0x110, Size: 4] int MiniMapThingIconID;//[Offset: 0x114, Size: 4] float MinHighLightDangerousTime;//[Offset: 0x118, Size: 4] float MinHighLightDangerousDistance;//[Offset: 0x11c, Size: 4] float DangerousMarkLifeSpan;//[Offset: 0x120, Size: 4] LastDangerousID;//[Offset: 0x124, Size: 60] PickupManagerComponent* PickupMgrComp;//[Offset: 0x160, Size: 4] CommandTypeIDMap;//[Offset: 0x164, Size: 60] MarkNameClassMap;//[Offset: 0x1a0, Size: 60] MarkInfoMap;//[Offset: 0x1dc, Size: 60] MarkLifeTimeMap;//[Offset: 0x218, Size: 60] MarkTypeArrayMap;//[Offset: 0x254, Size: 60] MsgIDActorNetGUIDMap;//[Offset: 0x290, Size: 60] int[] ServerCachedNetGUIDs;//[Offset: 0x2cc, Size: 12] int[] ActorNetGUIDTrashArray;//[Offset: 0x2d8, Size: 12] FString[] TempIDArray;//[Offset: 0x2e4, Size: 12] MsgKey2MiniMapID;//[Offset: 0x2f0, Size: 60] MsgKey2MiniMapIconTypeID;//[Offset: 0x32c, Size: 60] ConfigKeyToTextID;//[Offset: 0x368, Size: 60] ConfigKeyToSignSubType;//[Offset: 0x3a4, Size: 60] CustomMarkInfoMap;//[Offset: 0x3e0, Size: 60] void SwitchAndLoadBankAndPlay(FName SwitchGroup, FName SwitchState, FString BankName, FString EventName);// 0x206699c void ShowMsgTipsVoice(out const QuickSignMsg msgItem, bool IsSelf);// 0x2b33460 void ServerSendMsg(const QuickSignMsg msgItem, byte SignType);// 0x2066854 void ServerMarkCustom(const QuickSignMsg msgItem, float ShareDistance, bool ShareWithTeammates);// 0x20666b0 void ServerDelNetGuid(int Guid);// 0x2066638 void ServerDelMsg(FString MsgID);// 0x2066544 void ServerDelCustomMark(FString MsgID, bool ShareWithTeammates);// 0x20663f4 void ServerAddNetGuid(int Guid);// 0x206637c void ReportQuickSign(out const QuickSignMsg msgItem);// 0x2b33460 void RemoveActorMask(int ActorNetGUID);// 0x20662c8 void OperMark(FString MsgID);// 0x206620c void OnPickUpActor(int Guid);// 0x2066194 void MakeQuickNeed(enum SignSubType);// 0x206611c void MakeQuickMark_PickupActor(PickUpWrapperActor* PickUpActor);// 0x20660a4 void MakeQuickMark();// 0x2066090 void MakeQuickCommand(byte SignType);// 0x2066018 void MakeCustomMark(Vector targetPos, FString SignConfigKey);// 0x2065f18 bool IsSelfMark(FString MsgID);// 0x2065e54 bool IsContainMark(FString MsgID);// 0x2065d90 int GetVoiceAudioID(enum MsgType);// 0x2b33460 bool GenerateMarkInfo(out const QuickSignMsg msgItem, out QuickSignMark MarkInfo);// 0x2b33460 FString FindMarkNameClassKey(class Object uMarkClass);// 0x2065c8c void DelMarkFromPool(FString MsgMark);// 0x2065bd0 void DealWithNewMsg(out const QuickSignMsg msgItem, bool IsSelf, bool ShowChat);// 0x2065a5c void DealWithMarkCustomMsg(out const QuickSignMsg msgItem, bool IsSelf);// 0x2065938 void ClientReceiveMsg(const QuickSignMsg msgItem, bool IsSelf);// 0x206581c void ClientMarkCustomMsg(const QuickSignMsg msgItem, bool IsSelf);// 0x2065700 void ClientDelMsg(FString MsgID);// 0x206563c void ClientDelCustomMarkMsg(FString MsgID);// 0x1ecf390 void AnalysisConfigKeyClass(FString ConfigID, FString ConfigScriptParam);// 0x20654fc void AddMarkToPool(out const QuickSignMark MsgMark);// 0x206542c void AddActorMask(int ActorNetGUID);// 0x2065378 -------------------------------- 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 ReplyID;//[Offset: 0x48, Size: 12] Vector Loc;//[Offset: 0x54, Size: 12] int MaxNum;//[Offset: 0x60, Size: 4] int LifeSpan;//[Offset: 0x64, Size: 4] bool IsSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] -------------------------------- 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);// 0x1ecdbf0 int RetrieveTaskAreaType(Vector PlayerLocation);// 0x1ecdb78 int[] RetrieveTaskAreaList(Vector PlayerLocation);// 0x1ecda6c int RetrieveLandLocType(FString TargetName);// 0x1ecd90c void ReportTaskAndSpecialCollection(byte TaskType, int TaskId, int process);// 0x1ecd804 bool RegisterEvent(class Object RegisterEventClass, UAETriggerObject* TriggerListener, byte TaskEventType);// 0x1ecd6f4 bool IsTriggerActive(int InTaskID);// 0x1ecd674 bool IsSpecialPickItem(int InItemID);// 0x1ecd5f4 bool IsInSpecifiedArea(Vector PlayerLocation, FString outAreaAnchorsStr, FString InMapName, FString InTargetName);// 0x1ecd20c void HandlePlayerPickupItem(int ItemId, int Count, STExtraPlayerController* PC);// 0x1ecd10c void HandlePlayerKilling();// 0x1ecd0f8 void HandlePlayerEnterArea(int AreaID);// 0x1ecd080 void HandlePlayerDropItem(int ItemId, int Count, STExtraPlayerController* PC);// 0x1eccf80 void HandlePlayerDoEmote(int EmoteIndex);// 0x1eccf08 void HandleInitTaskData(int TaskId, int process, FString ext_info);// 0x1eccd20 void HandleInitCollectionData(int ItemId, int CurrentCount, int TotalCount);// 0x1eccc20 void HandleDeathBoxSpawned(Transform SpawnTransform);// 0x1eccb40 UAETriggerObject* GetTriggerObject(int InTaskID);// 0x1eccabc int GetTaskSubTypeFromDataTable(int InTaskID);// 0x2b33460 bool GetTaskParamsFromDataTable(int InTaskID, out FString outMainConditionParam, out int outTargetProcess);// 0x2b33460 bool GetTaskParams(int InTaskID, out FString outMainConditionParamStr, out int outTaskProcess);// 0x1ecc94c FString GetTaskClassPath(byte TaskType, int TaskUID);// 0x1ecc7f8 int[] GetTaskAreaListFromDataTable(Vector InPlayerLocation);// 0x2b33460 int GetTaskAreaIDFromDataTable(Vector InPlayerLocation);// 0x2b33460 FString GetOwningPlayerName();// 0x1ecc738 FString GetMapName();// 0x1ecc678 int GetLandLocIDFromDataTable(FString InTargetName);// 0x2b33460 int GetItemUseAreaIDFromDataTable(int ItemId, Vector InPlayerLocation);// 0x2b33460 void FireEvent(byte TaskEventType, int Param, FString ExtMsg);// 0x1ecc48c void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1ecc3c8 UAETriggerObject_Task* CreateTriggerObject(byte TaskType, int TaskId);// 0x1ecc2fc bool AddTrigger(byte TaskType, int TaskId, int process, FString ext_info);// 0x1ecc0bc void AddEventToTrigger(UAETriggerObject* TriggerObj, class Object Event, byte TaskEventType);// 0x1ecbfb4 void ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x1ecbef0 -------------------------------- 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: 0x2d4, Size: 1] bool ClientEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d5, Size: 1] bool ServerEnvEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d6, Size: 1] LevelDirectorInstAction[] InstanceActions;//[Offset: 0x2d8, Size: 12] FString[] ClassPaths;//[Offset: 0x2e4, Size: 12] FString ConfigFilePath;//[Offset: 0x2f0, Size: 12] class UAELevelDirector_PlayerRepInfo* PlayerRepInfoClass;//[Offset: 0x2fc, Size: 4] FString ClientConfigFilePath;//[Offset: 0x300, Size: 12] UAELevelDirectorRepData LevelDirectorRepData;//[Offset: 0x30c, Size: 16] AllPlayersRepInfo;//[Offset: 0x31c, Size: 60] UAETriggerFuncLib*[] FunctionLibList;//[Offset: 0x358, Size: 12] TriggersFlowBase* TriggersFlowTree;//[Offset: 0x364, Size: 4] TriggerObjectMap;//[Offset: 0x368, Size: 60] VariableSet* AllVariableSet;//[Offset: 0x3a4, Size: 4] UAETriggerParamFuncLib* TriggerParamFuncLib;//[Offset: 0x3a8, Size: 4] LevelEventCenter* LevelEventCenter;//[Offset: 0x3ac, Size: 4] FString DescData;//[Offset: 0x3b0, Size: 12] UAELevelDirector_PlayerRepInfo* CurLevelDirector_PlayerRepInfo;//[Offset: 0x3bc, Size: 4] HistoryLevelDirector_PlayerRepInfos;//[Offset: 0x3c0, Size: 60] TaskRepData TaskData;//[Offset: 0x404, Size: 16] bool StartLevelDirector();// 0x4ec0140 void SetTriggerRunType(FString TriggerName, enum RunType);// 0x4ebffa4 void SetEnable(bool Enab);// 0x4ebff28 void S2Sim_CallExcuteAction();// 0x1e6fbf0 void RequestTriggerComplete(UAETriggerObject* CompleteTrigger);// 0x4ebfe74 void OnRep_LevelDirectorData();// 0x4ebfe60 bool InitialLevelDirector();// 0x4ebfe30 UAETriggerObject* GetTrigger(FString NodeName, FString TriggerName);// 0x4ebfbb8 bool GetHasBeenInit();// 0x4ebfb90 VariableSet* GetDataSet();// 0x4ebfb68 int GetCurTaskID();// 0x4ebfb40 void ForceExecuteTrigger(FString TriggerName);// 0x1f986cc bool FlowControllSubControll(out FString[] TriggerNames, FString NodeName);// 0x4ebf8d8 bool FlowControllOr(out FString[] TriggerNames, FString NodeName);// 0x4ebf670 bool FlowControllOneSequence(FString TriggerName, FString NodeName);// 0x4ebf3f8 bool FlowControllMultiSequence(out FString[] TriggerNames, FString NodeName);// 0x4ebf190 bool FlowControllAnd(out FString[] TriggerNames, FString NodeName, bool DefaultActive);// 0x4ebeed8 void DeactiveTrigger(FString NodeName, FString TriggerName);// 0x4ebec68 void DeactiveNode(FString NodeName);// 0x4ebeb10 void ClientExecuteAction(FString ActionClassName, int64 UId, const TriggerParamRepData[] RepParams, bool IsKeep, bool IsRevert, UAELevelDirector_PlayerRepInfo* InLevelDirector_PlayerRepInfo);// 0x4ebe8b8 void AddEventToTrigger(FString TriggerName, class Object Event);// 0x4ebe71c TriggerCondition* AddConditionToTrigger(FString TriggerName, class Object Condition);// 0x4ebe578 TriggerAction* AddActionToTrigger(FString TriggerName, class Object Action);// 0x4ebe3d4 void ActiveTrigger(FString NodeName, FString TriggerName);// 0x4ebe164 void ActiveNode(FString NodeName);// 0x4ebe00c -------------------------------- Class: LevelDirectorInstAction int64 ActionUniqueID;//[Offset: 0x0, Size: 8] TriggerAction* Action;//[Offset: 0x8, Size: 4] -------------------------------- Class: UAELevelDirector_PlayerRepInfo.Info.Actor.Object TriggerActionRepData[] ActionRepDatas;//[Offset: 0x2d4, Size: 12] uint32 UniqueId;//[Offset: 0x2e0, Size: 4] UAELevelDirector* RelevantLevelDirector;//[Offset: 0x2e4, Size: 4] void OnRep_LevelDirector();// 0x4ec0f68 void OnRep_ActionRepDatas();// 0x4ec0f54 void ClientExecuteAction(const TriggerActionRepData InActionRepData);// 0x4ec0e6c -------------------------------- 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();// 0x4ec2430 -------------------------------- 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);// 0x4ebcbdc -------------------------------- Class: TimerHandle uint64 Handle;//[Offset: 0x0, Size: 8] -------------------------------- 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);// 0x223aa48 void RedoAction();// 0x1e8f49c void NofityTriggerComplete();// 0x1f4b9e4 bool IsConditionsSatisfy(const TriggerEvent* Event);// 0x1e92c94 void InitConfigurableCondition(int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x223a864 void DeactiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x223a798 TriggerCondition* CreateSpecifiedSpaceCondition(byte SpecifiedSpace);// 0x223a710 TriggerCondition* CreateSpecifiedItemCondition(int ItemId);// 0x223a690 TriggerCondition* CreateSpecifiedAreaCondition(byte SpecifiedArea);// 0x223a608 TriggerAction* CreateRedoAction(byte ActionType);// 0x223a580 TriggerCondition* CreateORCondition(TriggerCondition*[] ChildConditions);// 0x223a420 TriggerCondition* CreateOperatorCondition(class TriggerCondition_Operator OperatorClass, TriggerCondition*[] ChildConditions);// 0x223a278 TriggerCondition* CreateKillPlayerCondition();// 0x223a250 TriggerCondition* CreateGameModeCondition(enum GameModeType);// 0x223a1d0 TriggerAction* CreateDoAction(byte ActionType);// 0x223a148 TriggerCondition* CreateCondition(class TriggerCondition ConditionClass);// 0x223a0c8 TriggerCondition* CreateCollectItemCondition(int ItemId, int CollectCount);// 0x223a004 TriggerCondition* CreateANDCondition(TriggerCondition*[] ChildConditions);// 0x2239ea4 TriggerAction* CreateAction(byte ActionType);// 0x2239e1c bool ConstructTask(int InTaskID, int InTaskSubType, FString InMainConditionParamStr, int InTargetProcess);// 0x2239be4 byte[] ConstructRedoActions();// 0x2b33460 byte[] ConstructEvents();// 0x2b33460 TriggerCondition* ConstructConditions();// 0x2b33460 byte[] ConstructActions();// 0x2b33460 void AddEventTypes(byte[] EventTypes);// 0x2239a8c bool ActiveCondition(byte InTaskConditionType, VariableSet* InDataSource);// 0x22399b8 -------------------------------- 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);// 0x22042a4 void SetConditionParam(int Value);// 0x1e95908 bool IsSatisfy(const TriggerEvent* Event);// 0x1e6c1a4 bool IsSameCondition(byte InTaskConditionType);// 0x220421c bool FillDataSource(VariableSet* InDataSource);// 0x1f35f20 bool DeactiveCondition(VariableSet* InDataSource);// 0x1ebaca0 bool CompareParam(VariableSet* InDataSource);// 0x1ebc8d8 bool ActiveCondition(VariableSet* InDataSource);// 0x1e92c94 -------------------------------- 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: 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: 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: 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: 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] bool bIsSwitching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x218, Size: 8] FName LastUseLogicSlot;//[Offset: 0x220, Size: 8] bool bUIHasBoundDelegate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x228, Size: 1] bool bClientHasFinishedHandleSpawnWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x229, Size: 1] bool EnableResyncSpawnPolling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22a, Size: 1] float ResyncTimeBias;//[Offset: 0x22c, Size: 4] float NextResyncTimestamp;//[Offset: 0x230, Size: 4] delegate LocalBackpackCurerrentWeaponFinishDelegate;//[Offset: 0x238, Size: 12] delegate ChangeCurrentUsingWeaponDelegate;//[Offset: 0x244, Size: 12] delegate ChangeInventoryDataDelegate;//[Offset: 0x250, Size: 12] delegate LocalEquipWeaponFromBackpackFinishedDelegate;//[Offset: 0x25c, Size: 12] delegate SwapWeaponByPropSlotFinishedDelegate;//[Offset: 0x268, Size: 12] InventoryData;//[Offset: 0x28c, Size: 60] GrenadeLogicSlotAndDefineIDData;//[Offset: 0x2c8, Size: 60] STExtraWeapon*[] BackpackPistolList;//[Offset: 0x304, Size: 12] WeaponCreateInstance[] TargetCreateArray;//[Offset: 0x314, Size: 12] SpawnAndBackpackWeaponReplicatedData[] WeaponCreatePool;//[Offset: 0x324, Size: 12] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot1;//[Offset: 0x330, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot2;//[Offset: 0x368, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSubSlot;//[Offset: 0x3a0, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientMeleeSlot;//[Offset: 0x3d8, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientHandPropSlot;//[Offset: 0x410, Size: 56] STExtraWeapon* CurrentWeaponReplicated;//[Offset: 0x44c, Size: 4] STExtraWeapon* TemporaryWeaponReplicated;//[Offset: 0x450, Size: 4] STExtraWeapon* CurrentWeaponSimulate;//[Offset: 0x454, Size: 4] STExtraWeapon* CurrentShieldWeaponReplicated;//[Offset: 0x458, Size: 4] STExtraWeapon* CurrentShieldWeaponSimulate;//[Offset: 0x45c, Size: 4] STExtraWeapon* OldGrenadeWeaponNeedDestroy;//[Offset: 0x48c, Size: 4] void WeaponSystemDataChangedDelegate__DelegateSignature(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x2b33460 void UpdateOwnerClientCreateWeapon();// 0x2290f1c void TickHideWeapon();// 0x2290f08 void SwitchWeaponBySlot(byte Slot, bool bUseAnimation);// 0x2290e44 void SwitchWeaponByLogicSocket_IdleToBackpackFinished();// 0x2290e30 void SwapWeaponByPropSlotFinishedDelegate__DelegateSignature(byte Slot1, byte Slot2);// 0x2b33460 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x228e62c void SimulatedWeaponChangedDelegate__DelegateSignature();// 0x2b33460 void SetGrenadeLogicSocketToWeaponClassMap( GrenadeLogicToWeaponClass);// 0x2290c84 void SetCurrentTemporaryWeapon(STExtraWeapon* InVehicleWeapon, bool IsServerCall);// 0x2290bc0 void RefreshWeaponLogicSocketInSpawnDataCacheByPropSlotOnServer(byte Slot);// 0x2290b48 void PushAutoTriggerWeaponEventTaskWhenEquipWeapon(out const AutoTriggerWeaponEventParam Param);// 0x2290a60 int OverrideShootWeaponInitClip__DelegateSignature(int nWeaponSlot, int nSpecificID);// 0x2b33460 void OnRep_WeaponSystemDataOnSimulateMeleeSlot();// 0x2290a4c void OnRep_WeaponSystemDataOnSimulateHandPropSlot();// 0x2290a38 void OnRep_WeaponSystemDataOnSimulateClientSubSlot();// 0x2290a24 void OnRep_WeaponSystemDataOnSimulateClientSlot2();// 0x2290a10 void OnRep_WeaponSystemDataOnSimulateClientSlot1();// 0x22909fc void OnRep_TemporaryWeaponReplicated(STExtraWeapon* LastVehicleWeapon);// 0x2290984 void OnRep_CurrentWeaponReplicated();// 0x201928c void OnRep_CurrentWeaponLogicSocket();// 0x2290970 void OnRep_CurrentShieldWeaponReplicated();// 0x229095c void OnReconnectOnServer();// 0x1e8dd08 void OnReconnectOnClient();// 0x1f0c3d0 void LogInventoryDataInfo();// 0x2290948 bool LocalSwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x2290838 void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x228e238 void LocalForceFinishSwitchWeapon();// 0x2290824 void LocalEquipWeaponFromBackpackFinishedDelegate__DelegateSignature();// 0x2b33460 void LocalEquipWeaponFromBackpackFinishedCallback();// 0x2290810 bool LocalDestroyWeapon(FName SocketName, bool bEnableBroadcast);// 0x2290734 void LocalBackpackCurerrentWeaponFinishedCallback();// 0x2290720 void LocalBackpackCurerrentWeaponFinishDelegate__DelegateSignature();// 0x2b33460 bool IsWeaponSpawnDataCacheIsEmpty();// 0x22906f8 bool IsCreatingWeaponOnServer();// 0x22906c4 static void InitializeTable(FString MainWeaponTableName);// 0x2290574 void HideAllWeapon(bool Hidden, byte HideMask, STExtraWeapon* IgnoreWeapon);// 0x2290468 void HandleGetWeaponFinished(byte Slot);// 0x2076cc8 FName GetShieldWeaponSlot();// 0x2290428 STExtraWeapon* GetShieldWeapon();// 0x2290400 byte GetPropSlotByLogicSocket(FName LogicSocket);// 0x2290380 static MainWeaponTableStruct GetMainWeaponTableRow(int ID);// 0x2290278 FName GetLogicSocketBySlot(byte Slot);// 0x22901f0 STExtraWeapon* GetLastUsedWeapon();// 0x22901c0 STExtraWeapon* GetInventoryWeaponByPropSlotOnServerOrAutonomousClient(byte Slot);// 0x2290140 STExtraWeapon* GetInventoryWeaponByPropSlot(byte Slot);// 0x22900c0 STExtraWeapon* GetInventoryWeaponByLogicSocket(FName LogicSocket);// 0x2290040 STExtraWeapon* GetInventoryWeaponByDefineID(ItemDefineID DefineID);// 0x228ffb0 FName GetGrenadeSpecificSlotNameByWeapon(STExtraWeapon* Weapon);// 0x228ff28 ItemDefineID GetGrenadeDefindIDBySlot(FName LogicSlot);// 0x228fe90 STExtraWeapon* GetCurrentUsingWeapon();// 0x228fe68 byte GetCurrentUsingPropSlot();// 0x228fe40 FName GetCurrentUsingLogicSocketOnServer();// 0x228fe00 FName GetCurrentUsingLogicSocket();// 0x228fe00 STExtraWeapon* GetCurrentTemporaryWeapon();// 0x228fdd8 int GetBagLevel();// 0x1e8b168 STExtraWeapon*[] GetAllInventoryWeaponList(bool bForceUseMapData);// 0x228fcc8 ItemDefineID[] GetAllInventoryWeaponIDList(bool bForceUseMapData);// 0x228fbb8 void ForceBroadcastChangeAllInventoryDataEvent();// 0x228fba4 void EnableAllBroadcast(bool bEnable);// 0x228fb28 void DropWeapon(STExtraWeapon* Weapon, enum Reason);// 0x228fa64 void DeleteGrenadeSlotAndDefindID(FName LogicSlot);// 0x228f9ec void DebugReconnectToClientOnServer();// 0x228f9d8 void DebugDisconnetToServerOnClient();// 0x228f9c4 void ChangeInventoryDataDelegate__DelegateSignature(byte TargetChangeSlot, byte EChangeType);// 0x2b33460 void ChangeCurrentUsingWeaponDelegate__DelegateSignature(byte TargetChangeSlot);// 0x2b33460 void AddOrSetGrenadeSlotAndDefindID(FName LogicSlot, ItemDefineID ID);// 0x228f8f0 -------------------------------- Class: WeaponCreateInstance ItemDefineID DefineID;//[Offset: 0x0, Size: 24] int SyncTicket;//[Offset: 0x18, 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: 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: KillerTracker.Actor.Object Actor* TargetKiller;//[Offset: 0x2d4, Size: 4] Rotator TargetKillerRotation;//[Offset: 0x2d8, Size: 12] Actor* ReturnActor;//[Offset: 0x2e4, Size: 4] SpringArmComponent* CameraSpringArm;//[Offset: 0x308, Size: 4] CameraComponent* ObservingCamera;//[Offset: 0x30c, Size: 4] delegate OnTrackingEnd;//[Offset: 0x310, Size: 12] float MinMovingSpeed;//[Offset: 0x31c, Size: 4] float MaxMovingTime;//[Offset: 0x320, Size: 4] float ObservingTime;//[Offset: 0x324, Size: 4] float TrackingDelay;//[Offset: 0x328, Size: 4] float ExpectedMinObservingDistance;//[Offset: 0x32c, Size: 4] float CameraAdjustSpeed;//[Offset: 0x330, Size: 4] float TrackerToTargetMaxTime;//[Offset: 0x338, Size: 4] bool bAdjustTargetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c, Size: 1] float MinRotatingngSpeed;//[Offset: 0x340, Size: 4] static KillerTracker* StartTrackingKiller(class KillerTracker Template, Actor* Killer, PlayerController* PC, Vector InitLocation, Rotator InitRotation);// 0x1fcd5d4 void ForceEnd();// 0x1fcd5c0 -------------------------------- Class: VehicleUserComponent.ActorComponent.Object bool bGameModeHasMobs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] bool bCheckPawnStateBeforeEnterVehicle_V180;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd, Size: 1] ItemDefineID LastUsedItemDefineID;//[Offset: 0xc0, Size: 24] float LastFinishCD;//[Offset: 0xd8, Size: 4] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde, Size: 1] delegate OnClosestVehicleChanged;//[Offset: 0xe0, Size: 12] STExtraVehicleBase* Vehicle;//[Offset: 0xec, Size: 4] STExtraVehicleBase* UnmannedVehicle;//[Offset: 0xf0, Size: 4] STExtraPlayerCharacter* Character;//[Offset: 0xf4, Size: 4] enum VehicleUserState;//[Offset: 0xf8, Size: 1] STExtraVehicleBase* LastDriveVehicle;//[Offset: 0xfc, Size: 4] float UpdateVehicleSpeedGUIInterval;//[Offset: 0x100, Size: 4] float UpdateClosestVehicleInterval;//[Offset: 0x108, Size: 4] STExtraVehicleBase*[] OverlappingVehicles;//[Offset: 0x114, Size: 12] STExtraVehicleBase*[] CullWaterRangeVehicles;//[Offset: 0x120, Size: 12] STExtraVehicleBase* CurrentClosestVehicle;//[Offset: 0x12c, Size: 4] bool EnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140, Size: 1] float MaxAllowedExitSpeedDiff;//[Offset: 0x144, Size: 4] bool bRotateToViewOnExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154, Size: 1] float NoFuelTipsDisplayCooldown;//[Offset: 0x158, Size: 4] bool bExitVehicleCheckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x164, Size: 1] float ExitVehicleCheckInterval;//[Offset: 0x168, Size: 4] float CurrentMoveForwardRate;//[Offset: 0x178, Size: 4] float CurrentMoveRightRate;//[Offset: 0x17c, Size: 4] float CurrentMoveUpRate;//[Offset: 0x180, Size: 4] float MaxCanAimAngle;//[Offset: 0x184, Size: 4] bool bPlayMusicEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188, Size: 1] bool EnableTestPawnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x189, Size: 1] float BaseVehicleLockTime;//[Offset: 0x18c, Size: 4] float BaseVehicleServerAuTime;//[Offset: 0x190, Size: 4] float MaxVehicleLockTime;//[Offset: 0x194, Size: 4] float MaxVehicleServerAuTime;//[Offset: 0x198, Size: 4] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19c, Size: 1] float UAVSpeedPercent;//[Offset: 0x1a0, Size: 4] bool bTestModeOn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ac, Size: 1] STExtraVehicleBase* CullWaterVehicle;//[Offset: 0x1b0, Size: 4] STExtraVehicleBase* LastCullWaterVehicle;//[Offset: 0x1b4, Size: 4] Rotator InputExtraRot;//[Offset: 0x1b8, Size: 12] Rotator CharRotVsVehiRot;//[Offset: 0x1c4, Size: 12] float ResetInputExtraRotTime;//[Offset: 0x1d4, Size: 4] bool isHelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dd, Size: 1] float DelayLeanOutTimeAfterChangeSeat;//[Offset: 0x210, Size: 4] float DelayScopeInTimeAfterChangeSeat;//[Offset: 0x218, Size: 4] float ControllerYawClampMin;//[Offset: 0x220, Size: 4] float ControllerYawClampMax;//[Offset: 0x224, Size: 4] enum CurrentSeatType;//[Offset: 0x228, Size: 1] STExtraVehicleBase* BornLandSpawnedVehicle;//[Offset: 0x254, Size: 4] float FastestAllowDistance;//[Offset: 0x258, Size: 4] float NearVehicleTickRate;//[Offset: 0x25c, Size: 4] int VehicleIconID;//[Offset: 0x260, Size: 4] float ForbidNightVehicleTipsCooldown;//[Offset: 0x27c, Size: 4] bool bBornInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x289, Size: 1] bool bIgnoreVehicleLookInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28b, Size: 1] delegate OnReceiveReqQuickSwitchSeat;//[Offset: 0x28c, Size: 12] delegate OnReceiveReqDriverLostSwitchSeat;//[Offset: 0x298, Size: 12] delegate OnRefuseExchangeVehicleSeat;//[Offset: 0x2a4, Size: 12] void UseVehicleWeaponOrNot();// 0x226ed5c void UpdateVehWeaponPassengerViewLimit();// 0x226ed48 void UpdatePassengerViewPitchLimit();// 0x226ed34 void TurnVehicle(float Rate);// 0x226ecbc void TryUseHorn(bool bUse);// 0x226ec3c void TryShutDownUnmannedVehicle();// 0x226ec28 void TryPauseUnmannedVehicle();// 0x226ec14 bool TryLeanOutOrIn(bool bAutoLeanOut, bool bForce);// 0x226eb3c void TryLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x226eac4 void TryLaunchCurrentUnmannedVehicle();// 0x226eaa4 void TryExitVehicle();// 0x226ea90 void TryEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x226e9d4 void TryChangeVehicleSeat();// 0x226e9c0 bool TryChangeToVehicleSeat(int SeatIndex);// 0x226e940 bool TryChangeFreeFireSeatAndScopeIn();// 0x226e918 bool TryChangeFreeFireSeatAndLeanOut();// 0x226e8f0 void TryAutonomousDriving(bool bEnable);// 0x226e870 void TickVehicleCullWater(STExtraVehicleBase* InCullWaterVehicle);// 0x2b33460 void TestMoveVehicleRight(float Rate);// 0x226e7f8 void TestMoveVehicleForward(float Rate);// 0x226e780 void TestForceTurnVehicle(Rotator Rotation, bool bIsAdd);// 0x226e6bc void StopFireVehicleWeapon();// 0x226e6a8 bool ShowVehicleWeaponUI();// 0x226e680 void SetVehicleUserState(enum UserState);// 0x226e60c void SetVehicleIgnoreLookInput(bool bNewIgnore);// 0x226e58c void SetLastDriveVehicle(STExtraVehicleBase* LastVehicle);// 0x1edab38 void SetIsAutoMoveForward(bool IsEnable);// 0x226e50c void SetClosestVehicle(STExtraVehicleBase* InVehicle);// 0x226e498 void SetBrake(float Rate);// 0x226e420 void SetBoosting(bool bEnabled);// 0x226e3a0 void SetAirControlF(float Rate);// 0x226e328 void SetAirControlB(float Rate);// 0x226e2b0 void ServerUseVehicleWeaponOrNot(int SeatId, bool bUse);// 0x226e1a0 void ServerStopFireVehicleWeapon();// 0x226e144 void ServerReqQuickSwitchSeat(STExtraPlayerCharacter* ReqTarget);// 0x226e090 bool ServerForceEnterVehicle(STExtraVehicleBase* InVehicle, int SeatIdx);// 0x226dfcc void ServerDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x226df54 void ServerAgreeQuickSwitchSeat(bool bIsAgree);// 0x226de8c void Server_JoystickCenterClickHandler();// 0x226de30 void SendToServerUnmannedVehicleUse();// 0x226ddd4 void SendToServerUnmannedVehicleRecall();// 0x226dd78 void SendToServerUnmannedVehiclePause();// 0x226dd1c void RspShutDownUnmannedVehicle(bool bSucceed);// 0x1fa9904 void RspRefuseExchangeVehicleSeat(STExtraPlayerCharacter* acceptPlayer);// 0x226dc9c void RspPauseUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x1fc685c void RspLeanOut(bool bOut);// 0x226dc14 void RspLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x226db48 void RspExitVehicle(bool bSuccess);// 0x226dac0 void RspExchangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd);// 0x226d9b4 void RspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x226d858 void RspChangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd, bool bNeedLeanOut, bool bNeedScopeIn);// 0x226d6a4 void RspAutonomousDriving(bool bEnable, bool bSucceed);// 0x226d5cc void ReqSyncViewTargetLastDriveInfo(STExtraPlayerController* ObserverController, STExtraBaseCharacter* ViewTargetCharacter);// 0x226d4d0 void ReqShutDownUnmannedVehicle();// 0x226d474 void ReqQuickSwitchSeat();// 0x226d460 void ReqPauseUnmannedVehicle();// 0x226d404 void ReqMarkLastestVehicle(STExtraPlayerController* STEPC, STExtraVehicleBase* InVehicle);// 0x226d308 void ReqLeanOut(bool IsLeanOut);// 0x226d240 void ReqLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x226d18c void ReqExitVehicle(Vector ClientVehicleVelocity);// 0x226d0e0 void ReqExchangeVehicleSeat();// 0x226d084 void ReqEraseLastDriveVehicle();// 0x226d028 void ReqEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x226cf2c void ReqChangeVehicleSeat(int InSeatIndex);// 0x226ce78 void ReqChangeFreeFireSeatAndScopeIn(bool LeftSide);// 0x226cdb0 void ReqChangeFreeFireSeatAndLeanOut(bool LeftSide);// 0x226cce8 void ReqAutonomousDriving(bool bEnable);// 0x226cc20 void ReqAcceptExchangeVehicleSeat(bool IsAccept);// 0x226cb58 void OnUnmannedVehicleDriverDead(enum EnteredState);// 0x226cae0 void OnUnmannedVehicle_Standby_Reconnet();// 0x2b33460 void OnShutDownUnmannedVehicleCompleted(float cdTime);// 0x2b33460 void OnServerReconnected();// 0x226cacc void OnScopeInAfterChangeSeat();// 0x226cab8 void OnRep_DefineID();// 0x226caa4 void OnRep_BornInVehicle();// 0x226ca90 void OnRefuseExchangeVehicleSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x2b33460 void OnReceiveReqQuickSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x2b33460 void OnReceiveReqDriverLostSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* Driver);// 0x2b33460 void OnPauseUnmannedVehicleCompleted();// 0x2b33460 void OnLeanOutAfterChangeSeat();// 0x226ca7c void OnLaunchUnmannedVehicleCompleted();// 0x2b33460 void OnInputAxisMoveRight(float Rate);// 0x2b33460 void OnInputAxisMoveForward(float Rate);// 0x2b33460 void OnExitVehicleCompleted();// 0x2b33460 void OnEnterVehicleCompleted(enum SeatType);// 0x2b33460 void OnCurrrentClosestVehicleChanged();// 0x2b33460 void OnClientReconnected();// 0x226ca68 void OnChangeVehicleSeatCompleted(enum SeatType);// 0x2b33460 void NotifyLeaveVehicleFailed();// 0x1fc27f0 void MoveVehicleUp(float Rate);// 0x226c9f0 void MoveVehicleRight(float Rate);// 0x226c978 void MoveVehicleForward(float Rate);// 0x226c900 void MaintenanceVehicle(float addpercenthp, bool fixtire);// 0x226c83c bool IsControllingUnmannedVehicle();// 0x226c814 bool IsAutoDriving();// 0x226c7ec bool IgnoreVehicleLookInput();// 0x226c7c4 void HandleVehicleWeaponToLastWeapon(byte TargetChangeSlot);// 0x226c74c void HandleLocalEquipWeaponFromBackpackFinished();// 0x226c738 void HandleLocalBackpackCurrentWeaponFinished();// 0x226c724 bool HandleClientReconnecting();// 0x226c6fc enum GetVehicleUserState();// 0x226c6e0 STExtraVehicleBase* GetVehicle();// 0x226c6c4 STExtraVehicleBase* GetCurrentClosestVehicle();// 0x20d1978 STExtraShootWeapon* GetCharacterVehicleWeapon();// 0x226c69c bool GetAssistantState();// 0x226c674 void ForceExitVehicle(bool bApplyVehicleVelocity, FString Reason, bool bMustExit);// 0x226c51c void FobidRspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x226c3c0 void FlipTrackVehicleDirection();// 0x226c3ac void FireVehicleWeapon();// 0x226c398 void DoExitVehicle(bool bApplyVehicleVelocity, bool bMustExit);// 0x226c2c8 void ClosestVehicleDelegate__DelegateSignature();// 0x2b33460 void ClientReqQuickSwitchSeat(STExtraPlayerCharacter* ReqOrign);// 0x226c214 void ClientDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x1e5e38c void Client_UnbindTouchEvents();// 0x226c1b8 void Client_ShouldBindTouchEvents();// 0x226c15c bool CheckCanLeanOutVehicle();// 0x226c134 void ChangeAssistantState(bool bEnter);// 0x226c0b4 bool CanVehicleShoot(STExtraPlayerCharacter* PlayerCharacter);// 0x226c034 bool CanUseVehicleHorn();// 0x226c00c bool CanLeanOutVehicle(STExtraVehicleBase* InVehicle, STExtraPlayerCharacter* InCharacter, int InSeatIndex);// 0x226bf04 bool CanAutoDriving();// 0x226bedc void BrakeTrackVehicle(bool bIsBrake);// 0x226be5c void AgreeQuickSwitchSeat(bool bIsAgree);// 0x226bddc void AddVehicleFuel(float amount);// 0x226bd64 -------------------------------- Class: ImpactMapValueData STEShootWeaponBulletImpactEffect*[] ImpactEffectList;//[Offset: 0x0, Size: 12] -------------------------------- Class: STEShootWeaponBulletImpactEffect.Actor.Object HitEffectDirectionOverrideDataMap;//[Offset: 0x2d4, Size: 60] ParticleSystem* DefaultFX;//[Offset: 0x310, Size: 4] ParticleSystem* ConcreteFX;//[Offset: 0x314, Size: 4] ParticleSystem* DirtFX;//[Offset: 0x318, Size: 4] ParticleSystem* WaterFX;//[Offset: 0x31c, Size: 4] ParticleSystem* MetalFX;//[Offset: 0x320, Size: 4] ParticleSystem* WoodFX;//[Offset: 0x324, Size: 4] ParticleSystem* GlassFX;//[Offset: 0x328, Size: 4] ParticleSystem* GrassFX;//[Offset: 0x32c, Size: 4] ParticleSystem* FleshFX;//[Offset: 0x330, Size: 4] ParticleSystem* SteelFX;//[Offset: 0x334, Size: 4] ParticleSystem* SandbagFX;//[Offset: 0x338, Size: 4] ParticleSystem* SandFX;//[Offset: 0x33c, Size: 4] ParticleSystem* ClothFX;//[Offset: 0x340, Size: 4] ParticleSystem* PlasticFX;//[Offset: 0x344, Size: 4] ParticleSystem* LeatherFX;//[Offset: 0x348, Size: 4] ParticleSystem* CeramicsFX;//[Offset: 0x34c, Size: 4] ParticleSystem* PaperFX;//[Offset: 0x350, Size: 4] ParticleSystem* StoneFX;//[Offset: 0x354, Size: 4] ParticleSystem* SnowFX;//[Offset: 0x358, Size: 4] ParticleSystem* PopCanFX;//[Offset: 0x35c, Size: 4] ParticleSystem* PyreflyFX;//[Offset: 0x360, Size: 4] ParticleSystem* LeafFX;//[Offset: 0x364, Size: 4] ParticleSystem* CarFX;//[Offset: 0x368, Size: 4] ParticleSystem* AsphaltFX;//[Offset: 0x36c, Size: 4] ParticleSystem* IceFX;//[Offset: 0x370, Size: 4] ParticleSystem* FleshFXNormal;//[Offset: 0x374, Size: 4] ParticleSystem* FleshFXExpand;//[Offset: 0x378, Size: 4] bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] AkAudioEvent* DefaultSound;//[Offset: 0x380, Size: 4] AkAudioEvent* ConcreteSound;//[Offset: 0x384, Size: 4] AkAudioEvent* DirtSound;//[Offset: 0x388, Size: 4] AkAudioEvent* WaterSound;//[Offset: 0x38c, Size: 4] AkAudioEvent* MetalSound;//[Offset: 0x390, Size: 4] AkAudioEvent* WoodSound;//[Offset: 0x394, Size: 4] AkAudioEvent* GlassSound;//[Offset: 0x398, Size: 4] AkAudioEvent* GrassSound;//[Offset: 0x39c, Size: 4] AkAudioEvent* FleshSound;//[Offset: 0x3a0, Size: 4] AkAudioEvent* SteelSound;//[Offset: 0x3a4, Size: 4] AkAudioEvent* SandbagSound;//[Offset: 0x3a8, Size: 4] AkAudioEvent* SandSound;//[Offset: 0x3ac, Size: 4] AkAudioEvent* ClothSound;//[Offset: 0x3b0, Size: 4] AkAudioEvent* PlasticSound;//[Offset: 0x3b4, Size: 4] AkAudioEvent* LeatherSound;//[Offset: 0x3b8, Size: 4] AkAudioEvent* CeramicsSound;//[Offset: 0x3bc, Size: 4] AkAudioEvent* PaperSound;//[Offset: 0x3c0, Size: 4] AkAudioEvent* StoneSound;//[Offset: 0x3c4, Size: 4] AkAudioEvent* SnowSound;//[Offset: 0x3c8, Size: 4] AkAudioEvent* PopCanSound;//[Offset: 0x3cc, Size: 4] AkAudioEvent* PyreflySound;//[Offset: 0x3d0, Size: 4] AkAudioEvent* LeafSound;//[Offset: 0x3d4, Size: 4] AkAudioEvent* CarSound;//[Offset: 0x3d8, Size: 4] AkAudioEvent* AsphaltSound;//[Offset: 0x3dc, Size: 4] AkAudioEvent* IceSound;//[Offset: 0x3e0, Size: 4] AkAudioEvent* WindBreakSound;//[Offset: 0x3e4, Size: 4] AkAudioEvent* ShootFeedbackSound;//[Offset: 0x3e8, Size: 4] AkAudioEvent* ShootShieldFeedbackSound;//[Offset: 0x3ec, Size: 4] DecalData DefaultDecal;//[Offset: 0x3f0, Size: 28] DecalData ConcreteDecal;//[Offset: 0x40c, Size: 28] DecalData DirtDecal;//[Offset: 0x428, Size: 28] DecalData WaterDecal;//[Offset: 0x444, Size: 28] DecalData MetalDecal;//[Offset: 0x460, Size: 28] DecalData WoodDecal;//[Offset: 0x47c, Size: 28] DecalData GrassDecal;//[Offset: 0x498, Size: 28] DecalData GlassDecal;//[Offset: 0x4b4, Size: 28] DecalData FleshDecal;//[Offset: 0x4d0, Size: 28] DecalData SteelDecal;//[Offset: 0x4ec, Size: 28] DecalData SandbagDecal;//[Offset: 0x508, Size: 28] DecalData SandDecal;//[Offset: 0x524, Size: 28] DecalData ClothDecal;//[Offset: 0x540, Size: 28] DecalData PlasticDecal;//[Offset: 0x55c, Size: 28] DecalData LeatherDecal;//[Offset: 0x578, Size: 28] DecalData CeramicsDecal;//[Offset: 0x594, Size: 28] DecalData PaperDecal;//[Offset: 0x5b0, Size: 28] DecalData StoneDecal;//[Offset: 0x5cc, Size: 28] DecalData SnowDecal;//[Offset: 0x5e8, Size: 28] DecalData PopCanDecal;//[Offset: 0x604, Size: 28] DecalData PyreflyDecal;//[Offset: 0x620, Size: 28] DecalData LeafDecal;//[Offset: 0x63c, Size: 28] DecalData CarDecal;//[Offset: 0x658, Size: 28] DecalData AsphaltDecal;//[Offset: 0x674, Size: 28] DecalData IceDecal;//[Offset: 0x690, Size: 28] BulletHitInfoUploadData SurfaceHit;//[Offset: 0x6b0, Size: 240] bool bAudioOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a0, Size: 1] bool bIgnoreDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a1, Size: 1] bool bAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a2, Size: 1] DecalComponent* ImpactDecalComp;//[Offset: 0x7a4, Size: 4] ParticleSystemComponent* ImpactParticleComp;//[Offset: 0x7a8, Size: 4] SceneComponent* TargetImpactComp;//[Offset: 0x7d0, Size: 4] ParticleSystem* GreenBloodFleshFX;//[Offset: 0x84c, Size: 4] WeaponAvatarSpecialFleshFX;//[Offset: 0x850, Size: 60] bool LoadNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x890, Size: 1] bool UseNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x891, Size: 1] void TimerHideDecal();// 0x20d6f64 void OnLoadImpactFxAsyncCallBack(SoftObjectPath ImpactFxPath, float DistanceScaler, byte HitSurfaceType);// 0x20d6d70 void OnHandleImpactFx(ParticleSystem* ImpactFX, float DistanceScaler, byte HitSurfaceType);// 0x20d6c70 SoftObjectPath GetDirectionImpactFXPath(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x20d6a84 bool GetDirectionImpactFXAsync(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x20d68e8 -------------------------------- 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 VictimLocation;//[Offset: 0x24, Size: 12] Vector BulletPos;//[Offset: 0x30, Size: 12] Vector 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 WeaponOwnerHeadPos;//[Offset: 0x84, Size: 12] float DamageRate;//[Offset: 0x90, Size: 4] bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] Vector 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);// 0x438a138 void SetFadeScreenSize(float NewFadeScreenSize);// 0x438a0c0 void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade);// 0x4389fb8 void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x4389f40 float GetFadeStartDelay();// 0x4389f18 float GetFadeDuration();// 0x4389ef0 MaterialInterface* GetDecalMaterial();// 0x4389ec8 MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x4389e98 -------------------------------- 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: 0x470, Size: 12] FString TreasureBoxName;//[Offset: 0x47c, Size: 12] float TotalHP;//[Offset: 0x488, Size: 4] float BrokenHPPropotion;//[Offset: 0x48c, Size: 4] float TotalTime;//[Offset: 0x490, Size: 4] int boxId;//[Offset: 0x494, Size: 4] Vector GroupLoc;//[Offset: 0x498, Size: 12] float DestroyTime;//[Offset: 0x4a4, Size: 4] float OperationalDistance;//[Offset: 0x4a8, Size: 4] float VisibleHUDlDistance;//[Offset: 0x4ac, Size: 4] ParticleSystem* StandbyEffect;//[Offset: 0x4b0, Size: 4] Transform StandbyEffectTrans;//[Offset: 0x4c0, Size: 48] ParticleSystem* OpenningEffect;//[Offset: 0x4f0, Size: 4] Transform OpenningEffectTrans;//[Offset: 0x500, Size: 48] ParticleSystem* OpennedEffect;//[Offset: 0x530, Size: 4] Transform OpennedEffectTrans;//[Offset: 0x540, Size: 48] ParticleSystem* BrokenEffect1;//[Offset: 0x570, Size: 4] Transform BrokenEffect1Trans;//[Offset: 0x580, Size: 48] ParticleSystem* BrokenEffect2;//[Offset: 0x5b0, Size: 4] Transform BrokenEffect2Trans;//[Offset: 0x5c0, Size: 48] MaterialInterface* BlackMat;//[Offset: 0x5f0, Size: 4] ProduceDropItemComponent* ProduceComponent;//[Offset: 0x5f4, Size: 4] SceneComponent* DefaultRoot;//[Offset: 0x5f8, Size: 4] class Controller[] InstigatorList;//[Offset: 0x5fc, Size: 12] class Actor[] DamageCauserList;//[Offset: 0x608, Size: 12] enum PickUpBoxType;//[Offset: 0x614, Size: 1] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x615, Size: 1] bool bIconInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x616, Size: 1] int IconID;//[Offset: 0x618, Size: 4] bool bHideLightColumn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680, Size: 1] bool bRegisterRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x682, Size: 1] bool bAutoActiveBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x683, Size: 1] int ClientAutoActiveBoxCD;//[Offset: 0x684, Size: 4] int AutoActiveBoxCD;//[Offset: 0x688, Size: 4] int HideLightColumn;//[Offset: 0x68c, Size: 4] float GoUpAnimationWait;//[Offset: 0x690, Size: 4] float GoUpAnimationSpeed;//[Offset: 0x694, Size: 4] float GoUpAnimationHight;//[Offset: 0x698, Size: 4] bool GoUpAnimationHightEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x69c, Size: 1] float GoUpAnimationYawSpeed;//[Offset: 0x6a0, Size: 4] float GoUpAnimationYawTotal;//[Offset: 0x6a4, Size: 4] Vector BoxCoverLoc;//[Offset: 0x6a8, Size: 12] Rotator BoxCoverRot;//[Offset: 0x6b4, Size: 12] bool bImmediateOpenBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c0, Size: 1] bool IsForbidOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c1, Size: 1] bool GoUpAnimationAkAudioStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c2, Size: 1] SkeletalMeshComponent* NeedAnimationBoxMesh;//[Offset: 0x6c4, Size: 4] BoxComponent* NeedAnimationBoxCover;//[Offset: 0x6c8, Size: 4] float StartedTime;//[Offset: 0x6e8, Size: 4] enum CurState;//[Offset: 0x6ec, Size: 1] uint32 StartedPlayerKey;//[Offset: 0x6f0, Size: 4] int StartedTeamId;//[Offset: 0x6f4, Size: 4] float CountdownTime;//[Offset: 0x6f8, Size: 4] float StartDestroytime;//[Offset: 0x6fc, Size: 4] int MonsterBoxId;//[Offset: 0x700, Size: 4] int MonsterBoxTempleteId;//[Offset: 0x704, Size: 4] DataStrs;//[Offset: 0x708, Size: 60] ParticleSystemComponent* StandbyEffectComp;//[Offset: 0x748, Size: 4] ParticleSystemComponent* OpenningEffectComp;//[Offset: 0x74c, Size: 4] ParticleSystemComponent* OpenedEffectComp;//[Offset: 0x750, Size: 4] ParticleSystemComponent* BrokenEffect1Comp;//[Offset: 0x754, Size: 4] ParticleSystemComponent* BrokenEffect2Comp;//[Offset: 0x758, Size: 4] MaterialInstanceDynamic* DynamicMat;//[Offset: 0x75c, Size: 4] Object* TriggerActionHost;//[Offset: 0x790, Size: 4] void ShowMonsterTreasureBoxSkelemesh(bool IsShow);// 0x2b33460 void ShowMonsterTreasureBox(PlayerController* PC);// 0x1ff1d34 void SetDropItems(out const DropPropData[] DropItems, STExtraPlayerState* PlayerState);// 0x2b33460 void SetClientClientAutoActiveBoxCD(int CD);// 0x1ff1cbc void SetAutoActiveBoxCD(int leftTime);// 0x1ff1c44 void OnTreasureBoxPicked__DelegateSignature();// 0x2b33460 void OnSomeonePickItem(uint32 InPC);// 0x1ff1bcc void OnRep_HideLightColumn();// 0x1ff1bb8 void OnRep_CurState();// 0x1ff1ba4 void OnBoxEmpty();// 0x1ff1b90 void OnAnimationStop();// 0x1ff1b7c bool IsShowIcon();// 0x1ff1b54 int GetMonsterBoxId();// 0x1ff1b2c enum[] GetDamageableGameObjectType();// 0x1ff1a64 enum GetCurState();// 0x1ff1a3c int GetClientClientAutoActiveBoxCD();// 0x1ff1a14 void DeActiveMonsterTreasureBox();// 0x1ff1a00 bool CanBeDamaged();// 0x1ff19d8 void BPRepCurState();// 0x2b33460 void BPOnStopMonsterTreasureBox();// 0x2b33460 void BPOnStartMonsterTreasureBox();// 0x2b33460 void BPOnHideLightColumn();// 0x2b33460 void BPOnCountdownEnd();// 0x2b33460 void BPOnBreakMonsterTreasureBox();// 0x2b33460 void BPOnAnimationStop();// 0x2b33460 void BPOnAnimationAkAudioStop();// 0x2b33460 void BPOnAnimationAkAudioStart();// 0x2b33460 FString BPGetTreasureBoxName();// 0x2b33460 -------------------------------- Class: UAEHouseActor.UAENetActor.LuaActor.Actor.Object int iRegionHouse;//[Offset: 0x370, Size: 4] float WindowHideDistanceSquared;//[Offset: 0x374, Size: 4] float WindowLoadDistanceSquared;//[Offset: 0x378, Size: 4] float WindowLoadDistanceSquaredOnVeryLowDevice;//[Offset: 0x37c, Size: 4] float WindowLoadDistanceSquaredOnServer;//[Offset: 0x380, Size: 4] UAEWindowRepData[] WindowList;//[Offset: 0x384, Size: 12] WindowComponents;//[Offset: 0x390, Size: 60] bool bEnableWindow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc, Size: 1] bool bShouldConsiderDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cd, Size: 1] bool SerializeDataUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41c, Size: 1] bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41d, Size: 1] byte[] SerializeData;//[Offset: 0x420, Size: 12] static void ProcessWindowCreateList();// 0x2759b2c void OnRep_WindowList();// 0x2759b18 void BroadcastWindowRepDataUpdated(UAEWindowRepData InRepData);// 0x27598f0 -------------------------------- 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: 0x698, Size: 4] bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x69c, Size: 1] Pawn* LastInstigatorPawn;//[Offset: 0x6a0, Size: 4] StaticMesh* BrokenMesh;//[Offset: 0x6a4, Size: 4] ParticleSystem* BrokenEffect;//[Offset: 0x6a8, Size: 4] void NotifyServerBroken();// 0x2b33460 void NotifyRepDataUpdated(bool bInitial, bool bLocal);// 0x2767614 void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal);// 0x2b33460 void LocalHandleWindowBroken(bool bInitial, bool bLocal);// 0x2767544 void HandleBroken(PlayerController* Instigator, bool bLocal);// 0x2767480 UAEWindowRepData GetRepData();// 0x2767348 -------------------------------- 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);// 0x204fa98 void StartDrop(Actor* DeadCharacter, Controller* Killer);// 0x204f9dc void SetProduceID(int produceID);// 0x204f968 void SetNightDropPlanIDList(out int[] DayIdList, out int[] NightIdList);// 0x204f804 void SetDropPlanIDList(out int[] IDList);// 0x204f738 void SetDropItemLifeSpan(int ItemTime);// 0x204f6c0 void RandomCircleDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans, Actor* IgnorePawn, Actor* KillerActor);// 0x204f4d0 void OnOwnerPawnDead(STExtraSimpleCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x204f2d0 void NineGridDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans);// 0x204f160 FString GetWrapperActorPath(ItemDefineID DefineID);// 0x204f040 class Object GetWrapperActorClass(ItemDefineID DefineID);// 0x204efa8 PickUpWrapperActor*[] GetGenerateWrapperList();// 0x204ee90 FString GetDropItemCfgList(out DropItemConfig[] DropList);// 0x204ed34 int GetCountStrNum(FString CountStr);// 0x204ebd4 FString GenerateDropItemByOwner(out DropPropData[] FinalDropItems);// 0x204ea80 FString GenerateDropItemByCfg(out DropPropData[] FinalDropItems);// 0x204e92c bool DropToTreasureBox(out const DropPropData[] PropData, Actor* TargetActor, FString BoxName, enum BoxType, Vector Offset, bool bIsAutoExpand, bool bFixBoxName);// 0x204e5b4 void DropToTombBox(out const PickUpItemData[] PropData, Character* DeadPawn);// 0x204e4b8 void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent* BackPack);// 0x204e3a0 Actor* DropToGround(out const PickUpItemData PropData, Transform WrapperTrans, Vector StartPos, bool ShowGroundEffect);// 0x204e0f0 void DropToCommonTreasureBox(Actor* Producer);// 0x204e070 void DropToCommonLootBox(Actor* Producer, Transform BoxTrans, CommonTreasureBox* CommonTreasureBox);// 0x204df00 void DropOutPropsNearActor(out const DropPropData[] PropDataList, Actor* StartActor);// 0x204dddc void DropOutProps(out const DropPropData[] PropData, Character* KillerPawn, Actor* DeadPawn);// 0x204dc7c void CalcDropItemListByDropRuleByCfg(out const DropItemConfig DropRuleCfg, out DropPropData[] DropItemList);// 0x204db44 void CalcDropItemListByDropRule(out DropPropData[] DropItemList, int DropPlanId);// 0x204da28 -------------------------------- 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);// 0x1f38bcc void OnDropGroundLoadFinsh();// 0x1f38bb8 void AddItemClient(int Group, Vector InStartPos, Vector InEndPos, Actor* Target);// 0x1f38a68 void AddDropActorServer(Actor* PickUpWrapper, Vector InStartPos, int UserAddr);// 0x1f38964 -------------------------------- 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: STExtraSimpleCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object int iRegionSimpleCharacter;//[Offset: 0xc70, Size: 4] int ForceLifePeriodTime;//[Offset: 0xc74, Size: 4] bool bClientRegionForceClose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc78, Size: 1] bool bDamageTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc79, Size: 1] bool bIsPreClientDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc7a, Size: 1] delegate OnDeath;//[Offset: 0xc7c, Size: 12] float DelayHideDuration;//[Offset: 0xc88, Size: 4] float AnimDeathLifeSpan;//[Offset: 0xc8c, Size: 4] bool bForcePlayDeadAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc90, Size: 1] float DelayHideDurationByHeadShoot;//[Offset: 0xc94, Size: 4] float AnimDeathLifeSpanByHeadShoot;//[Offset: 0xc98, Size: 4] float DelayHideDurationByVehicleHit;//[Offset: 0xc9c, Size: 4] float AnimDeathLifeSpanByVehicleHit;//[Offset: 0xca0, Size: 4] ParticleSystem* HeadShootFX_Red;//[Offset: 0xca4, Size: 4] ParticleSystem* HeadShootFX_Green;//[Offset: 0xca8, Size: 4] class PlayerTombBox* DropTomb;//[Offset: 0xcac, Size: 4] int MonsterSpawnTime;//[Offset: 0xcb0, Size: 4] int MonsterDeathTime;//[Offset: 0xcb4, Size: 4] int IdleBlendSpaceValue;//[Offset: 0xcb8, Size: 4] bool IsLeftRightMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcbc, Size: 1] float AnimBornLifeSpan;//[Offset: 0xcc0, Size: 4] bool BornOnCeiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc4, Size: 1] float AnimLand_Hard_VelocitySquared_Threshold;//[Offset: 0xcc8, Size: 4] float AnimLand_Hard_LifeSpan;//[Offset: 0xccc, Size: 4] float AnimLand_Light_LifeSpan;//[Offset: 0xcd0, Size: 4] float AnimActiveLifeSpan;//[Offset: 0xcd4, Size: 4] SimpleCharAnimParamList CurAnimParamList;//[Offset: 0xcec, Size: 88] float MaxRememberEnemyTimeInSeconds;//[Offset: 0xd44, Size: 4] float MinTimeLockTarget;//[Offset: 0xd48, Size: 4] float MinTimeWhenCannotSeeTarget;//[Offset: 0xd4c, Size: 4] float SensedRadius;//[Offset: 0xd50, Size: 4] float MinTimeLockHeardEnemy;//[Offset: 0xd54, Size: 4] float HeardRadius;//[Offset: 0xd58, Size: 4] float EnableAnimOnDSDistanceSq;//[Offset: 0xd5c, Size: 4] SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xd60, Size: 4] MobAdvancedMovement* MobAdvancedMovement;//[Offset: 0xd64, Size: 4] MobPerceptionController* MobPerceptionController;//[Offset: 0xd68, Size: 4] STExtraSimpleCharacterPhysics* SimpleCharacterPhysics;//[Offset: 0xd6c, Size: 4] UnitAttrComponent* UnitAttrComp;//[Offset: 0xd70, Size: 4] CircleMgrComponent* CircleMgr;//[Offset: 0xd80, Size: 4] int SyncAIState;//[Offset: 0xd84, Size: 4] int AIState;//[Offset: 0xd90, Size: 4] float HurtAnimTime;//[Offset: 0xd94, Size: 4] float BackAnimPerc;//[Offset: 0xd98, Size: 4] float TurnInPlaceAngel;//[Offset: 0xd9c, Size: 4] delegate OnEnterAIState;//[Offset: 0xdac, Size: 12] delegate OnLeaveAIState;//[Offset: 0xdb8, Size: 12] delegate OnBPEnterAIState;//[Offset: 0xdc4, Size: 12] delegate OnBPLeaveAIState;//[Offset: 0xdd0, Size: 12] delegate OnChangeAnimParam;//[Offset: 0xddc, Size: 12] delegate OnAnimInstanceAssetLoaded;//[Offset: 0xde8, Size: 12] delegate OnAnimListComponentAssetLoaded;//[Offset: 0xdf4, Size: 12] delegate OnCharacterHitPointDelgate;//[Offset: 0xe14, Size: 12] bool bCanSkillSpeedScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe20, Size: 1] int FlowId;//[Offset: 0xe24, Size: 4] FString MonsterName;//[Offset: 0xe28, Size: 12] FString MonsterNameID;//[Offset: 0xe34, Size: 12] int MonsterSyncID;//[Offset: 0xe40, Size: 4] bool bEnableAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe44, Size: 1] int Gold;//[Offset: 0xe48, Size: 4] int SuperGold;//[Offset: 0xe4c, Size: 4] int[] BornSkill;//[Offset: 0xe50, Size: 12] int[] AloneSkillIdList;//[Offset: 0xe5c, Size: 12] int HealthBarCount;//[Offset: 0xe68, Size: 4] bool bIsCrawlChar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe6c, Size: 1] int NeedSendAttackFlow;//[Offset: 0xe70, Size: 4] float TakeDamageScale;//[Offset: 0xe74, Size: 4] float DamageScale;//[Offset: 0xe78, Size: 4] Actor* AttackTarget;//[Offset: 0xe7c, Size: 8] int[] DecalIndexArray;//[Offset: 0xe84, Size: 12] ImpactFXMap;//[Offset: 0xe90, Size: 60] ImpactSoundMap;//[Offset: 0xecc, Size: 60] byte HitPartJudgment;//[Offset: 0xf08, Size: 1] NewHitBodyPosMap;//[Offset: 0xf0c, Size: 60] BodyTypeDef StandBodyDef;//[Offset: 0xf48, Size: 8] PVELagCompensationComponent* PVELagCompensationComponent;//[Offset: 0xf50, Size: 4] CapsuleComponent* ProneCapsuleComponent;//[Offset: 0xf54, Size: 4] float IdleWalkSpeedRatio;//[Offset: 0xf58, Size: 4] float AttackWalkSpeedRatio;//[Offset: 0xf5c, Size: 4] float SprintRunSpeedRatio;//[Offset: 0xf60, Size: 4] float SidewaysSpeedRatio;//[Offset: 0xf64, Size: 4] float MaxSpeedModeRatio;//[Offset: 0xf68, Size: 4] float[] CircleDamageRate;//[Offset: 0xf6c, Size: 12] int ObjectPoolSize;//[Offset: 0xf78, Size: 4] int LifePeriodTime;//[Offset: 0xf7c, Size: 4] float KilledDisCircleEdge;//[Offset: 0xf80, Size: 4] int MaxHPStageForBroadcast;//[Offset: 0xf84, Size: 4] bool bEnableMaxAllowedDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf88, Size: 1] float MaxAllowedDistanceFromSpawnPoint;//[Offset: 0xf8c, Size: 4] bool bMaxAllowedDistanceCheckIn2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf90, Size: 1] bool IsHeadShootDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf98, Size: 1] int RageLevel;//[Offset: 0xfb4, Size: 4] float AloneRageTimerRate;//[Offset: 0xfc0, Size: 4] float ImpluseScale;//[Offset: 0xfc4, Size: 4] float ImpluseZScale;//[Offset: 0xfc8, Size: 4] bool EnableOverlapImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfcc, Size: 1] bool EnableOverlapDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfcd, Size: 1] float OverlapVehicleDamageRate;//[Offset: 0xfd0, Size: 4] float OverlapAgainstVehicleDamageRate;//[Offset: 0xfd4, Size: 4] float MinDamageInterval;//[Offset: 0xfd8, Size: 4] float MovementTickInterval;//[Offset: 0xfdc, Size: 4] float DsActorTickInterval;//[Offset: 0xfe0, Size: 4] bool IsNavWalkMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe4, Size: 1] AkAudioEvent* MonsterBornSound;//[Offset: 0xfec, Size: 4] AkAudioEvent* MonsterDeadSound;//[Offset: 0xff0, Size: 4] AkAudioEvent* MonsterIdleSound;//[Offset: 0xff4, Size: 4] AkAudioEvent* MonsterRunSound;//[Offset: 0xff8, Size: 4] float NoPathToTargetTimer;//[Offset: 0xffc, Size: 4] enum AnimGroupMask;//[Offset: 0x1000, Size: 1] bool bEnableTurnAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1001, Size: 1] bool bEnableDSTurnAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1002, Size: 1] bool ExplodeBeforeDieEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1008, Size: 1] int ExplodeSkillID;//[Offset: 0x100c, Size: 4] float ExplodeSkillDuration;//[Offset: 0x1010, Size: 4] bool CloseCollisionForMeshOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1014, Size: 1] AkComponent* SoundComp;//[Offset: 0x1018, Size: 4] float LagCompensationRecordInterval;//[Offset: 0x10e0, Size: 4] float HearRadius;//[Offset: 0x1124, Size: 4] float MinTimeLockHeardPos;//[Offset: 0x1128, Size: 4] bool bIgnoreNetRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1130, Size: 1] bool bSimulateMovementByCharacterMovementComponentOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1131, Size: 1] bool bNotifyLuaDamageEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1132, Size: 1] bool TestPathSyncToLocation(Vector Location);// 0x21b6434 bool TestPathSyncToActor(Actor* Actor);// 0x21b63b4 void StopMovementMode();// 0x20f78ec void StartMovementMode();// 0x20f8410 void ShowHeadShootDeadEffect();// 0x21b63a0 void SetCopyBoneSimpleChar(STExtraSimpleCharacter* InSimpleChar);// 0x21b6328 void ResetCharAnimParam();// 0x21b6314 void OnSmoothComponentSnapshotPreReplicate();// 0x21b6300 void OnRep_SyncAIState();// 0x21b62ec void OnRep_ReplicatedMovement();// 0x1e8b2cc void OnRep_RageLevel();// 0x21b62d8 void OnRep_MonsterSyncID();// 0x21b62c4 void OnRep_MonsterNameID();// 0x21b62b0 void OnRep_IsLeftRightMove();// 0x21b6294 void OnRep_IdleBlendSpaceValue();// 0x21b6280 void NotifyInitial();// 0x21b626c void MulticastPlayerSoundByID(int SoundID);// 0x21b61b8 void LeaveAIState(enum NewState, bool bIsNotify);// 0x21b60f4 bool IsSameTeam(Pawn* Other);// 0x20f5728 bool IsInActiveState();// 0x21b60cc bool IsEnableBroadcastDamage(out const DamageEvent DamageEvent, float Damage);// 0x21b5fe0 bool IsCanCopyBone();// 0x21b5fb8 bool IsBoss();// 0x21b5f90 bool IsBigBoss();// 0x21b5f68 bool IsBehemoth();// 0x21b5f40 void InitCharAnimParam();// 0x21b5f2c bool HasAIState(enum NewState);// 0x21b5eac void HandleHitByBullet(Actor* Causer);// 0x21b5e34 void GotoEarthAndDie();// 0x21b5e18 Vector GetVelocity();// 0x21b5dc8 AkComponent* GetSoundComponent();// 0x21b5da0 Vector GetServerHeadLocation();// 0x21b5d58 STExtraPlayerController* GetPlayerControllerSafety();// 0x20f36f0 int GetMonsterType();// 0x21b5d3c FString GetMonsterName();// 0x21b5c74 float GetHitBoxRadius();// 0x21b5c58 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x21b5ae4 ExFootIKComponent* GetExFootIKComponent();// 0x21b5ab4 class PlayerTombBox GetDropTomb();// 0x21b5a84 int GetDeactiveMonsterCount();// 0x21b5a5c byte GetCurHitPartJugementType();// 0x21b5a34 STExtraSimpleCharacter* GetCopyBoneSimpleChar();// 0x21b5a0c SimpleCharAnimParamList GetAnimParam();// 0x21b5980 int GetAliveTimeSeconds();// 0x21b5964 int GetActiveMonsterCount();// 0x21b593c void ExplodeBeforeDie(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, Vector _hitImpulseDir, HitResult _hitInfo, bool bIsHeadshot);// 0x21b5680 void EnterAIState(enum NewState, bool bIsNotify);// 0x21b55bc void EnableDSAnim(bool bEnable);// 0x21b553c void DisappearOnDeath();// 0x21b5528 void DieAfterExplode();// 0x21b5514 void DelayHidden();// 0x20f0b60 void ClearOnDeath(Controller* EventInstigater, out const DamageEvent DamageEvent);// 0x21b5434 bool CheckPlayerNeedUpdateAnimation();// 0x21b540c void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x21b5300 void ChangeSourceType(byte NewSourceType);// 0x21b5288 void BroadcastReliableLeaveAIState(enum NewState, bool bIsNotify);// 0x21b5178 void BroadcastReliableEnterAIState(enum NewState, bool bIsNotify);// 0x21b5068 void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b4dec void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b4b04 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b4888 void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b460c void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b437c void BroadcastClientsSimulateLastPointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b4100 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b3e84 void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b3c08 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b3980 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x21b3698 void BroadcastClientsGMTestDamage(float Damage, float CurHealth, int DamageClassID, byte HitPart);// 0x21b3504 void BroadcastClientsDebugSpeed(float Speed);// 0x21b3450 void BroadcastClientsDebugOutputDamage(float OutputDmg);// 0x21b339c void BPSetEyeEffect(float Switch, LinearColor Color);// 0x2b33460 void BPPreRespawned();// 0x1fc5de8 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2b33460 void BPNotifyInitial();// 0x2b33460 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x2b33460 void BPMonsterInitTableDone();// 0x2b33460 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x21b3228 bool BP_HasAIState(enum NewState);// 0x21b31a8 RoadPointInfo[] BleCallGetRoadPoints();// 0x21b30e0 bool AllowAIState(enum NewState);// 0x2068f04 void AddWeaponDamageAddition(byte WeaponType);// 0x21b3068 -------------------------------- 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] float TurnThreshold;//[Offset: 0x284, Size: 4] CurveFloat* TurnTimeCurve;//[Offset: 0x288, Size: 4] float TurnSpeed;//[Offset: 0x28c, Size: 4] void TeleportNextSync();// 0x2089334 void StopPredict();// 0x2089320 void SetVelocity(out const Vector Velocity);// 0x208929c void SetEnable(bool bInEnable, bool bForceReinit);// 0x20891cc void SetAngularVelocity(float PitchSpeed, float YawSpeed, float RollSpeed);// 0x20890cc void OnRep_Snapshot();// 0x20890b8 Vector GetVelocity();// 0x2089070 bool GetEnable();// 0x2089054 Vector FindFloor(const Vector InLocation);// 0x2088fc0 -------------------------------- 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);// 0x1feaf64 void WallJump(Vector DstLocation);// 0x1feaef4 void WallClimbExit();// 0x1feaee0 void WallClimb(Vector DstLocation, Vector originLocation, float WindowHeight);// 0x1feadd8 void TickWallJump_Turn(float DeltaTime);// 0x1fead60 void TickWallJump(float DeltaTime);// 0x1feace8 void TickWallClimb_Turn(float DeltaTime);// 0x1feac70 void TickWallClimb_JumpToWall(float DeltaTime);// 0x1feabf8 void TickWallClimb_ClimbUp(float DeltaTime);// 0x1feab80 void TickWallClimb_ClimbToStand(float DeltaTime);// 0x1feab08 void TickWallClimb(float DeltaTime);// 0x1feaa90 void TickStride_Turn(float DeltaTime);// 0x1feaa18 void TickStride_Stride(float DeltaTime);// 0x1fea9a0 void TickStride_MoveToWall(float DeltaTime);// 0x1fea928 void TickStride(float DeltaTime);// 0x1fea8b0 void StrideJump();// 0x1fea89c void StrideExit();// 0x1fea888 void Stride(out Vector DstLocation, out Vector originLocation);// 0x1fea7b0 void OnMobDie();// 0x1fea79c void NotifyClientsWallClimbSyncState(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x1fea690 void NotifyClientsWallClimbStartClimbToStand(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x1fea584 void NotifyClientsStrideState(Vector pos, Rotator Rotator, int nowStrideState);// 0x1fea478 void NotifyClientsStartStride(Vector pos, Rotator Rotator, int nowStrideState, Vector originLocation, Vector DstLocation, float heightLength, float forwardLength);// 0x1fea224 bool IsInAdvancedMovement();// 0x1fea1fc int GetWallJumpState();// 0x1fea1d4 int GetWallClimbState();// 0x1fea1ac int GetStrideState();// 0x1fea184 void BPWallJump(Vector DstLocation);// 0x1fea10c void BPWallClimb(Vector DstLocation);// 0x1fea094 -------------------------------- 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);// 0x1fedbe8 void OnPerceptionSenseUpdated(AIPerceptionComponent* PerceptionComponent, out Actor*[] UpdatedActors);// 0x1fedad8 void OnMobDie();// 0x1fedac4 void ClearNoisePool();// 0x1fedac4 NoiseCheckResult CheckNoise(out AIStimulus Stimulus);// 0x1fed924 float Attenuation(out AIStimulus Stimulus);// 0x1fed78c void AddToNoisePool(Actor* Instigator, out AIStimulus Stimulus, float LoudnessHeard);// 0x1fed570 -------------------------------- 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);// 0x39a8590 float GetTagCooldownEndTime(GameplayTag CooldownTag);// 0x39a8510 void AddCooldownTagDuration(GameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration);// 0x39a83fc -------------------------------- Class: BrainComponent.ActorComponent.Object BlackboardComponent* BlackboardComp;//[Offset: 0xc0, Size: 4] AIController* AIOwner;//[Offset: 0xc4, Size: 4] void StopLogic(FString Reason);// 0x39aef88 void RestartLogic();// 0x1e5e40c bool IsRunning();// 0x39aef58 bool IsPaused();// 0x1e8b29c -------------------------------- 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);// 0x39ad460 void SetValueAsString(out const FName KeyName, FString StringValue);// 0x39ad2a4 void SetValueAsRotator(out const FName KeyName, Rotator RotatorValue);// 0x39ad1c8 void SetValueAsObject(out const FName KeyName, Object* ObjectValue);// 0x39ad0ec void SetValueAsName(out const FName KeyName, FName NameValue);// 0x39ad010 void SetValueAsInt(out const FName KeyName, int IntValue);// 0x39acf34 void SetValueAsFloat(out const FName KeyName, float FloatValue);// 0x39ace58 void SetValueAsEnum(out const FName KeyName, byte EnumValue);// 0x39acd7c void SetValueAsClass(out const FName KeyName, class Object ClassValue);// 0x39a9978 void SetValueAsBool(out const FName KeyName, bool BoolValue);// 0x39a9894 bool IsVectorValueSet(out const FName KeyName);// 0x39a9800 Vector GetValueAsVector(out const FName KeyName);// 0x39a975c FString GetValueAsString(out const FName KeyName);// 0x39a9640 Rotator GetValueAsRotator(out const FName KeyName);// 0x39a959c Object* GetValueAsObject(out const FName KeyName);// 0x39a9508 FName GetValueAsName(out const FName KeyName);// 0x39a946c int GetValueAsInt(out const FName KeyName);// 0x39a93d8 float GetValueAsFloat(out const FName KeyName);// 0x39a9344 byte GetValueAsEnum(out const FName KeyName);// 0x39a92b0 class Object GetValueAsClass(out const FName KeyName);// 0x39a921c bool GetValueAsBool(out const FName KeyName);// 0x39a9188 bool GetRotationFromEntry(out const FName KeyName, out Rotator ResultRotation);// 0x39a90a0 bool GetLocationFromEntry(out const FName KeyName, out Vector ResultLocation);// 0x39a8fb8 void ClearValue(out const FName KeyName);// 0x39a8f2c -------------------------------- 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: BTNode.Object FString NodeName;//[Offset: 0x20, Size: 12] BehaviorTree* TreeAsset;//[Offset: 0x2c, Size: 4] BTCompositeNode* ParentNode;//[Offset: 0x30, Size: 4] -------------------------------- 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: 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: GameplayTag FName TagName;//[Offset: 0x0, Size: 8] -------------------------------- Class: AIController.Controller.Actor.Object bool bStopAILogicOnUnposses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x340, Size: 1] bool bLOSflag;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x340, Size: 1] bool bSkipExtraLOSChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x340, Size: 1] bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x340, Size: 1] bool bWantsPlayerState;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x340, Size: 1] bool bSetControlRotationFromPawnOrientation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x340, Size: 1] PathFollowingComponent* PathFollowingComponent;//[Offset: 0x344, Size: 4] BrainComponent* BrainComponent;//[Offset: 0x348, Size: 4] AIPerceptionComponent* PerceptionComponent;//[Offset: 0x34c, Size: 4] PawnActionsComponent* ActionsComp;//[Offset: 0x350, Size: 4] BlackboardComponent* Blackboard;//[Offset: 0x354, Size: 4] GameplayTasksComponent* CachedGameplayTasksComponent;//[Offset: 0x358, Size: 4] class NavigationQueryFilter* DefaultNavigationFilterClass;//[Offset: 0x35c, Size: 4] delegate ReceiveMoveCompleted;//[Offset: 0x360, Size: 12] bool UseGameplayTasksComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36d, Size: 1] bool bShareNavigationSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36e, Size: 1] Vector ShareNavSysOffset;//[Offset: 0x370, Size: 12] bool UseBlackboard(BlackboardData* BlackboardAsset, out BlackboardComponent* BlackboardComponent);// 0x399f9fc void UnclaimTaskResource(class GameplayTaskResource ResourceClass);// 0x399f984 void SetMoveBlockDetection(bool bEnable);// 0x399f904 bool RunBehaviorTree(BehaviorTree* BTAsset);// 0x399f87c void OnUsingBlackBoard(BlackboardComponent* BlackboardComp, BlackboardData* BlackboardAsset);// 0x2b33460 void OnUnpossess(Pawn* UnpossessedPawn);// 0x2b33460 void OnPossess(Pawn* PossessedPawn);// 0x2b33460 void OnGameplayTaskResourcesClaimed(GameplayResourceSet NewlyClaimed, GameplayResourceSet FreshlyReleased);// 0x399f7b8 byte MoveToLocation(out const Vector Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x399f510 byte MoveToActor(Actor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x399f2c8 void K2_SetFocus(Actor* NewFocus);// 0x399f250 void K2_SetFocalPoint(Vector FP);// 0x399f1e0 void K2_ClearFocus();// 0x399f1cc bool HasPartialPath();// 0x399f1a4 PathFollowingComponent* GetPathFollowingComponent();// 0x36300a0 byte GetMoveStatus();// 0x399f17c Vector GetImmediateMoveDestination();// 0x399f134 Actor* GetFocusActor();// 0x399f10c Vector GetFocalPointOnActor(const Actor* Actor);// 0x399f074 Vector GetFocalPoint();// 0x399f02c AIPerceptionComponent* GetAIPerceptionComponent();// 0x399f010 void ClaimTaskResource(class GameplayTaskResource ResourceClass);// 0x399ef98 -------------------------------- Class: PathFollowingComponent.ActorComponent.Object NavMovementComponent* MovementComp;//[Offset: 0xf0, Size: 4] NavigationData* MyNavData;//[Offset: 0xfc, Size: 4] void OnNavDataRegistered(NavigationData* NavData);// 0x39bfaf8 void OnActorBump(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x39bf988 Vector GetPathDestination();// 0x39bf940 byte GetPathActionType();// 0x39bf918 -------------------------------- 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);// 0x39a1858 void RequestStimuliListenerUpdate();// 0x39a1844 void OnOwnerEndPlay(Actor* Actor, byte EndPlayReason);// 0x39a1788 void GetPerceivedHostileActors(out Actor*[] OutActors);// 0x39a16bc void GetPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x39a15ac void GetKnownPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x39a149c void GetCurrentlyPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x39a138c bool GetActorsPerception(Actor* Actor, out ActorPerceptionBlueprintInfo Info);// 0x39a1264 -------------------------------- 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);// 0x39a2810 void ReportEvent(AISenseEvent* PerceptionEvent);// 0x39a2798 static bool RegisterPerceptionStimuliSource(Object* WorldContextObject, class AISense Sense, Actor* Target);// 0x39a2698 void OnPerceptionStimuliSourceEndPlay(Actor* Actor, byte EndPlayReason);// 0x39a25dc static class AISense GetSenseClassForStimulus(Object* WorldContextObject, out const AIStimulus Stimulus);// 0x39a2408 -------------------------------- 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);// 0x39c12f8 static bool K2_PerformAction(Pawn* Pawn, PawnAction* Action, byte Priority);// 0x39c11f0 byte K2_ForceAbortAction(PawnAction* ActionToAbort);// 0x39c1170 byte K2_AbortAction(PawnAction* ActionToAbort);// 0x39c10f0 -------------------------------- 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();// 0x39c01d4 void Finish(byte WithResult);// 0x39c014c static PawnAction* CreateActionInstance(Object* WorldContextObject, class PawnAction ActionClass);// 0x39c0090 -------------------------------- 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();// 0x38f2f18 static enum K2_RunGameplayTask(interface classByteProperty TaskOwner, GameplayTask* Task, byte Priority, class GameplayTaskResource[] AdditionalRequiredResources, class GameplayTaskResource[] AdditionalClaimedResources);// 0x38f2ba4 -------------------------------- Class: GameplayTask.Object FName InstanceName;//[Offset: 0x20, Size: 8] enum ResourceOverlapPolicy;//[Offset: 0x2a, Size: 1] GameplayTask* ChildTask;//[Offset: 0x44, Size: 4] void ReadyForActivation();// 0x38f1224 void GenericGameplayTaskDelegate__DelegateSignature();// 0x2b33460 void EndTask();// 0x38f1210 -------------------------------- 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: 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();// 0x21bb0d4 bool StartSkillSimulate(Vector InVelocity, bool PreventPenetration);// 0x21bb008 void SetVelocity(Vector InVelocity);// 0x21baf98 void SetSimulatePhysics(bool bInEnabled);// 0x21baf1c void SetEnabled(bool InEnabled);// 0x21baea0 void SetCharacterMovementActive(bool _bIsActive);// 0x21bae20 bool IsOnGround();// 0x21badf8 Vector GetVelocity();// 0x21badb0 bool FindGround();// 0x21bad88 void AddVelocity(Vector InVelocity);// 0x21bad18 void ActivatePhysics();// 0x21bad04 -------------------------------- 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);// 0x1eca508 -------------------------------- 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] int CustomBeginIndex;//[Offset: 0x158, Size: 4] bool IsCustomWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c, Size: 1] CirCleCfg[] CircleConfigs;//[Offset: 0x160, Size: 12] float DestinyThreshold;//[Offset: 0x16c, Size: 4] int RoundNum;//[Offset: 0x170, Size: 4] bool bEnableDebugMultiCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174, Size: 1] bool bEnableLowProbCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x175, Size: 1] Vector2D LowProbCenter;//[Offset: 0x178, Size: 8] float LowProbCenterRadius;//[Offset: 0x180, Size: 4] float LowProbRatio;//[Offset: 0x184, Size: 4] bool bEnableInnerCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188, Size: 1] class Actor* InnerCircleClass;//[Offset: 0x18c, Size: 4] float TimeForForbidMakePain;//[Offset: 0x190, Size: 4] Actor* InnerCircle;//[Offset: 0x194, Size: 4] Vector InnerCircleInfo;//[Offset: 0x198, Size: 12] bool bEnablePrecalculateCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c8, Size: 1] Vector BlueCircle;//[Offset: 0x1cc, Size: 12] Vector WhiteCircle;//[Offset: 0x1d8, Size: 12] int CurrentIndex;//[Offset: 0x1e4, Size: 4] Actor* ContainActor;//[Offset: 0x1e8, Size: 4] bool bCircleCenterInExtend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8, Size: 1] delegate OnCircleBegin;//[Offset: 0x2dc, Size: 12] delegate OnCircleSizeAndPosChanged;//[Offset: 0x2e8, Size: 12] delegate OnCircleInitSizeAndPosChanged;//[Offset: 0x2f4, Size: 12] delegate OnCircleInfoChanged;//[Offset: 0x300, Size: 12] delegate OnWaveEnded;//[Offset: 0x30c, Size: 12] delegate OnCircleEnded;//[Offset: 0x318, Size: 12] CirleAreaVolume* BindedCirleAreaVolume;//[Offset: 0x324, Size: 4] bool bPreCalculateFirstWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328, Size: 1] delegate OnFinishedPreCalculateFirstWhiteCircle;//[Offset: 0x32c, Size: 12] bool WhitCircleIsOutOfBlueCircle();// 0x1f141fc void StartCircleFromBegin();// 0x1f141e8 void SetGMCicleTime(float cdTime, float LastTime);// 0x1f140ec void RetriveGetCircleInfo(out GetCircleInfo CurInfo);// 0x1f14024 void RetriveCircleInfo(out ReConnectGameStateInfo CurInfo);// 0x1f13f48 void OverrideDestinyChanceByIndex(bool bOverride, float InChance, int CircleIndex);// 0x1f13e3c void OverrideDestinyChance(bool bOverride, float InChance);// 0x1f13d74 void MakePain(Actor* _actor, float _desireDamage);// 0x1f13cb8 void MakeDesiredCircle(Vector circleInfo, int CircleType);// 0x1f13c00 bool MakeCurrentWhiteCircle(int Index);// 0x1f13b78 bool IsUseCustomWhiteCircle();// 0x1f13b50 bool IsPositionInBlueCircle(out const Vector Position);// 0x1f13ac4 bool IsInBlueCircle(Actor* _actor);// 0x1f13a44 bool HasDoubleCircleEnabled();// 0x1f13a28 void GMBeginCircle(int CurIndex, float PosX, float PosY, float PosZ);// 0x1f138e0 Vector GetWhiteCircle(int Index);// 0x1f13850 float GetNeedTotalTimeToCircleIndex(int CircleIndex);// 0x1f137d0 Vector GetInnerCircleInfo();// 0x1f137ac Vector GetCustomWhiteCircleConfigByIndex(int CircleIndex, int RandomIndex);// 0x1f136d8 Vector GetCustomBlueCircleConfigByIndex(int CircleIndex);// 0x1f13648 Vector GetCurrentWhiteCircle();// 0x1f13624 int GetCurrentCircleIndex();// 0x1f135fc Vector GetCurrentBlueCircle();// 0x1f135d8 void ApplyCircleOffset(Vector InOffset);// 0x1f13568 -------------------------------- 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] float[] BlueCirclePreWarning;//[Offset: 0x10, Size: 12] float LastTime;//[Offset: 0x1c, Size: 4] float Pain;//[Offset: 0x20, Size: 4] bool bUseCustomBluePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] Vector2D bluepoint;//[Offset: 0x28, Size: 8] float blueradius;//[Offset: 0x30, Size: 4] bool bUseCustomWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] bool bUseCustomWhiteStrategy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1] Vector[] Whitepoints;//[Offset: 0x38, Size: 12] float whiteradius;//[Offset: 0x44, Size: 4] float Alpha;//[Offset: 0x48, Size: 4] bool bUseContainActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] float DestinyChance;//[Offset: 0x50, Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] float ScreenSizeFactor;//[Offset: 0x58, Size: 4] float ExtraRadius;//[Offset: 0x5c, Size: 4] bool bEnableDamageMagnifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] float DamageMagnifierRange;//[Offset: 0x64, Size: 4] float DamageMagnifier;//[Offset: 0x68, Size: 4] CurveFloat* DamageMagnifierCurve;//[Offset: 0x6c, Size: 4] Vector[] AvoidPoints;//[Offset: 0x70, Size: 12] float EdgeDistance;//[Offset: 0x7c, Size: 4] bool bUseAvoidPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1] -------------------------------- Class: RegisterTimer int waveindex;//[Offset: 0x0, Size: 4] float[] Times;//[Offset: 0x4, Size: 12] -------------------------------- Class: CirleAreaVolume.Actor.Object BoxComponent* CircleBoxArea;//[Offset: 0x2d4, Size: 4] bool bUseRandomPointIfNotFindAValidCircleCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8, Size: 1] bool bFixMayBeInOcean;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d9, Size: 1] bool IsInWater(Vector Position);// 0x1f14dbc Vector GetRandomPointInArea(Vector Origin, float Radius, bool bTry);// 0x1f14c90 -------------------------------- 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: BodyTypeDef int UpThreshold;//[Offset: 0x0, Size: 4] int DownThreshold;//[Offset: 0x4, Size: 4] -------------------------------- Class: PVELagCompensationComponent.LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object float SimulatedCharacterServerTimeHighPrecision();// 0x1e8b198 float SimulatedCharacterServerTime();// 0x1fcdb1c byte ShootSimpleCharacterVerify(STExtraShootWeapon* Weapon, STExtraBaseCharacter* shooter, out const BulletHitInfoUploadData ShootData);// 0x205f624 -------------------------------- Class: LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object DistanceContinueHitCheck DistanceContinueHitCheck;//[Offset: 0x2fc, Size: 44] int KeepStillMinTime;//[Offset: 0x328, Size: 4] float StillMaxSpeed;//[Offset: 0x32c, Size: 4] Vector StandStillBoundBoxExtent;//[Offset: 0x330, Size: 12] Vector StandStillHeadBoundBoxExtent;//[Offset: 0x33c, Size: 12] Vector StandStillHeadBoxOffset;//[Offset: 0x348, Size: 12] Vector CrouchStillBoundBoxExtent;//[Offset: 0x354, Size: 12] Vector CrouchStillHeadBoundBoxExtent;//[Offset: 0x360, Size: 12] Vector CrouchStillHeadBoxOffset;//[Offset: 0x36c, Size: 12] float WeaponOffsetStillScale;//[Offset: 0x378, Size: 4] Vector StandStillBoundBoxExtentPicth;//[Offset: 0x37c, Size: 12] Vector StandStillHeadBoundBoxExtentPicth;//[Offset: 0x388, Size: 12] Vector CrouchStillBoundBoxExtentPicth;//[Offset: 0x394, Size: 12] Vector CrouchStillHeadBoundBoxExtentPicth;//[Offset: 0x3a0, Size: 12] byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1fcdcac byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x1fcdb4c float SimulatedCharacterServerTime();// 0x1fcdb1c -------------------------------- Class: LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object ServerCheckBox[] PoseCheckBoxesCfg;//[Offset: 0xd4, Size: 12] ServerCheckBox[] PoseCheckBoxesHighPrecision;//[Offset: 0xe0, Size: 12] float fRewindMaxSeconds;//[Offset: 0xec, Size: 4] bool GM_UseNewProjectileBulletVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0, Size: 1] bool bDebugShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1, Size: 1] bool bDrawHitBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf2, Size: 1] bool bVerifyShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf3, Size: 1] bool bVerifyShootPointPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4, Size: 1] bool bVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5, Size: 1] bool bEnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf6, Size: 1] bool bVerifyInParachuteShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf7, Size: 1] float TolerateShootPointDistanceSqured;//[Offset: 0xf8, Size: 4] float TolerateShootPointScaleOnFast;//[Offset: 0xfc, Size: 4] bool bVerifyHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100, Size: 1] float TolerateShootPointDistanceVehicleSqured;//[Offset: 0x104, Size: 4] float TolerateSimulatedDelayTime;//[Offset: 0x108, Size: 4] bool bVerifyBulletFlyTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] bool bVerifyShooterMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d, Size: 1] bool bVerifyMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e, Size: 1] bool bVerifyShootRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10f, Size: 1] bool bVerifyShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, Size: 1] bool bVerifyBulletImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x111, Size: 1] bool bVerifyCharacterImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x112, Size: 1] bool bVerifyHistoryLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x113, Size: 1] bool bVerifyShooterWeaponRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114, Size: 1] float TolerateFlyTime;//[Offset: 0x118, Size: 4] float TolerateFlyDis;//[Offset: 0x11c, Size: 4] bool bOpenStillLagCompensation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120, Size: 1] float fBoundBoxScaleMillisecondMin;//[Offset: 0x124, Size: 4] float fBoundBoxScaleMillisecondMax;//[Offset: 0x128, Size: 4] bool bVerifyGunPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12c, Size: 1] float BulletFlyTimeVerifyMinTime;//[Offset: 0x130, Size: 4] float TolerateBulletFlyTimePercentage;//[Offset: 0x134, Size: 4] float TolerateMuzzleDistanceSqured;//[Offset: 0x138, Size: 4] float TolerateMuzzleDistanceVehicleSqured;//[Offset: 0x13c, Size: 4] float TolerateShootHitAngle;//[Offset: 0x140, Size: 4] float TolerateBulletImpactOffsetDistSqured;//[Offset: 0x144, Size: 4] float TolerateBulletDirOffsetSquared;//[Offset: 0x148, Size: 4] uint32 TolerateCharacterImpactOffsetDistSqured;//[Offset: 0x14c, Size: 4] float TolerateShootRange;//[Offset: 0x150, Size: 4] byte[] traceObjectTypes;//[Offset: 0x154, Size: 12] float ShooterWeaponRange;//[Offset: 0x160, Size: 4] float ShooterWeaponHeight;//[Offset: 0x164, Size: 4] bool bAllowShortReverseDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168, Size: 1] float ShortDirReverseDistance;//[Offset: 0x16c, Size: 4] float TolerateShootMuzzleHeight;//[Offset: 0x170, Size: 4] bool bUseSimpleVerifyHitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174, Size: 1] bool bUseSimpleVerifyHitParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x175, Size: 1] bool bTimeCompensationDisable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x176, Size: 1] float TolerateLocusSingle;//[Offset: 0x178, Size: 4] float TolerateLocusDist;//[Offset: 0x17c, Size: 4] float TolerateLocusSegment;//[Offset: 0x180, Size: 4] float TolerateBoxExpand;//[Offset: 0x184, Size: 4] float TolerateLocusZOffsetUp;//[Offset: 0x188, Size: 4] float TolerateLocusZOffsetDown;//[Offset: 0x18c, Size: 4] float LocusSearchBackTime;//[Offset: 0x190, Size: 4] float LocusZHistoryUpInVehicle;//[Offset: 0x194, Size: 4] float MaxGunPosZHeight;//[Offset: 0x198, Size: 4] float MaxGunPosLength;//[Offset: 0x19c, Size: 4] Vector GiftHeadBoundingBoxUpperOffset;//[Offset: 0x1a0, Size: 12] Vector GiftHeadBoundingBoxLowerOffset;//[Offset: 0x1ac, Size: 12] bool bVerifyBonePointInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8, Size: 1] bool bVerifyBoneHitType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b9, Size: 1] float BonePointTorelate;//[Offset: 0x1bc, Size: 4] Vector VerifiedBoneScale;//[Offset: 0x1c0, Size: 12] uint32 TolerateCharacterImpactOffsetDistSquredOnVehicle;//[Offset: 0x1cc, Size: 4] bool GM_VerifyProjectileBulletShootPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0, Size: 1] bool GM_VerifyProjectileBulletShootPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d1, Size: 1] Character* CharacterOwner;//[Offset: 0x1d4, Size: 4] bool GM_VerifyShootPointByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8, Size: 1] bool GM_VerifyShooterAndMuzzleDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9, Size: 1] uint32 TolerateMuzzleAndCharacterDisSquare;//[Offset: 0x1dc, Size: 4] uint32 TolerateMuzzleAndVehicleDisSquare;//[Offset: 0x1e0, Size: 4] bool GM_VerifyServerShooterPosDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e4, Size: 1] bool GM_VerifyBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e5, Size: 1] int MaxBlockLineTraceTimes;//[Offset: 0x1e8, Size: 4] float VehiclePosCheckInterval;//[Offset: 0x1ec, Size: 4] float MaxVehicleSpeed;//[Offset: 0x1f0, Size: 4] float TolerateVehicleDis;//[Offset: 0x1f4, Size: 4] float MaxTolerateVehicleDis;//[Offset: 0x1f8, Size: 4] float CharacterPosCheckInterval;//[Offset: 0x1fc, Size: 4] float MaxCharacterSpeed;//[Offset: 0x200, Size: 4] float TolerateCharacterDis;//[Offset: 0x204, Size: 4] float MaxTolerateCharacterDis;//[Offset: 0x208, Size: 4] float SimVehiclePosCheckInterval;//[Offset: 0x20c, Size: 4] float SimTolerateVehicleDis;//[Offset: 0x210, Size: 4] float SimMaxTolerateVehicleDis;//[Offset: 0x214, Size: 4] float SimCharacterPosCheckInterval;//[Offset: 0x218, Size: 4] float SimTolerateCharacterDis;//[Offset: 0x21c, Size: 4] float SimMaxTolerateCharacterDis;//[Offset: 0x220, Size: 4] float SimMaxVictmPosChangeSpeed;//[Offset: 0x224, Size: 4] float TolerateNetDelay;//[Offset: 0x228, Size: 4] float TolerateMaxVictmPosDis;//[Offset: 0x22c, Size: 4] bool GM_VerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230, Size: 1] float TolerateDownShootMuzzleAndCharacterBottomHeight;//[Offset: 0x234, Size: 4] float TolerateDownShootMaxMuzzleAndCharacterHeight;//[Offset: 0x238, Size: 4] float TolerateMaxWeaponAimAndOwnerHeadHeight;//[Offset: 0x23c, Size: 4] float TolerateMinWeaponAimAndOwnerHeadHeight;//[Offset: 0x240, Size: 4] float TolerateMinMuzzleFloorHeight;//[Offset: 0x244, Size: 4] float TolerateWeaponAimAndOwnerHeadDis;//[Offset: 0x248, Size: 4] float TolerateWeaponAndOwnerHeadDis;//[Offset: 0x24c, Size: 4] float VerifyDownShootCD;//[Offset: 0x250, Size: 4] bool GM_VerifyActorPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c, Size: 1] float GrayWeaponAndShootAngle;//[Offset: 0x260, Size: 4] uint32 GrayCharacterImpactMaxOffset;//[Offset: 0x264, Size: 4] float GrayImpactPointChangeMinSqured;//[Offset: 0x268, Size: 4] float GrayBulletImpactOffsetMaxDist;//[Offset: 0x26c, Size: 4] WeaponAntiData CacheWeaponAntiData;//[Offset: 0x270, Size: 24] Vector LastImpactPoint;//[Offset: 0x288, Size: 12] byte VertifyMuzzleHeight(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* ShootWeapon);// 0x1fcef0c byte VertifyImpactActorPosWithNoLagCompensation(STExtraShootWeapon* ShootWeapon, Pawn* VictmPawn, out const Vector InImpactActorPos);// 0x1fcedf8 byte VertifyClientAntiCheatResult(uint16 ClientAntiCheatResult, STExtraShootWeapon* ShootWeapon);// 0x1fced34 byte VerityOwnerAndGunBlock(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* ShootWeapon);// 0x1fcec20 byte VerifyWeaponOwnerPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1fcdcac byte VerifyWeaponOwnerPos(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1fceb04 byte VerifyWeaponOwnerAndMuzzleDis(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x1fce9e8 byte VerifyServerVictmPosByNetDelay(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon, STExtraCharacter* Victim);// 0x1fcdb4c float SimulatedCharacterServerTimeHighPrecision();// 0x1e8b198 float SimulatedCharacterServerTime();// 0x1fcdb1c void RPC_DrawHeadBox(CharacterHistoryData DataToDraw);// 0x1fce90c void GrayVerify(STExtraShootWeapon* Weapon, out const BulletHitInfoUploadData ShootData);// 0x1fce800 float GetTolerateSimuPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x1fce73c float GetTolerateServerVictmPosTolerateByNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x1fce678 float GetTolerateServerVictmPosByNearMaxNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x1fce5b4 float GetTolerateServerShooterPosDisByNetDelay(Pawn* AttackerPawn);// 0x1fce534 float GetTolerateAutonomousPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x1fce470 float GetNearMaxNetDelay(Pawn* TargetPawn, float NearTime);// 0x1fce3ac float GetNearAvgNetDelay(Pawn* TargetPawn, float NearNum);// 0x1fce2e8 -------------------------------- Class: EntityAntiCheatComponent.ActorComponent.Object bool bVerifyClientHitAndBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] bool bVerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd, Size: 1] ShootVerifyConfig VictimShootVerify;//[Offset: 0xc0, Size: 16] float TolerateOwnerAndBulletDist;//[Offset: 0xd0, Size: 4] -------------------------------- 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: 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: 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: 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: DamageEvent class DamageType* DamageTypeClass;//[Offset: 0x4, Size: 4] -------------------------------- Class: ExFootIKComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ac, Size: 1] float UpwardDetectionDistance;//[Offset: 0x5b0, Size: 4] float DownwardDetectionDistance;//[Offset: 0x5b4, Size: 4] float DetectionSphereRadius;//[Offset: 0x5b8, Size: 4] byte DetectionCollisionChannel;//[Offset: 0x5bc, Size: 1] float InterpSpeed;//[Offset: 0x5c0, Size: 4] bool bEnableIKEffectorRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c4, Size: 1] bool bEnableKEffectorOffsetMinValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c5, Size: 1] float ScaleOfPawn;//[Offset: 0x5c8, Size: 4] FootIKInfos;//[Offset: 0x5cc, Size: 60] bool bEnableOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x608, Size: 1] float TickFrequencyPerSecond;//[Offset: 0x60c, Size: 4] bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1] Vector IKEffectorOffsetMinValue;//[Offset: 0x614, Size: 12] void GetIKEffectorRotation(out Rotator OutIKEffectorRotation, out bool bOutIsValid, out const FName InFootIKName);// 0x1f6c154 Vector GetIKEffectorOffsetMinValue();// 0x1f6c128 void GetIKEffectorOffset(out Vector OutIKEffectorOffset, out bool bOutIsValid, out const FName InFootIKName);// 0x1f6bf44 -------------------------------- 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: 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: 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: 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();// 0x1f195ac -------------------------------- Class: AvatarCapture.Actor.Object SkeletalMeshComponent* DisplayMesh;//[Offset: 0x2d4, Size: 4] MeshComponent* WeaponMesh;//[Offset: 0x2d8, Size: 4] STExtraPlayerController* ASTPC;//[Offset: 0x2dc, Size: 4] int[] IgnoreDisplayWeaponIDList;//[Offset: 0x2e0, Size: 12] WeaponAnimList;//[Offset: 0x2ec, Size: 60] class AnimInstance* animBP;//[Offset: 0x328, Size: 4] AnimBP_SpecialMap;//[Offset: 0x32c, Size: 60] class AnimInstance* AnimBP_Real;//[Offset: 0x368, Size: 4] delegate OnWeaponBlendAnim;//[Offset: 0x36c, Size: 12] int CurUseWeaponSkinID;//[Offset: 0x378, Size: 4] bool bIsNewViewTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] SlotToSocket;//[Offset: 0x380, Size: 60] FName OBPlayerName;//[Offset: 0x3c0, Size: 8] STExtraCharacter* OBPlayerPawn;//[Offset: 0x3c8, Size: 4] CharacterAvatarComponent2* OBAvatar;//[Offset: 0x3cc, Size: 4] WeaponManagerComponent* OBWeaponMgr;//[Offset: 0x3d0, Size: 4] StaticMeshComponent*[] StMeshList;//[Offset: 0x3d4, Size: 12] SkeletalMeshComponent*[] SkMeshList;//[Offset: 0x3e0, Size: 12] SkeletalMeshComponent* PendantComponent;//[Offset: 0x3ec, Size: 4] FName[] HideBoneNames;//[Offset: 0x3f0, Size: 12] SkeletalMesh*[] SkMeshResList;//[Offset: 0x3fc, Size: 12] MeshComponent*[] WeaponAttachmentList;//[Offset: 0x408, Size: 12] SceneCaptureComponent2D* Capture2D;//[Offset: 0x414, Size: 4] DirectionalLightComponent* DirectionalLight;//[Offset: 0x418, Size: 4] bool IsCaptureEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41c, Size: 1] bool SetOBTarget(STExtraCharacter* PlayerPawn, CharacterAvatarComponent2* AvatarComp, WeaponManagerComponent* WeaponMgr);// 0x1e89e7c void SetEnable(bool IsEnable);// 0x1e89dfc void ResetWeaponPendant(int WeaponId);// 0x1e89d84 void ResetBackpackPendant(CharacterAvatarComponent2* AvatarComponent);// 0x1e89d0c void RenderCaptureScene();// 0x1e89cf8 void RefreshAvatar();// 0x1e89ce4 void OnWeaponSystemDataChanged(out WeaponSystemDataOnSimulateClient WeaponSystemData);// 0x1e89c3c void OnWeaponAvatarEquipped(int SlotID, ItemDefineID NewItemID);// 0x1e89b6c void OnSimulatedWeaponChanged();// 0x1e89b58 void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemId);// 0x1e89a4c void OnAvatarAllMeshLoaded();// 0x1e89a38 SkeletalMesh* MergeMesh(out SkeletalMesh*[] SkMeshList, SkeletalMesh* RefMesh);// 0x1e8991c int[] GetWeaponSkinIDs();// 0x1e8985c CharacterAvatarComponent2* GetOBAvatarComponent();// 0x1e89834 AnimSequenceBase* GetAnimSeqAsset(SoftObjectPath AnimResRef);// 0x1e896c0 void EquipWeapon();// 0x1e896ac void EquipPlayerAvatar(CharacterAvatarComponent2* AvatarComponent);// 0x1e89634 void DisplayAvatar(bool IsEnable, STExtraCharacter* PlayerPawn);// 0x1e8956c void CreateWeapon(bool IsSkeletalMesh);// 0x1e894ec void BluePrintSetEnable(bool IsEnable);// 0x2b33460 void ApplyAnimation();// 0x1e894d8 -------------------------------- 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();// 0x44846b4 void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x4484584 -------------------------------- 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);// 0x4483fe8 void ShowOnlyActorComponents(Actor* InActor);// 0x4483f70 void SetCaptureSortPriority(int NewCaptureSortPriority);// 0x4483ef8 void RemoveShowOnlyComponent(PrimitiveComponent* InComponent);// 0x4483e80 void RemoveShowOnlyActorComponents(Actor* InActor);// 0x4483e08 void HideComponent(PrimitiveComponent* InComponent);// 0x4483d90 void HideActorComponents(Actor* InActor);// 0x4483d18 void ClearShowOnlyComponents(PrimitiveComponent* InComponent);// 0x4483ca0 void ClearHiddenComponents();// 0x4483c8c -------------------------------- 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 bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c0, Size: 1] float SoftShadowSoftness;//[Offset: 0x3c4, Size: 4] float ShadowBlendFactor;//[Offset: 0x3c8, Size: 4] float BoundsScale;//[Offset: 0x3cc, Size: 4] float NearPlaneOffset;//[Offset: 0x3d0, Size: 4] float FarPlaneOffset;//[Offset: 0x3d4, Size: 4] float SplitNearOffset;//[Offset: 0x3d8, Size: 4] float SplitFarOffset;//[Offset: 0x3dc, Size: 4] float ShadowMapResolution;//[Offset: 0x3e0, Size: 4] Color ModulatedShadowColor;//[Offset: 0x3e4, Size: 4] ACESParameter[] ACESParameters;//[Offset: 0x3e8, Size: 12] bool bUsedShadowControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3f4, Size: 1] float ShadowControl;//[Offset: 0x3f8, Size: 4] bool bUsedAsAtmosphereSunLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3fc, Size: 1] int AtmosphereSunLightIndex;//[Offset: 0x400, Size: 4] LinearColor AtmosphereSunDiskColorScale;//[Offset: 0x404, Size: 16] bool bPerPixelAtmosphereTransmittance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x414, Size: 1] bool bCastsCloudShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x414, Size: 1] Texture* CloudShadowTexture;//[Offset: 0x418, Size: 4] float CloudShadowTileSize;//[Offset: 0x41c, Size: 4] float CloudShadowDensity;//[Offset: 0x420, Size: 4] Vector2D CloudShadowWinSpeed;//[Offset: 0x424, Size: 8] void SetShadowDistanceFadeoutFraction(float NewValue);// 0x438d9f8 void SetOcclusionMaskDarkness(float NewValue);// 0x438d980 void SetLightShaftOverrideDirection(Vector NewValue);// 0x438d910 void SetEnableLightShaftOcclusion(bool bNewValue);// 0x438d890 void SetDynamicShadowDistanceStationaryLight(float NewValue);// 0x438d818 void SetDynamicShadowDistanceMovableLight(float NewValue);// 0x438d7a0 void SetDynamicShadowCascades(int NewValue);// 0x438d728 void SetCloudShadowWinSpeed(out const Vector2D InWinSpeed);// 0x438d6a4 void SetCloudShadowTileSize(float InValue);// 0x438d62c void SetCloudShadowTexture(Texture* InTexture);// 0x438d5b4 void SetCloudShadowDensity(float InDensity);// 0x438d53c void SetCastsCloudShadow(bool InValue);// 0x438d4bc void SetCascadeTransitionFraction(float NewValue);// 0x438d444 void SetCascadeDistributionExponent(float NewValue);// 0x438d3cc void SetAtmosphereSunLight(bool bNewValue);// 0x438d34c -------------------------------- Class: LightmassDirectionalLightSettings.LightmassLightSettings float LightSourceAngle;//[Offset: 0xc, Size: 4] -------------------------------- 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: 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: 0x2d4, Size: 4] -------------------------------- Class: InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object InstancedStaticMeshInstanceData[] PerInstanceSMData;//[Offset: 0x698, Size: 12] int InstancingRandomSeed;//[Offset: 0x6a4, Size: 4] int InstanceStartCullDistance;//[Offset: 0x6a8, Size: 4] int InstanceEndCullDistance;//[Offset: 0x6ac, Size: 4] int[] InstanceReorderTable;//[Offset: 0x6b0, Size: 12] int[] RemovedInstances;//[Offset: 0x6bc, Size: 12] bool UseDynamicInstanceBuffer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c8, Size: 1] bool KeepInstanceBufferCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c9, Size: 1] PhysicsSerializer* PhysicsSerializer;//[Offset: 0x728, Size: 4] StashInstanceTransform;//[Offset: 0x72c, Size: 60] int NumPendingLightmaps;//[Offset: 0x76c, Size: 4] InstancedStaticMeshMappingInfo[] CachedMappings;//[Offset: 0x770, Size: 12] bool UpdateInstanceTransform(int InstanceIndex, out const Transform NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport);// 0x43c0130 void SetCullDistances(int StartCullDistance, int EndCullDistance);// 0x43c0074 bool RemoveInstance(int InstanceIndex);// 0x43bffec bool HideInstance(out const int[] InstanceIndices);// 0x43bff10 bool GetInstanceTransform(int InstanceIndex, out Transform OutInstanceTransform, bool bWorldSpace);// 0x43bfda0 int[] GetInstancesOverlappingSphere(out const Vector Center, float Radius, bool bSphereInWorldSpace);// 0x43bfbe0 int[] GetInstancesOverlappingBox(out const Box Box, bool bBoxInWorldSpace);// 0x43bfa48 int GetInstanceCount();// 0x43bfa20 void ClearInstances();// 0x2265c40 int AddInstanceWorldSpace(out const Transform WorldTransform);// 0x43bf940 int AddInstance(out const Transform InstanceTransform);// 0x43bf850 -------------------------------- Class: InstancedStaticMeshInstanceData Matrix Transform;//[Offset: 0x0, Size: 64] -------------------------------- Class: PhysicsSerializer.Object -------------------------------- Class: InstancedStaticMeshMappingInfo -------------------------------- 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: 0x2d4, Size: 60] class Actor[] IgnoreActorClass;//[Offset: 0x310, Size: 12] float DecalLongestDistance;//[Offset: 0x31c, Size: 4] IdeaDecalRenderComponent*[] DecalComponents;//[Offset: 0x320, Size: 12] RuntimeMeshComponent* Decal;//[Offset: 0x32c, Size: 4] void RemoveDecalOnTimer(int[] DecalIdArray);// 0x1fba1b0 bool RemoveDecal(const int ID);// 0x1fba130 int[] CreateNewDecal(out const Transform DecalTrans, MaterialInstanceDynamic* DecalMaterialInstance, out const Vector2D DecalUVOffset, out const Vector2D DecalUVScale, float AutoDisappearTime, byte TraceAxis, bool bNegativeDir, bool bIgnoreTransForEndPosition);// 0x1fb9db0 -------------------------------- 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: 0xf0, Size: 4] Texture* DecalTexure;//[Offset: 0xf4, Size: 4] int CoordX;//[Offset: 0xf8, Size: 4] int CoordY;//[Offset: 0xfc, Size: 4] Vector2D DecalSize;//[Offset: 0x100, Size: 8] bool bIsGifDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1] bool bIsMusicDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109, Size: 1] int GifDecalFrameNum;//[Offset: 0x10c, Size: 4] float GifDecalFrameTime;//[Offset: 0x110, Size: 4] AkAudioEvent* DecalSound;//[Offset: 0x114, Size: 4] float AttenuationRadius;//[Offset: 0x118, Size: 4] float OutputVolume;//[Offset: 0x11c, Size: 4] -------------------------------- Class: SupplySpot.Actor.Object int TotalSupplyTimes;//[Offset: 0x2d4, Size: 4] int RemainSupplyTimes;//[Offset: 0x2d8, Size: 4] int SupplyBulletNum;//[Offset: 0x2dc, Size: 4] float ValidDistance;//[Offset: 0x2e0, Size: 4] delegate SupplySpotTimesChange;//[Offset: 0x2e4, Size: 12] void ReqUseSupplySpot(STExtraPlayerController* InController);// 0x1e79130 -------------------------------- Class: EnhancerSpot.Actor.Object EnhancerSpotPlayerSkill[] SkillIdConfig;//[Offset: 0x2d4, Size: 12] int AddMonsterExpNum;//[Offset: 0x2e0, Size: 4] int RemainEnhancerTimesConfig;//[Offset: 0x2e4, Size: 4] int RemainEnhancerTimes;//[Offset: 0x2e8, Size: 4] int UseSuccessTipsId;//[Offset: 0x2ec, Size: 4] float ValidDistance;//[Offset: 0x2f0, Size: 4] float SelfResetTime;//[Offset: 0x2f4, Size: 4] bool IsAutoResetSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] enum EnhancerState;//[Offset: 0x2f9, Size: 1] float ReadyTime;//[Offset: 0x2fc, Size: 4] float FixReadyTime;//[Offset: 0x300, Size: 4] delegate EnhancerSpotTimesChange;//[Offset: 0x304, Size: 12] void StateChangeDelegate();// 0x1edc7ec void SetReadyTime(float SReadyTime);// 0x1f4fbf0 void SetEState(enum EState);// 0x1f4fb78 void RPC_Broadcast_NotifyReadyTime(enum SEnhancerState, float SReadyTime);// 0x1f4fa7c void ResetTimes();// 0x1f4fa68 void ResetSelf();// 0x1f4fa54 void ReqUseEnhancerSpot(STExtraPlayerController* InController);// 0x1f4ac80 void ReadyTimeChangeDelegate();// 0x1e79114 void OpenEffect();// 0x1e6bbfc void OnRep_StateChange();// 0x1f4fa40 void OnRep_ReadyTimeChange();// 0x1f4fa2c void OnRep_FixReadyTimeChange();// 0x1f4fa2c enum GetSpotState();// 0x1f4fa10 void DelayResetSelf();// 0x1f4f9fc void CloseEffect();// 0x1e6bbe0 -------------------------------- 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);// 0x203daa8 void SetRemainingRevivalTime(int InValue);// 0x203da30 void SetCaptureIDCardStatus(bool InValue);// 0x203d9b0 void OnPlayerRevived(STExtraPlayerController* SaviorPC);// 0x203d938 void OnPlayerQuitSpectating();// 0x203d924 void OnPlayerGotoSpectating();// 0x203d910 void OnPlayerExitGame();// 0x203d8fc void OnPlayerEscapeWhenGameEnd(bool bIsPlayerAlive);// 0x203d87c void LeaveRevivalState(uint32 SaviorKey);// 0x203d804 bool IsInWaittingRevivalState();// 0x203d7dc int GetRevivalCountDownTime();// 0x203d7c0 int GetRemainingRevivalTime();// 0x203d798 bool GetCaptureIDCardStatus();// 0x203d770 int64 FindPlayerUIDFromKey(uint32 PlayerKey);// 0x203d6f0 void EnterRevivalState();// 0x203d6dc void CaptureIDCard(out const RevivalCardItemPickData InPickupData);// 0x203d5e0 void BePickupRevivalCard(out const RevivalCardItemPickData InPickupData);// 0x203d4e4 -------------------------------- Class: RevivalPointActor.LuaActor.Actor.Object SceneComponent* DefaultRoot;//[Offset: 0x364, Size: 4] float SmokeStartScaleDistance;//[Offset: 0x36c, Size: 4] float SmokeEndScaleDistance;//[Offset: 0x370, Size: 4] float SmokeStartScaleValue;//[Offset: 0x374, Size: 4] float SmokeEndScaleValue;//[Offset: 0x378, Size: 4] bool UseRevivalCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] float RevivalCDTime;//[Offset: 0x380, Size: 4] bool UseRevivalCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384, Size: 1] int RevivalCount;//[Offset: 0x388, Size: 4] delegate OnHaveRevivedTeammates;//[Offset: 0x38c, Size: 12] int ID;//[Offset: 0x398, Size: 4] enum CurState;//[Offset: 0x39c, Size: 1] enum PreState;//[Offset: 0x39d, Size: 1] int RevivalTime;//[Offset: 0x3a0, Size: 4] bool bCanBroadcastFatalDamageInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] int CurRevivalTime;//[Offset: 0x3a8, Size: 4] bool CanBeShowSmoking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] int OperationalDistance;//[Offset: 0x3b0, Size: 4] RevivalPointPS;//[Offset: 0x3b4, Size: 60] Transform PTowEleTransform;//[Offset: 0x3f0, Size: 48] PTowEleMap;//[Offset: 0x420, Size: 60] FString ExParticleComponentTag;//[Offset: 0x45c, Size: 12] RevivalPointSounds;//[Offset: 0x468, Size: 60] AkAudioEvent* RevivalInterruptSound;//[Offset: 0x4a4, Size: 4] int SmokingdisappearTime;//[Offset: 0x4a8, Size: 4] bool UseShowMiniMapIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ac, Size: 1] int IconID;//[Offset: 0x4b0, Size: 4] uint32[] CurrentRevivingPlayers;//[Offset: 0x4b4, Size: 12] STExtraPlayerController* CurRevivalPC;//[Offset: 0x4c0, Size: 8] float RevivalCDTimeCur;//[Offset: 0x4c8, Size: 4] ParticleSystemComponent* DestoryStatePSCom;//[Offset: 0x4e0, Size: 8] void UpdateRevivalPointEffect();// 0x206df2c void StartRevival();// 0x206df18 void ShowOperatorUIByState();// 0x1edc7ec void SetDisableMapUI();// 0x206df04 bool RevivalPlayers(STExtraPlayerController* InPC);// 0x206de84 bool RecheckCurrentRevivingPlayers();// 0x206de5c void OnRep_ShowSmoking();// 0x206de48 void OnRep_RevivalPointState(enum LastPreState);// 0x206ddc8 void OnRep_RevivalCDTimeCur();// 0x1e6bbe0 void OnRep_CurrentRevivingPlayers();// 0x206ddb4 bool IsPlayerRevivedCurrently(uint32 PlayerKey);// 0x206dd34 bool GiveUpRevivalPlayers(STExtraPlayerController* InPC);// 0x206dcb4 float GetRevivalCDTimeCurPercent();// 0x206dc8c float GetRevivalCDTimeCur();// 0x206dc64 float GetRevivalCDTime();// 0x206dc3c int GetId();// 0x206dc14 void DistanceChangedEvent(float Scale);// 0x2b33460 void CheckOverlap();// 0x1e79114 bool CanOperatorMe(STExtraPlayerController* InPC);// 0x206db94 -------------------------------- 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);// 0x1f787f8 void ShowFloatingText(out const FloatingTextData FloatingTextData);// 0x1f7876c void SetFloatingText(UserWidget* FloatingTextWidget, int Damage);// 0x2b33460 void ReycleFloatingTextWidget();// 0x1f78758 void PlayFloatingTextAnim(out ShowTextWidgetData ShowTextWidgetData, int Damage, bool IsHeadShot);// 0x1f78638 void OnFloatingDamageText(float BaseDamage, bool IsHeadShot, out const DamageEvent DamageEvent, out const HitResult HitResult, const Actor* Victim);// 0x1f78454 ShowTextWidgetData GetShowTextWidgetData(out const FloatingTextData FloatingTextData);// 0x1f783ac void ClientHandleFloatingTextArray(const FloatingTextData[] FloatingTextArray);// 0x1f782b8 -------------------------------- 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);// 0x276fd2c void SyncWeatherLevelInfo();// 0x276fd18 void OnWeatherLevelChanged();// 0x2b33460 void OnUnLoadStreamLevelCompleted();// 0x276fd04 void OnRep_WeatherSyncCount();// 0x276fcf0 void OnLoadStreamLevelCompleted();// 0x276fcdc void LoadWeatherLevel();// 0x276fcc8 void LoadStreamLevel(FString LevelName, int WeatherID);// 0x276fb2c void LoadDefaultWeatherLevel();// 0x276fb18 void Init();// 0x1e8b2cc -------------------------------- Class: DynamicWeatherExMgr.DynamicWeatherMgr.Actor.Object bool UseCircleIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc, Size: 1] int CircleIndex;//[Offset: 0x400, Size: 4] WeatherControllerRepData SrcControllerCfg;//[Offset: 0x404, Size: 28] WeatherControllerRepData DstControllerCfg;//[Offset: 0x420, Size: 28] ScreenAppearanceCfg ScreenAppearanceCfg;//[Offset: 0x440, Size: 32] float TickOBPlayerCD;//[Offset: 0x460, Size: 4] float TickWeatherFogCD;//[Offset: 0x464, Size: 4] DynamicWeatherController* SrcController;//[Offset: 0x468, Size: 4] DynamicWeatherController* DstController;//[Offset: 0x46c, Size: 4] STScreenAppearanceComponent* ScreenAppearanceComponent;//[Offset: 0x470, Size: 4] bool UseWeatherFogCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x474, Size: 1] WeatherFogCfg WeatherFogCfg;//[Offset: 0x478, Size: 68] PlayerKeyDstWeather[] PlayerKeyDstWeatherList;//[Offset: 0x4c8, Size: 12] PlayerKeyDstWeather[] OBPlayerKeyDstWeatherList;//[Offset: 0x4d4, Size: 12] void BlendToWeatherFog(bool bDstWeatherFog);// 0x1f3ea2c void BlendToWeather(bool bDstWeather);// 0x1f3e9ac -------------------------------- Class: DynamicWeatherMgr.Actor.Object WeatherChangeConfig WeatherChangeConfig;//[Offset: 0x2d4, Size: 68] int CurUseFixWeatherIndex;//[Offset: 0x318, Size: 4] WeatherChangeControl WeatherChangeControl;//[Offset: 0x31c, Size: 28] DynamicWeatherLookupTable;//[Offset: 0x338, Size: 60] WeatherControllerRepData ControllerRepData;//[Offset: 0x374, Size: 28] WeatherControllerRepData ControllerRepDataForReplay;//[Offset: 0x390, Size: 28] float ServerElapsedTime;//[Offset: 0x3ac, Size: 4] bool bAllowRPCRequire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b4, Size: 1] enum NextWeatherStatus;//[Offset: 0x3b5, Size: 1] float NextWeatherCountDownTime;//[Offset: 0x3b8, Size: 4] bool bEnableWeatherPredictionUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c1, Size: 1] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x3c4, Size: 12] bool bDisableModifyControllerRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e0, Size: 1] STExtraGameStateBase* GameState;//[Offset: 0x3e4, Size: 4] enum UICountDownType;//[Offset: 0x3fa, Size: 1] bool ForbidServerHandleRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fb, Size: 1] void StartTransition();// 0x1f3f74c void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x1f3f6d4 void RPCRequireControl();// 0x1f3f6c0 void RPCRequire();// 0x1f3f6ac void RPC_S2C_UINotify(enum WeatherStatus);// 0x1f3f62c void RPC_S2C_ForceStopDynamicWeatherChange();// 0x1e6fbf0 void ReinitInDemoReplay();// 0x1f3f3c0 void RefreshWeatherPredictionUI();// 0x1f3f618 void OnWeatherChangeStarted(out const WeatherChangeEvent Event);// 0x1f3f58c void OnWeatherChangeSaturated(out const WeatherChangeEvent Event);// 0x1f3f500 void OnWeatherChangeRestoreStarted(out const WeatherChangeEvent Event);// 0x1f3f474 void OnWeatherChangeRestoreEnded(out const WeatherChangeEvent Event);// 0x1f3f3e8 void OnRep_NextWeatherCountDownTime();// 0x1f3f3ac void OnRep_ControllerDataForReplay();// 0x1f3f3d4 void OnRep_ControllerData();// 0x1f3f3c0 void OnRep_bEnableWeatherPredictionUI();// 0x1f3f3ac void OnDynamicWeatherChangeDelegate__DelegateSignature(out const WeatherChangeEvent Event);// 0x2b33460 void HandleClientHasReactivated();// 0x1f3f398 void GotoSpecificWeather(int WeatherIndex);// 0x1f3f320 bool GetNextWeatherDataByWeatherType(out WeatherChangeSequenceItem OutData, enum WeatherStatusType);// 0x1f3f244 bool GetNextWeatherData(out WeatherChangeSequenceItem OutData);// 0x1f3f1b0 float GetNextWeatherCountDownTimeByType(enum Type);// 0x1f3f130 float GetInProgressElapsedTimeSecWithWeather();// 0x1f3f108 float GetGlobalWeatherSystemTimeOnServer();// 0x1f3f0e0 WeatherDetailStatus GetCurrentWeatherDetailStatus();// 0x1f3f098 void ForceStopDynamicWeatherChangeOnServer();// 0x1f3f084 void ForceStartNextWeatherChangeOnServer();// 0x1f3f070 void ClientInit(WeatherControllerRepData InitDataIn);// 0x1f3efc0 -------------------------------- 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: 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: 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();// 0x1f3e0d8 void OnUserQualitySettingChanged(int renderlevel);// 0x1e5e38c -------------------------------- Class: ExponentialHeightFog.Info.Actor.Object ExponentialHeightFogComponent* Component;//[Offset: 0x2d4, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d8, Size: 1] void OnRep_bEnabled();// 0x1e6fbf0 -------------------------------- 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);// 0x439d0c8 void SetVolumetricFogScatteringDistribution(float NewValue);// 0x439d050 void SetVolumetricFogNoiseTransform(Transform Transform);// 0x439cf70 void SetVolumetricFogNoiseTexture(Texture2D* NewValue);// 0x439cef8 void SetVolumetricFogExtinctionScale(float NewValue);// 0x439ce80 void SetVolumetricFogEmissive(LinearColor NewValue);// 0x439ce04 void SetVolumetricFogDistance(float NewValue);// 0x439cd8c void SetVolumetricFogAlbedo(Color NewValue);// 0x439cd1c void SetVolumetricFog(bool bNewValue);// 0x439cc9c void SetStartDistance(float Value);// 0x439cc24 void SetNonDirectionalInscatteringColorDistance(float Value);// 0x439cbac void SetInscatteringTextureTint(LinearColor Value);// 0x439cb30 void SetInscatteringColorCubemapAngle(float Value);// 0x439cab8 void SetInscatteringColorCubemap(TextureCube* Value);// 0x439ca40 void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x439c9c8 void SetFogMaxOpacity(float Value);// 0x439c950 void SetFogInscatteringColor(LinearColor Value);// 0x439c8d4 void SetFogHeightFalloff(float Value);// 0x439c85c void SetFogDensity(float Value);// 0x43608b4 void SetFogCutoffDistance(float Value);// 0x439c7e4 void SetDirectionalInscatteringStartDistance(float Value);// 0x439c76c void SetDirectionalInscatteringGapControl(float Value);// 0x439c6f4 void SetDirectionalInscatteringExponent(float Value);// 0x439c67c void SetDirectionalInscatteringColor(LinearColor Value);// 0x439c600 void SetCustomFogInscatteringColor(LinearColor Value, int Index);// 0x439c540 void SetCustomFogDensityCoefficient(float Value, int Index);// 0x439c484 -------------------------------- Class: CustomHeightFog float Height;//[Offset: 0x0, Size: 4] float DensityCoefficient;//[Offset: 0x4, Size: 4] LinearColor CustomFogInscatteringColor;//[Offset: 0x8, Size: 16] -------------------------------- 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: 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);// 0x21e17cc void StopScreenParticleEffectByName(FString ScreenParticleName);// 0x21e1710 void StopScreenParticleEffect(byte EffectType);// 0x21e1698 void StopScreenAppearance(FString AppearanceName, bool StopFromPlayFunc);// 0x21e1590 void StopAllScreenParticleEffect();// 0x21e157c void StopAllScreenAppearance();// 0x21e1568 void SetTextureParameterValue(FString AppearanceName, FName ParamName, Texture* Tex);// 0x21e1424 void SetScreenParticleParam(byte EffectType, float InEffectValue);// 0x21e1368 bool SetScalarParam(FString AppearanceName, FName ParamName, float ParamValue);// 0x21e1214 void SetAppearanceActive(out const FName AppearanceName, bool bNewActive, bool bReset);// 0x21e10e8 void SetAllAppearancesActive(bool bNewActive, bool bReset);// 0x21e1018 void SetAllAppearanceMeshHiddenInGame(bool bNewHid);// 0x21e0f98 void PlayScreenParticleEffectByName(FString ScreenParticleName, float InEffectValue);// 0x21e0e98 void PlayScreenParticleEffect(byte EffectType, float InEffectValue);// 0x21e0ddc MaterialInstanceDynamic* PlayPresentScreenAppearance(FString AppearanceName);// 0x21e0c7c void PlayGraduallyShowOut(FString AppearanceKey, float Frag, float DelayTime);// 0x21e0a9c void PlayGraduallyShowIn(FString AppearanceKey, float Frag, float DelayTime, float BeginAlpha);// 0x21e0874 MaterialInstanceDynamic* PlayCustomScreenAppearance(FString AppearanceName, MaterialInterface* MatToPlay, float LifeSpan, bool HideUI, FName InMatInstParamName, CurveFloat* InParamCurve);// 0x21e0644 void OnAsyncLoadingFinished(int AppearancePresentIndex);// 0x21e05cc bool IsScreenAppearancePlaying(FString AppearanceName);// 0x21e0508 void HandleEffectLoadFinishByName(FString ScreenParticleName);// 0x21e03b0 void HandleEffectLoadFinish(byte EffectType);// 0x21e0338 bool GetScalarParam(FString AppearanceName, FName ParamName, out float ParamValue);// 0x21e01d4 -------------------------------- 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: 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: STExtraGameStateBase.UAEGameState.LuaGameState.GameState.GameStateBase.Info.Actor.Object AirDropPathData3D AirDropPathData;//[Offset: 0x430, Size: 60] bool IsTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46d, Size: 1] Vector BlueCircle;//[Offset: 0x470, Size: 12] Vector WhiteCircle;//[Offset: 0x47c, Size: 12] float CirclePain;//[Offset: 0x488, Size: 4] bool bIsCustomWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48c, Size: 1] AirAttackOrder AirAttackOrder;//[Offset: 0x490, Size: 48] Vector AirAttackArea;//[Offset: 0x4c0, Size: 12] delegate OnSafeZoneTips;//[Offset: 0x4cc, Size: 12] delegate OnHideCircle;//[Offset: 0x4d8, Size: 12] delegate OnBlueCirclePreWarning;//[Offset: 0x4e4, Size: 12] delegate OnBlueCircleRun;//[Offset: 0x4f0, Size: 12] delegate OnBlueCircleSizeAndPosition;//[Offset: 0x4fc, Size: 12] delegate OnCharacterCircleWaveOver;//[Offset: 0x508, Size: 12] delegate VehiclePostInitComponentDelegate;//[Offset: 0x514, Size: 12] delegate VehicleDestroyedDelegate;//[Offset: 0x520, Size: 12] delegate STExtraCharacterPostInitComponentDelegate;//[Offset: 0x52c, Size: 12] delegate STExtraCharacterDestroyed;//[Offset: 0x538, Size: 12] int PlayerNum;//[Offset: 0x550, Size: 4] bool IsUseGameStartCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x554, Size: 1] delegate OnPlayerNumChange;//[Offset: 0x558, Size: 12] delegate OnBeKilledNumChange;//[Offset: 0x564, Size: 12] delegate OnGameEnd;//[Offset: 0x570, Size: 12] bool bIsRevivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57c, Size: 1] bool bIngoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57d, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57e, Size: 1] bool bIsOpenDuelMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57f, Size: 1] bool IsShowDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1] bool bHasSignalBarReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581, Size: 1] bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x582, Size: 1] bool bReInitUIAfterReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x583, Size: 1] bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584, Size: 1] bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585, Size: 1] bool bForbidDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586, Size: 1] bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x587, Size: 1] bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588, Size: 1] bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x589, Size: 1] bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58a, Size: 1] bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58b, Size: 1] bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58c, Size: 1] int[] forbitPickItemTypeList;//[Offset: 0x590, Size: 12] int TrainingCountdownTimer;//[Offset: 0x59c, Size: 4] bool bIsWeaponAutoReloadMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a0, Size: 1] FString GrenadeEffectPath;//[Offset: 0x5a4, Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b0, Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b1, Size: 1] bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b2, Size: 1] bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b3, Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4, Size: 1] DSSwitchInfo[] DsSwitch;//[Offset: 0x5b8, Size: 12] bool bIsPickUpFillBulletMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c4, Size: 1] bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c5, Size: 1] bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c6, Size: 1] int nSignalGunEffectId;//[Offset: 0x5c8, Size: 4] byte nServerZoneId;//[Offset: 0x5cc, Size: 1] bool bRegisterPickUpsOnEnterFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60c, Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60d, Size: 1] bool bEnablePickUpTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60e, Size: 1] bool bEnableUpdateClosestVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60f, Size: 1] bool bPlayVehicleMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x614, Size: 4] float PickUpColdCountDownToleranceTime;//[Offset: 0x618, Size: 4] float PickUpColdCountDownMinTime;//[Offset: 0x61c, Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x620, Size: 4] bool bReportAllPickUpFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x624, Size: 1] bool bDebugEnableDamageEffectInTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x625, Size: 1] bool bEnabledReInitUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x626, Size: 1] delegate OnAirAttack;//[Offset: 0x628, Size: 12] delegate OnInfectedAreaWarn;//[Offset: 0x634, Size: 12] delegate OnSkillManagerInitFinishDelegate;//[Offset: 0x640, Size: 12] bool IsFPPGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64c, Size: 1] bool IsCanSwitchFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64d, Size: 1] bool bResetBulletNumToMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64e, Size: 1] FName[] EnableMapPackages;//[Offset: 0x650, Size: 12] FName[] EnableMapLayers;//[Offset: 0x65c, Size: 12] class ViewMaskManager* ViewMaskManagerClass;//[Offset: 0x668, Size: 4] ViewMaskManager* ViewMaskManager;//[Offset: 0x66c, Size: 4] class ModAdapter* ModAdapterClass;//[Offset: 0x670, Size: 4] ModAdapter* ModAdapter;//[Offset: 0x674, Size: 4] bool bEnableSignalSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x678, Size: 1] bool IsCanPlaceBuilding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x679, Size: 1] int PvePoliceOfficeTriggerCount;//[Offset: 0x67c, Size: 4] int PveZombieGrenadeCount;//[Offset: 0x680, Size: 4] bool EnableVisualField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x684, Size: 1] VisualFieldFeatureParam VisualFieldFeatureParam;//[Offset: 0x688, Size: 48] VisualFieldFeature* VisualFieldFeature;//[Offset: 0x6b8, Size: 4] bool bReadyStateCountingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bc, Size: 1] int ReadyStateTime;//[Offset: 0x6c8, Size: 4] delegate ReConnectGameStateInfoNotify;//[Offset: 0x6cc, Size: 12] bool IsCircleShowSafeZoneTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] FString GameModeDisplayName;//[Offset: 0x6dc, Size: 12] int CurCircleWave;//[Offset: 0x6e8, Size: 4] bool bNoAliveHumanPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ec, Size: 1] bool EnableControllVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ed, Size: 1] GameModeFeatureSetData GameModeFeatureSet;//[Offset: 0x6f0, Size: 4] FName GameModeState;//[Offset: 0x708, Size: 8] bool bLessening;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x710, Size: 1] float timeFromLessen;//[Offset: 0x714, Size: 4] Vector CircleLessenFrom;//[Offset: 0x718, Size: 12] Vector CircleLessenTo;//[Offset: 0x724, Size: 12] float timeForLessen;//[Offset: 0x730, Size: 4] byte CurCircleStatusInfo;//[Offset: 0x740, Size: 1] float CurCircleStateStartServerWorldSecond;//[Offset: 0x744, Size: 4] float CurCircleStatusElapsedTime;//[Offset: 0x748, Size: 4] float CurCircleStatusLastTime;//[Offset: 0x74c, Size: 4] byte CurAirAttackType;//[Offset: 0x750, Size: 1] int CurAirAttackWave;//[Offset: 0x754, Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x758, Size: 1] float ScreenSizeFactor;//[Offset: 0x75c, Size: 4] float ExtraRadius;//[Offset: 0x760, Size: 4] int AlivePlayerNum;//[Offset: 0x764, Size: 4] int AliveTeamNum;//[Offset: 0x768, Size: 4] int NoneAIGameTime;//[Offset: 0x76c, Size: 4] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x770, Size: 12] delegate ForceStopDynamicWeatherDelegate;//[Offset: 0x77c, Size: 12] WeatherChangeEvent CurWeatherTypeCach;//[Offset: 0x788, Size: 2] GameModePlayerShowUpassInfo[] UpassInfoList;//[Offset: 0x78c, Size: 12] GameModePlayerShowUpassInfo RepUpassInfoList;//[Offset: 0x798, Size: 120] enum GameModeType;//[Offset: 0x9f0, Size: 1] enum GameModeConfigType;//[Offset: 0x9f1, Size: 1] enum GameModeConfigSubType;//[Offset: 0x9f2, Size: 1] enum GameModeSubType;//[Offset: 0x9f3, Size: 1] int PlayerNumPerTeam;//[Offset: 0x9f4, Size: 4] FString[] OpenTagCullingMaps;//[Offset: 0x9f8, Size: 12] bool bShouldUseCompletePB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa04, Size: 1] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa05, Size: 1] bool IsDark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa06, Size: 1] float FPVEWeatherPlaySpeed;//[Offset: 0xa14, Size: 4] float WeatherPhaseIndex;//[Offset: 0xa18, Size: 4] enum[] WeatherProcessArray;//[Offset: 0xa1c, Size: 12] delegate OnWeatherStateChange;//[Offset: 0xa28, Size: 12] delegate OnWeatherSpeedChange;//[Offset: 0xa34, Size: 12] enum CurDynamicWeatherState;//[Offset: 0xa40, Size: 1] BeInvitedPlayers;//[Offset: 0xa44, Size: 60] float InviteCountDownTime;//[Offset: 0xa80, Size: 4] CircleDataMining[] CircleDataMining;//[Offset: 0xa84, Size: 12] Vector[] CircleArray;//[Offset: 0xa90, Size: 12] GameDataMining GameDataMining;//[Offset: 0xa9c, Size: 60] uint64 GameID;//[Offset: 0xad8, Size: 8] FString GameModeID;//[Offset: 0xae0, Size: 12] FString[] ModeUIManagerArrayCached;//[Offset: 0xaec, Size: 12] FString ModLogicSwitchTag;//[Offset: 0xaf8, Size: 12] delegate OnValidDynamicLevelChanged;//[Offset: 0xb04, Size: 12] LevelEventCenter* LevelEventCenter;//[Offset: 0xb10, Size: 4] Character* CurCastActorMsgOwner;//[Offset: 0xb14, Size: 8] float StartFlyTime;//[Offset: 0xb1c, Size: 4] int64 StartReadyUnixTimestamp;//[Offset: 0xb20, Size: 8] int64 StartFightingUnixTimestamp;//[Offset: 0xb28, Size: 8] int64 StartFinishedUnixTimestamp;//[Offset: 0xb30, Size: 8] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb49, Size: 1] bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4a, Size: 1] int EnableNewStateMachine;//[Offset: 0xb4c, Size: 4] float PlayerInBlueCircleClipTime;//[Offset: 0xb54, Size: 4] float BroadcastClientDistance;//[Offset: 0xb58, Size: 4] int[] FinalWinTeams;//[Offset: 0xb74, Size: 12] uint32[] FinalWinPlayers;//[Offset: 0xb80, Size: 12] uint32 GameTerminatorPlayerKey;//[Offset: 0xb8c, Size: 4] bool CanForbitPickupTeammateBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb90, Size: 1] bool CanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb91, Size: 1] int[] ImprisonmentTeammateKillType;//[Offset: 0xb94, Size: 12] int[] ImprisonmentTeammateGameType;//[Offset: 0xba0, Size: 12] bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbac, Size: 1] bool bIsUseStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbad, Size: 1] bool IsOpenHighPingTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbae, Size: 1] bool bEnableCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbaf, Size: 1] FString GuideImageName;//[Offset: 0xbb0, Size: 12] FString GuideLuaTableName;//[Offset: 0xbbc, Size: 12] FString GuideLuaFunctionName;//[Offset: 0xbc8, Size: 12] bool IsDisableTeamPanelPlayerStateInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd4, Size: 1] float PlayerNoOperationTime;//[Offset: 0xbd8, Size: 4] float PlayerNoConfirmRetToGameTime;//[Offset: 0xbdc, Size: 4] bool IsEnableHealthNumberText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe0, Size: 1] Vector2D SelfHealthOffset;//[Offset: 0xbe4, Size: 8] bool IsCollectHitFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbec, Size: 1] bool bOpenVehicleOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbed, Size: 1] UAELevelDirector* UAELevelDirector;//[Offset: 0xbf0, Size: 4] MarkDispatchManager* MarkDispatchManager;//[Offset: 0xbf4, Size: 4] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0xbf8, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0xc04, Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0xc10, Size: 12] MarkSyncData[] PrevLocalMarkDispatchData;//[Offset: 0xc1c, Size: 12] DynamicWeatherMgr* DynamicWeatherMgr;//[Offset: 0xc28, Size: 4] class Actor* PreloadPoolActorClass;//[Offset: 0xc30, Size: 40] class Actor* CommonPreloadPoolActorClass;//[Offset: 0xc58, Size: 40] FString CommonPrePoolActorPath;//[Offset: 0xc80, Size: 12] ActorExtraComponents;//[Offset: 0xc8c, Size: 60] XTriggerLuaRemoteComponent* LuaRemoteComponent;//[Offset: 0xcc8, Size: 4] FieldOfViewNotificationComponentRegistry* FieldOfViewNotificationComponentRegistry;//[Offset: 0xccc, Size: 4] bool bUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd0, Size: 1] bool bAIUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd1, Size: 1] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0xcd4, Size: 12] bool IgnoreWhenAttackNotInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce0, Size: 1] bool bEnableVehicleWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce1, Size: 1] bool bEnableVehicleDSWeakTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce2, Size: 1] delegate OnVeteranOrRecruitListUpdate;//[Offset: 0xce4, Size: 12] bool bNewForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf0, Size: 1] FString FServerStartTime;//[Offset: 0xcf4, Size: 12] bool bIsLowMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd00, Size: 1] uint32 ServerStartTimestamp;//[Offset: 0xd04, Size: 4] GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0xd08, Size: 12] FString MainWeaponTableName;//[Offset: 0xd14, Size: 12] class Object[] PlaneAvatarClassArray;//[Offset: 0xd20, Size: 12] SendStartFlowRecord;//[Offset: 0xd40, Size: 60] SendEndFlowRecord;//[Offset: 0xd7c, Size: 60] TslSimpleCollisionManager* SimpleCollisionManager;//[Offset: 0xdb8, Size: 4] DestructibleSurfaceManager* DestructibleSurfaceManager;//[Offset: 0xdbc, Size: 4] bool bUseNewGrenadeMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc0, Size: 1] bool bEnablePlayerEventSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc1, Size: 1] bool bEnableAttrMod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc2, Size: 1] bool bAvatarDownloadInBattleClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc3, Size: 1] bool bEnableDeathPlaybackRecord;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc4, Size: 1] bool bEnableDisplayPlayerAddonCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc5, Size: 1] int PlayerAddonCount;//[Offset: 0xdc8, Size: 4] STExtraBaseCharacter*[] DyingCharacters;//[Offset: 0xdd4, Size: 12] bool bEnableCarryAllCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde0, Size: 1] MapUIMarkManager* MarkMgr;//[Offset: 0xde4, Size: 4] FString RenderTargetMgrClassPath;//[Offset: 0xde8, Size: 12] WidgetToRenderTarget* RenderTargetMgr;//[Offset: 0xdf4, Size: 4] GameStateWeaponRule WeaponRule;//[Offset: 0xdf8, Size: 32] bool bHasUnderEarthWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe18, Size: 1] void WeatherStateChangeDelegate__DelegateSignature();// 0x2b33460 void WeatherSpeedChangeDelegate__DelegateSignature();// 0x2b33460 void UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x21455b4 void UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x21453a8 void UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x2145020 void UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x2144e5c STExtraBaseCharacter* TryGetCharacterByPlayerKey(FString PlayerKey);// 0x2144cfc void SyncAirplaneAndAirDrops(out AirDropPathData3D InAirDropPathData);// 0x2144c18 void SimulateAirAttackOver();// 0x2144bbc void ShowGameTips(int PlayerKey, int TipsID, FString Params);// 0x2144a78 void SetTagCulling(bool IsUse);// 0x1efa88c void SetServerStartTime(uint32 nServerStartTime);// 0x2144a00 void SetSendStartFlow(uint32 PlayerKey);// 0x2144988 void SetSendEndFlow(uint32 PlayerKey);// 0x2144910 void SetReConnectGameStateInfo(ReConnectGameStateInfo ReConnectInfo);// 0x21447d8 static void SetOnGameStateEndPlay(delegate InOnGameStateEndPlay);// 0x214473c static void SetOnGameStateBeginPlay(delegate InOnGameStateBeginPlay);// 0x21446a0 void SetIsLowMatch(int nClientType);// 0x2144628 void SetCustomRoute(out const Vector2D StartPoint, out const Vector2D EndPoint);// 0x2144550 void SetCurAirAttackWave(int AirAttackWave);// 0x21444d8 void SetCurAirAttackType(byte airattacktype);// 0x2144460 void SetCircleInfo(GetCircleInfo ReConnectInfo);// 0x2144354 void SetAvatarDownloadInBattleClientSwitch(bool bOpen);// 0x21442d4 void SetAlivePlayerNum(int InAlivePlayerNum);// 0x214425c void ServerRemoteDestroyAllActor();// 0x2144248 void ServerRemoteDestroyActor(int SingleId);// 0x21441d0 int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x2144074 void RPC_Client_RemoteDestroyAllActor();// 0x2144058 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x2143fd8 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x2143e44 void PlayPawnActive(FString PlayerKey, Actor* PlayerCharacter);// 0x2143ca0 void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x2b33460 void OnRep_WeatherStateChanged();// 0x2143c8c void OnRep_VisualFieldFeatureParam();// 0x2143c78 void OnRep_VeteranRecruitListUpdate();// 0x2143c64 void OnRep_UpassInfoList();// 0x2143c50 void OnRep_StartFlyTime();// 0x2143c3c void OnRep_ResetWeatherPlaySpeed();// 0x2143c28 void OnRep_ReadyStateTime();// 0x1edc34c void OnRep_ReadyStateCountingDown();// 0x1e7fd1c void OnRep_PlayerNumChange();// 0x1e7fd1c void OnRep_PlayerAddonCount();// 0x2143c0c void OnRep_MarkSyncData();// 0x2143bf8 void OnRep_IsTrainingMode();// 0x2143be4 void OnRep_IsShowDeadBox();// 0x2143bd0 void OnRep_IsOpenDuelMode();// 0x1e7fd1c void OnRep_IsFPPMode();// 0x2143bbc void OnRep_IsDark();// 0x2143ba8 void OnRep_GameTerminatorPlayerKey();// 0x2143b94 void OnRep_GameModeType();// 0x2143b80 void OnRep_GameModeSubType();// 0x2143b6c void OnRep_GameModeState();// 0x205e65c void OnRep_GameModeFeatureSet();// 0x1e7fd1c void OnRep_FinalWinTeams();// 0x1e7fd1c void OnRep_FinalWinPlayers();// 0x1e7fd1c void OnRep_EnableSignalSystem();// 0x2143b58 void OnRep_DynamicWeatherState();// 0x2143b44 void OnRep_CircleArray();// 0x1e7fd1c void OnRep_AliveTeamNum();// 0x2143b30 void OnRep_AlivePlayerNum();// 0x2143b1c void OnRep_AirDropPathData();// 0x2143b08 void OnPlayerSkillStart(STExtraBaseCharacter* SkillOwner, int SkillID);// 0x205adb8 void OnPlaneAvatarAsyncLoadComplete(out class Object[] ClassArrays);// 0x2143a3c void OnGameStateEndPlay__DelegateSignature(byte EndPlayReason);// 0x2b33460 void OnGameStateBeginPlay__DelegateSignature(GameState* GameState);// 0x2b33460 void OnGameModeDisplayNameChange();// 0x2143a28 void OnCharacterTakeHeadShot(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState);// 0x205a8b4 void OnCharacterTakeDamage(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState, float Damage);// 0x205a7ac void NotifyDynamicWeatherChange(DynamicWeatherMgr* Mgr, WeatherChangeEvent Event);// 0x214396c void ModifyEnableSignalSystemOnServer(bool bEnable);// 0x21438ec bool IsSendStartFlow(uint32 PlayerKey);// 0x214386c bool IsSendEndFlow(uint32 PlayerKey);// 0x21437ec bool IsRevivalGame();// 0x21437c4 bool IsPVEMode();// 0x214379c bool IsNoCircleInfo();// 0x2143774 bool IsMapUseTeamPattern();// 0x2143744 bool IsInWhiteCircle(out const Vector pos);// 0x21436b8 bool IsInNight();// 0x1edcec8 bool IsInBlueCircleByCircleMgr(Actor* _actor);// 0x2143638 bool IsInBlueCircle(out const Vector pos);// 0x21435ac bool IsFeatureSupported(enum SubSystemType);// 0x2143524 bool IsEnableObjectPool();// 0x21434fc bool IsEnableDamageInfo();// 0x208b148 TslSimpleCollisionManager* GetSimpleCollisionManager();// 0x21434d4 int GetServerStartUnixTimestamp();// 0x21434ac FString GetServerStartTime();// 0x21433ec float GetRepServerWorldTimeSeconds();// 0x21433c4 ReConnectGameStateInfo GetReConnectGameStateInfo();// 0x2143318 int GetPVEWeatherPhaseIndex();// 0x21432f0 STExtraPlayerState* GetPlayerStateByUID(uint64 PlayerUID);// 0x214326c XTriggerLuaRemoteComponent* GetLuaRemoteComponent();// 0x2143244 bool GetIsReadyStateReport();// 0x2143214 FName GetGameModeState();// 0x21431d4 FieldOfViewNotificationComponentRegistry* GetFieldOfViewNotificationComponentRegistry();// 0x21431ac FString GetDSSwitchValue(const int InSwitchId);// 0x21430a4 DestructibleSurfaceManager* GetDestructibleSurfaceManager();// 0x214307c enum GetCurWeatherState();// 0x2143054 enum GetCurDynamicWeatherState();// 0x214302c int GetCurCircleWave();// 0x2143010 byte GetCurCircleState();// 0x2142fd0 int GetCurCircleIndex();// 0x2142fa8 GetCircleInfo GetCircleStateInfo();// 0x2142f1c MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x2142e70 MarkSyncData[] GetAllMarkLocalData(byte _TYPE);// 0x2142dc4 int GetAlivePlayerNum();// 0x2142d9c AirDropPathData3D GetAirDropPathData();// 0x2142c04 STExtraBaseCharacter* FindCharacterByPlayerKey(FString PlayerKey);// 0x2142aa4 void ExecuteCVarConfig();// 0x2142a90 void EnableObjectPool(bool bEnable);// 0x2142a10 Widget* DeepFindWidgetInUserWidget(UserWidget* SourceWidget, FName WidgetName);// 0x214294c void ClearAirDropPathData();// 0x2142938 bool CheckIsLowMatch();// 0x2142910 void CheckInitLuaRemoteEvent();// 0x21428fc bool CheckDSSwitchOpen(const int SwitchId);// 0x2142874 bool CheckDamage(STExtraBaseCharacter* AttackCharacter, STExtraBaseCharacter* TargetBaseCharacter);// 0x209ddf4 void ChangeWeatherStatus(WeatherChangeEvent Event);// 0x21427fc void ChangeDynamicWeatherState(enum DayState);// 0x2142784 void BroadcastUISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x214267c void BroadcastUISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x2142468 void BroadcastUIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x214229c void BroadcastUICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x21420d0 void BroadcastTemporaryMessage(FString Message);// 0x214200c void BroadcastShowGameTips(int TipsID, FString Params);// 0x2141f04 void BroadcastLuaTipsBehavior(FString BehaviorTag, int ID, FString Params1, FString Params2);// 0x2141cf0 void BroadcastEndCircle();// 0x2141c94 void BroadcastCircleWaveOver(int Index);// 0x2141be0 void BroadcastCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index, bool InbActiveScreenSize, float InScreenSizeFactor, float InExtraRadius, float Pain, bool IsCustomCircle);// 0x21418cc void BroadcastCircleInfo(byte circleInfo, float Time, const Vector BlueCircleSync, const Vector WhiteCircleSync, int CircleInvertedIndex);// 0x21416fc void BroadcastAirAttackWarning(const Vector airAttackAreaSrc, int waveindex);// 0x2141640 void BroadcastAirAttackOrder(const AirAttackOrder airAttackOrderSrc, int waveindex);// 0x21414c4 void AsyncLoadResFinishCallback();// 0x21414b0 void AsyncLoadCommonResFinishCallback();// 0x214149c void AddUseSpringJumpTimes(uint32 PlayerKey, int Times);// 0x2059158 void AddUseEnhancerTimes(uint32 PlayerKey, int Times);// 0x2059094 void AddPveZombieGrenadeCount(int Value);// 0x2141424 void AddPvePoliceOfficeTriggerCount(int Value);// 0x21413ac void AddPlayerScore(Controller* ScorePlayer, Controller* VictimPlayer, FString ScoreType, float DamagePoint);// 0x2058d8c -------------------------------- Class: UAEGameState.LuaGameState.GameState.GameStateBase.Info.Actor.Object UAEGameSubsystem* GameBridge;//[Offset: 0x3b4, Size: 4] bool bTeamIDChgDeactivePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bd, Size: 1] FString WeaponAttrReloadTableName;//[Offset: 0x3fc, Size: 12] FString VehicleAttrReloadTableName;//[Offset: 0x408, Size: 12] FString DamageSearchTableName;//[Offset: 0x414, Size: 12] bool IsInitTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] void SendLuaDSToClient(int ID, out const byte[] Content);// 0x275717c void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x2757040 static WeaponAttrReloadTableStruct GetWeaponAttrReloadTableRow(int ID);// 0x2756f9c static VehicleAttrReloadTableStruct GetVehicleAttrReloadTableRow(int ID);// 0x2756f14 UAEGameSubsystem* GetGameBridge();// 0x2756ef8 bool CheckDSSwitchOpen(const int SwitchId);// 0x2142874 -------------------------------- Class: LuaGameState.GameState.GameStateBase.Info.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x36c, Size: 60] FString LuaFilePath;//[Offset: 0x3a8, Size: 12] -------------------------------- 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: AirAttackOrder int waveindex;//[Offset: 0x0, Size: 4] float FlightHeight;//[Offset: 0x4, Size: 4] float SeaLevelHeight;//[Offset: 0x8, Size: 4] int16[] bombsInterval;//[Offset: 0xc, Size: 12] Vector2D[] bombsPosition2D;//[Offset: 0x18, Size: 12] -------------------------------- Class: DSSwitchInfo int KeyNum;//[Offset: 0x0, Size: 4] FString SValue;//[Offset: 0x4, Size: 12] -------------------------------- Class: ViewMaskManager.Object enum ViewMaskTypeSetting;//[Offset: 0x1c, Size: 1] class Actor[] FilterActorClassList;//[Offset: 0x20, Size: 12] void SetViewMaskType(enum NewMaskType);// 0x2279cb4 bool IsPlayerViewMaskValid(STExtraBaseCharacter* BaseCharacter);// 0x2279c34 void Init();// 0x2279c20 int ClearViewMaskForActor(Actor* MaskActor);// 0x2279ba0 int ApplyViewMaskForPlayer(STExtraBaseCharacter* BaseCharacter);// 0x2279b20 int ApplyViewMaskForActorWithOwnerPlayer(Actor* MaskActor, STExtraBaseCharacter* BaseCharacter);// 0x2279a5c -------------------------------- Class: ModAdapter.Object Actor* SpawnPointLightActor(ModAdapterSpawnInfo SpawnInfo);// 0x1fee530 Actor* SpawnModActorByClass(class Actor ActorClass, out const Transform SpawnTransform, Pawn* Instigator, Actor* Owner);// 0x1fee380 -------------------------------- 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: 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 PawnUseAbilityEvent;//[Offset: 0x100, Size: 12] delegate PlayerJoinEvent;//[Offset: 0x10c, Size: 12] delegate PlayerRealExitEvent;//[Offset: 0x118, Size: 12] delegate PlayerExitEvent;//[Offset: 0x124, Size: 12] delegate ProjectileStopEvent;//[Offset: 0x130, Size: 12] delegate ProjectileBounceEvent;//[Offset: 0x13c, Size: 12] delegate DecoraterActorSpawnEvent;//[Offset: 0x148, Size: 12] delegate RemoteEvent;//[Offset: 0x154, Size: 12] delegate PlayerDamageQueryEvent;//[Offset: 0x160, Size: 12] delegate PawnNearDeathEvent;//[Offset: 0x16c, Size: 12] delegate PawnNearDeathOrRescuedEvent;//[Offset: 0x178, Size: 12] delegate OnAIPawnSpawnEvent;//[Offset: 0x184, Size: 12] delegate OnCharacterRespawnEvent;//[Offset: 0x190, Size: 12] delegate ChooseEnemyLoseTargetEvent;//[Offset: 0x19c, Size: 12] delegate FindEnemyWarningEvent;//[Offset: 0x1a8, Size: 12] delegate ModFindEnemyWarningEvent;//[Offset: 0x1b4, Size: 12] delegate TaskInterActiveActorBeginEvent;//[Offset: 0x1c0, Size: 12] delegate TaskInterActiveActorDoneEvent;//[Offset: 0x1cc, Size: 12] delegate LevelAddedEvent;//[Offset: 0x1d8, Size: 12] delegate DSLuaGMEvent;//[Offset: 0x1e4, Size: 12] delegate OnWeaponFireEvent;//[Offset: 0x1f0, Size: 12] delegate PlayerPickUpItemEvent;//[Offset: 0x1fc, Size: 12] delegate PlayerDropItemEvent;//[Offset: 0x208, Size: 12] delegate PlayerUseItemEvent;//[Offset: 0x214, Size: 12] delegate PlayerDisUseItemEvent;//[Offset: 0x220, Size: 12] delegate PlayerSwapItemEvent;//[Offset: 0x22c, Size: 12] delegate PlayerEquipItemEvent;//[Offset: 0x238, Size: 12] delegate PlayerUnEquipItemEvent;//[Offset: 0x244, Size: 12] delegate PlayerConsumeEvent;//[Offset: 0x250, Size: 12] delegate PawnChangeTeamEvent;//[Offset: 0x25c, 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: 0x32c, Size: 4] int ShootReduceDurabilityAmount;//[Offset: 0x330, Size: 4] -------------------------------- Class: VehicleAttrReloadTableStruct int KeyID;//[Offset: 0x0, Size: 4] float HealthMax;//[Offset: 0x4, Size: 4] float Health;//[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);// 0x1fe1ba4 int GenerateNewLocalInstanceID();// 0x1fe1b7c int GenerateNewInstanceID();// 0x1fe1b58 void DispatchMarkData(MarkDispatchAction Data);// 0x1fe19a0 void ClearMarkDataByTypeID(int TypeId, enum MarkTypeIDClearType, STExtraPlayerState* WeakPlayerState);// 0x1fe18a0 -------------------------------- 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);// 0x22a28fc -------------------------------- Class: FieldOfViewNotificationComponentRegistry.Object delegate FieldOfViewNotificationComponentRegisteredDelegate;//[Offset: 0x1c, Size: 12] delegate FieldOfViewNotificationComponentUnregisteredDelegate;//[Offset: 0x28, Size: 12] void Unregister(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x1f75b7c void Register(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x1efe368 void GetRegisteredFieldOfViewNotificationComponents(out FieldOfViewNotificationComponent*[] OutRegisteredFieldOfViewNotificationComponents);// 0x1f75aa8 static FieldOfViewNotificationComponentRegistry* Get(Object* WorldContext);// 0x1f75a30 void FieldOfViewNotificationComponentUnregisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2b33460 void FieldOfViewNotificationComponentRegisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x2b33460 -------------------------------- 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();// 0x1f75680 static int IsGlobalDebugLineTraceDrawn();// 0x1f75654 void InFieldOfViewChangedDelegate__DelegateSignature(FieldOfViewNotificationComponent* Sender, enum OldFieldOfViewNotificationStatus);// 0x2b33460 enum GetFieldOfViewNotificationStatus();// 0x1f7562c -------------------------------- Class: GameModeCVarConfigItem FString Key;//[Offset: 0x0, Size: 12] FString Value;//[Offset: 0xc, Size: 12] -------------------------------- Class: TslSimpleCollisionManager.Actor.Object SimpleSpherePersistentChecker[] PersistentExplosiveItemFields;//[Offset: 0x2ec, Size: 12] float DamageFieldUpdatePeriod;//[Offset: 0x350, Size: 4] float DamageFieldPassedTime;//[Offset: 0x354, Size: 4] void RegisterPersistentReceiver(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, int ID);// 0x2207b4c void RegisterBoundingSphere(out const Vector Origin, float Radius, TslSimpleCollisionReceiver* OwnerTracer);// 0x2207a3c void AddRandomPersistentCapsules(int Num, float RngRadius);// 0x1f9db28 int AddCheckerToBoundingSphere(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, TslSimpleCollisionReceiver* Receiver, bool RebuildSphere);// 0x22078a4 -------------------------------- 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.ActorComponent.Object MarkPathSetting[] MarkPathSettingArray;//[Offset: 0xc0, Size: 12] class ScreenMarkManager* ScreenMarkMgrClass;//[Offset: 0xcc, Size: 4] MapUIBase* m_pMiniMap;//[Offset: 0xd0, Size: 4] MapUIBase* m_pEntireMap;//[Offset: 0xd4, Size: 4] ScreenMarkManager* m_ScreenMarkManager;//[Offset: 0xd8, Size: 4] int[] CurMarkInstList;//[Offset: 0xdc, Size: 12] CurMarkActorInstMap;//[Offset: 0xe8, Size: 60] delegate OnAlertItemListUpdateDelegate;//[Offset: 0x19c, Size: 12] delegate OnMiniMapPointerException;//[Offset: 0x1a8, Size: 12] STExtraGameStateBase* pExtraGameState;//[Offset: 0x1b4, Size: 4] STExtraPlayerController* pExtraPC;//[Offset: 0x1b8, Size: 4] UIBPAsyncParams[] UIBPCallbackBuffer;//[Offset: 0x1e0, Size: 12] float TickRate_Internal;//[Offset: 0x1f4, Size: 4] float TickRate_Callback;//[Offset: 0x1f8, Size: 4] void OnUIBPLoadCallBack(UIBPAsyncParams inCallBackParams);// 0x1fe63bc void OnMiniMapPointerExceptionDelegate__DelegateSignature();// 0x2b33460 void OnAlertItemListUpdateDelegate__DelegateSignature(int Counts);// 0x2b33460 -------------------------------- 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: 0x1a8, Size: 12] ActorVectorPair[] ActorVectorArrayToUnBind;//[Offset: 0x1b4, Size: 12] void UpdateBindingWidgetByPanel(int ID);// 0x20740d8 void UpdateBindingLocationWidget(int ID);// 0x2074060 void UpdateBindingActorWidget(int ID);// 0x2073fe8 void UnbindLocation(out const Vector BingdingLoction, int ID);// 0x2073f1c void UnbindActor(Actor* BindingObject, int ID);// 0x2073e60 bool RemoveBlockCheckIgnoreActor(int GroupID, Actor* Actor);// 0x2073d9c void ReleaseGroupByID(int ID);// 0x2073d24 bool RecycleBindWidget(Widget* BindWidget, int ID);// 0x2073c60 void OnLocationUnbindUI(Widget* BindWidget, int ID);// 0x2073b9c void OnLocationBindUI(Widget* BindWidget, int ID);// 0x2073ad8 void OnInitMarkGroupData(int ID);// 0x1efe368 void OnInit();// 0x1e937e0 void OnActorUnbindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x20739d0 void OnActorBindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x20738c8 bool IsInBindingRange(out const Vector PlayerToCharacter, int ID);// 0x20737f4 bool InitMarkGroupData(int ID, bool bIsAsync);// 0x2073728 Widget* GetWidgetByActor(int ID, const Actor* Actor);// 0x2073664 Widget* FetchUI(int ID);// 0x20735e4 bool CheckShouldShow(Actor* Actor, out ScreenMarkGroupData GroupData);// 0x20733f0 bool BindToLoc(out const Vector BingdingLoction, int ID);// 0x2073318 bool BindToActor(Actor* BindingObject, int ID);// 0x2073254 bool AddBlockCheckIgnoreActor(int GroupID, Actor* Actor);// 0x2073190 -------------------------------- Class: ScreenMarkGroupData ScreenMarkGroupConfig Config;//[Offset: 0x0, Size: 64] UIDuplicatedItemPool* UIPool;//[Offset: 0x40, Size: 4] Actor*[] WorldObjectArr;//[Offset: 0x44, Size: 12] Vector[] WorldLocationArr;//[Offset: 0x50, Size: 12] Widget*[] HidingUIArr;//[Offset: 0x5c, Size: 12] Widget*[] ShowingUIArr;//[Offset: 0x68, Size: 12] ActorWidgetPair[] BindingActorUIArr;//[Offset: 0x74, Size: 12] BindingLocationPairs;//[Offset: 0x80, Size: 60] NormalActorPositionPanel* ScreenMarkPanel;//[Offset: 0xc4, Size: 4] Actor*[] IgnoreBlockArr;//[Offset: 0xc8, 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] -------------------------------- 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);// 0x2241dd8 void RemoveAllTagFromItemPool();// 0x2241dc4 void RecycleUnusedItem();// 0x2241db0 void RecycleAllItems();// 0x2241d9c void OnAsyncLoadWidgetFinished(UserWidget* Widget, int InstID);// 0x2241ce0 bool ItemPoolHasTag(FString TagName);// 0x2241c1c bool ItemPoolHasOneTagAtLeast(out const FString[] TagNameList);// 0x2241ae0 bool ItemPoolHasAllTag(out const FString[] TagNameList);// 0x22419a4 void InitItemPool(FString ClassPath, int DefaultItemCounts);// 0x22418a4 UserWidget* GetOneItem();// 0x224187c void GetAllUsedItem(out UserWidget*[] ItemList);// 0x22417b0 void GetAllTagFromItemPool(out FString[] tagList);// 0x224167c void FreeOneItem(UserWidget* IdleItem);// 0x2241604 void AddTagToItemPool(FString TagName);// 0x2241548 void AddMultiTagToItemPool(out const FString[] TagNameList);// 0x2241414 -------------------------------- Class: ActorWidgetPair Actor* Actor;//[Offset: 0x0, Size: 8] Widget* Widget;//[Offset: 0x8, Size: 4] -------------------------------- Class: NormalActorPositionPanel.LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object FName SkeletaSocketName;//[Offset: 0x358, Size: 8] Vector WorldPositionOffset;//[Offset: 0x360, Size: 12] Vector2D LimitXY;//[Offset: 0x36c, Size: 8] Vector2D LimitZW;//[Offset: 0x374, Size: 8] Vector2D UIOffset;//[Offset: 0x37c, Size: 8] CanvasPanel* AddToPanel;//[Offset: 0x384, Size: 4] int[] BindingGroupIDArr;//[Offset: 0x388, Size: 12] void UpdateBindingWidgetByPanel(int ID);// 0x1f3d590 void OnRemoveGroup(int ID);// 0x1fc12d0 void OnLocationUnbindUI(Widget* BindWidget, int ID);// 0x200a4d0 void OnLocationBindUI(Widget* BindWidget, int ID);// 0x200e5ec void OnInitGroup(int ID);// 0x200e56c void OnActorUnbindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x200e464 void OnActorBindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x200e35c Widget*[] GetHidingUIArr(int ID, int MaxWidgetNum);// 0x2b33460 Widget* DuplicateWidget(Widget* SourceWidget, const FName Name);// 0x200e298 -------------------------------- 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: CanvasPanel.PanelWidget.Widget.Visual.Object bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] void SetDontPaintWhenChildEmpty(bool Enable);// 0x3809c5c bool GetDontPaintWhenChildEmpty();// 0x3809c34 CanvasPanelSlot* AddChildToCanvas(Widget* Content);// 0x3809bb4 -------------------------------- 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);// 0x380a8ac void SetSupportNotch(bool InSupportNotch);// 0x380a82c void SetSize(Vector2D InSize);// 0x380a7bc void SetPosition(Vector2D InPosition);// 0x380a74c void SetOffsets(Margin InOffset);// 0x380a6c4 void SetMinimum(Vector2D InMinimumAnchors);// 0x380a654 void SetMaximum(Vector2D InMaximumAnchors);// 0x380a5e4 void SetLayout(out const AnchorData InLayoutData);// 0x380a54c void SetAutoSize(bool InbAutoSize);// 0x380a4cc void SetAnchors(Anchors InAnchors);// 0x380a444 void SetAlignment(Vector2D InAlignment);// 0x380a3d4 int GetZOrder();// 0x380a3ac Vector2D GetSize();// 0x380a36c Vector2D GetPosition();// 0x380a32c Margin GetOffsets();// 0x380a2e8 AnchorData GetLayout();// 0x380a294 bool GetAutoSize();// 0x380a26c Anchors GetAnchors();// 0x380a228 Vector2D GetAlignment();// 0x380a1e8 bool GeSupportNotch();// 0x380a1c0 -------------------------------- Class: ActorVectorPair Actor* Actor;//[Offset: 0x0, Size: 8] Vector Vector;//[Offset: 0x8, Size: 12] -------------------------------- 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] bool bMapDynamicScaleDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98, Size: 1] Vector LevelLandScapeCenterC;//[Offset: 0x9c, Size: 12] Vector2D SelfMarkerAligmentC;//[Offset: 0xa8, Size: 8] CanvasPanel* CanvasPanel_ShowAirPlaneRoute;//[Offset: 0xb0, Size: 4] bool bIsShowAirPlaneRouteAfteHide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1] FString[] InnerCircleGameModeIDC;//[Offset: 0xb8, Size: 12] FakeRadiationCircle* InnerCircle;//[Offset: 0xc4, Size: 4] float ImageBlueCircleScale;//[Offset: 0xc8, Size: 4] MapRealTimeInfo MapRealTimeInfoC;//[Offset: 0xcc, Size: 240] MapRealTimeInfo CacheMapRealTimeInfoC;//[Offset: 0x1bc, Size: 240] MapDataBase* CurrentMapData;//[Offset: 0x2ac, Size: 8] UserWidget* BindWidget;//[Offset: 0x2b4, Size: 8] MapObjct* ParentMapObject;//[Offset: 0x2bc, Size: 8] Vector LandscapeCenterCpp;//[Offset: 0x2c4, Size: 12] float LevelToMapScaleC;//[Offset: 0x2d0, Size: 4] float MapScaleCpp;//[Offset: 0x2d4, Size: 4] Vector2D MapImageSizeCpp;//[Offset: 0x2d8, Size: 8] float MapScalingRadio;//[Offset: 0x2e0, Size: 4] int LocalPlayerIndexC;//[Offset: 0x2e4, Size: 4] float MapImageExtentC;//[Offset: 0x2e8, Size: 4] float MapWindowExtentC;//[Offset: 0x2ec, Size: 4] bool bNeedDrawSelfGuideLineC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] LinearColor GuideLineColor;//[Offset: 0x2f4, Size: 16] LinearColor WhiteCircleColorC;//[Offset: 0x304, Size: 16] bool IsAntiAliasC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314, Size: 1] float GuideLineDashSizeC;//[Offset: 0x318, Size: 4] float DefaultLineThicknessC;//[Offset: 0x31c, Size: 4] bool bNeedDrawWhiteCircleC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320, Size: 1] bool bNeedDrawCircleGuideLineC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321, Size: 1] Vector2D MapAdjustLocation;//[Offset: 0x324, Size: 8] CanvasPanel* PlayerAddPanel;//[Offset: 0x32c, Size: 8] CanvasPanel* ExtraAddBottomPanel;//[Offset: 0x334, Size: 8] CanvasPanel* ExtraAddTopPanel;//[Offset: 0x33c, Size: 8] bool bDrawOrHideAirDropPathDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] bool bIsDrawAirDropFlightPathBackup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x345, Size: 1] int AirDropIndex;//[Offset: 0x348, Size: 4] STExtraGameStateBase* CacheGameState;//[Offset: 0x350, Size: 8] void UpdatePlayersLocAndRotC(STExtraPlayerController* STEPC, STExtraPlayerState* STEPS, STExtraGameStateBase* STEGS);// 0x1f51550 void UpdateMultiMarkC(int Index, out const Vector2D[] MultiMarkLocs, bool IsShow, float Opacity);// 0x1fe3134 void UpdateMarkC(int Index, Vector2D FLoc, bool IsShow, float Opacity);// 0x1fe2fe4 void TickWidget(out const Geometry MyGeometry, float InDeltaTime);// 0x1f51458 void SetupUIMarkRoot();// 0x1fe2fd0 void RepositionMapMultiMarkC(int PlayerIndex, Vector2D CurSize);// 0x1fe2f1c void RepositionMapMarkC(int FIndex, int LocalPlayerIndex, Vector2D CurSize);// 0x1fe2e1c void RedrawAllMapMarkC(Vector2D CurSize);// 0x1fe2dac void ReCalMapInfoC();// 0x1fe2d98 void OnUpdateUIMarks();// 0x1fe2d7c void OnPaint(PaintContext InContext);// 0x1fe2ce8 void InitMap(MapDataBase* InMapData, UserWidget* InUserWidget);// 0x1f51394 World* GetWorldInternal();// 0x1fe2cc0 float GetLevelToMapScale();// 0x1f51364 STExtraGameStateBase* GetGameState();// 0x1fe2c78 -------------------------------- 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: 0x3b8, Size: 12] void UpdateUIBPState(out const CustomMarkEventData InState);// 0x1fe54a4 void UpdateMarkSize(float inScale);// 0x1f12778 void UpdateMarkPosition(Vector2D NewMapPos, Vector2D MapAdjustOffset, float Angle, float MapWindowHalfExtent);// 0x1fe5354 bool ShouldLimitedInMinimap();// 0x1fe532c void SetWidgetCurRotation(Rotator WorldRot3D);// 0x1fe52bc void SetWidgetCurPostion(Vector WorldPos3D);// 0x1fe524c void SetUpdatePropertyArray(out const UpdateStateChangePorperty[] PropertyArray, int InitState);// 0x1fe5100 void SetCountDwonText(TextBlock* TextBlock, int TotalSecond, bool IsShowZero, FString Format);// 0x1fe4ec4 void SetChangeSizePanel(float SizeX, float SizeY, bool IsChangeSize, bool IsChangeInUpdate);// 0x1fe4d68 void RefreshPanelScale(float Scale);// 0x1fe4cf0 void RefreshCountDownText();// 0x1fe4cdc void OnWidgetShow(out const CustomMarkEventData InState);// 0x1fe4bf0 void OnUpdateState(out const CustomMarkEventData InState);// 0x1fe4b04 void OnUpdateMarkSize(float Scale);// 0x1fe4a8c void OnUpdateIconMap(int NewState);// 0x1fe4a14 void OnUIBPShow(out const CustomMarkEventData InState);// 0x1fe4920 void OnUIBPDestroy();// 0x1fe4904 void OnUIBPCreate(out const CustomMarkEventData InState, byte ParentState);// 0x1fe47c8 void OnEnterEntireMap();// 0x2b33460 Rotator GetWidgetCurWorldRot();// 0x1fe4780 Vector GetWidgetCurWorldPos();// 0x1fe4738 -------------------------------- 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);// 0x3821bcc void SetText(FText InText);// 0x382191c void SetShadowOffset(Vector2D InShadowOffset);// 0x38218ac void SetShadowColorAndOpacity(LinearColor InShadowColorAndOpacity);// 0x3821830 void SetSelectColor(bool bIsSelect);// 0x38217b0 void SetOpacity(float InOpacity);// 0x3821738 void SetMinDesiredWidth(float InMinDesiredWidth);// 0x38216c0 void SetJustification(byte InJustification);// 0x3821648 void SetFont(SlateFontInfo InFontInfo);// 0x3821330 void SetColorAndOpacity(SlateColor InColorAndOpacity);// 0x3821010 void SetAutoEllipsisText(bool InAutoEllipsisText);// 0x3820f90 FText GetText();// 0x3820e34 -------------------------------- 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: 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);// 0x1fe1f34 World* GetWorldInternal();// 0x1fe1f0c STExtraGameStateBase* GetGameState();// 0x1fe1ec4 -------------------------------- Class: MapObjct.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] MapUIBase* CurrentHoldMapUI;//[Offset: 0x6c, Size: 8] World* GetWorldInternal();// 0x1fe3b70 -------------------------------- Class: MarkActorInstInfo int UIBPInstID;//[Offset: 0x0, Size: 4] -------------------------------- Class: UIBPAsyncParams MarkSyncData MarkData;//[Offset: 0x4, Size: 96] class MapUIMarkBaseWidget* UIBPSoftPtr;//[Offset: 0x68, Size: 40] class Object* UIClass;//[Offset: 0x90, Size: 4] -------------------------------- Class: WidgetToRenderTarget.Object NameToTextureRenderTarget2DManagerWidgetInfos;//[Offset: 0x1c, Size: 60] DrawTextToTextureRenderTarget2DParams[] CachedParams;//[Offset: 0x58, Size: 12] void ReleaseCachedParams();// 0x229a250 bool ReceivePreDrawTextToTextureRenderTarget2DAsync(out DrawTextToTextureRenderTarget2DParams Params);// 0x2b33460 void ReceivePostDrawTextToTextureRenderTarget2DAsync(out const DrawTextToTextureRenderTarget2DParams Params);// 0x2b33460 void DrawTextToTextureRenderTarget2DAsync(out const DrawTextToTextureRenderTarget2DParams Params, out const delegate OnWidgetToRenderTargetDrawn);// 0x2299f50 -------------------------------- 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: 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: CacheTouchData -------------------------------- 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: 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: WeaponManagerBaseComponent.WeaponManagerComponent.ActorComponent.Object WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x4c4, Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x4d0, Size: 12] DefaultWeaponHolderInfo[] WeaponInfoList;//[Offset: 0x4dc, Size: 12] bool StopFireFilter(STExtraShootWeapon* ShootWeapon);// 0x228ec3c void StopFire(STExtraShootWeapon* ShootWeapon);// 0x228ebc4 bool StartFireFilter(STExtraShootWeapon* ShootWeapon);// 0x228eb3c void StartFireBySlot(byte Slot, byte ShootMode);// 0x228ea80 STExtraWeapon* SpawnWeaponOnServer(class STExtraWeapon Template, int WeaponType, int WeaponId, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x228e840 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x228e62c bool ReloadWeaponFilter(STExtraShootWeapon* ShootWeapon);// 0x228e5a4 bool ReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x228e524 void OnRep_CurrentWeaponReplicated();// 0x201928c void OnReconnectOnServer();// 0x1e8dd08 void LocalStopFire(STExtraShootWeapon* ShootWeapon);// 0x228e4ac void LocalStartFire(STExtraShootWeapon* ShootWeapon, byte ShootMode, Vector SimpleShootTarget, Vector2D ClientScreenSize);// 0x228e360 void LocalStartBarrel(STExtraShootWeapon* ShootWeapon);// 0x228e2e8 void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x228e238 void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x228e17c void DoAutoReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x228e104 void DelayFire(float DelayTime, byte ShootMode);// 0x220acfc -------------------------------- Class: WeaponReconnectReplicateDataWrapper WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x0, Size: 104] STExtraWeapon* Weapon;//[Offset: 0x68, Size: 4] -------------------------------- 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: 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: 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] float StartFireTime;//[Offset: 0x10, Size: 4] double StartFireSysTime;//[Offset: 0x18, Size: 8] -------------------------------- Class: STExtraExplosionEffect.Actor.Object ParticleSystem* FarComplexEffect;//[Offset: 0x2d4, Size: 4] ParticleSystem* NearSimpleEffect;//[Offset: 0x2d8, Size: 4] float NearToFarDistance;//[Offset: 0x2dc, Size: 4] AkAudioEvent* ExplosionSound;//[Offset: 0x2e0, Size: 4] float PlayEffectDelayTime;//[Offset: 0x2e4, Size: 4] HitResult SurfaceHit;//[Offset: 0x2e8, Size: 136] bool bPlayFallbackEffectIfFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370, Size: 1] -------------------------------- Class: SACData BulletHitInfoUploadData[] HitDataArray;//[Offset: 0x0, Size: 12] LocalShootHitData[] ShootHitDataArray;//[Offset: 0xc, Size: 12] ShootTimeData[] ShootTimeDatas;//[Offset: 0x18, Size: 12] int ShootTimes;//[Offset: 0x24, Size: 4] byte[] TssSdkAntiData;//[Offset: 0x28, Size: 12] int TssSdkAntiDataLen;//[Offset: 0x34, Size: 4] int NetworkStatus;//[Offset: 0x38, Size: 4] -------------------------------- 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: ShootTimeData Vector ShootPos;//[Offset: 0x0, Size: 12] Vector 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 GunTailPos;//[Offset: 0x90, Size: 12] -------------------------------- Class: Vector_NetQuantizeNormalSv.Vector -------------------------------- Class: ShootTimeInfo_NetQuantize -------------------------------- Class: STExtraFireBalloon.Actor.Object BoxComponent* RootCollision;//[Offset: 0x320, Size: 4] StaticMeshComponent* BalloonMesh;//[Offset: 0x324, Size: 4] FireBalloonMovementComponent* Movement;//[Offset: 0x328, Size: 4] int MapMarkTypeID;//[Offset: 0x32c, Size: 4] enum MapMarkFlag;//[Offset: 0x330, Size: 1] Pawn* Driver;//[Offset: 0x338, Size: 4] float MoveUpValue;//[Offset: 0x33c, Size: 4] byte MovementSmoothMode;//[Offset: 0x370, Size: 1] float MovementSmoothAlpha;//[Offset: 0x374, Size: 4] float MoveUpScale;//[Offset: 0x378, Size: 4] bool bAutoFallOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] float AutoFallOffSpeed;//[Offset: 0x380, Size: 4] Vector ControlInputVector;//[Offset: 0x384, Size: 12] Vector LastControlInputVector;//[Offset: 0x390, Size: 12] float TickInterval;//[Offset: 0x39c, Size: 4] FString LuaFilePath;//[Offset: 0x3a4, Size: 12] Vector2D FObservationArea;//[Offset: 0x3b0, Size: 8] bool bIsInObservationArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8, Size: 1] void SetParachuteServerAuthorized(Pawn* InPawn);// 0x213266c void SetMoveUpValue(float InMoveUpValue);// 0x21325f4 void SetDriver(Pawn* InPawn);// 0x1e791b0 void OnRep_Driver(Pawn* PrevDriver);// 0x1e6ad48 Pawn* GetDriver();// 0x21325d8 void CheckWishTask();// 0x2b33460 bool CanBeDriver(Pawn* InPawn);// 0x2132550 void BPUpdateUIVisible();// 0x2b33460 void BPUpdateObservationArea();// 0x2b33460 void BPSetPlayCameraOffsetData(float FAlpha, bool IsUpdateCameraLocation);// 0x2b33460 bool BlueprintIsNetRelevantFor(const Actor* RealViewer, const Actor* ViewTarget, out const Vector SrcLocation);// 0x2b33460 -------------------------------- 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);// 0x2132110 void ReceiveOnImpact(out const HitResult Hit, float TimeSlice, out const Vector MoveDelta);// 0x2b33460 void OnFireBalloonImpactDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2b33460 float GetMaxFlyHeight();// 0x21320e8 -------------------------------- 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: 0x454, Size: 12] int MiniMapIconID;//[Offset: 0x460, Size: 4] int MiniMapInstanceID;//[Offset: 0x464, Size: 4] bool bIsSearchedRemainBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x468, Size: 1] void OnRep_IsSearchedRemainBox();// 0x203b6ec void HandleBoxIsSearched();// 0x1f346b4 -------------------------------- 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: 0x55a, Size: 1] bool DisableServerBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55b, Size: 1] Vector ServerShootPos;//[Offset: 0x55c, Size: 12] float ServerShootTime;//[Offset: 0x568, Size: 4] ProjectileBulletLaunchParams ServerLaunchParams;//[Offset: 0x570, Size: 80] bool bIsValidImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d9, Size: 1] Controller* CachedInstigator;//[Offset: 0x5e0, Size: 4] void RPC_Multicast_StartLaunch(float Speed, out const Transform Trans, Actor* InOwningWeapon, Actor* InInstigator, uint32 _ShootID);// 0x1edb070 void ProjectileComponentHandleShootDamageCallback(NormalProjectileComponent* Comp);// 0x20508c8 void OnRep_ServerLaunchParams(out const ProjectileBulletLaunchParams OldParam);// 0x20507b0 void OnImpactEnd(out const HitResult _ImpactResult);// 0x1edafc0 void OnImpact(out const HitResult _ImpactResult);// 0x1edaf1c void HandleBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x20505ac -------------------------------- Class: STExtraShootWeaponBulletBase.Actor.Object BulletMovementComponent* PMComp;//[Offset: 0x30c, Size: 4] bool bLaunchWithGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] int MaxNoGravityRange;//[Offset: 0x314, Size: 4] float LaunchGravityScale;//[Offset: 0x318, Size: 4] int PunctureTimes;//[Offset: 0x31c, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x320, Size: 4] class DamageType* DamageType;//[Offset: 0x324, Size: 4] ParticleSystem* NormalTailFX;//[Offset: 0x328, Size: 4] bool bShowNormalTailFXImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32c, Size: 1] bool bDrawImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d, Size: 1] ParticleSystem* BeamTailFX;//[Offset: 0x330, Size: 4] Vector RootScale;//[Offset: 0x334, Size: 12] bool bUseOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] bool bHasFlyPastEarSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341, Size: 1] Vector ShootDir;//[Offset: 0x344, Size: 12] bool bIgnoreCahracterRootCompImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350, Size: 1] float ShowBulletEffectMinDistance;//[Offset: 0x354, Size: 4] STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x450, Size: 4] delegate OnResetBullet;//[Offset: 0x454, Size: 12] delegate OnBulletImpact;//[Offset: 0x460, Size: 12] delegate OnLaunchBullet;//[Offset: 0x46c, Size: 12] delegate OnRecycleBullet;//[Offset: 0x478, Size: 12] ParticleSystemComponent* BeamTailFXComp;//[Offset: 0x484, Size: 4] Actor* WeaponOwnerPawn;//[Offset: 0x488, Size: 4] float WeaponFloorHeight;//[Offset: 0x538, Size: 4] Vector WeaponOwnerPos;//[Offset: 0x53c, Size: 12] byte CachedOwnerRole;//[Offset: 0x548, Size: 1] uint32 OwnerPlayerKey;//[Offset: 0x54c, Size: 4] bool bEnableClientBlockVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] bool bEnableUpdateBulletTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x551, Size: 1] int MaxTraceTimes;//[Offset: 0x554, Size: 4] bool bEnableFillSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558, Size: 1] bool IngoreSameGroupBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x559, Size: 1] void ResetBulletDelegate__DelegateSignature();// 0x2b33460 void ReloadNoEncodeAttr();// 0x1e6bbfc void OnShowBulletEffect();// 0x2b33460 void OnRecycleBulletDelegate__DelegateSignature();// 0x2b33460 void OnImpactEnd(out const HitResult _ImpactResult);// 0x1edafc0 void OnImpactDelegate__DelegateSignature(HitResult HitInfo);// 0x2b33460 void OnImpact(out const HitResult _ImpactResult);// 0x1edaf1c bool NeedCheckBulletFlySound();// 0x21af8c8 void LaunchBulletDelegate__DelegateSignature();// 0x2b33460 float GetMaxBulletFlySpeed();// 0x207b430 Controller* GetInstigatorControllerSafe();// 0x21af8a0 STExtraBaseCharacter* GetInstigatorCharacter();// 0x21af878 bool ConditionalDestroyBullet(out const HitResult _ImpactResult);// 0x21af7d4 bool ClientVerifyBlock(out const Vector MuzzlePos, out const Vector ImpactPoint, Actor* Weapon, Actor* ImpactActor);// 0x21af664 -------------------------------- 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: 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();// 0x1efa0c8 void ResetTickDelay();// 0x1efa0ac void IgnoreBounceReflectOnce();// 0x1efa090 void ForceStop();// 0x1efa07c -------------------------------- 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);// 0x447ab54 void SetVelocityInLocalSpace(Vector NewVelocity);// 0x447aadc void OnProjectileStopDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x2b33460 void OnProjectileBounceDelegate__DelegateSignature(out const HitResult ImpactResult, out const Vector ImpactVelocity);// 0x2b33460 Vector LimitVelocity(Vector NewVelocity);// 0x447aa48 -------------------------------- Class: NormalProjectileComponent.STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object float AutoRecoverShootLockInterval;//[Offset: 0x4f4, Size: 4] NormalProjectileVerifyConfig VerifyConfig;//[Offset: 0x4f8, Size: 44] delegate OnHandleShootDamageDelegate;//[Offset: 0x524, Size: 12] bool bNeedWaitClientBulletLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x534, Size: 1] float CurShootLockInterval;//[Offset: 0x538, Size: 4] void UpdateShootLockCD(float DeltaTime);// 0x2010c10 void OnHandleShootDamageDelegate__DelegateSignature(NormalProjectileComponent* NormalProjectileComponent);// 0x2b33460 bool CheckShootState();// 0x1e58368 -------------------------------- Class: STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object Actor*[] BulletCacheList;//[Offset: 0x4e8, Size: 12] -------------------------------- Class: STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object FName NormalBulletsTrackCompTag;//[Offset: 0xd0, Size: 8] FName ScopeBulletsTrackCompTag;//[Offset: 0xd8, Size: 8] BulletTrackComponent* ShootWeaponBulletsTrackComponent;//[Offset: 0xe0, Size: 4] BulletTrackComponent* ShootWeaponScopeBulletsTrackComponent;//[Offset: 0xe4, Size: 4] ShootWeaponEntity* ShootWeaponEntityComponent;//[Offset: 0xe8, Size: 4] bool bIsContinuousShooting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec, Size: 1] int ContinuousShootingBulletsNum;//[Offset: 0xf0, Size: 4] delegate OnShoot;//[Offset: 0xf4, Size: 12] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x100, Size: 4] float LastCalcShootTime;//[Offset: 0x110, Size: 4] HitResult CalcShootHitRet;//[Offset: 0x118, Size: 136] VolleyShootInfoCache[] VolleyShootLocCache;//[Offset: 0x488, Size: 12] CustomBulletDamage;//[Offset: 0x4ac, Size: 60] void VehicleShoot();// 0x21b092c void UpdateVolleyShootParameters(Vector TargetLoc, out Vector StartLoc, out Rotator BulletRot, out Vector BulletDir);// 0x21b07b4 void ShootDelegate__DelegateSignature();// 0x2b33460 void ReInitWeaponOwnerData();// 0x21b07a0 void OnWeaponClipMaxBulletChanged();// 0x21b078c void OnWeaponBulletChanged();// 0x21b0778 void OnContinuousShootStateChangedDelegate__DelegateSignature(bool bIsContinuousShooting);// 0x2b33460 void OnContinuousShootDelegate__DelegateSignature(int BulletsNum);// 0x2b33460 void LocalShowDamageFloatingText(Actor* AttackWeaponOwner, Actor* VictimeActor, float Damage, byte HitBodyType, Vector ImpactPoint);// 0x21b05e4 float GetDamageAfterModify(float Damage, out const DamageEvent DamageEvent, Actor* AttackActor, Actor* VictimActor);// 0x21b0470 void GetBulletPosAndVelocity(out Vector StartPos, out Vector Velocity);// 0x21b0398 HitResult ConditionPreCalcShootHitRet(bool WithDeviation, float ToleranceTime);// 0x21b0278 bool CheckShootState();// 0x1e58368 -------------------------------- Class: WeaponLogicBaseComponent.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0xc0, Size: 4] STExtraPlayerController* GlobalController;//[Offset: 0xc8, Size: 4] void UpdateComponentTick();// 0x1f1c0fc STExtraWeapon* TryGetOwnerWeapon();// 0x228d998 STExtraShootWeapon* TryGetOwnerShootWeapon();// 0x228d970 void MarkWeaponLogicComponentTickRoleEnable(byte Role, bool bTickEnable);// 0x228d8ac bool IsWeaponOwnerOBTarget();// 0x228d884 bool IsWeaponLogicComponentTickRoleEnabled(byte Role);// 0x228d804 bool IsWeaponLogicComponentTickEnabled();// 0x228d7dc bool IsLocalOrSpectorPlayer();// 0x228d7b4 FString GetWeaponDetailInfo();// 0x228d6f4 byte GetOwnerPawnRole();// 0x228d6cc -------------------------------- 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: BulletTrackComponent.WeaponLogicBaseComponent.ActorComponent.Object STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xcc, Size: 4] STExtraBaseCharacter* OwnerCharacter;//[Offset: 0xd0, Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0xd4, Size: 4] bool IsAutonomousOrSpectorWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c, Size: 1] SRecoilInfo RecoilInfo_NoTss;//[Offset: 0x140, Size: 100] SDeviation DeviationInfo_NoTss;//[Offset: 0x1a4, Size: 68] void SetUseTss(bool bUse);// 0x1efa88c void OnWeaponStopFire();// 0x1efa878 void OnWeaponStartFire();// 0x1efa864 void OnWeaponShoot();// 0x1efa850 void GetDataFromWeaponEntity();// 0x1efa83c Vector GetCurRecoilInfo();// 0x1efa7f4 float GetCurDeviation();// 0x1efa7cc void CheckComponentTick();// 0x1efa7b8 -------------------------------- 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: ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x3c0, Size: 4] float BulletFireSpeed;//[Offset: 0x3c4, Size: 4] bool bAddOwnerOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8, Size: 1] float MaxVelocityOffsetAddRate;//[Offset: 0x3cc, Size: 4] int MaxBulletNumInOneClip;//[Offset: 0x3d0, Size: 4] int MaxBulletNumInBarrel;//[Offset: 0x3d4, Size: 4] int ExtendMaxBulletNumInOneClip;//[Offset: 0x3d8, Size: 4] ExtendBulletNumAttachment[] ReplaceExtendMaxBulletNumList;//[Offset: 0x3dc, Size: 12] float ShootInterval;//[Offset: 0x3e8, Size: 4] int ShootIntervalShowNumber;//[Offset: 0x3ec, Size: 4] float ExtraShootInterval;//[Offset: 0x3f0, Size: 4] int ExtraShootIntervalShowNumber;//[Offset: 0x3f4, Size: 4] VolatileShootIntervalMap;//[Offset: 0x3f8, Size: 60] bool bHasSingleFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434, Size: 1] bool bHasAutoFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x435, Size: 1] bool bHasBurstFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x436, Size: 1] bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x437, Size: 1] int BurstShootBulletsNum;//[Offset: 0x438, Size: 4] bool bHasVolleyFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c, Size: 1] int VolleyShootBulletsNum;//[Offset: 0x440, Size: 4] float VolleyBulletSpreadFactor;//[Offset: 0x444, Size: 4] FName[] VolleyMuzzleSocketNameList;//[Offset: 0x448, Size: 12] float BurstShootInterval;//[Offset: 0x454, Size: 4] float BurstShootCD;//[Offset: 0x458, Size: 4] int BulletNumSingleShot;//[Offset: 0x45c, Size: 4] FName MuzzleSocketName;//[Offset: 0x460, Size: 8] FName DefaultMuzzleSocketName;//[Offset: 0x468, Size: 8] FName SilencerSocketName;//[Offset: 0x470, Size: 8] FName FiringSuppressorSocketName;//[Offset: 0x478, Size: 8] FName ShellDropSocketName;//[Offset: 0x480, Size: 8] FName ScopeAimCameraSocketName;//[Offset: 0x488, Size: 8] float ImpactEffectSkipDistance;//[Offset: 0x490, Size: 4] float MaxImpactEffectSkipTime;//[Offset: 0x494, Size: 4] byte ShootType;//[Offset: 0x498, Size: 1] int ShootTotalType;//[Offset: 0x49c, Size: 4] bool ADSManualStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a0, Size: 1] float WeaponWarnUpTime;//[Offset: 0x4a4, Size: 4] WeaponHitPartCoff WeaponHitPartCoff;//[Offset: 0x4a8, Size: 20] WeaponHitPartCoff WeaponHitPartCoffZombie;//[Offset: 0x4bc, Size: 20] float BaseImpactDamage;//[Offset: 0x4d0, Size: 4] float BulletMomentum;//[Offset: 0x4d4, Size: 4] float BulletRange;//[Offset: 0x4d8, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x4dc, Size: 4] byte ImpactDirType;//[Offset: 0x4e0, Size: 1] SRangeAttenuateConfig[] RangeAttenuate;//[Offset: 0x4e4, Size: 12] float RangeModifier;//[Offset: 0x4f0, Size: 4] float ReferenceDistance;//[Offset: 0x4f4, Size: 4] float IgnoreRangeAttenuatDis;//[Offset: 0x4f8, Size: 4] class DamageType* DamageType;//[Offset: 0x4fc, Size: 4] ItemDefineID BulletType;//[Offset: 0x500, Size: 24] ItemDefineID ReplaceBulletType;//[Offset: 0x518, Size: 24] bool bHasInfiniteClips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x530, Size: 1] bool bClipHasInfiniteBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x531, Size: 1] int InitBulletInClip;//[Offset: 0x534, Size: 4] bool bAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x538, Size: 1] float TraceDistance;//[Offset: 0x53c, Size: 4] float MaxValidHitTime;//[Offset: 0x540, Size: 4] BreakThroughDampRateConfig;//[Offset: 0x544, Size: 60] float MaxDamageRate;//[Offset: 0x580, Size: 4] BreakThroughMaxNumConfig;//[Offset: 0x584, Size: 60] bool bHasOBBulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c0, Size: 1] CurveFloat* OBBulletSpeedScaleCurve;//[Offset: 0x5c4, Size: 4] WeaponVisualBulletClientModeConfig VisualBulletTrackConfig;//[Offset: 0x5c8, Size: 88] Vector2D LocalOBBulletLaunchRangeFromMuzzle;//[Offset: 0x620, Size: 8] Vector2D LocalSimulateBulletLaunchRangeFromMuzzle;//[Offset: 0x628, Size: 8] float BulletTrackDistanceFix;//[Offset: 0x630, Size: 4] float DamageImpulse;//[Offset: 0x634, Size: 4] byte ReloadType;//[Offset: 0x638, Size: 1] float PreFireTime;//[Offset: 0x63c, Size: 4] float PostFireTime;//[Offset: 0x640, Size: 4] float PostReloadTime;//[Offset: 0x644, Size: 4] float ReloadDurationStart;//[Offset: 0x648, Size: 4] float ReloadDurationStartTacticalOffset;//[Offset: 0x64c, Size: 4] float ReloadDurationLoop;//[Offset: 0x650, Size: 4] float ReloadTime;//[Offset: 0x654, Size: 4] float ReloadTimeTactical;//[Offset: 0x658, Size: 4] float ReloadTimeMagOut;//[Offset: 0x65c, Size: 4] float ReloadTimeMagIn;//[Offset: 0x660, Size: 4] float ReloadRate;//[Offset: 0x664, Size: 4] FName ReloadAllTIDName;//[Offset: 0x668, Size: 8] FName ReloadTacticalTIDName;//[Offset: 0x670, Size: 8] bool bUseSpecificBulletNumOnReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x678, Size: 1] int ReloadSpecificBulletNum;//[Offset: 0x67c, Size: 4] bool ReloadWithNoCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x680, Size: 1] bool InitAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x681, Size: 1] bool bAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x682, Size: 1] bool bAutoSwitchWhenNoBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x683, Size: 1] float DropDuration;//[Offset: 0x684, Size: 4] bool bStoreBulletsToWrapperWhenDisUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x688, Size: 1] int InterruptReloadByFireMinBulletThreshold;//[Offset: 0x68c, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x690, Size: 272] AutoAimingConfigByGameMode[] AdjustAutoAimingConfigByModeList;//[Offset: 0x7a0, Size: 12] bool IsSupportAutoAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ac, Size: 1] SRecoilInfo RecoilInfo;//[Offset: 0x7b0, Size: 100] float AccessoriesVRecoilFactor;//[Offset: 0x814, Size: 4] float AccessoriesHRecoilFactor;//[Offset: 0x818, Size: 4] float AccessoriesRecoveryFactor;//[Offset: 0x81c, Size: 4] SDeviation DeviationInfo;//[Offset: 0x820, Size: 68] float ShotGunCenterPerc;//[Offset: 0x864, Size: 4] float ShotGunVerticalSpread;//[Offset: 0x868, Size: 4] float ShotGunHorizontalSpread;//[Offset: 0x86c, Size: 4] float GameDeviationFactor;//[Offset: 0x870, Size: 4] float GameDeviationAccuracy;//[Offset: 0x874, Size: 4] float AccessoriesDeviationFactor;//[Offset: 0x878, Size: 4] byte CrossHairType;//[Offset: 0x87c, Size: 1] float CrossHairInitialSize;//[Offset: 0x880, Size: 4] float CrossHairBurstSpeed;//[Offset: 0x884, Size: 4] float CrossHairBurstIncreaseSpeed;//[Offset: 0x888, Size: 4] float VehicleWeaponDeviationAngle;//[Offset: 0x88c, Size: 4] bool bDrawCrosshairWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x890, Size: 1] FName DefaultScopeSocket;//[Offset: 0x898, Size: 8] FName DefaultGripSocket;//[Offset: 0x8a0, Size: 8] FName DefaultGunStockSocket;//[Offset: 0x8a8, Size: 8] FName DefaultMagSocket;//[Offset: 0x8b0, Size: 8] float WeaponBodyLength;//[Offset: 0x8b8, Size: 4] FName[] OpticalSightAttachmentSocketNameList;//[Offset: 0x8bc, Size: 12] float WeaponAimFOV;//[Offset: 0x8cc, Size: 4] float WeaponAimInTime;//[Offset: 0x8d0, Size: 4] float WeaponAimPitchRate;//[Offset: 0x8d4, Size: 4] float WeaponAimYawRate;//[Offset: 0x8d8, Size: 4] float GameMotionYawRate;//[Offset: 0x8dc, Size: 4] float GameMotionPitchRate;//[Offset: 0x8e0, Size: 4] float ForegripParam;//[Offset: 0x8e4, Size: 4] float MagParam;//[Offset: 0x8e8, Size: 4] bool SimulateMagParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ec, Size: 1] float SensitiveFireYawRate;//[Offset: 0x8f0, Size: 4] byte SightType;//[Offset: 0x8f4, Size: 1] float SensitiveFirePitchRate;//[Offset: 0x8f8, Size: 4] byte SightVisionType;//[Offset: 0x8fc, Size: 1] ItemDefineID DefaultScopeID;//[Offset: 0x900, Size: 24] float MaxBulletImpactFXClampDistance;//[Offset: 0x918, Size: 4] int MaxBulletImpactFXSpawnNum;//[Offset: 0x91c, Size: 4] float RecoilKickADS;//[Offset: 0x920, Size: 4] float ExtraHitPerformScale;//[Offset: 0x924, Size: 4] float HUDAlphaDecreaseSpeedScale;//[Offset: 0x928, Size: 4] bool bAutoExitScopeAfterFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92c, Size: 1] enum ReleaseFireType;//[Offset: 0x92d, Size: 1] bool bEnableScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92e, Size: 1] bool bLock90DirWhenPitchAbove75;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x92f, Size: 1] float LockAnimPitchDegree;//[Offset: 0x930, Size: 4] float LockAnimPitchDegreeCrouch;//[Offset: 0x934, Size: 4] float AnimationKick;//[Offset: 0x938, Size: 4] int ReloadAnimSlot;//[Offset: 0x93c, Size: 4] bool ReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x940, Size: 1] bool bEnableNightVersionWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x941, Size: 1] float HandleFolderFactorScale;//[Offset: 0x944, Size: 4] bool bShowBarrelBulletNumUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x948, Size: 1] bool bRecordHitDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x949, Size: 1] int ConstantWeaponDurability;//[Offset: 0x94c, Size: 4] int ShootReduceDurabilityAmount;//[Offset: 0x950, Size: 4] Rotator[] RearSightRotConfig;//[Offset: 0x954, Size: 12] FName[] RearSightSocketConfig;//[Offset: 0x960, Size: 12] Rotator[] RearSightHandRotOffsetConfig;//[Offset: 0x96c, Size: 12] int RearSightRotIndex;//[Offset: 0x978, Size: 4] bool bForceUseShootIntervalConsistent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x97c, Size: 1] int MaxFireNumPerFrame;//[Offset: 0x980, Size: 4] byte[] CoronaEffectCfg;//[Offset: 0xb78, Size: 12] ItemDefineID GetBulletType();// 0x20843ac -------------------------------- Class: WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object int WeaponId;//[Offset: 0xcc, Size: 4] int SkillID;//[Offset: 0xd0, Size: 4] byte WeaponType;//[Offset: 0xd4, Size: 1] byte weaponTypeNew;//[Offset: 0xd5, Size: 1] byte WeaponHoldType;//[Offset: 0xd6, Size: 1] FName WeaponAttachSocket;//[Offset: 0xd8, Size: 8] bool bUseCustomWeaponBackpackAttachSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] FName CustomWeaponBackpackAttachSocket;//[Offset: 0xe8, Size: 8] bool ShowBulletTraceWhenScoped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf0, Size: 1] int MaxNoGravityRange;//[Offset: 0xf4, Size: 4] float LaunchGravityScale;//[Offset: 0xf8, Size: 4] bool bEnableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc, Size: 1] int UnableProneHoldingTipID;//[Offset: 0x100, Size: 4] bool bEnableVehicleHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104, Size: 1] bool bEnableLeanOutHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105, Size: 1] bool bEnableShovelHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106, Size: 1] bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x107, Size: 1] int UnableShovelHoldingTipID;//[Offset: 0x108, Size: 4] bool bEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] int UnablePeekTipID;//[Offset: 0x110, Size: 4] bool bEnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x114, Size: 1] bool GuidedMissileVehicleRenderIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115, Size: 1] PlugComponentSlotMap;//[Offset: 0x118, Size: 60] PlugComponentSlotDataMap;//[Offset: 0x154, Size: 60] float SwitchFromIdleToBackpackTime;//[Offset: 0x190, Size: 4] float SwitchFromBackpackToIdleTime;//[Offset: 0x194, Size: 4] enum[] DisableWeaponPlayerStateList;//[Offset: 0x198, Size: 12] int DisableUseWeaponPlayerStateMsgIDDefault;//[Offset: 0x1a4, Size: 4] int DisableUseWeaponPlayerStateMsgIDSpecific;//[Offset: 0x1a8, Size: 4] Transform AttachToBackRelativeTransform_NoBagL;//[Offset: 0x1b0, Size: 48] Transform AttachToBackRelativeTransform_NoBagR;//[Offset: 0x1e0, Size: 48] Transform AttachToBackRelativeTransform_Lv1BagL;//[Offset: 0x210, Size: 48] Transform AttachToBackRelativeTransform_Lv1BagR;//[Offset: 0x240, Size: 48] Transform AttachToBackRelativeTransform_Lv2BagL;//[Offset: 0x270, Size: 48] Transform AttachToBackRelativeTransform_Lv2BagR;//[Offset: 0x2a0, Size: 48] Transform AttachToBackRelativeTransform_Lv3BagL;//[Offset: 0x2d0, Size: 48] Transform AttachToBackRelativeTransform_Lv3BagR;//[Offset: 0x300, Size: 48] AttachToBackRelativeTransform_BagL_Map;//[Offset: 0x330, Size: 60] AttachToBackRelativeTransform_BagR_Map;//[Offset: 0x36c, Size: 60] MaterialInstance* WeaponMaterialUsedForDisplay;//[Offset: 0x3a8, Size: 4] bool bIsShieldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] bool bCanBeHoldedWithShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ad, Size: 1] bool bHasTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ae, Size: 1] byte[] AutoCheckCreateSkillCompWeaponTypeList;//[Offset: 0x3b0, Size: 12] bool bAutoCheckCreateSkillComp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc, Size: 1] -------------------------------- 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: 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: 0xf0, Size: 4] CurveFloat* DistanceSpeedCurve;//[Offset: 0xf8, Size: 4] CurveFloat* SensitiveSpeedCurve;//[Offset: 0x100, Size: 4] float MaxAngle;//[Offset: 0x108, 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: 272] -------------------------------- Class: VolleyShootInfoCache Vector StartLoc;//[Offset: 0x0, Size: 12] Vector ShootDir;//[Offset: 0xc, Size: 12] -------------------------------- Class: ShootWeaponCustomDamageList Data;//[Offset: 0x0, Size: 60] -------------------------------- Class: ShootWeaponCustomDamage ParticleSystem* ParticleSystem;//[Offset: 0x0, Size: 40] float DamageRate;//[Offset: 0x28, Size: 4] -------------------------------- 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: 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();// 0x208d18c void OnInactiveTipInSocialIslandDelegate__DelegateSignature(float RemainTime);// 0x2b33460 void MarkPlayerActive();// 0x208d178 void KickOutPlayer();// 0x208d164 void ClientShowKickOutTip(float RemainTime);// 0x1e5e38c void ClientCachedActiveState();// 0x208d150 bool CheckForMovement();// 0x208d128 void CheckForInactive();// 0x2001394 -------------------------------- 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] bool bUseReliableRPCWhenClosingGround_V180;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fc, Size: 1] float ReliableRPCInterval;//[Offset: 0x200, Size: 4] bool bUseNewVerifyInParachuteOpen_V180;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204, Size: 1] float UseNewVerifyHeightInParachuteOpen;//[Offset: 0x208, Size: 4] Vector Launch_InitSpeed;//[Offset: 0x210, Size: 12] Vector Launch_SpeedRandomDelta;//[Offset: 0x21c, Size: 12] Vector Launch_Accel;//[Offset: 0x228, Size: 12] bool Launch_AutoExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x234, Size: 1] float Launch_YawRandomDelta;//[Offset: 0x238, Size: 4] float Launch_WingUpAngle;//[Offset: 0x23c, Size: 4] float Launch_WingForwardDecreaseRate;//[Offset: 0x240, Size: 4] float Launch_WingForwardDecreaseConstRate;//[Offset: 0x244, Size: 4] float Launch_WingForwardEnterFreeFallSpeed;//[Offset: 0x248, Size: 4] float Launch_WingForwardToUpRate;//[Offset: 0x24c, Size: 4] float Launch_WingUpDampingRate;//[Offset: 0x250, Size: 4] float Launch_WingUpDampingConstRate;//[Offset: 0x254, Size: 4] float Launch_MaxWingUpSpeed;//[Offset: 0x258, Size: 4] float Launch_WingUpDropPlus;//[Offset: 0x25c, Size: 4] delegate OnInitLaunch;//[Offset: 0x260, Size: 12] delegate OnResetLaunch;//[Offset: 0x26c, Size: 12] delegate OnChangeMovementModeWhenLaunch;//[Offset: 0x278, Size: 12] delegate OnLanded;//[Offset: 0x284, Size: 12] float CurrentFallSpeed;//[Offset: 0x290, Size: 4] float AllowMaxDiatanceSqAtServer;//[Offset: 0x294, Size: 4] float AllowMaxDistanceSqInParachuteOpen;//[Offset: 0x298, Size: 4] float MaxZAllowDistance;//[Offset: 0x29c, Size: 4] bool bIsPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a0, Size: 1] float FollowerDist;//[Offset: 0x2c8, Size: 4] float ReletiveStaticNearbyDistanceSquare;//[Offset: 0x2cc, Size: 4] bool bEanbleRadiouBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328, Size: 1] bool bEanbleRadiouBlurDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x329, Size: 1] MaterialInterface* RadiouBlurMat;//[Offset: 0x330, Size: 40] MaterialInterface* RadiouBlurMatCache;//[Offset: 0x358, Size: 4] float DistanceToJumpPlaneLoc;//[Offset: 0x360, Size: 4] float AutoParachuteStopMoveForwardDistance;//[Offset: 0x364, Size: 4] float AutoParachuteMoveForwardRate;//[Offset: 0x368, Size: 4] float AutoParachuteOpenMoveForwardRate;//[Offset: 0x36c, Size: 4] float AutoParachutePitchOffset;//[Offset: 0x370, Size: 4] bool VerifyClientTimeStamp(float TimeStamp);// 0x1f0a864 void UpdateRotation(float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation);// 0x1f0a6c8 void UpdateRadiouBlurState(float DeltaTime, float ThrottleInput, float SteerInput, enum State);// 0x1f0a580 void UpdateParachuteState(float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation);// 0x1f0a3e4 void UpdateParachuteOpenedRotation(float InputForward, float InputRight, float DeltaTime);// 0x1f0a2e4 void UpdateLaunchRotation(float InputForward, float InputRight, float DeltaTime);// 0x1f0a1e4 void UpdateFreeFallRotation(Rotator CameraWorldRotation, float InputForward, float InputRight, float DeltaTime);// 0x1f0a098 void TickParachuteComponent(float DeltaTime, float ThrottleInput, float SteeringInput, out const Rotator CameraRotation);// 0x1f09f44 void StopParachute();// 0x1f09f30 void StartParachute();// 0x1f09f1c void SetParachuteVelocity(out const Vector NewVelocity);// 0x1f09e98 void SetAutoParachuteLocation(out const Vector Location);// 0x1f09e14 void Set_UseServerAuthorize(const bool InUseServerAuthor);// 0x1f09d94 void ResetVelocity();// 0x1f09d80 void RemoveRadiouBlur();// 0x1f09d6c void PostNetReceiveNewState();// 0x1f09d58 void OnPreReconnectOnServer();// 0x1f09d44 void OnAsyncLoadRadiouBlurDone();// 0x1f09d30 static bool IsParachuteWindEnable();// 0x1f09d08 bool IsAutoParachutePathPlanningEnable();// 0x1f09ce0 bool IsAutoParachuteEnable();// 0x1f09cb8 void InvalidateAdjustFollowerLocation();// 0x1f09ca4 void InitRadiouBlurMat();// 0x1f09c90 float GetReplicatedRightInput();// 0x1f09c68 float GetReplicatedForwardInput();// 0x1f09c40 Vector GetParachuteVelocity();// 0x1f09bf8 Vector GetLaunchInitVelocity();// 0x1f09ba8 Vector GetCurVelocity();// 0x1f09b60 float GetAutoParachuteMoveForwardRate();// 0x1f09b38 Vector GetAutoParachuteLocation();// 0x1f09af0 void EnableAutoParachutePathPlanning(bool bEnable);// 0x1f09a70 void EnableAutoParachute(bool bEnable);// 0x1f099f0 void ClearParachuteStatusCache();// 0x1f099dc Vector CalWingUpVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1f098b8 Vector CalParachuteOpenedVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1f0979c Vector CalLaunchVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1f09678 Vector CalFreeFallVelocity(float InputForward, float InputRight, float DeltaTime);// 0x1f0955c float AngleInterpTo(float Current, float Target, float DeltaTime, float Speed);// 0x1f0940c void AdjustFollowerLocation();// 0x1f093f8 void AddRadiouBlur(float InWeight);// 0x1f09380 -------------------------------- Class: LuaInstancedActorComponent.ActorComponent.Object FString LuaFilePath;//[Offset: 0x104, Size: 12] void UnRegistLuaTick();// 0x51939f4 void RegistLuaTick(float TickInterval);// 0x5194640 -------------------------------- 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);// 0x2014d4c void ClearStreams();// 0x2014d38 -------------------------------- 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();// 0x1f1dc50 bool StopPlay();// 0x1f92b00 bool StartRecordingReplay();// 0x1f1dc0c void SetSpectatorName(FString SpectatorName, bool bGM);// 0x1f92958 bool SetReplayTimeDilation(float InDilation);// 0x1f928d8 void SetReplayStreamer(FString InReplayStreamer);// 0x1f92740 void SetIsGMSpectator(bool bGM);// 0x1f926c4 void SetCurrentReplayTimeToSeconds(float Seconds);// 0x1f9264c void SetCanChangeViewTarget(bool bCanChange);// 0x1f925cc void ResetPlaybackData();// 0x1f925b8 void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x1f92540 void ReplayOnWeaponChanged();// 0x1f9252c void ReplayOnSimulatedWeaponChanged();// 0x1f92518 void ReplayOnBulletNumChanged();// 0x1f92504 void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x1f9248c bool PlayReplay();// 0x1f9245c bool PauseReplay(bool bPaused);// 0x1f923cc bool IsInRecordState();// 0x1f923a4 bool IsInPlayState();// 0x1f9237c bool IsFastForwarding();// 0x1f92354 bool HaveRecordingData();// 0x1f92324 void HandleChangeStatePC();// 0x1f92310 STExtraBaseCharacter* GetViewCharacter();// 0x1f922e8 FString GetSpectatorName();// 0x1f31e64 float GetReplayRecordStartTime();// 0x1f922c0 PlayerCameraManager* GetPlayerCameraManager();// 0x1f92298 float GetCurrentReplayTotalTimeInSeconds();// 0x1f92270 float GetCurrentReplayCurTimeInSeconds();// 0x1f92248 bool GetCanChangeViewTarget();// 0x1f92220 -------------------------------- 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: 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: 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: SearchedTombBoxAndWrapperListResult PlayerTombBox* Box;//[Offset: 0x0, Size: 4] SearchedPickUpItemResult[] SearchedPickUpItemResultList;//[Offset: 0x4, Size: 12] -------------------------------- Class: WeaponCrossHairPerformData WeaponCrossHairIconData[] Crosshair;//[Offset: 0x0, Size: 12] enum SpreadType;//[Offset: 0xc, Size: 1] -------------------------------- 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: NightVisionComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Transform TPPRelativeTransform;//[Offset: 0x6a0, Size: 48] Transform FPPRelativeTransform;//[Offset: 0x6d0, Size: 48] Transform ScopeRelativeTransform;//[Offset: 0x700, Size: 48] void SetActivate(bool _IsActivate);// 0x200dce0 -------------------------------- Class: CustomParticleSystemComponent.ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Actor*[] CollisionIgnoreActors;//[Offset: 0x7b4, Size: 12] bool bShowImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c0, Size: 1] void AddCollisionIgnoreActor(Actor* IgnoreActor);// 0x1f23fb0 -------------------------------- 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);// 0x1e69dcc void SetFinalLocation();// 0x1e69db8 void SetAALFov(bool bOpen);// 0x1e69d38 void ServerSetAirAttackLocation(Vector BeginLocation, Vector EndLocation);// 0x1e69c20 void OnFreeArrowLoadFinsh();// 0x1e69c0c void OnCalledActorLoadFinsh(Vector Location);// 0x1e69b9c float GetTargetDistance();// 0x1e69b74 bool GetAALAvaliable();// 0x1e69b4c -------------------------------- Class: AirAttackLocatorCalledActor.Pawn.Actor.Object float DestoryTime;//[Offset: 0x318, Size: 4] float AirAttackDelayTime;//[Offset: 0x31c, Size: 4] int SkillID;//[Offset: 0x320, Size: 4] int IconID;//[Offset: 0x324, Size: 4] float AttackAreaRadius;//[Offset: 0x328, 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: 0x3d8, Size: 8] Character* CurActiveCharacter;//[Offset: 0x3e0, Size: 8] bool bIsInFightingUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e8, Size: 1] bool bActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e9, Size: 1] bool bClientActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ea, Size: 1] bool bIsCoolingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3eb, Size: 1] bool bIsOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] bool bButtonShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1] MeshComponent* Mesh;//[Offset: 0x3f0, Size: 4] ShapeComponent* ShapeCollision;//[Offset: 0x3f4, Size: 4] delegate OnActorReset;//[Offset: 0x3f8, Size: 12] bool bActivityEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404, Size: 1] bool bUseDSOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x405, Size: 1] bool bEanbleSimulatedInteractive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x406, Size: 1] FString actorName;//[Offset: 0x408, Size: 12] FString ActivityName;//[Offset: 0x414, Size: 12] int SkillIndex;//[Offset: 0x420, Size: 4] enum SkillEntry;//[Offset: 0x424, Size: 1] AnimMontage* SoftAnimMontage;//[Offset: 0x428, Size: 40] bool bShowButtonWhenActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x450, Size: 1] bool bButtonShowWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x451, Size: 1] int ButtonShowTextID;//[Offset: 0x454, Size: 4] FString ButtonShowAdditionalTextString;//[Offset: 0x458, Size: 12] Object* ButtonShowPic;//[Offset: 0x468, Size: 40] int ButtonShowConsumeItemID;//[Offset: 0x490, Size: 4] int CancleButtonShowTextID;//[Offset: 0x494, Size: 4] Object* CancleButtonShowPic;//[Offset: 0x498, Size: 40] enum[] SpecialInteractivePawnState;//[Offset: 0x4c0, Size: 12] bool bIsIgnoreShootHistoryLocusVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cc, Size: 1] bool bEnablePickupInActived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cd, Size: 1] bool bEnableSyncControllerRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ce, Size: 1] bool bButtonShowCheckObstruct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cf, Size: 1] float CoolDownTime;//[Offset: 0x4d0, Size: 4] int ConsumeItemType;//[Offset: 0x4d4, Size: 4] int ConsumeItemID;//[Offset: 0x4d8, Size: 4] int ConsumeItemNum;//[Offset: 0x4dc, Size: 4] bool bShouldOccupy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e0, Size: 1] float OccupiedStateTimeout;//[Offset: 0x4e4, Size: 4] int NetRegionSize;//[Offset: 0x4e8, Size: 4] bool bUseDefautInteractiveBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ec, Size: 1] bool bUseCodeKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ed, Size: 1] int CodeKey;//[Offset: 0x4f0, Size: 4] delegate OnOccupyDelegate;//[Offset: 0x50c, Size: 12] delegate OnCoolDownDelegate;//[Offset: 0x518, Size: 12] delegate OnUpdateButton;//[Offset: 0x524, Size: 12] delegate OnActivityEnableUpdated;//[Offset: 0x530, Size: 12] void UpdateButtonInfo(Character* Character, bool bShow, bool bForce);// 0x1e59000 void TriggerSkillEvent(Character* Character);// 0x1e58f80 void StartOccupied();// 0x1e58f6c void StartCoolDown();// 0x1e58f58 void SetEnable(bool bIsEnable);// 0x1e58ed8 void OnRep_bIsOccupied();// 0x1e58ec4 void OnRep_bIsCoolingDown();// 0x1e58eb0 void OnRep_bActivityEnable();// 0x1e58e9c void OnRep_bActived();// 0x1e58e88 void OnOccupyFinished();// 0x1e58e74 void OnNotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1e58db0 void OnHandleSkillEndEvent(Character* Character, enum StopReason, int SkillID);// 0x1e58ca8 void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x1e58b58 void OnCoolDownFinished();// 0x1e58b44 void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1e58940 void NotifyActivityOverlap(Character* Character, bool IsBegin);// 0x1e5887c bool LocalStartActive(Character* Character);// 0x1e587f4 void LocalReset(Character* Character);// 0x1e58774 bool LocalInterruptActive(Character* Character);// 0x1e586ec bool LocalActiveFinished(Character* Character);// 0x1e58664 bool IsOccupied();// 0x1e5863c bool IsCoolingDown();// 0x1e58614 bool IsConsumeItemEnough();// 0x1e585ec bool IsCharaterInActived(Character* InCharacter);// 0x1e58564 bool IsAllowInteractive(Character* Character, out int Reason, bool bEanbleSimulated);// 0x1e58440 void GetRegionID(out RegionID OutRegionID);// 0x1e58398 bool GetRegionBasedNetConsideration();// 0x1e58368 MeshComponent* GetMesh();// 0x1e5834c Character* GetMainCharacter();// 0x1e58324 byte GetIsWeakNetUpdate();// 0x1e582f4 int GetConsumeItemNum();// 0x1e582cc int GetConsumeItemID();// 0x1e582a4 int GetConsumeItemCurCount();// 0x1e5827c Character* GetActivedCharacter();// 0x1e58250 void ForceNetConsider();// 0x1e58234 bool ClientClickCancleButton(Character* Character, out int OutReason);// 0x1e58160 bool ClientClickButton(Character* Character, out int OutReason);// 0x1e58084 void CheckedActivityOverlap(Character* Character, bool IsServerOverlaped, bool IsBegin);// 0x1e57f68 void CheckActivityOverlap(Character* Character, bool IsBegin);// 0x1e57ea4 void BPUpdateInteractiveUI(Character* Character);// 0x1e57e24 void BPUpdateButtonInfo();// 0x2b33460 bool BPStartActive(Character* Character, bool bSuccess, bool bClient);// 0x1e57d00 bool BPShowButton(Character* Character, bool bShow);// 0x1e57c2c void BPReset(Character* Character);// 0x1e57bac void BPOnCharacterAttached(Character* InCharacter);// 0x1e57b2c bool BPInterruptActive(Character* Character, bool bSuccess, bool bClient);// 0x1e57a08 AnimMontage* BPGetSoftAnimMontage(Character* InCharacter);// 0x1e5791c bool BPClientClickCancleButton(Character* Character, int Reason);// 0x2b33460 bool BPClientClickButtonFailed(Character* Character, int Reason);// 0x2b33460 bool BPClickButton(Character* Character, int Reason);// 0x1e57850 bool BPAllowShowButton(Character* Character, out int Reason);// 0x1e57774 bool BPAllowInteractive(Character* Character);// 0x1e576ec bool BPAllowClickButton(Character* Character);// 0x1e57664 void BPActiveStateChange();// 0x2b33460 bool BPActiveFinished(Character* Character, bool bSuccess, bool bClient);// 0x1e57540 bool AllowShowButton(Character* Character, out int Reason);// 0x1e57464 bool AllowInteractive(Character* Character, out int Reason);// 0x1e57388 bool AllowClickButton(Character* Character, out int Reason);// 0x1e572ac -------------------------------- Class: CustomDecoratorActor.DecoratorActor.LuaActor.Actor.Object int[] CustomIntValueArray;//[Offset: 0x3c8, Size: 12] bool SetCustomIntValue(int Index, int Value);// 0x1f22ac8 int GetCustomIntValue(int Index);// 0x1f22a48 -------------------------------- Class: DecoratorActor.LuaActor.Actor.Object int resID;//[Offset: 0x3a0, Size: 4] int TlogID;//[Offset: 0x3a4, Size: 4] int Health;//[Offset: 0x3a8, Size: 4] int TeamID;//[Offset: 0x3ac, Size: 4] int IconID;//[Offset: 0x3b0, Size: 4] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b4, Size: 1] bool bDisableCollisionOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b5, Size: 1] delegate OnHealthChangeNotify;//[Offset: 0x3b8, Size: 12] bool bShowBulletImpactEffectInOnlyAutonomous;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c6, Size: 1] void ShowIconInPlayerMap(uint32 PlayerKey);// 0x1f34b34 void ShowIconInMap();// 0x1f34b20 bool ShouldTakeDamage(float DamageAmount, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x1f349a4 void SetHealth(int ToHealth);// 0x1f34930 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x1f34820 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x1f346e4 void OnRep_Health();// 0x1f346d0 void OnDie();// 0x1f346b4 void OnBPRespawned();// 0x1e6bbe0 bool IsDead();// 0x1f3468c void HideIconInMap();// 0x1f34678 int GetHitBodyType(FString HitPart);// 0x1f34510 int GetActorResId();// 0x1f344f4 void EatEffectMulticast(FString DriverKey);// 0x1f34430 void Client_OnEatEffect(FString DriverKey);// 0x2b33460 float BPTakeDamage(float DamageAmount, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser, out const HitResult HitResult);// 0x1f34248 -------------------------------- Class: InteractiveComponentBase.LuaActorComponent.ActorComponent.Object delegate OnAllowToInteract;//[Offset: 0x150, Size: 16] delegate OnClientShowInteractiveUI;//[Offset: 0x160, Size: 12] delegate OnServerAddOrDeleteComponent;//[Offset: 0x16c, Size: 12] delegate OnServerRPCSetOccupied;//[Offset: 0x178, Size: 12] delegate OnServerClickInteractiveButton;//[Offset: 0x184, Size: 12] delegate OnStartCoolDown;//[Offset: 0x190, Size: 12] delegate OnRepOccupied;//[Offset: 0x19c, Size: 12] delegate OnRepCoolDown;//[Offset: 0x1a8, Size: 12] delegate OnRepCurrentCharacter;//[Offset: 0x1b4, Size: 12] delegate OnRepCurrentCharacterArray;//[Offset: 0x1c0, Size: 12] delegate OnRepEnabled;//[Offset: 0x1cc, Size: 12] delegate OnResetSkillAction;//[Offset: 0x1d8, Size: 12] delegate OnStartedSkillAction;//[Offset: 0x1e4, Size: 12] delegate OnFinishedSkillAction;//[Offset: 0x1f0, Size: 12] PrimitiveComponent* PrimitiveComponent;//[Offset: 0x1fc, Size: 4] PrimitiveComponent*[] PrimitiveComponentArray;//[Offset: 0x200, Size: 12] Character* OccupyingCharacter;//[Offset: 0x20c, Size: 8] Character*[] OccupyingCharacterArray;//[Offset: 0x214, Size: 12] bool bIsCooling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1] bool bOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x221, Size: 1] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x222, Size: 1] FName PrimitiveComponentTag;//[Offset: 0x228, Size: 8] int CollisionsNum;//[Offset: 0x230, Size: 4] bool bShowedMultiplayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x234, Size: 1] float CoolDownTime;//[Offset: 0x238, Size: 4] float MaxOccupyingTime;//[Offset: 0x23c, Size: 4] int MaxOccupyingCharacterNum;//[Offset: 0x240, Size: 4] bool bOnlyInFightingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] bool bCanInteractWhenNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245, Size: 1] bool bCanInteractInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x246, Size: 1] bool bCanInteractInCarryBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x247, Size: 1] int SkillID;//[Offset: 0x248, Size: 4] Volume* CustomTriggerVolume;//[Offset: 0x24c, Size: 4] int DebugParameter;//[Offset: 0x250, Size: 4] void SetOccupied(Character* Character, bool bOccupied);// 0x1fc3670 void SetEnable(bool bIsEnable);// 0x1fc35f0 void ServerAddOrDeleteInteractiveComponent(Character* Character, bool bAdd);// 0x1fc352c void OnRep_Occupied();// 0x1fc3518 void OnRep_Enabled();// 0x1fc3504 void OnRep_CurrentCharacterArray();// 0x1fc34f0 void OnRep_CurrentCharacter();// 0x1fc34dc void OnRep_CoolDown();// 0x1fc34c8 void OnEndOverlap(PrimitiveComponent* SelfComponent, Actor* OtherActor, PrimitiveComponent* OtherComponent, int OtherBodyIndex);// 0x1fc3380 void OnBeginOverlap(PrimitiveComponent* SelfComponent, Actor* OtherActor, PrimitiveComponent* OtherComponent, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x1fc3184 bool IsOverlappingByCharacter(Character* Character);// 0x1fc3104 bool IsEnabled();// 0x1fc30dc int GetInteractiveCharacterNum();// 0x1fc30b4 void GetCurrentOccupyingCharacterArray(out Character*[] OutActors);// 0x1fc2fe8 Character* GetCurrentOccupyingCharacter();// 0x1fc2fc0 void GetAllInteractiveCharacters(out Character*[] OutActors);// 0x1fc2ef4 -------------------------------- 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.Actor.Object delegate OnPlayerBeforeAttachedToThisDelegate;//[Offset: 0x328, Size: 12] delegate OnPlayerAttachedToThisDelegate;//[Offset: 0x334, Size: 12] delegate OnPlayerDettachedFromThisDelegate;//[Offset: 0x340, Size: 12] bool bModifyCharacterMeshTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34c, Size: 1] bool bForceSkipCharacterMeshRotCheckWhenHasThisMiniTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34d, Size: 1] bool bCanEnterVehicleWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34e, Size: 1] bool bCanPickUpWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34f, Size: 1] BunnyDanceSyncData DanceTimeStamp;//[Offset: 0x350, Size: 12] float CurrentScale;//[Offset: 0x35c, Size: 4] int CurActTime;//[Offset: 0x360, Size: 4] PlayerController*[] PlayerCDTable;//[Offset: 0x364, Size: 12] bool bIsInMasterCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370, Size: 1] FName SocketBaseTags;//[Offset: 0x378, Size: 8] float CurrentCarouselRotationAccel;//[Offset: 0x380, Size: 4] float CurrentCarouselRotation;//[Offset: 0x384, Size: 4] int CurrentInteractingPlayerCount;//[Offset: 0x388, Size: 4] int PlayerNumberForTriggerEvent;//[Offset: 0x38c, Size: 4] SocketAttachmentInternalData[] OccupiedSockets;//[Offset: 0x390, Size: 12] SocketAttachmentNameTable[] SocketNames;//[Offset: 0x39c, Size: 12] int AttachedNumber;//[Offset: 0x3ac, Size: 4] SkeletalMeshAttachCounter;//[Offset: 0x3b0, Size: 60] SkeletalAnimationSyncData[] SkeletalAnimationSyncData;//[Offset: 0x3ec, Size: 12] Vector[] DropOffLocations;//[Offset: 0x404, Size: 12] enum DropOffLocationType;//[Offset: 0x410, Size: 1] bool bDropOffRelativeUseLocationOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x411, Size: 1] int AssociatedSkillIndex;//[Offset: 0x414, Size: 4] STExtraBaseCharacter*[] AttachedPlayers;//[Offset: 0x418, Size: 12] byte IsDayTime;//[Offset: 0x424, Size: 1] bool ShowRabbitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x425, Size: 1] Pawn*[] PawnDoneList;//[Offset: 0x428, Size: 12] bool bUseFixedDropPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434, Size: 1] enum FixedDropOffLocationType;//[Offset: 0x435, Size: 1] Vector[] FixedRelativeDropPositions;//[Offset: 0x438, Size: 12] bool bCanBePicked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x444, Size: 1] bool UseDropFixedPosition();// 0x2282628 void StopDancing_Multicast(const Actor*[] Players);// 0x2282534 void StartDancing_Multicast(int MontageIndex, const Actor*[] Players);// 0x22823f8 void SpawnTreeParticleCPP_Multicast(PlayerController* PlayerController);// 0x2282344 static void SetupMinimapDisplay(UAEPlayerController* PController, out const LoveTreeData[] treeData);// 0x228223c void SetCDFlagByPC(PlayerController* PlayerController);// 0x22821c4 void ServerDoWaterLogic(PlayerController* PlayerController, FString ExMsg);// 0x2b33460 void ResetPCByTime(PlayerController* PlayerController, float cdTime);// 0x2282108 void OnTimeStampRep(out const BunnyDanceSyncData SyncData);// 0x2282064 void OnStopDancing(out const Actor*[] Players);// 0x2281f90 void OnStartDancing(int MontageIndex, out const Actor*[] Players);// 0x2281e78 void OnSpawnTreeParticleCPP(PlayerController* PlayerController);// 0x2281df8 void OnSkeletalAnimationSyncData(out const SkeletalAnimationSyncData InSkeletalAnimationSyncData);// 0x2b33460 void OnSkeletalAnimationStateChanged(SceneComponent* AttachedComponent, bool bShouldStartAnimation);// 0x2b33460 void OnRep_TimeStamp(out const BunnyDanceSyncData SyncData);// 0x2281d5c void OnRep_SkeletalAnimationSyncData();// 0x2281d48 void OnRep_ShowRabbitAnim();// 0x1e6bbe0 void OnRep_PawnDoneList();// 0x1edc7ec void OnRep_IsDayTime();// 0x1e6bbfc void OnRep_CurrentScaleCPP();// 0x2281d34 void OnRep_CurrentScaleBP();// 0x2b33460 void OnRep_CurrentInteractingPlayerCount();// 0x2281ce0 void OnRep_CurActTimeCPP();// 0x2281c8c void OnRep_CurActTimeBP();// 0x2b33460 void OnRep_AttachedNumber();// 0x2281c2c void OnPlayersDance(out const Actor*[] Players, int MontageIndex, float JoinTime);// 0x2281acc void OnPlayerNumberChanged(int Number);// 0x2b33460 void OnPlayerDetached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2b33460 void OnPlayerAttached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x2b33460 void OnPCCDCleared(PlayerController* PlayerController);// 0x2b33460 void OnClientCurrentInteractingPlayerCountChanged();// 0x2b33460 bool IsDropFixedRelativePositionSetUp();// 0x2281a9c bool GetIsPCInCD(PlayerController* PlayerController);// 0x2281a1c Vector GetDropFixedRelativePosition(Actor* DropOwner);// 0x2281984 void DispatchPlayerDance_Multicast(const Actor*[] Players, int MontageIndex, float JoinTime);// 0x2281800 bool CanTriggertEvent(Pawn* CurPawn);// 0x2b33460 int CacheAssociatedSkillIndex();// 0x2b33460 -------------------------------- Class: UAERegionActor.Actor.Object bool bStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8, Size: 1] enum RegionSize;//[Offset: 0x2d9, Size: 1] bool bNeedUpdateNetworkInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2da, 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: STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object STExtraAnimInstanceProxy Proxy;//[Offset: 0x740, Size: 1008] bool CanDumpThisAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb30, Size: 1] Rotator OwnerAimRotation;//[Offset: 0xb34, Size: 12] Rotator C_SightAngledRotOffset;//[Offset: 0xb40, Size: 12] bool C_bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4c, Size: 1] bool C_MovingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4d, Size: 1] bool C_SkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4e, Size: 1] bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4f, Size: 1] bool C_IsSwimUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb50, Size: 1] bool C_ReloadProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb51, Size: 1] bool C_IsObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb52, Size: 1] bool C_IsGrenadeModeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb53, Size: 1] bool C_IsWeaponBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb54, Size: 1] Rotator SwimRotate;//[Offset: 0xb58, Size: 12] bool C_ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb64, Size: 1] bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb65, Size: 1] float C_SwimSpeed;//[Offset: 0xb68, Size: 4] float C_ProneHandleAlpha;//[Offset: 0xb6c, Size: 4] bool C_IsLeanOutVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb70, Size: 1] float LeftHandShouldNotIKAlpha;//[Offset: 0xb74, Size: 4] bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb78, Size: 1] bool C_IsCrouchingOrMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb79, Size: 1] byte C_SeatSpecialType;//[Offset: 0xb7a, Size: 1] int WeaponReloadSlotIndex;//[Offset: 0xb7c, Size: 4] bool C_IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb80, Size: 1] bool C_IsDoingReaload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb81, Size: 1] float NeckTurnUILeftAngle;//[Offset: 0xb84, Size: 4] float NeckTurnUIRightAngle;//[Offset: 0xb88, Size: 4] float NeckTurnUIUPAngle;//[Offset: 0xb8c, Size: 4] float NeckTurnUIDownAngle;//[Offset: 0xb90, Size: 4] float NeckNotTurnAngle;//[Offset: 0xb94, Size: 4] float NeckMapAngleDefault_Horizon;//[Offset: 0xb98, Size: 4] float NeckMapAngleDefault_Portrait;//[Offset: 0xb9c, Size: 4] float NeckMapAngleLeft;//[Offset: 0xba0, Size: 4] float NeckMapAngleRight;//[Offset: 0xba4, Size: 4] float NeckMapAngleUp;//[Offset: 0xba8, Size: 4] float NeckMapAngleDown;//[Offset: 0xbac, Size: 4] float NeckMapCrouchAngleDefault_Horizon;//[Offset: 0xbb0, Size: 4] float NeckMapCrouchAngleDefault_Portrait;//[Offset: 0xbb4, Size: 4] float NeckMapCrouchAngleLeft;//[Offset: 0xbb8, Size: 4] float NeckMapCrouchAngleRight;//[Offset: 0xbbc, Size: 4] float NeckMapCrouchAngleUp;//[Offset: 0xbc0, Size: 4] float NeckMapCrouchAngleDown;//[Offset: 0xbc4, Size: 4] float NeckTurnSpeed;//[Offset: 0xbc8, Size: 4] enum C_ParachuteState;//[Offset: 0xbcc, Size: 1] Rotator C_HeadRotOffset;//[Offset: 0xbd0, Size: 12] Rotator DeltaViewOffset;//[Offset: 0xbdc, Size: 12] bool C_UseFlareGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe8, Size: 1] bool C_ShouldAdditiveFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe9, Size: 1] bool C_ShouldAdditiveForegripObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbea, Size: 1] bool C_ShouldPlayObstructedAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbeb, Size: 1] bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbec, Size: 1] float C_HoldingShieldAlpha;//[Offset: 0xbf0, Size: 4] float C_HoldingShieldAdditive;//[Offset: 0xbf4, Size: 4] BlendSpace* C_ObstructedAnim;//[Offset: 0xbf8, Size: 4] AnimSequence* C_ShieldAddtive;//[Offset: 0xbfc, Size: 4] AnimMontage* C_RevivalMontage;//[Offset: 0xc00, Size: 4] BlendSpace* C_BSFreeFalling;//[Offset: 0xc04, Size: 4] BlendSpace* C_BSFreeFalling_Turn;//[Offset: 0xc08, Size: 4] AnimSequence* C_FreeFalling_Shake;//[Offset: 0xc0c, Size: 4] BlendSpace* C_BSParachute;//[Offset: 0xc10, Size: 4] AnimSequence* C_ParachuteEnter;//[Offset: 0xc14, Size: 4] AnimSequence* C_ParachuteLand;//[Offset: 0xc18, Size: 4] AnimMontage* C_FreeFallingStartMontage;//[Offset: 0xc1c, Size: 4] bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc21, Size: 1] Vector C_MoveDirExt;//[Offset: 0xc24, Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation;//[Offset: 0xc30, Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation_Yaw;//[Offset: 0xc3c, Size: 12] Rotator r_C_ComponentRotationRelToControlRotation;//[Offset: 0xc48, Size: 12] bool b_C_IsOnVehicle_AND_C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc54, Size: 1] bool b_C_PoseType_EQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc55, Size: 1] bool b_C_Move_OR_C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc56, Size: 1] bool b_OnVehicle_LeanOut_NarrowSeat_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc57, Size: 1] bool b_OnVehicle_LeanOut_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc58, Size: 1] bool b_C_ParachuteState_EQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc59, Size: 1] bool b_C_ParachuteState_NEQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5a, Size: 1] bool b_C_ParachuteState_EQ_Landing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5b, Size: 1] bool b_C_ParachuteState_FreeFallShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5c, Size: 1] bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5d, Size: 1] bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5e, Size: 1] bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5f, Size: 1] bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc60, Size: 1] bool b_C_LastMovementMode_NEQ_Falling_OR_HoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc61, Size: 1] float f_C_MoveVelocity_Div_SwimSpeed_X;//[Offset: 0xc64, Size: 4] float f_C_MoveVelocity_Div_SwimSpeed_Y;//[Offset: 0xc68, Size: 4] bool b_C_NotUseGeneralHeadAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6c, Size: 1] bool b_C_MoveVelocity_SightSlow_High;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6d, Size: 1] bool b_C_MoveVelocity_SightSlow_Low;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6e, Size: 1] bool b_C_DoingPickup_Or_DoingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6f, Size: 1] enum[] DisallowedEyeRotationWithHeadList;//[Offset: 0xc70, Size: 12] float C_LeanOut_AimAngle;//[Offset: 0xc80, Size: 4] float LeanOutL_AimAngle;//[Offset: 0xc88, Size: 4] float LeanOutR_AimAngle;//[Offset: 0xc8c, Size: 4] bool bIsLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc90, Size: 1] bool bForcePlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca8, Size: 1] bool bEnableStanbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcaa, Size: 1] bool bEnableArmedStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcab, Size: 1] float EnableArmedStandbyAnimPitchMin;//[Offset: 0xcac, Size: 4] float EnableArmedStandbyAnimPitchMax;//[Offset: 0xcb0, Size: 4] float StandbyAnimTimeInterval;//[Offset: 0xcb4, Size: 4] enum[] StandbyAnimPawnStateExclusion;//[Offset: 0xcb8, Size: 12] int[] ColdGameModeIDList;//[Offset: 0xcc4, Size: 12] enum[] StandbyGameModeType;//[Offset: 0xcd0, Size: 12] bool bIsPlayRandomAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcdc, Size: 1] AnimMontage* CurStandbyAnimMontage;//[Offset: 0xcec, Size: 4] STExtraBaseCharacter* C_AttachParentCharacter;//[Offset: 0xcf0, Size: 4] Vector C_AttachParentPawnMoveVelocity;//[Offset: 0xcf4, Size: 12] bool b_C_CarryBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd00, Size: 1] bool b_C_BeCarriedBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd01, Size: 1] float f_C_CarryBackBSTimeAccumulator;//[Offset: 0xd04, Size: 4] void TryToFireFlareGun();// 0x20dbc0c void TryPlayStandbyAnim();// 0x20dbbf8 bool ShouldDestoryParachuteAnimAsset();// 0x20dbbd0 void SetVelocityZFactor(float NewFactor);// 0x20dbb58 void SetC_ViewRotation(Rotator NewRotator, float DeltaTime);// 0x20dba94 void PostCacheParamList(float DeltaSeconds);// 0x2b33460 void PendingKillParachuteAnim(Object* InObject);// 0x20dba1c void OnEmoteAnimFinished(int EmoteIndex, int StopReason);// 0x20db960 void InterrupteStandbyAnim(STExtraBaseCharacter* SelfRef);// 0x20db8e8 void HandlePlayerPickUp();// 0x20db8cc void HandlePerspectiveChanged(bool IsFPP);// 0x20db84c FString[] GetAnimUngroupsEntry();// 0x20db6f0 FString[] GetAnimSyncGroupsEntry();// 0x20db594 void DumpAllProperties();// 0x20db580 void DumpAllAnimInstancesInThisWorld();// 0x1e7fd1c void ClearStandbyAnimState();// 0x20db564 void ClearParachuteAnimVars();// 0x20db550 AnimParamList CacheParamList(float DeltaSeconds);// 0x20db3f0 void CacheParachuteAnimVars(bool bForceRefresh);// 0x20db370 Object* CacheParachuteAnimVar_Internal(int ParachuteAnimType, class Object TargetClass);// 0x20db2ac PlayerAnimList CacheAnimVarList();// 0x20db198 void AsyncAnimStandbyCallback(AnimationAsset* RetAsset);// 0x20db120 -------------------------------- Class: STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object bool C_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379, Size: 1] bool C_MovementChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37a, Size: 1] bool C_IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37b, Size: 1] bool C_Scoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] bool C_IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d, Size: 1] bool C_IsCrouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37e, Size: 1] bool C_SightSlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37f, Size: 1] bool C_ShouldPlayTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380, Size: 1] bool C_ShouldSlowMoveAnimX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x381, Size: 1] bool C_ShouldSlowMoveAnimY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x382, Size: 1] bool C_IdleAddtiveValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x383, Size: 1] bool C_IsHoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x384, Size: 1] bool C_IsGrenadeTypeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x385, Size: 1] bool C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x386, Size: 1] bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x387, Size: 1] bool C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] bool C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389, Size: 1] bool b_WalkToUnarmedFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38a, Size: 1] bool b_WalkToRifleJumpStationStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38b, Size: 1] bool b_C_IsFallingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c, Size: 1] bool b_Move_PistolOrRifleGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38d, Size: 1] bool b_C_PeekFrameRate_NEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38e, Size: 1] bool b_C_PeekFrameRate_NEQ_0_OR_C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38f, Size: 1] bool b_C_PeekFrameRateNEQ0_AND_C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] bool C_IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391, Size: 1] bool b_WeaponState_EQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x392, Size: 1] bool b_WeaponState_NEQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x393, Size: 1] bool b_Crouch_SwitchWeapon_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] bool C_ForegripAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395, Size: 1] bool C_EnableForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396, Size: 1] bool b_P_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x397, Size: 1] bool b_C_PoseType_NEQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x399, Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39a, Size: 1] bool C_ShouldAdditiveForegrip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39b, Size: 1] bool C_NoAimOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c, Size: 1] bool C_ShouldIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39d, Size: 1] bool C_IsEnteringNearDeathAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39e, Size: 1] bool C_UseHairAnimDynamics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39f, Size: 1] bool bWalkToJumpStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] bool bJumpStartToWalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a1, Size: 1] bool bFallingToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a2, Size: 1] byte C_LODLevel;//[Offset: 0x3a3, Size: 1] float f_C_MoveVelocityLengthSquard;//[Offset: 0x3a4, Size: 4] float C_SightSlowBlendStandBaseAlpha;//[Offset: 0x3a8, Size: 4] bool b_C_MoveVelocityLengthSquard_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] Vector C_MoveVelocityInWorldSpaceReverse;//[Offset: 0x3b0, Size: 12] float MoveVelocityLength2D;//[Offset: 0x3bc, Size: 4] byte C_PoseType;//[Offset: 0x3c0, Size: 1] byte C_LastMovementMode;//[Offset: 0x3c1, Size: 1] byte C_CustomMovementMode;//[Offset: 0x3c2, Size: 1] byte C_WeaponType;//[Offset: 0x3c3, Size: 1] byte C_WeaponHoldType;//[Offset: 0x3c4, Size: 1] byte C_WeaponState;//[Offset: 0x3c5, Size: 1] bool b_C_WeaponState_EQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c6, Size: 1] float f_C_WeaponState_EQ_Reload;//[Offset: 0x3c8, Size: 4] bool b_C_WeaponState_NEQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc, Size: 1] bool b_C_WeaponState_EQ_PreFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cd, Size: 1] bool C_IsReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ce, Size: 1] bool C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cf, Size: 1] bool C_IsShoudlerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0, Size: 1] float C_IsReloadAnimAdditive_Alpha;//[Offset: 0x3d4, Size: 4] float C_CharacterYawRotateRate;//[Offset: 0x3d8, Size: 4] float C_CharacterYawRotateRate_Reverse;//[Offset: 0x3dc, Size: 4] float C_MaxFallingSpeed;//[Offset: 0x3e0, Size: 4] float C_FireAlpha;//[Offset: 0x3e4, Size: 4] float b_WalkAdditiveAlpha;//[Offset: 0x3e8, Size: 4] float f_FallingVelocityZFactor;//[Offset: 0x3ec, Size: 4] float f_C_MoveVelocity_X_FallingZFactor;//[Offset: 0x3f0, Size: 4] float PeekFrameRate;//[Offset: 0x3f4, Size: 4] float PeekSpeed;//[Offset: 0x3f8, Size: 4] float f_C_ViewRotation_IN_C_Scoping;//[Offset: 0x3fc, Size: 4] float C_ForegripAnimParam;//[Offset: 0x400, Size: 4] float C_HandleFolderFactor;//[Offset: 0x404, Size: 4] float MoveDirParachuteLerpSpeed;//[Offset: 0x408, Size: 4] float MoveDirNormalLerpSpeed;//[Offset: 0x40c, Size: 4] float ScopeVelocityInterpSpeed;//[Offset: 0x410, Size: 4] Vector C_MoveVelocity;//[Offset: 0x418, Size: 12] Vector C_MoveInputVelocity;//[Offset: 0x424, Size: 12] Vector C_MoveInputVelocityUnit;//[Offset: 0x430, Size: 12] Vector C_MoveDir;//[Offset: 0x43c, Size: 12] Vector C_HurtDir;//[Offset: 0x448, Size: 12] Vector C_FirstAnimSpine_StandAndCrouch;//[Offset: 0x454, Size: 12] Vector C_FirstAnimSpine_Prone;//[Offset: 0x460, Size: 12] Vector C_FPPStandOffsetLocation;//[Offset: 0x46c, Size: 12] Vector ScopeAimSpine03TranslationModify;//[Offset: 0x478, Size: 12] Rotator ScopeAimSpine03RotationModifiy;//[Offset: 0x484, Size: 12] Rotator r_C_FPPStandOffsetRotation_half;//[Offset: 0x490, Size: 12] Rotator r_C_FPPCrouchOffsetRotation_half;//[Offset: 0x49c, Size: 12] Rotator r_C_FPPProneOffsetRotation_half;//[Offset: 0x4a8, Size: 12] Rotator C_OwnerRotation;//[Offset: 0x4b4, Size: 12] Rotator C_ControlRotation;//[Offset: 0x4c0, Size: 12] Rotator C_LastControlRotation;//[Offset: 0x4cc, Size: 12] Rotator C_ViewRotation;//[Offset: 0x4d8, Size: 12] Rotator C_FPPStandOffsetRotation;//[Offset: 0x4e4, Size: 12] Rotator C_FPPCrouchOffsetRotation;//[Offset: 0x4f0, Size: 12] Rotator C_FPPProneOffsetRotation;//[Offset: 0x4fc, Size: 12] Rotator RecoilADSRotation_CP;//[Offset: 0x508, Size: 12] Vector C_MoveVelocityInWorldSpace;//[Offset: 0x514, Size: 12] Vector C_FPPCrouchOffsetLocation;//[Offset: 0x520, Size: 12] Vector C_FPPProneOffsetLocation;//[Offset: 0x52c, Size: 12] Rotator C_ScopeAimOffsetStand;//[Offset: 0x538, Size: 12] CurveFloat* C_FallingIKCurve;//[Offset: 0x544, Size: 4] Rotator OwnerRotation;//[Offset: 0x548, Size: 12] bool Shoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x554, Size: 1] Rotator ShovelingRotation;//[Offset: 0x558, Size: 12] float ShovelingRotationoffset;//[Offset: 0x564, Size: 4] Rotator UpShovelingRotationAdd;//[Offset: 0x568, Size: 12] Rotator FloorRotation;//[Offset: 0x574, Size: 12] byte Role;//[Offset: 0x580, Size: 1] bool AutonomousProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581, Size: 1] bool ShovelingToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x582, Size: 1] bool ShovelMelee;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x583, Size: 1] bool ShovelGenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584, Size: 1] bool b_C_SlideFly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585, Size: 1] bool C_ClimbAnimSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586, Size: 1] float C_ClimbAnimTransTime;//[Offset: 0x588, Size: 4] float C_ClimbAnimTime_A;//[Offset: 0x58c, Size: 4] float C_ClimbAnimTime_B;//[Offset: 0x590, Size: 4] AimOffsetBlendSpace* C_AimBlendSpace;//[Offset: 0x594, Size: 4] BlendSpace* C_MovementBSCache_Stand;//[Offset: 0x598, Size: 4] BlendSpace* C_MovementBSCache_Crouch;//[Offset: 0x59c, Size: 4] BlendSpace* C_MovementBSCache_Prone;//[Offset: 0x5a0, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Crouch;//[Offset: 0x5a4, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Prone;//[Offset: 0x5a8, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Stand;//[Offset: 0x5ac, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Prone;//[Offset: 0x5b0, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Stand;//[Offset: 0x5b4, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Crouch;//[Offset: 0x5b8, Size: 4] BlendSpace* C_MovementBSCache_Stand_Dest;//[Offset: 0x5bc, Size: 4] BlendSpace* C_MovementBSCache_Crouch_Dest;//[Offset: 0x5c0, Size: 4] BlendSpace* C_MovementBSCache_Prone_Dest;//[Offset: 0x5c4, Size: 4] C_MovementBS_Stand_SourceTransTime;//[Offset: 0x5c8, Size: 60] C_MovementBS_Stand_DestTransTime;//[Offset: 0x604, Size: 60] AnimSequence* C_SwitchPose_Stand_To_Crouch_Dest;//[Offset: 0x640, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Prone_Dest;//[Offset: 0x644, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Stand_Dest;//[Offset: 0x648, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Prone_Dest;//[Offset: 0x64c, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Stand_Dest;//[Offset: 0x650, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Crouch_Dest;//[Offset: 0x654, Size: 4] float StandSwitchToPronePoseAnimDuration;//[Offset: 0x658, Size: 4] float StandSwitchFromPronePoseAnimDuration;//[Offset: 0x65c, Size: 4] float CrouchSwitchToPronePoseAnimDuration;//[Offset: 0x660, Size: 4] float CrouchSwitchFromPronePoseAnimDuration;//[Offset: 0x664, Size: 4] float StandSwitchToPronePoseAnimDelay;//[Offset: 0x668, Size: 4] float StandSwitchFromPronePoseAnimDelay;//[Offset: 0x66c, Size: 4] float CrouchSwitchToPronePoseAnimDelay;//[Offset: 0x670, Size: 4] float CrouchSwitchFromPronePoseAnimDelay;//[Offset: 0x674, Size: 4] float SwitchingPoseTimer;//[Offset: 0x678, Size: 4] float SwitchingPoseTimerInternal;//[Offset: 0x67c, Size: 4] byte C_InterruptCachePose;//[Offset: 0x680, Size: 1] bool C_UseInterruptPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x681, Size: 1] float InterruptPoseInternal;//[Offset: 0x684, Size: 4] bool C_IsSwitchingPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x688, Size: 1] byte C_RecoverCharPose;//[Offset: 0x689, Size: 1] float SwitchPoseTransTime;//[Offset: 0x694, Size: 4] bool C_IsPlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x698, Size: 1] bool C_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x699, Size: 1] bool b_C_MoveVelocity_Turning_NotScoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8, Size: 1] AnimSequence* C_IdleAddtive;//[Offset: 0x6ac, Size: 4] AnimSequence* C_ShoulderIdleAddtive;//[Offset: 0x6b0, Size: 4] BlendSpace1D* C_FallingBS;//[Offset: 0x6b4, Size: 4] AnimSequence* C_JumpStart;//[Offset: 0x6b8, Size: 4] AnimSequence* C_LandLight;//[Offset: 0x6bc, Size: 4] AnimSequence* C_LandHeavy;//[Offset: 0x6c0, Size: 4] BlendSpace1D* MovementUpBodyOverride;//[Offset: 0x6c4, Size: 4] BlendSpace* MovementLowerBodyOverride;//[Offset: 0x6c8, Size: 4] AnimSequence* C_TurnAnim;//[Offset: 0x6cc, Size: 4] AnimSequence* C_StandScopeBlendAnim;//[Offset: 0x6d0, Size: 4] AnimSequence* C_CrouchScopeBlendAnim;//[Offset: 0x6d4, Size: 4] BlendSpace* C_HitBlendSpace;//[Offset: 0x6d8, Size: 4] BlendSpace1D* C_PeekAnim;//[Offset: 0x6dc, Size: 4] BlendSpace1D* C_ForegripAnim;//[Offset: 0x6e0, Size: 4] AimOffsetBlendSpace* C_PeekAnimLeftRight;//[Offset: 0x6e4, Size: 4] AnimMontage* C_MontageRescue;//[Offset: 0x6e8, Size: 4] AnimMontage* C_MontageDead;//[Offset: 0x6ec, Size: 4] AnimMontage* C_MontageDead_Stand;//[Offset: 0x6f0, Size: 4] AnimMontage* C_MontageDead_Crouch;//[Offset: 0x6f4, Size: 4] AnimMontage* C_MontageDead_Prone;//[Offset: 0x6f8, Size: 4] AnimSequence* C_ShovelPhaseEnter;//[Offset: 0x6fc, Size: 4] AnimSequence* C_ShovePhaseShoveling;//[Offset: 0x700, Size: 4] AnimSequence* C_ShovelPhaseLeave;//[Offset: 0x704, Size: 4] AnimSequence* C_Climb_FrameAnim_A;//[Offset: 0x708, Size: 4] AnimSequence* C_Climb_FrameAnim_B;//[Offset: 0x70c, Size: 4] enum AnimInstanceType;//[Offset: 0x710, Size: 1] bool MovementUpBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x711, Size: 1] float MovementUpBodyBlentWeight;//[Offset: 0x714, Size: 4] bool MovementLowerBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x718, Size: 1] float MovementLowerBodyBlentWeight;//[Offset: 0x71c, Size: 4] bool C_bSkeletonMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x720, Size: 1] byte LastPoseTypeCache;//[Offset: 0x721, Size: 1] int ForceLODLevel;//[Offset: 0x730, Size: 4] void SwitchingPoseFinishCallback();// 0x20def58 void SetInterruptPose(bool bUseInterrupPose, byte InterruptPose);// 0x20dee90 void SetClimbAnimation(AnimSequence* AnimSequence, bool bFlag);// 0x20dedcc void RefreshPeekState();// 0x20dedb8 void PlaySwitchWeaponAnimation(bool bWantsEquip);// 0x20ded38 void PlayPostReloadWeaponAnimation();// 0x20ded24 void PlayPostFillGasWeaponAnimation();// 0x20ded10 void PlayPlayerDeadAnimation();// 0x20decfc void PlayAnimationByEventType(byte Type);// 0x20dec84 void OnRespawned_BP();// 0x1e8ff0c void OnRecycled_BP();// 0x1e8fa78 bool IsAssetSkeletonMatch(AnimationAsset* CheckAnimAsset, SkeletalMeshComponent* MeshComp);// 0x20debc0 void HandlePlayerWeaponStateChanged(byte NewState);// 0x20deb40 void HandlePlayerPoseChange(byte LastPose, byte NewPose);// 0x20dea7c void HandlePlayerPickUp();// 0x20db8cc void HandlePlayerEnterRescueState(bool bBeginRescueing);// 0x20de9f4 void HandlePlayerEnterCallingForRevivalState(bool bBeginCalling);// 0x2b33460 void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x20de84c void HandleOwnerAnimEvent(FName EventMsg);// 0x20de7cc void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x20de620 byte GetRole();// 0x20de5f8 void FillShovelAnimation(out const PlayerAnimList AnimList);// 0x20de42c void EnableAnimFlag(enum PlayFlag);// 0x20de3b4 void DisableAnimFlag(enum PlayFlag);// 0x20de33c void ClearStandbyAnimState();// 0x20db564 -------------------------------- Class: STPawnAnimInstanceBase.AnimInstance.Object STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x368, Size: 4] FString LuaFilePath;//[Offset: 0x36c, Size: 12] void OnNotifyMontagePlayingEvent_BluePrint(FName NotifyName);// 0x2b33460 void OnNotifyMontagePlayingEvent(FName NotifyName, out const BranchingPointNotifyPayload BranchingPointPayload);// 0x21de844 void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x20de84c void HandleOwnerAnimEvent(FName EventMsg);// 0x20de7cc void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x20de620 -------------------------------- Class: STExtraAnimInstanceProxy.AnimInstanceProxy STExtraBaseCharacter* OwnerPawn;//[Offset: 0x3d8, Size: 4] STExtraAnimInstanceBase* ParentAnimInst;//[Offset: 0x3dc, Size: 4] -------------------------------- Class: AnimInstanceProxy -------------------------------- 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: AimOffsetBlendSpace.BlendSpace.BlendSpaceBase.AnimationAsset.Object -------------------------------- Class: BlendSpace1D.BlendSpaceBase.AnimationAsset.Object bool bScaleAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] -------------------------------- 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: 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: CrossHairComponent.WeaponLogicBaseComponent.ActorComponent.Object CrossHairNameAndTextureMap;//[Offset: 0xcc, Size: 60] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x108, Size: 12] LinearColor MainTargetColor;//[Offset: 0x114, Size: 16] LinearColor SecondaryTargetColor;//[Offset: 0x124, Size: 16] LinearColor WeaponSightLockColor;//[Offset: 0x134, Size: 16] LinearColor WeaponSightLockHDRColor;//[Offset: 0x144, Size: 16] SightTypeToIndex;//[Offset: 0x154, Size: 60] SightMaterialModifyMap;//[Offset: 0x190, Size: 60] WeaponCrossHairPerformData[] CrossHairDataOverride;//[Offset: 0x1cc, Size: 12] float PistolCenterDownDis;//[Offset: 0x1d8, Size: 4] bool bDrawDebugCrossHairCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dc, Size: 1] float DrawDebugCrossHairCircleAreaSteps;//[Offset: 0x1e0, Size: 4] bool bDrawDebugSpreadCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e4, Size: 1] float DrawDebugSpreadCircleAreaSteps;//[Offset: 0x1e8, Size: 4] bool bForceHDR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec, Size: 1] float RotateAngle;//[Offset: 0x1f0, Size: 4] STExtraPlayerController* PlayerController;//[Offset: 0x1f4, Size: 4] ShootWeaponEntity* ShootWeaponEntity;//[Offset: 0x1fc, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x200, Size: 4] BulletTrackComponent* BulletTrackComp;//[Offset: 0x204, Size: 4] Texture2D* CrossHairTextureNormal;//[Offset: 0x208, Size: 4] Texture2D* CrossHairEmptyHand;//[Offset: 0x20c, Size: 4] Texture2D* CrossHairPistolEdge;//[Offset: 0x210, Size: 4] Texture2D* CrossHairPistolCenter;//[Offset: 0x214, Size: 4] Texture2D* CrossHairShotGun;//[Offset: 0x218, Size: 4] bool bInitAiming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x237, Size: 1] void UpdateComponentTick();// 0x1f1c0fc void DrawWeaponCrosshairInner(HUDWidgetBase* WeaponHudWidget, float DeltaTime);// 0x1f1c038 void DrawSpreadEnd();// 0x1f1c024 void DrawDebugPointEnd();// 0x1f1c010 -------------------------------- 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: 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);// 0x1fb842c void SetHidden(bool bIsHidden);// 0x1fb83a4 void RenderObj_TextureAt(out HUDRenderObject_Texture TextureObject, float X, float Y, float Width, float Height);// 0x1fb8134 void RenderObj_Texture(out HUDRenderObject_Texture TextureObject, Vector2D DrawOffset);// 0x1fb7fa0 Vector2D RenderObj_TextAt(out HUDRenderObject_Text TextObject, float X, float Y);// 0x1fb7e4c Vector2D RenderObj_Text(out HUDRenderObject_Text TextObject, Vector2D DrawOffset);// 0x1fb7d40 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);// 0x1fb78b4 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);// 0x1fb7148 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);// 0x1fb6d1c void DrawAllRenderObjects(float DeltaTime, Vector2D DrawOffset);// 0x1fb6c60 void Draw(float DeltaTime);// 0x1efe368 LinearColor ApplyHUDColor(LinearColor DrawColor);// 0x1fb6bc4 -------------------------------- Class: SurviveHUD.HUD.Actor.Object bool bIsWorldMapVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x378, Size: 1] Vector MarkerPosition;//[Offset: 0x37c, Size: 12] bool bShowCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] bool bDrawCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389, Size: 1] bool ShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38a, Size: 1] bool OBShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38b, Size: 1] HitPerformData HitPerform;//[Offset: 0x38c, Size: 120] Texture2D* HUDMainTexture;//[Offset: 0x404, Size: 4] Texture2D* CrossHairDisableTexture;//[Offset: 0x408, Size: 4] Texture2D* CrossHairDisablePaintingTexture;//[Offset: 0x40c, Size: 4] bool PlayHudHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410, Size: 1] class HUDWidgetBase[] HUDWidgetClassList;//[Offset: 0x414, Size: 12] HUDWidgetBase*[] HudWidgets;//[Offset: 0x420, Size: 12] SimpleCrossHairData[] PriorCrossHairList;//[Offset: 0x42c, Size: 12] Texture2D* HUDPlayerTexture;//[Offset: 0x444, Size: 4] CanvasIcon Crosshair;//[Offset: 0x448, Size: 20] CanvasIcon ProgreesBar;//[Offset: 0x4ac, Size: 20] CanvasIcon BKProgreesBar;//[Offset: 0x4c0, Size: 20] CanvasIcon ProgressBarPlayer;//[Offset: 0x4d4, Size: 20] CanvasIcon Marker;//[Offset: 0x4fc, Size: 20] Texture2D* HUDWorldMapTexture;//[Offset: 0x510, Size: 4] CanvasIcon WORLDMAP;//[Offset: 0x514, Size: 20] Texture2D* AimCrosshairTextrue;//[Offset: 0x528, Size: 4] float DateDrawOffsetX;//[Offset: 0x558, Size: 4] void SetShowDebugInfo(bool bNewDebugShow);// 0x21e6abc void OnAsyncLoadingFinished();// 0x21e6aa8 bool IsValidDamageNumber(const Actor* DamageCauser, int DamageTypeId);// 0x21e69dc LinearColor GetPlayerNameColorByTeamID(int TeamID);// 0x21e6948 LinearColor GetColorByTeamID(int TeamID);// 0x21e68b4 void EnableCrosshair(bool bEnable);// 0x21e6838 void DrawScreenString(FText Text, float X, float Y);// 0x21e6508 void DrawCircleUFunction(Vector2D Center, float Radius, LinearColor Color);// 0x21e63fc void AddHitDamageNumberWithConfig(float Damage, const Actor* HitTarget, const STExtraPlayerController* PC, int ConfigIndex, bool bIsHeadshot, bool bIsDeadlyShot, bool bIsCareTeam);// 0x21e61cc void AddHitDamageNumber(float Damage, const Actor* HitTarget, bool IsHeadShot, int MyTeamID, int EnemyTeamID, int PlayerNumPerTeam);// 0x21e5ff0 -------------------------------- 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: 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: BulletHitInfoUploadComponent.WeaponLogicBaseComponent.ActorComponent.Object float UploadInterval;//[Offset: 0xcc, Size: 4] bool bEnableTssSdkAntiData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] bool bEnableTssSdkAntiDataFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1, Size: 1] bool bEnableTssSdkAntiDataFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2, Size: 1] bool bDisableDsTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3, Size: 1] bool bDisableDsAntiDataReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] bool bEnableAddSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5, Size: 1] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xd8, Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0x134, Size: 4] bool NeedSendSimpleCharacterHitData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x138, Size: 1] void HandleOnWeaponStopFire();// 0x1ef908c void HandleOnWeaponStartFire();// 0x1ef9078 bool CheckCloseDSTick();// 0x1ef9050 void AddHitData(out const BulletHitInfoUploadData Data, out const LocalShootHitData ShootData);// 0x1ef8eb8 -------------------------------- Class: MultiBulletComponent.WeaponLogicBaseComponent.ActorComponent.Object int FirstAddBulletID;//[Offset: 0xcc, Size: 4] SupportUpBullet[] MultiBulletList;//[Offset: 0xd0, Size: 12] ItemDefineID OriginalBulletDefineID;//[Offset: 0xe0, Size: 24] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xf8, Size: 4] void SetFirstAddBullet(int BulletID);// 0x1ffec2c void SetBulletIDListInClip(out BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x1ffea84 void SetBulletAttr(int ReloadBulletID);// 0x1ffea0c void RemoveBulletIDListInClip(int RemoveNum, out BulletInClip CurBulletInClip, bool IsRevert);// 0x1ffe8ac void RefreshBulletIDListInClip(int Count, out BulletInClip CurBulletInClip);// 0x1ffe79c void PreSetBulletIDListInClip(out BulletInClip NewBulletInClip, out BulletInClip CurBulletInClip);// 0x1ffe638 bool HasMultiBullet();// 0x1ffe610 int GetShootBulletType();// 0x1ffe5e8 int GetNextCostBulletIDFromBackpack(BackpackComponent* InBackPack);// 0x1ffe568 int GetNextBulletID();// 0x1ffe540 BackpackComponent* GetBackpackComponent();// 0x1ffe518 float GetAdjustBulletMomentum();// 0x1ffe4f0 float GetAdjustBulletDamage();// 0x1ffe4c8 int CostBulletFromBackpack(BackpackComponent* BackPack, int WantReloadNum, out BulletInWeapon[] CostBulletList);// 0x1ffe36c void AddBulletIDListInClip(BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x1ffe138 -------------------------------- Class: SupportUpBullet int UpBulletID;//[Offset: 0x0, Size: 4] int DefaultPriority;//[Offset: 0x4, Size: 4] -------------------------------- Class: GrenadeLaunchComponent.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0xcc, Size: 4] float BulletSpeed;//[Offset: 0xd0, Size: 4] int CurBulletNum;//[Offset: 0xd4, Size: 4] bool bUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] int MaxBulletNumInClip;//[Offset: 0xdc, Size: 4] ItemDefineID BulletType;//[Offset: 0xe0, Size: 24] bool CanUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0xfc, Size: 12] class CameraShake* ShootCameraShake;//[Offset: 0x108, Size: 4] float CameraShakeInnerRadius;//[Offset: 0x10c, Size: 4] float CameraShakeOuterRadius;//[Offset: 0x110, Size: 4] float CameraShakFalloff;//[Offset: 0x114, Size: 4] AkAudioEvent* ShootSound;//[Offset: 0x118, Size: 4] float ReloadTime;//[Offset: 0x11c, Size: 4] float ReloadTimeTactical;//[Offset: 0x120, Size: 4] float ReloadTimeMagOut;//[Offset: 0x124, Size: 4] float ReloadTimeMagIn;//[Offset: 0x128, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x12c, Size: 4] BackpackComponent* OwnerBackPack;//[Offset: 0x130, Size: 4] void ShootGrenadeBullet(Vector StartLoc, Rotator StartRot, uint32 ShootID);// 0x1faa1cc void SetUseGreanadeLaunch(bool bIsUse);// 0x1faa14c void RemoveBullet(int RemoveNum);// 0x1faa0d4 int ReloadGrenadeLaunch();// 0x1faa0ac void OnRep_UseGrenadeLaunchState();// 0x1faa098 void OnRep_CurBulletNum();// 0x1faa084 void OnRep_CanUseGrenadeLaunch();// 0x1faa070 void LaunchGrenadeBullet(Transform Trans, uint32 ShootID, int Pellet);// 0x1fa9f00 bool JudgeMustReload();// 0x1fa9ed0 bool IsUseGreanadeLaunch();// 0x1f7562c void HandleGrenadeLaunchEquip(bool bIsEquip);// 0x1fa9e50 BackpackComponent* GetBackpackComp();// 0x1fa9e28 void DoGrenadeLaunchStartReload();// 0x1fa9e14 bool CheckCanReload();// 0x1fa9dec -------------------------------- Class: FillGasComponent.WeaponLogicBaseComponent.ActorComponent.Object float UpGasSpeed;//[Offset: 0xcc, Size: 4] float DownGasSpeed;//[Offset: 0xd0, Size: 4] float CostGasOneShoot;//[Offset: 0xd4, Size: 4] float MaxGas;//[Offset: 0xd8, Size: 4] float GasAddDamageRate;//[Offset: 0xdc, Size: 4] float MaxGasAngle;//[Offset: 0xe0, Size: 4] float PostFillGasTime;//[Offset: 0xe4, Size: 4] float GasUpdateInterval;//[Offset: 0xe8, Size: 4] int CurGas;//[Offset: 0xec, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0xf0, Size: 4] void OnRep_CurGas();// 0x1e7fd1c void CostGassByShoot();// 0x1f763e8 void CheckNeedRep();// 0x1f763d4 void AddFillGass(float AddFillGasTime);// 0x1f7635c -------------------------------- Class: ShootWeaponEffectComponent.WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object ShootModeFireShotSoundDataMap;//[Offset: 0x11c, Size: 60] class CameraShake* CameraShakeTemplate_NormalCameraMode;//[Offset: 0x158, Size: 4] class CameraShake* CameraShakeTemplate_NearCameraMode;//[Offset: 0x15c, Size: 4] class CameraShake* CameraShakeTemplate_AimCameraMode;//[Offset: 0x160, Size: 4] float CameraShakeInnerRadius;//[Offset: 0x164, Size: 4] float CameraShakeOuterRadius;//[Offset: 0x168, Size: 4] float CameraShakFalloff;//[Offset: 0x16c, Size: 4] bool bNeedRefreshMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170, Size: 1] bool bNeedOptimizeMuzzleFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x172, Size: 1] ParticleSystem* MuzzleFX;//[Offset: 0x174, Size: 4] Vector LocalMuzzelFXScale;//[Offset: 0x178, Size: 12] ParticleSystem* ScopeMuzzleFX;//[Offset: 0x184, Size: 4] Vector ScopeMuzzelFXScale;//[Offset: 0x188, Size: 12] ParticleSystem* RemoteMuzzleFX;//[Offset: 0x194, Size: 4] Vector RemoteMuzzelFXScale;//[Offset: 0x198, Size: 12] FXDistancaScaleStruct RemoteMuzzleFXDistanceScale;//[Offset: 0x1a4, Size: 16] ParticleSystem* LocalSilencerMuzzleFX;//[Offset: 0x1b4, Size: 4] Vector LocalSilencerMuzzelFXScale;//[Offset: 0x1b8, Size: 12] ParticleSystem* ScopeSilencerMuzzleFX;//[Offset: 0x1c4, Size: 4] Vector ScopeSilencerMuzzelFXScale;//[Offset: 0x1c8, Size: 12] ParticleSystem* RemoteSilencerMuzzleFX;//[Offset: 0x1d4, Size: 4] Vector RemoteSilencerMuzzelFXScale;//[Offset: 0x1d8, Size: 12] FXDistancaScaleStruct RemoteSilencerMuzzleFXDistanceScale;//[Offset: 0x1e4, Size: 16] ParticleSystem* LocalFiringSuppressorMuzzleFX;//[Offset: 0x1f4, Size: 4] Vector LocalFiringSuppressorMuzzelFXScale;//[Offset: 0x1f8, Size: 12] ParticleSystem* ScopeFiringSuppressorMuzzleFX;//[Offset: 0x204, Size: 4] Vector ScopeFiringSuppressorMuzzelFXScale;//[Offset: 0x208, Size: 12] ParticleSystem* RemoteFiringSuppressorMuzzleFX;//[Offset: 0x214, Size: 4] Vector RemoteFiringSuppressorMuzzelFXScale;//[Offset: 0x218, Size: 12] FXDistancaScaleStruct RemoteSuppressorMuzzleFXDistanceScale;//[Offset: 0x224, Size: 16] ParticleSystem* LocalCompensatorMuzzleFX;//[Offset: 0x234, Size: 4] Vector LocalCompensatorMuzzelFXScale;//[Offset: 0x238, Size: 12] ParticleSystem* ScopeCompensatorMuzzleFX;//[Offset: 0x244, Size: 4] Vector ScopeCompensatorMuzzelFXScale;//[Offset: 0x248, Size: 12] ParticleSystem* RemoteCompensatorMuzzleFX;//[Offset: 0x254, Size: 4] Vector RemoteCompensatorMuzzelFXScale;//[Offset: 0x258, Size: 12] bool bIsActiveShellDropFXWhenShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x264, Size: 1] ParticleSystem* ShellDropFX;//[Offset: 0x268, Size: 4] Vector ShellDropFXScale;//[Offset: 0x26c, Size: 12] ParticleSystem* FPPShellDropFX;//[Offset: 0x278, Size: 4] Vector FPPShellDropFXScale;//[Offset: 0x27c, Size: 12] float ShootLightCD;//[Offset: 0x288, Size: 4] float LastShootLightTime;//[Offset: 0x28c, Size: 4] class OBEffectBullet* OBEffectBulletTemplate;//[Offset: 0x290, Size: 4] int MaxOBBulletTrackCompNum;//[Offset: 0x294, Size: 4] float MaxFlyAngel;//[Offset: 0x298, Size: 4] ParticleSystemComponent* ShellDropFXComp;//[Offset: 0x29c, Size: 4] ParticleSystemComponent* FPPShellDropFXComp;//[Offset: 0x2a0, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x2a4, Size: 4] ParticleSystemComponent* MuzzleFXComp;//[Offset: 0x2a8, Size: 4] ParticleSystemComponent*[] OBBulletTrackFXCompsArray;//[Offset: 0x2ac, Size: 12] Vector MuzzleFXOriginalScale;//[Offset: 0x2b8, Size: 12] float MuzzleFXPrevDistanceScaler;//[Offset: 0x2c4, Size: 4] float LastMuzzleEffectTime;//[Offset: 0x2c8, Size: 4] float MuzzleEffectTimeInterval;//[Offset: 0x2cc, Size: 4] OBEffectBullet*[] OBEffectBulletsCachePool;//[Offset: 0x2e0, Size: 12] bool bChangeShellDropRot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec, Size: 1] Rotator ShellDropRot;//[Offset: 0x2f0, Size: 12] FName ChangeShellDropSocket;//[Offset: 0x300, Size: 8] bool bSimulateBulletOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308, Size: 1] float bSimulateBulletMaxDistance;//[Offset: 0x30c, Size: 4] float SnipperStayDistance;//[Offset: 0x310, Size: 4] float bSimulateBulletRadius;//[Offset: 0x314, Size: 4] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318, Size: 1] bool ShellDropRotHasChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319, Size: 1] void ReloadAttr(int WeaponId);// 0x2083cf0 void OnWeaponUnEquiped();// 0x2083cdc void OnWeaponEuiped();// 0x2083cc8 void HandleWeaponAction(byte Action);// 0x2083c48 STExtraShootWeapon* GetOwnerShootWeapon();// 0x2083c20 OBEffectBullet* GetOBEffectBullet();// 0x2083bf8 int GetAvailableOBEffectBulletNum();// 0x2083bd0 void CheckOptimizeMuzzleFX();// 0x2083bb4 void ChangeShellDropFx();// 0x2083ba0 void ActiveShootLight();// 0x2083b8c void ActiveLocalShellDropFX();// 0x2083b78 -------------------------------- Class: WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object SoundDataMap;//[Offset: 0xcc, Size: 60] AkAudioEvent* ShellDropSound;//[Offset: 0x108, Size: 4] AkAudioEvent* SilencerShootSound;//[Offset: 0x10c, Size: 4] AkAudioEvent* DurabilityLossShootSound;//[Offset: 0x110, Size: 4] AkAudioEvent* ScopeSound;//[Offset: 0x114, Size: 4] AkAudioEvent* ScopeOutSound;//[Offset: 0x118, Size: 4] void HandleWeaponAction(byte Action);// 0x2083c48 -------------------------------- 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: 0x2d4, Size: 4] bool bIgnoreEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8, Size: 1] delegate OnOBEffectBulletMoveEnd;//[Offset: 0x2dc, Size: 12] ParticleSystem* CurFXTemplate;//[Offset: 0x2ec, Size: 4] float CurMovingTime;//[Offset: 0x318, Size: 4] CurveFloat* SpeedCurve;//[Offset: 0x31c, Size: 4] -------------------------------- Class: ShootWeaponAutoTestHandle.Object void OnWeaponShootBullet(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet);// 0x2083684 void OnBulletImpact(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet, out const HitResult HitRet);// 0x2083560 FString GenerateBulletsImpactJsonStringAndClearData();// 0x20834a0 -------------------------------- Class: AttrModifyComponent.ActorComponent.Object bool UseAttributeModifyRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5, Size: 1] delegate OnAttrModified;//[Offset: 0xf8, Size: 12] uint32 AttrModifyStateList;//[Offset: 0x104, Size: 4] AttrModifyItem[] DynamicModifierRepList;//[Offset: 0x108, Size: 12] RepAttributeModify DynamicModifierRep;//[Offset: 0x114, Size: 16] AttrModifyItem[] ConfigAttrModifyList;//[Offset: 0x124, Size: 12] AttributeExpand[] AttributeExpands;//[Offset: 0x284, Size: 12] AttrDynamicModifier DynamicModifier;//[Offset: 0x290, Size: 124] RelateAttributeGroup;//[Offset: 0x30c, Size: 60] enum ActorAttrType;//[Offset: 0x348, Size: 1] ModAttrSimulateSyncItem[] ModSimulateSyncList;//[Offset: 0x410, Size: 12] void SetValueToAttributeSafety(FString AttrName, float Value);// 0x2343afc void SetOrignalValueToAttribute(FString AttrName, float Value);// 0x23439fc void SetAttrModifyStateValue(int Index, bool Value);// 0x2343938 void SetAttributeMaxValue(FString AttrName, float MaxValue);// 0x2343838 void ResponeAttrValue(FString AttrName, float FinalValue);// 0x23436fc void RequestAttrValue(FString AttrName);// 0x2343608 void RemoveDynamicModifyItemForLua(uint32 ModifyUID);// 0x2343590 bool RegisterModifyAbleAttr(out const AttrRegisterItem[] AttrRegists, bool bSetAttrByOrigin);// 0x2343404 void OnRep_ModSimulateSyncList();// 0x23433f0 void OnRep_DynamicModifierList();// 0x23433dc void OnRep_DynamicModifier();// 0x23433c8 void OnRep_AttrModifyStateList();// 0x23433b4 void OnAttrModifiedEvent__DelegateSignature(out const AttrAffected[] AffectedAttrS);// 0x2b33460 bool IsAttrModifyStateValidIndex(int Index);// 0x2343334 bool HasDynamicModifier(FString AttrModifyId);// 0x2343270 AttrModifyModDataSubsystem* GetSubsystem();// 0x2343248 FString GetMaxAttrName(FString AttrName);// 0x2343104 bool GetAttrModifyStateValue(int Index);// 0x2343084 int GetAttrModifyStateNum();// 0x1fb1fe8 AttrModifyItem GetAttrModifyItemByItemName(FString ItemName);// 0x2342da8 float GetAttributeValue(FString AttrName);// 0x2342ce0 float GetAttributeOrignalValue(FString AttrName);// 0x2342c18 bool EnableAttrModifierByIndex(int ModifyConfigIndex);// 0x2342b98 bool EnableAttrModifier(FString AttrModifyItemName);// 0x2342a38 bool DisableAttrModifierByIndex(int ModifyConfigIndex);// 0x23429b8 bool DisableAttrModifier(FString AttrModifyItemName);// 0x2342858 bool DisableAllAttrModifier();// 0x2342830 void AddValueToAttribute(FString AttrName, float Value);// 0x2342730 uint32 AddDynamicModifyItemForLua(FString AttrName, byte ModifyType, float Value, bool bEnable, Object* Causer);// 0x234254c void AddDynamicModifier(out AttrModifyItem AttrModifyItem);// 0x23423f4 -------------------------------- Class: RepAttributeModify -------------------------------- 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: GameInstanceSubsystem.Subsystem.Object -------------------------------- Class: Subsystem.Object -------------------------------- Class: WeaponAttrModifyConfig FString ModifyConfigID;//[Offset: 0x0, Size: 12] WeaponAttrModifyData[] WeaponAttrModifiers;//[Offset: 0xc, 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: 0xcc, Size: 8] float ShootRateCheckInterval;//[Offset: 0xfc, Size: 4] bool ShootRateCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100, Size: 1] float ShootRateCheckMulCoff;//[Offset: 0x104, Size: 4] bool ShootHitTargetIntervalCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1] float ShootHitTargetIntervalMulCoff;//[Offset: 0x10c, Size: 4] bool bCheckParachuteHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, Size: 1] float MaxParachuteHeightDist;//[Offset: 0x114, Size: 4] float MaxParachutePlaneDist;//[Offset: 0x118, Size: 4] float ShootTimeInfoCheckClearInterval;//[Offset: 0x15c, Size: 4] float ShootTimeInfoCheckLifeTime;//[Offset: 0x160, Size: 4] float ShootTimeGunPosBigCircle;//[Offset: 0x164, Size: 4] float ShootTimeGunPosMaxZDif;//[Offset: 0x168, Size: 4] float ShootTimeGunPosMaxForwadDif;//[Offset: 0x16c, Size: 4] float ShootTimeGunPosMaxForwadDifInVehicle;//[Offset: 0x170, Size: 4] float ShootTimeGunPosMaxRightDif;//[Offset: 0x174, Size: 4] float ShootTimeGunPosMaxRightDifInVehicle;//[Offset: 0x178, Size: 4] int MaxClientCapsuleHalfHeight;//[Offset: 0x17c, Size: 4] float ShootTimeMuzzleDistThres;//[Offset: 0x180, Size: 4] float ShootTimeMuzzleZThres;//[Offset: 0x184, Size: 4] bool bVerifyTimeLineSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188, Size: 1] float TimeLineCheckDnBorder;//[Offset: 0x18c, Size: 4] float TimeLineCheckUpBorder;//[Offset: 0x190, Size: 4] float ShootTimeConnectionDeltaThres;//[Offset: 0x194, Size: 4] bool bVerifyStartFireTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198, Size: 1] float MaxShootPassTimeDeltaBetweenSysAndLevel;//[Offset: 0x19c, Size: 4] float TolerateFlyTime;//[Offset: 0x1a0, Size: 4] float TolerateFlyDis;//[Offset: 0x1a4, Size: 4] float DeCon6SpanTime;//[Offset: 0x274, Size: 4] void OnWeaponShootHit(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x22855bc -------------------------------- Class: ShootWeaponDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent byte AvatarDamagePosition;//[Offset: 0xa5, Size: 1] float DamageImpulse;//[Offset: 0xc0, Size: 4] -------------------------------- Class: SimulateBulletHitInfoData Vector ImpactPoint;//[Offset: 0x0, Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12] Vector ShootMomentMuzzlePos;//[Offset: 0x24, Size: 12] byte SpecialBulletID;//[Offset: 0x30, Size: 1] byte SurfaceType;//[Offset: 0x31, 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: WeaponSyncData uint32 ShootID;//[Offset: 0x0, Size: 4] uint32 ClipID;//[Offset: 0x4, Size: 4] -------------------------------- Class: SecurityLogHitTargetInfo -------------------------------- 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: 0x2dc, Size: 1] float HitSelfModifier;//[Offset: 0x2e0, Size: 4] float HitSelfImpactReduce;//[Offset: 0x2e4, Size: 4] float HitOthersModifier;//[Offset: 0x2e8, Size: 4] float HitOthersImpactRaise;//[Offset: 0x2ec, Size: 4] float HitCharacterModifier;//[Offset: 0x2f0, 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);// 0x225e930 bool ScriptShouldCauseDamage(float InDamage, PrimitiveComponent* InPrimComp, STExtraBaseCharacter* InCharacter);// 0x2b33460 void OnCustomImpulseComponentHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x225e768 void HandleOnVehicleHit(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x225e600 -------------------------------- 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);// 0x225b06c void TakeDamageByHitPart(float Damage, byte HitPart, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x225ae68 void TakeDamageByBoneNameInner(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x225ac4c void TakeDamageByBoneName(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x225aa30 void SetHPFuel(float InHp, float InFuel);// 0x225a974 void RefreshWheelState();// 0x225a960 void OnRep_WheelsCurrentHP();// 0x225a94c void OnRep_HP();// 0x225a938 void OnRep_Fuel();// 0x225a924 bool NoFuel();// 0x225a8fc void Maintenance(float addpercenthp, bool fixtire);// 0x225a838 bool IsDontDamage();// 0x225a81c bool IsDontConsumeFuel();// 0x225a800 bool IsDestroyed();// 0x225a7d8 int GetWheelsHPNum();// 0x225a7b0 float GetWheelHPMax(int WheelIdx);// 0x225a730 float GetWheelHP(int WheelIdx);// 0x225a6b0 float GetVehicleHPMax();// 0x225a688 float GetVehicleHP();// 0x225a660 float GetFuelMax();// 0x225a638 float GetFuelConsumeFactor();// 0x225a610 float GetFuel();// 0x225a5e8 void CalculateDestroyVehicleWheelFlow(Controller* Instigator);// 0x225a570 -------------------------------- 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);// 0x1fc2888 void OnEnterWaterDelegate__DelegateSignature(bool IsUnderWater);// 0x2b33460 void OnContactWaterDelegate__DelegateSignature(bool IsContactingWater);// 0x2b33460 void NativeSetEnableCustomWaveForce(bool bEnable);// 0x4e71eb8 bool IsEntirelyUnderWater();// 0x4e71e80 bool IsContactedWater();// 0x4e71e58 void EndableUprightConstraint(bool bEnable);// 0x4e71dd8 bool CheckPointInWater(Vector Point, bool isWorldPosition);// 0x4e71d0c -------------------------------- Class: OceanManager.Actor.Object bool EnableGerstnerWaves;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d4, Size: 1] Vector GlobalWaveDirection;//[Offset: 0x2d8, Size: 12] float GlobalWaveSpeed;//[Offset: 0x2e4, Size: 4] float GlobalWaveAmplitude;//[Offset: 0x2e8, Size: 4] float DistanceCheckAbove;//[Offset: 0x2ec, Size: 4] float DistanceCheckBelow;//[Offset: 0x2f0, Size: 4] WaveParameter[] WaveClusters;//[Offset: 0x2f4, Size: 12] WaveSetParameters[] WaveSetOffsetsOverride;//[Offset: 0x300, Size: 12] float NetWorkTimeOffset;//[Offset: 0x30c, Size: 4] bool bEnableLandscapeModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] float ModulationStartHeight;//[Offset: 0x314, Size: 4] float ModulationMaxHeight;//[Offset: 0x318, Size: 4] float ModulationPower;//[Offset: 0x31c, Size: 4] Landscape* Landscape;//[Offset: 0x320, Size: 4] Texture2D* HeightmapTexture;//[Offset: 0x324, Size: 4] bool bShouldCorrectTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] float CorrectTimeInterval;//[Offset: 0x34c, Size: 4] float ReplicatedWorldRealTimeSeconds;//[Offset: 0x354, Size: 4] float ServerWorldRealTimeSecondsDelta;//[Offset: 0x358, Size: 4] delegate OnReplicatedWorldRealTimeSeconds;//[Offset: 0x35c, Size: 12] bool bEnableWaterBoxModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] Box[] WaterBoxes;//[Offset: 0x36c, Size: 12] bool bEnableWaterTransformModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] Transform[] WaterTransforms;//[Offset: 0x380, Size: 12] Vector[] WaterBoxExtends;//[Offset: 0x38c, Size: 12] void OnRep_ReplicatedWorldRealTimeSeconds();// 0x4e732a8 void LoadLandscapeHeightmap(Texture2D* Tex2D);// 0x4e73230 LinearColor GetHeightmapPixel(float U, float V);// 0x4e73160 -------------------------------- 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: 0x2d4, Size: 4] Guid LandscapeGuid;//[Offset: 0x2d8, Size: 16] IntPoint LandscapeSectionOffset;//[Offset: 0x2e8, Size: 8] int MaxLODLevel;//[Offset: 0x2f0, Size: 4] float LODDistanceFactor;//[Offset: 0x2f4, Size: 4] byte LODFalloff;//[Offset: 0x2f8, Size: 1] bool bUseScreenSizeLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9, Size: 1] float LOD0DistributionSetting;//[Offset: 0x2fc, Size: 4] float LODDistributionSetting;//[Offset: 0x300, Size: 4] byte NearMaxLOD_Baked;//[Offset: 0x304, Size: 1] float NearFactor_Baked;//[Offset: 0x308, Size: 4] float NearExtent_Baked;//[Offset: 0x30c, Size: 4] float FarFactor_Baked;//[Offset: 0x310, Size: 4] float LandscapeRoughness;//[Offset: 0x314, Size: 4] bool EnableImproveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318, Size: 1] float[] ImproveLODValues;//[Offset: 0x31c, Size: 12] byte NearMaxLOD;//[Offset: 0x328, Size: 1] float NearFactor;//[Offset: 0x32c, Size: 4] float NearExtent;//[Offset: 0x330, Size: 4] float FarFactor;//[Offset: 0x334, Size: 4] int StaticLightingLOD;//[Offset: 0x338, Size: 4] PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x33c, Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x340, Size: 4] bool bCacheHeightData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x344, Size: 1] MaterialInterface* LandscapeMaterial;//[Offset: 0x348, Size: 4] MaterialInterface* LandscapeHoleMaterial;//[Offset: 0x34c, Size: 4] OtherMaterials;//[Offset: 0x350, Size: 60] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38c, Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x390, Size: 12] float MinGrassWeightThreshold;//[Offset: 0x39c, Size: 4] float NegativeZBoundsExtension;//[Offset: 0x3a0, Size: 4] float PositiveZBoundsExtension;//[Offset: 0x3a4, Size: 4] Texture2D* GrassColor_WorldMaskNoiseTexture;//[Offset: 0x3a8, Size: 4] Vector2D GrassColor_UVScale_WorldMaskNoise;//[Offset: 0x3ac, Size: 8] Vector2D GrassColor_Center_WorldMaskNoise;//[Offset: 0x3b4, Size: 8] LandscapeComponent*[] LandscapeComponents;//[Offset: 0x3bc, Size: 12] LandscapeAOTextureDataAsset* LandscapeAOTextureDataAsset;//[Offset: 0x3c8, Size: 4] LandscapeHeightfieldCollisionComponent*[] CollisionComponents;//[Offset: 0x3cc, Size: 12] HierarchicalInstancedStaticMeshComponent*[] FoliageComponents;//[Offset: 0x3d8, Size: 12] bool bHasLandscapeGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c, Size: 1] float StaticLightingResolution;//[Offset: 0x430, Size: 4] bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x434, Size: 1] bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x434, Size: 1] bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x434, Size: 1] LightingChannels LightingChannels;//[Offset: 0x435, Size: 1] bool bUseMaterialPositionOffsetInStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x436, Size: 1] bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x436, Size: 1] int CustomDepthStencilValue;//[Offset: 0x438, Size: 4] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x43c, Size: 24] int CollisionMipLevel;//[Offset: 0x454, Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x458, Size: 4] float CollisionThickness;//[Offset: 0x45c, Size: 4] BodyInstance BodyInstance;//[Offset: 0x460, Size: 320] bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5a0, Size: 1] bool bBakeMaterialPositionOffsetIntoCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5a0, Size: 1] bool bUseHoleConsistent;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5a0, Size: 1] int ComponentSizeQuads;//[Offset: 0x5a4, Size: 4] int SubsectionSizeQuads;//[Offset: 0x5a8, Size: 4] int NumSubsections;//[Offset: 0x5ac, Size: 4] bool bUsedForNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5b0, Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x5b1, Size: 1] bool bUseLandscapeForCullingInvisibleHLODVertices;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b2, 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);// 0x35e2530 void ChangeLODDistributionSettingConsoleVariable();// 0x1edc7ec void ChangeLODDistanceFactor(float InLODDistanceFactor);// 0x1e791b0 void ChangeLOD0DistributionSettingConsoleVariable();// 0x1e79114 void ChangebUseScreenSizeLOD(bool InbUseScreenSizeLOD);// 0x1fa8310 -------------------------------- Class: LandscapeSplinesComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object LandscapeSplineControlPoint*[] ControlPoints;//[Offset: 0x5ac, Size: 12] LandscapeSplineSegment*[] Segments;//[Offset: 0x5b8, Size: 12] MeshComponent*[] CookedForeignMeshComponents;//[Offset: 0x5c4, 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: SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineMeshParams SplineParams;//[Offset: 0x69c, Size: 88] Vector SplineUpDir;//[Offset: 0x6f4, Size: 12] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x700, Size: 1] bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x700, Size: 1] byte ForwardAxis;//[Offset: 0x701, Size: 1] float SplineBoundaryMin;//[Offset: 0x704, Size: 4] float SplineBoundaryMax;//[Offset: 0x708, Size: 4] BodySetup* BodySetup;//[Offset: 0x70c, Size: 4] Guid CachedMeshBodySetupGuid;//[Offset: 0x710, Size: 16] bool bMeshDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x720, Size: 1] void UpdateMesh();// 0x44a42c4 void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x44a4200 void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x44a4140 void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x44a407c void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x44a3fb8 void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x44a3ef8 void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos, Vector EndTangent, bool bUpdateMesh);// 0x44a3d58 void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);// 0x44a3c84 void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x44a3bc0 void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x44a3afc void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x44a3a3c void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x44a3978 void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x44a38b4 void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x44a37f4 void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x44a3730 void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x44a366c Vector GetStartTangent();// 0x44a3624 Vector2D GetStartScale();// 0x44a35e4 float GetStartRoll();// 0x44a35bc Vector GetStartPosition();// 0x44a3574 Vector2D GetStartOffset();// 0x44a3534 Vector GetSplineUpDir();// 0x44a34ec byte GetForwardAxis();// 0x44a34c4 Vector GetEndTangent();// 0x44a347c Vector2D GetEndScale();// 0x44a343c float GetEndRoll();// 0x2142fa8 Vector GetEndPosition();// 0x44a33f4 Vector2D GetEndOffset();// 0x44a33b4 float GetBoundaryMin();// 0x44a338c float GetBoundaryMax();// 0x20d4b04 -------------------------------- 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: 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: 0x5ac, Size: 4] int SectionBaseY;//[Offset: 0x5b0, Size: 4] int ComponentSizeQuads;//[Offset: 0x5b4, Size: 4] int SubsectionSizeQuads;//[Offset: 0x5b8, Size: 4] int NumSubsections;//[Offset: 0x5bc, Size: 4] MaterialInterface* OverrideMaterial;//[Offset: 0x5c0, Size: 4] MaterialInterface* OverrideHoleMaterial;//[Offset: 0x5c4, Size: 4] OverrideOtherMaterials;//[Offset: 0x5c8, Size: 60] OverridePhyxMaterial OverridePhyxMaterial;//[Offset: 0x604, Size: 24] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x61c, Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x620, Size: 12] MaterialInstanceConstant*[] MaterialInstances;//[Offset: 0x62c, Size: 12] OtherMaterialInstances;//[Offset: 0x638, Size: 60] WeightmapLayerAllocationInfo[] WeightmapLayerAllocations;//[Offset: 0x674, Size: 12] Texture2D*[] WeightmapTextures;//[Offset: 0x680, Size: 12] int VisibilityLayerChannel;//[Offset: 0x68c, Size: 4] Texture2D* XYOffsetmapTexture;//[Offset: 0x690, Size: 4] Vector4 WeightmapScaleBias;//[Offset: 0x6a0, Size: 16] float WeightmapSubsectionOffset;//[Offset: 0x6b0, Size: 4] Vector4 HeightmapScaleBias;//[Offset: 0x6c0, Size: 16] Texture2D* HeightmapTexture;//[Offset: 0x6d0, Size: 4] MultiVisibilityTextureData;//[Offset: 0x6d4, Size: 60] FString VisibleVisibilityLayer;//[Offset: 0x710, Size: 12] Box CachedLocalBox;//[Offset: 0x71c, Size: 28] LandscapeHeightfieldCollisionComponent* CollisionComponent;//[Offset: 0x738, Size: 28] Guid MapBuildDataId;//[Offset: 0x754, Size: 16] Guid[] IrrelevantLights;//[Offset: 0x764, Size: 12] int CollisionMipLevel;//[Offset: 0x770, Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x774, Size: 4] float NegativeZBoundsExtension;//[Offset: 0x778, Size: 4] float PositiveZBoundsExtension;//[Offset: 0x77c, Size: 4] float StaticLightingResolution;//[Offset: 0x780, Size: 4] int ForcedLOD;//[Offset: 0x784, Size: 4] int LODBias;//[Offset: 0x788, Size: 4] float[] LODDeltaVertex;//[Offset: 0x798, Size: 12] float MaxDeltaVertex;//[Offset: 0x7a4, Size: 4] Guid stateID;//[Offset: 0x7a8, Size: 16] Guid BakedTextureMaterialGuid;//[Offset: 0x7b8, Size: 16] Texture2D* GIBakedBaseColorTexture;//[Offset: 0x7c8, Size: 4] StaticMesh* OccluderMesh;//[Offset: 0x7cc, Size: 4] byte MobileBlendableLayerMask;//[Offset: 0x7d0, Size: 1] MaterialInterface* MobileMaterialInterface;//[Offset: 0x7d4, Size: 4] OtherMobileMaterialInterfaces;//[Offset: 0x7d8, Size: 60] Texture2D*[] MobileWeightmapTextures;//[Offset: 0x814, Size: 12] Texture2D* MobileWeightNormalmapTexture;//[Offset: 0x820, Size: 4] uint16[] CachedHeightData;//[Offset: 0x824, Size: 12] FName UsedOtherMaterialName;//[Offset: 0x888, 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: 0x5ac, Size: 12] int SectionBaseX;//[Offset: 0x5b8, Size: 4] int SectionBaseY;//[Offset: 0x5bc, Size: 4] int CollisionSizeQuads;//[Offset: 0x5c0, Size: 4] float CollisionScale;//[Offset: 0x5c4, Size: 4] int SimpleCollisionSizeQuads;//[Offset: 0x5c8, Size: 4] byte[] CollisionQuadFlags;//[Offset: 0x5cc, Size: 12] Guid HeightfieldGuid;//[Offset: 0x5d8, Size: 16] Box CachedLocalBox;//[Offset: 0x5e8, Size: 28] LandscapeComponent* RenderComponent;//[Offset: 0x604, Size: 28] PhysicalMaterial*[] CookedPhysicalMaterials;//[Offset: 0x62c, 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: 0x788, Size: 12] int NumBuiltInstances;//[Offset: 0x794, Size: 4] Box BuiltInstanceBounds;//[Offset: 0x79c, Size: 28] Box UnbuiltInstanceBounds;//[Offset: 0x7b8, Size: 28] Box[] UnbuiltInstanceBoundsList;//[Offset: 0x7d4, Size: 12] int[] UnbuiltInstanceIndexList;//[Offset: 0x7e0, Size: 12] bool bEnableDensityScaling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ec, Size: 1] int OcclusionLayerNumNodes;//[Offset: 0x80c, Size: 4] BoxSphereBounds CacheMeshExtendedBounds;//[Offset: 0x810, Size: 28] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x831, Size: 1] int MinInstancesToSplitNode;//[Offset: 0x834, Size: 4] bool RemoveInstances(out const int[] InstancesToRemove);// 0x43b5e20 -------------------------------- Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineCurves SplineCurves;//[Offset: 0x5ac, Size: 80] InterpCurveVector SplineInfo;//[Offset: 0x5fc, Size: 20] InterpCurveQuat SplineRotInfo;//[Offset: 0x610, Size: 20] InterpCurveVector SplineScaleInfo;//[Offset: 0x624, Size: 20] InterpCurveFloat SplineReparamTable;//[Offset: 0x638, Size: 20] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64c, Size: 1] int ReparamStepsPerSegment;//[Offset: 0x650, Size: 4] float Duration;//[Offset: 0x654, Size: 4] bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x658, Size: 1] bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x659, Size: 1] bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65a, Size: 1] bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65b, Size: 1] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65c, Size: 1] bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65d, Size: 1] bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65e, Size: 1] float LoopPosition;//[Offset: 0x660, Size: 4] Vector DefaultUpVector;//[Offset: 0x664, Size: 12] bool bUseConfigRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670, Size: 1] void UpdateSpline();// 0x44a1180 void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector InLocation);// 0x44a10ac void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector, byte CoordinateSpace, bool bUpdateSpline);// 0x44a0f4c void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x44a07a4 void SetTangentsAtSplinePoint(int PointIndex, out const Vector InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x44a0d98 void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x44a0c38 void SetSplineWorldPoints(out const Vector[] Points);// 0x44a0b64 void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);// 0x44a0a5c void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool bUpdateSpline);// 0x44a08fc void SetSplineLocalPoints(out const Vector[] Points);// 0x44a0828 void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x44a07a4 void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation, byte CoordinateSpace, bool bUpdateSpline);// 0x44a0644 void SetDrawDebug(bool bShow);// 0x44a05c4 void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);// 0x44a04f8 void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline);// 0x44a03e4 void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x44a0314 void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x44a0250 bool IsClosedLoop();// 0x44a0228 Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x44a0194 Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);// 0x44a00b0 Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x44a001c Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);// 0x449ff38 Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x449fea4 Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x449fe10 Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);// 0x449fd2c Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x449fc98 Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x449fb74 Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449faa0 Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x449f9cc Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity, bool bUseScale);// 0x449f840 Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace, bool bUseScale);// 0x449f704 Transform GetTransformAtDistanceAlongSpline(float Distance, byte CoordinateSpace, bool bUseScale);// 0x449f5c8 Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x449f4a4 Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449e2a8 Vector GetTangentAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x449f3d0 byte GetSplinePointType(int PointIndex);// 0x449f350 float GetSplineLength();// 0x449f328 Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x449f24c Vector GetScaleAtSplinePoint(int PointIndex);// 0x449f1bc Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x449f12c Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x449f008 Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449ef34 Rotator GetRotationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x449ee60 float GetRollAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x449ed50 float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449ec8c float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x449ebc8 Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x449eaa4 Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449e9d0 Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x449e8fc int GetNumberOfSplinePoints();// 0x449e8d4 Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x449e7b0 Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449e6dc Vector GetLocationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x449e608 void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location, out Vector Tangent, byte CoordinateSpace);// 0x449e4a0 void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector LocalLocation, out Vector LocalTangent);// 0x449e37c Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449e2a8 float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x449e228 float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x449e1a8 float GetDistanceAlongSplineAtSplineInputKey(float InKey);// 0x449e128 Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x449e004 Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449df30 Vector GetDirectionAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x449de5c Vector GetDefaultUpVector(byte CoordinateSpace);// 0x449ddcc float GetCurvatureAtSplinePoint(int PointIndex);// 0x449dd4c float GetCurvatureAtDistance(float Distance);// 0x449dccc Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x449dbf8 Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x449db14 Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace, bool bUseScale);// 0x449d9c8 Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x449d8e4 Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);// 0x449d848 Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x449d764 float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x449d690 Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x449d5ac Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x449d4c8 float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);// 0x449d43c Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x449d358 void ClearSplinePoints(bool bUpdateSpline);// 0x449d2d8 void AddSplineWorldPoint(out const Vector Position);// 0x449d24c void AddSplinePointAtIndex(out const Vector Position, int Index, byte CoordinateSpace, bool bUpdateSpline);// 0x449d0ec void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool bUpdateSpline);// 0x449cfd4 void AddSplineLocalPoint(out const Vector Position);// 0x449cf48 void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);// 0x449ce2c void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x449cd24 -------------------------------- 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: 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: 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: 0x5c8, Size: 4] Vector Direction;//[Offset: 0x5cc, Size: 12] float SpeedValue;//[Offset: 0x5d8, Size: 4] float WaveForceMultiplier;//[Offset: 0x5dc, Size: 4] TrippleWaveParameter[] TrippleWaveClusters;//[Offset: 0x5e0, Size: 12] float TimeScaleOffset;//[Offset: 0x5ec, Size: 4] float Offset;//[Offset: 0x5f0, Size: 4] bool UseSplineDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f4, Size: 1] float SpeedAttenuationFromSpline;//[Offset: 0x5f8, Size: 4] bool UseSplineZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5fc, Size: 1] float ZOffset;//[Offset: 0x600, Size: 4] float CellSizeX;//[Offset: 0x604, Size: 4] float CellSizeY;//[Offset: 0x608, Size: 4] Cells;//[Offset: 0x60c, Size: 60] int KeyFactor;//[Offset: 0x648, 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);// 0x445aa88 void SetOrientationDriveSLERP(bool bEnableSLERP);// 0x445aa08 void SetLinearZLimit(byte ConstraintType, float LimitSize);// 0x445a94c void SetLinearYLimit(byte ConstraintType, float LimitSize);// 0x445a890 void SetLinearXLimit(byte ConstraintType, float LimitSize);// 0x445a7d4 void SetLinearVelocityTarget(out const Vector InVelTarget);// 0x445a750 void SetLinearVelocityDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ);// 0x445a630 void SetLinearPositionTarget(out const Vector InPosTarget);// 0x445a5ac void SetLinearPositionDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ);// 0x445a48c void SetLinearDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit);// 0x445a38c void SetLinearBreakable(bool bLinearBreakable, float LinearBreakThreshold);// 0x445a2c4 void SetDisableCollision(bool bDisableCollision);// 0x445a244 void SetConstraintReferencePosition(byte Frame, out const Vector RefPosition);// 0x445a17c void SetConstraintReferenceOrientation(byte Frame, out const Vector PriAxis, out const Vector SecAxis);// 0x445a060 void SetConstraintReferenceFrame(byte Frame, out const Transform RefFrame);// 0x4459f40 void SetConstrainedComponents(PrimitiveComponent* Component1, FName BoneName1, PrimitiveComponent* Component2, FName BoneName2);// 0x4459ddc void SetAngularVelocityTarget(out const Vector InVelTarget);// 0x4459d58 void SetAngularVelocityDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive);// 0x4459c88 void SetAngularVelocityDriveSLERP(bool bEnableSLERP);// 0x4459c08 void SetAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive);// 0x4459b38 void SetAngularTwistLimit(byte ConstraintType, float TwistLimitAngle);// 0x4459a7c void SetAngularSwing2Limit(byte MotionType, float Swing2LimitAngle);// 0x44599c0 void SetAngularSwing1Limit(byte MotionType, float Swing1LimitAngle);// 0x4459904 void SetAngularOrientationTarget(out const Rotator InPosTarget);// 0x4459880 void SetAngularOrientationDrive(bool bEnableSwingDrive, bool bEnableTwistDrive);// 0x44597b0 void SetAngularDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit);// 0x44596b0 void SetAngularDriveMode(byte DriveMode);// 0x4459638 void SetAngularBreakable(bool bAngularBreakable, float AngularBreakThreshold);// 0x4459570 bool IsBroken();// 0x4459548 float GetCurrentTwist();// 0x4459520 float GetCurrentSwing2();// 0x44594f8 float GetCurrentSwing1();// 0x44594d0 void GetConstraintForce(out Vector OutLinearForce, out Vector OutAngularForce);// 0x44593f8 void BreakConstraint();// 0x44593e4 -------------------------------- Class: ConstrainComponentPropName FName ComponentName;//[Offset: 0x0, Size: 8] -------------------------------- Class: VehicleSyncComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object delegate OnActorHit;//[Offset: 0x14c, Size: 12] float MinCorrectionInterval;//[Offset: 0x158, Size: 4] float MinSendingStateChangedIntervalAtClient;//[Offset: 0x15c, Size: 4] float MinDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x160, Size: 4] float MaxDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x164, Size: 4] float SendingToServerIntervalAtClient;//[Offset: 0x168, Size: 4] float SendingReliableHitToServerInterval;//[Offset: 0x16c, Size: 4] float AllowMaxDiatanceSqAtServer;//[Offset: 0x170, Size: 4] float AllowMaxLinearSpeedRatio;//[Offset: 0x174, Size: 4] float StationaryCorrectIntervalAtClient;//[Offset: 0x178, Size: 4] float StationaryCorrectSpeedThresholdSq;//[Offset: 0x17c, Size: 4] float StationaryCorrectThresholdDistanceSq;//[Offset: 0x180, Size: 4] float MinCorrectionDistanceSqAtClient;//[Offset: 0x184, Size: 4] float MinCorrectionVelocitySqAtClient;//[Offset: 0x188, Size: 4] float MinCorrectionAngleVelocitySqAtClient;//[Offset: 0x18c, Size: 4] float IdleForceUpdateThreshold;//[Offset: 0x190, Size: 4] float IdleForceSyncInterval;//[Offset: 0x194, Size: 4] bool bUseStaticRotFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198, Size: 1] float StaticFixLocation;//[Offset: 0x19c, Size: 4] float StaticFixAngel;//[Offset: 0x1a0, Size: 4] float StaticStopFixTorelence;//[Offset: 0x1a4, Size: 4] float MaxCalculatedStartZVeolcity;//[Offset: 0x1a8, Size: 4] bool bVehicleNeedFlyVelCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ac, Size: 1] bool SendClientMoveToServerOverLapUseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ae, Size: 1] bool AutonomousPullUpWhilePassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1af, Size: 1] float AutonomousPullUpWhilePassWallZThres;//[Offset: 0x1b0, Size: 4] float SimulatedFloorUpDistance;//[Offset: 0x1b4, Size: 4] VehicleSyncPostPhysxTick PostPhysxComponentTick;//[Offset: 0x2ac, Size: 60] bool VerifyClientTimeStamp(float TimeStamp);// 0x2269b54 void SendServerMoveToClient(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x2269998 void SendClientMoveToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x22697a0 void SendClientMoveToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x22695a8 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);// 0x226934c 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);// 0x2269140 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);// 0x2268f30 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);// 0x2268c5c 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);// 0x2268988 void OnHitAtServer(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x2268820 void OnHitAtClient(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x22686b8 void OnDriverRide();// 0x22686a4 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x226859c void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x2268404 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x22682fc STExtraBaseCharacter*[] GetRiders();// 0x226823c float GetLanscapeHeight(out const Vector ClientLocation);// 0x22681b0 bool GetFloorPosition(out const Vector Location, out Vector OutFloorLocation);// 0x22680d0 void DragUnderGround();// 0x22680bc void Correct(bool bIsSnap, bool bPlayerChannel, float ZAdjustValue);// 0x2267fa4 void ClientHitActor(Actor* OtherActor, out const Vector_NetQuantize100 NormalImpulse, out const HitResult Hit);// 0x2267e70 bool CheckAndLoadLandscape(float DeltaTime);// 0x2068f04 void ApplyRigidBodyState(out RigidBodyState NewState);// 0x2267da0 bool AdjustFloorPosition(out const Vector ClientLocation, out const STExtraBaseCharacter*[] Riders, out Vector OutLocation);// 0x2267c1c -------------------------------- Class: VehicleSyncPostPhysxTick.TickFunction -------------------------------- Class: VehBackpackItem int ItemId;//[Offset: 0x0, Size: 4] int ItemCount;//[Offset: 0x4, Size: 4] -------------------------------- 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);// 0x2266adc void SetSmartCameraAutoReturn(bool bEnabled);// 0x2266a5c void SetFreeCameraInput(Rotator deltaRot);// 0x22669ec void SetFreeCameraAutoReturn(bool bEnabled);// 0x226696c void ResetSmartCamera();// 0x2266958 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1f261e0 void DelayRotationLagEnabledEnd();// 0x1e7fd1c void DelayRotationLagEnabled(bool bEnabled, float Time, Rotator _RelativeRotator);// 0x226684c void AddSmartCameraInput(float Yaw, float Pitch);// 0x2266790 -------------------------------- 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);// 0x235b2b0 void UpdateClientBuff(int InstID, int BuffID, int LayerCount, int CauseSkillID, Actor* CauseActor, float DSEndTime);// 0x235b0dc void UpdateBriefs();// 0x235b0c8 void RPC_Server_ReqBriefs();// 0x235b06c void RPC_Client_SyncBrief(ClientSyncBrief Brief);// 0x235afb8 void RPC_Client_RspBriefs(const ClientSyncBrief[] Briefs);// 0x235aef4 void RemoveClientBuff(int InstID);// 0x235ae7c STBuff* RemoveBuffInner(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x235ad2c void RemoveBuff(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x235abe4 void RemoveAndFindMaxPowerBuff(STBuff* RemoveBuff);// 0x235ab6c void RemoveAllBuffs();// 0x235ab58 void OnRep_SyncBriefs();// 0x235ab44 void OnClientUpdateBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2b33460 void OnClientRemoveBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2b33460 void OnClientBuffCreated(STBuff* Buff, int BuffID, int CauseSkillID, int InstID, float DSEndTime);// 0x235a9b4 void OnClientAsyncLoaded(FString Path, int BuffID, Actor* Causer, int LayerCount, int CauseSkillID, int InstID, float DSEndTime);// 0x235a6bc void OnClientAddBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x2b33460 bool HasSkillID(int SkillID);// 0x235a63c bool HasBuff(int BuffID);// 0x235a5bc void HandleCauserSkill(STBuff* Buff, int SkillID);// 0x235a500 bool HandleBuffTypeMutex(int BuffID);// 0x235a480 void HandleBuffTypeExclude(int BuffID);// 0x235a408 void HandleBuffLayer(STBuff* Buff, int AddLayerCount, bool IsNewBuff);// 0x235a300 BuffConfigSubsystem* GetSubsystem();// 0x235a2d8 STBuff*[] GetBuffs();// 0x235a218 float GetBuffDuration(int BuffID, int CauseSkillID);// 0x235a154 STBuff* GetBuffByBuffID(int BuffID);// 0x235a0d4 STBuff* CreateBuffWithClass(class Object Class, int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x2359f40 void CreateBuffAsync(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID, int InstID, float DSEndTime);// 0x2359d6c STBuff* CreateBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x2359c1c void CompareBuffPower(STBuff* Buff);// 0x2359ba4 bool ClientGetBuffInfo(int BuffID, out ClientSyncBrief OutBuff);// 0x2359ab8 void ClearBuffs(bool IsClearAll);// 0x2359a38 bool CheckBuffTargetClient(STBuff* Buff);// 0x23599b8 bool AddBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID);// 0x2359868 -------------------------------- 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);// 0x2356f0c void ResetActionExecute();// 0x2356ef8 void RefreshEndTime();// 0x2356ee4 void Initialize();// 0x2356ed0 void HandleLayer(int AddLayerCount, bool IsNewBuff);// 0x2356e0c void End();// 0x2356df8 void EnabledRemove();// 0x2356de4 void Destroy();// 0x2356dd0 bool CopyActions();// 0x2356da8 void CheckOnceBuffForClient();// 0x2356d94 void ChangeNotify();// 0x2356d80 void ChangeDuration(float NewDuration);// 0x2356d08 -------------------------------- 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);// 0x23577fc void SetEnabled(bool Enabled);// 0x235777c void ResetExecute(bool IgnoreEnd);// 0x1e93498 void OnTick(float DetalTime);// 0x20adacc void OnInitialize();// 0x202274c void OnExecute();// 0x2022768 void OnEnd();// 0x1e937e0 void OnDestroy();// 0x20ae7e4 void OnChangeNotify();// 0x1f4cafc void Initialize();// 0x2357768 STBuff* GetOwnerBuff();// 0x2357740 Actor* GetOwner();// 0x20b0f60 bool GetIsExecute();// 0x2357724 Actor* GetCauser();// 0x23576fc void End();// 0x23576e8 void Destroy();// 0x23576d4 STBuffAction* CopyAction(Object* Outer);// 0x235764c void ChangeNotify();// 0x2357638 -------------------------------- Class: DataProviderBase.Object -------------------------------- Class: UAEBlackboard.Object UAEBlackboardContainer UAEBlackboardContainer;//[Offset: 0x1c, Size: 720] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x52ef380 void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x52ef2ac void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x52ef0f8 void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator VectorValue);// 0x52ef024 void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x52eef50 void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x52eee7c void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x52eeda8 void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x52eecd4 void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x52eec00 void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x52eeb2c void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x52eea50 bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x52ee9bc bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x52ee928 bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x52ee894 bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x52ee800 bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x52ee76c bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x52ee6d8 bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x52ee644 bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x52ee5b0 bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x52ee51c bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x52ee488 bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x52ee3f4 Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x52ee360 Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x52ee27c Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x52ee1d8 FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x52ee0bc Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x52ee018 Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x52edf84 FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x52edee8 int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x52ede54 float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x52eddc0 byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x52edd2c class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x52edc98 bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x52edc04 Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x52edb20 void AddValueByParam(out const UAEBlackboardParameter NewParam);// 0x52ed974 -------------------------------- 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();// 0x2251df8 void VehicleAvatarPreChangeDelegate__DelegateSignature(int AvatarID);// 0x2b33460 bool TriggerSelectRandomAvatar();// 0x2255ddc void PreChangeVehicleBrokenAvatar();// 0x2255dc8 void PreChangeVehicleAvatar(int InItemID);// 0x1fa998c void PreChangeItemAvatar(int InItemID);// 0x1f2d3c8 void PreChangeAvatarFPP();// 0x2255db4 void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x1fa9904 void OverrideVehiclePhysX();// 0x2255da0 void OnServerAvatarEquipedDelegate__DelegateSignature();// 0x2b33460 SoftObjectPath GetVehicleFPPStaticMeshPath();// 0x2255d1c SoftObjectPath GetVehicleFPPSkeletalMeshPath();// 0x2255c98 ItemAvatarMatPath[] GetVehicleFPPMatPath();// 0x2255c34 ItemAvatarMatPath[] GetVehicleBrokenMatPath();// 0x2255bd0 FName GetReflectionCubeName_Lobby();// 0x2b33460 FName GetReflectionCubeName();// 0x2255b90 FString GetItemAvatarHandlePath(int ItemId);// 0x2b33460 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemId);// 0x2b33460 int GetDefaultAvatarID();// 0x2255b68 BackpackVehicleAvatarHandle* GetDefaultAvatarHandle();// 0x2255b40 int GetCurrentAvatarID();// 0x2255b24 void ExitFPPVehicle();// 0x2255b10 void EnterFPPVehicle(bool InEnterFPPInVehicle);// 0x2255a90 void EndChangeItemAvatarDelegate__DelegateSignature();// 0x2b33460 void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x1f2d28c void ClearVehicleLightEffect();// 0x2b33460 bool CheckIsNeedEnterFPPVehicle();// 0x2255a68 bool CheckBrokenMesh();// 0x2255a40 bool CheckAvatarChanged();// 0x2255a18 void AsyncLoadPropertyHandle();// 0x2255a04 void ApplyReflectionCubemap(MeshComponent* MeshComp);// 0x225598c bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x1f2cf38 -------------------------------- 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);// 0x2b33460 void SyncChangeItemAvatar(int InItemID);// 0x1f2d448 void SetMasterStaticMeshPath(FString InPath, bool bForce);// 0x1fc6ba8 void SetMasterSkeletalMeshPath(FString InPath, bool bForce);// 0x1fc6aa0 void ResetItemAvatar();// 0x1fc6a8c void RequestDownloadItemInBattle(int InItemID);// 0x1e8b3bc void PreChangeItemAvatar(int InItemID);// 0x1f2d3c8 void OnRep_ItemAvatarChanged();// 0x1fc6a78 bool IsValidAvatar();// 0x1fc6a50 BackpackCommonAvatarHandle* GetValidAvatarHandle();// 0x1fc6a20 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x1fc6944 MeshComponent* GetItemBodyMesh();// 0x1fc6928 MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance, MaterialInterface* MatBase);// 0x1ed9cb8 void DownloadItemInBattleCallBack(uint32 ItemId, uint32 ErrorCode);// 0x1e8b0a4 void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x1f2d28c void ChangeItemAvatar(int InItemID, bool bUpdateFlag);// 0x1fc685c void AsyncChangeItemAvatar(int InItemID);// 0x1f2d20c bool ApplyMesh(MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x1f2d038 bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x1f2cf38 void AddAssetSoftObject(out SoftObjectPath[] ObjectPathList);// 0x1fa97c8 -------------------------------- 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: ItemAvatarMatPath FName SlotID;//[Offset: 0x0, Size: 8] SoftObjectPath MatInstancePath;//[Offset: 0x8, Size: 24] SoftObjectPath MatBasePath;//[Offset: 0x20, Size: 24] -------------------------------- Class: BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object ItemAvatarData[] ItemAvatarMats;//[Offset: 0xf0, 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);// 0x1ea36a0 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1ea327c bool HandleDrop(int InCount, enum Reason);// 0x1ea2c98 bool HandleDisuse(enum Reason);// 0x1e93afc BackpackComponent* GetBackpackComponent();// 0x1ea5c14 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1ea5b50 -------------------------------- Class: ItemAvatarData FName SlotID;//[Offset: 0x0, Size: 8] MaterialInterface* MatInstance;//[Offset: 0x8, Size: 40] MaterialInterface* LobbyMatInstance;//[Offset: 0x30, Size: 40] -------------------------------- 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: NetItemAvatarData ItemDefineID ItemDefineID;//[Offset: 0x0, Size: 24] int UpdateFlag;//[Offset: 0x18, Size: 4] -------------------------------- 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();// 0x2251df8 void UpdateStaticMeshLOD(int MasterLODLevel);// 0x2251d80 void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x1f05164 void SetVehicleAvatarNormalMode();// 0x2251d6c void SetVehicleAvatarFPPMode();// 0x2251d58 void SetVehicleAvatarBroken();// 0x2251d44 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x1f04bac void SetMasterBaseMeshPath(FString InPath);// 0x2251c88 void SetMasterBaseMeshAnimBP(FString InPath);// 0x2251bcc void ResetAdvanceVehicleSkinID();// 0x2251bb0 void RemoveAllEquippedStyle();// 0x2251b9c bool ProcessHandleUnequip(enum InSlotType);// 0x2251b1c bool ProcessHandleEquip(enum InSlotType);// 0x2251a9c void PreProcessBeforeLoadMesh();// 0x1f042a0 void PostProcessAfterLoadMesh();// 0x1f04284 void PerChangeVehicleAvatar_Old(int InVehicleSkinID);// 0x2251a24 void PerChangeVehicleAvatar(int InVehicleSkinID);// 0x22519ac void OverrideVehiclePhysX();// 0x2251998 void OnStyleUnequippedEvent__DelegateSignature(int OldStyleID);// 0x2b33460 void OnStyleEquippedEvent__DelegateSignature(int NewStyleID, int OldStyleID);// 0x2b33460 void OnServerAvatarEquipedDelegate__DelegateSignature();// 0x2b33460 void OnRep_BodySlotStateChanged();// 0x1f04174 VehicleStyleData MakeVehicleStyleData(int InStyleID);// 0x2b33460 bool IsValidAvatar();// 0x2251970 int IsStyleHasModelConfig(out const VehicleStyleData InStyleData);// 0x2251894 bool IsAvatarFPPMode();// 0x225186c bool IsAvatarBroken();// 0x2251844 bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x1f285e8 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x2095fd4 bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID);// 0x22517bc bool InitVehicleAvatarBySkinID(int InVehicleSkinID);// 0x1e57664 bool InitVehicleAvatar_Old(out const VehicleAvatarData InVehicleAvatarData);// 0x22516b0 bool InitVehicleAvatar(out const VehicleAvatarData InVehicleAvatarData, bool bUpdateFlag);// 0x2251558 void InitMasterComponent();// 0x2251544 void Initialize();// 0x1f02e14 void InitialAvatarParam();// 0x1e7fd1c int HasStyleEquipped(int InStyleID);// 0x22514c4 int HasEquippedSameStyle(int InStyleID);// 0x2251444 bool HandleUnequipStyle(int InStyleID);// 0x22513c4 void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x2095f10 bool HandleEquipStyle(int InStyleID);// 0x2251344 SkeletalMeshComponent* GetVehicleWheelMeshComp();// 0x225131c MeshComponent* GetVehicleBodyMeshComp();// 0x22512f4 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x1f02560 FName GetReflectionCubeName_Lobby();// 0x2b33460 FName GetReflectionCubeName();// 0x22512b4 bool CanBeMeshMerge(int SlotID);// 0x2251234 void ApplyReflectionCubemap(MeshComponent* MeshComp, ItemHandleBase* InItemHandle);// 0x2251178 -------------------------------- 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: EffectComponent.ActorComponent.Object void S2Sim_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1f41f88 void S2C_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1f41d64 void S2A_EndEffectGraph(int UId);// 0x1e5e38c void C2S_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x1f41af8 -------------------------------- 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();// 0x2b33460 void HandlePlayerSwitchCameraMode(byte Mode);// 0x2295fd4 void HandlePlayerChangePose(byte LastPose, byte NewPose);// 0x2295f18 STExtraPlayerController* GetOwnerSTExtraPlayerController();// 0x2295ef0 STExtraBaseCharacter* GetOwnerSTExtraPlayerCharacter();// 0x2295ec8 PlayerController* GetOwnerPlayerController();// 0x2295ea0 Pawn* GetOwnerPawn();// 0x2295e78 Controller* GetOwnerController();// 0x2295e50 Actor* GetOwnerActor();// 0x2295e34 -------------------------------- 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();// 0x2253430 void StopAutoDriving();// 0x225341c bool StartAutoDriving();// 0x22533f4 void ServerSetAutoDriverTarget(Vector TargetPosition);// 0x2253348 void OnRep_AutoDriver_AINavStateData();// 0x2253334 bool IsReachDest();// 0x225330c bool IsAutoDriving();// 0x22532e4 bool HasAutoDriveTarget();// 0x22532bc STExtraVehicleAIManager* GetVehicleAIManager();// 0x2253294 STExtraVehicleAIController* GetVehicleAIController();// 0x225326c int GetCurrentTargetWaypointIdx();// 0x2253244 Vector GetAutoDriveTarget();// 0x22531fc void EndAutoDriving();// 0x22531e8 void ClearAutoDriveTarget();// 0x22531d4 bool CanAutoDrivingNoDriver();// 0x22531ac bool CanAutoDriving();// 0x2253184 bool AllowableDistanceAutoDriving(bool CheckDriveTarget);// 0x22530fc -------------------------------- Class: STExtraVehicleAIController.AIController.Controller.Actor.Object FName IsDestroyedBlackboardKeyName;//[Offset: 0x380, Size: 8] FName AIPawnTag;//[Offset: 0x388, Size: 8] STExtraVehicleAIManager* VehicleAIManager;//[Offset: 0x390, Size: 4] VehicleAIComponent* VehicleAIComp;//[Offset: 0x394, Size: 4] void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x21c5690 STExtraVehicleAIManager* GetVehicleAIManager();// 0x21c5668 VehicleAIComponent* GetVehicleAIComp();// 0x21c5640 -------------------------------- Class: STExtraVehicleAIManager.Actor.Object bool bOnlySpawnInSafetyZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d4, Size: 1] bool bQueueSpawns;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d5, Size: 1] DataTable* VehicleSpawnDataTable;//[Offset: 0x2d8, Size: 40] FName AIPawnTag;//[Offset: 0x300, Size: 8] int MaxConcurrentVehicles;//[Offset: 0x308, Size: 4] int MaxVehiclesPerGame;//[Offset: 0x30c, Size: 4] float SpawnPointCooldown;//[Offset: 0x314, Size: 4] FName CurrentPathKeyName;//[Offset: 0x318, Size: 8] FName CurrentPathInputKeyKeyName;//[Offset: 0x320, Size: 8] FName PreviousPathInputKeyKeyName;//[Offset: 0x328, Size: 8] FName IsPathingInReverseKeyName;//[Offset: 0x330, Size: 8] FName IsStoppedKeyName;//[Offset: 0x338, Size: 8] FName IsDebugForceStoppedKeyName;//[Offset: 0x340, Size: 8] enum AvoidanceMode;//[Offset: 0x348, Size: 1] float InitRetryDelay;//[Offset: 0x34c, Size: 4] int MaxInitRetries;//[Offset: 0x350, Size: 4] QueuedVehicleSpawn[] QueuedVehicleSpawns;//[Offset: 0x360, Size: 12] STExtraVehicleAISpawner*[] VehicleSpawns;//[Offset: 0x36c, Size: 12] STExtraAIWaypointSegment*[] VehiclePaths;//[Offset: 0x378, Size: 12] PathPointPlayZoneStatus;//[Offset: 0x384, Size: 60] PathPointPlayZoneDistances;//[Offset: 0x3c0, Size: 60] LastVehicleSpawnTimes;//[Offset: 0x3fc, Size: 60] AllVehiclesDestroyedTimeMap;//[Offset: 0x438, Size: 60] float PreviousMatchTime;//[Offset: 0x474, Size: 4] CacheUObjectMap;//[Offset: 0x478, Size: 60] ActiveVehiclesMap;//[Offset: 0x4c0, Size: 60] AutoDriveAIDataRow[] AutoDriveAIADataSet;//[Offset: 0x70c, Size: 12] STExtraAIWaypointSegment* SegmentStart;//[Offset: 0x718, Size: 4] int SegmentPointIdxStart;//[Offset: 0x71c, Size: 4] STExtraAIWaypointSegment* SegmentEnd;//[Offset: 0x720, Size: 4] int SegmentPointIdxEnd;//[Offset: 0x724, Size: 4] bool bVehicleAIForcecNoActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x728, Size: 1] bool bVehicleAIShowIconInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x729, Size: 1] float fVehicleHPScaleForTowTeam;//[Offset: 0x72c, Size: 4] float fVehicleHPScaleForFourTeam;//[Offset: 0x730, Size: 4] bool bSyncBuildPathGraph;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x734, Size: 1] bool bDebugAllWayPointKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x735, Size: 1] bool bDebugAllLinkPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x736, Size: 1] bool bDebugFindPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x737, Size: 1] int DSSwitchId_SemiTruck;//[Offset: 0x738, Size: 4] int DSSwitchId_ModelY;//[Offset: 0x73c, Size: 4] void ProcessPathPlayZoneStatus();// 0x21c6338 void MulticastDrawPathPointDebug(Vector PointLocation, int ForwardPlayZoneDistance, int ReversePlayZoneDistance);// 0x21c622c -------------------------------- 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: 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: 0x2d4, Size: 16] FString SpawnTag;//[Offset: 0x2e4, Size: 12] bool bIsSingleUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] SceneComponent* SpawnPoint;//[Offset: 0x2f4, Size: 4] WaypointNetworkConnection StartingPath;//[Offset: 0x2f8, Size: 12] float InitializeVehicleBehaviorDelay;//[Offset: 0x304, Size: 4] bool bUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308, Size: 1] PathPoint[] spawnWayPaths;//[Offset: 0x30c, Size: 12] STExtraVehicleAIManager* VehicleAIManager;//[Offset: 0x318, Size: 4] void PostSpawnAI(Pawn* SpawnedVehicle);// 0x1e791b0 void OnSpawnAI(Pawn* SpawnedVehicle);// 0x1e79130 -------------------------------- 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: 0x2d4, Size: 1] bool bAlwaysDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d5, Size: 1] SplineComponent* WaypointsSpline;//[Offset: 0x2d8, Size: 4] ConnectedSegments;//[Offset: 0x2dc, Size: 60] TargetSpeedOverridesMap;//[Offset: 0x318, Size: 60] Pawn*[] PawnsOnForwardPath;//[Offset: 0x354, Size: 12] Pawn*[] PawnsOnReversePath;//[Offset: 0x360, Size: 12] void DrawDebug(float DrawTime);// 0x1f3d590 -------------------------------- 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: 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();// 0x2b33460 -------------------------------- Class: SeekAndLockWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object class Actor[] SeekAndLockTargetClassConfigList;//[Offset: 0xcc, Size: 12] float SeekAreaPixelSize;//[Offset: 0xd8, Size: 4] SeekAndLockStageConfig Stage1Confog;//[Offset: 0xdc, Size: 8] SeekAndLockStageConfig Stage2Confog;//[Offset: 0xe4, Size: 8] float ScopeInDelayTime;//[Offset: 0xec, Size: 4] float InitialLockFrameLength;//[Offset: 0xf0, Size: 4] float FinalLockFrameLength;//[Offset: 0xf4, Size: 4] float MaxSeekDeistance;//[Offset: 0xf8, Size: 4] float LineTraceTargetMaxDistance;//[Offset: 0xfc, Size: 4] float HistoryLockDataMaxCacheTime;//[Offset: 0x100, Size: 4] float TrySeekAndGetLockTargetInterval;//[Offset: 0x104, Size: 4] float CheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x108, Size: 4] float TraceTargetInterval;//[Offset: 0x10c, Size: 4] float TraceTargetIntervalNoLaserTrace;//[Offset: 0x110, Size: 4] SeekAndLockStageTipsMap;//[Offset: 0x114, Size: 60] LockStageBeginSoundConfig;//[Offset: 0x150, Size: 60] EnemyLockStageBeginSoundConfig;//[Offset: 0x18c, Size: 60] AkAudioEvent* LockStopSoundConfig;//[Offset: 0x1c8, Size: 4] AkAudioEvent* EnemyLockStopSoundConfig;//[Offset: 0x1cc, Size: 4] AkAudioEvent* EnemyLaunchRocketSound;//[Offset: 0x1d0, Size: 4] AkAudioEvent* EnemyLaunchRocketStopSound;//[Offset: 0x1d4, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x1d8, Size: 4] bool bNeedDrawUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1dc, Size: 1] delegate OnSeekAndLockStageEnterDelegate;//[Offset: 0x1e0, Size: 12] delegate OnChangeTraceTargetLocDelegate;//[Offset: 0x1ec, Size: 12] delegate OnChangeSeekAndLockStageTipDelegate;//[Offset: 0x1f8, Size: 12] float CurTrySeekAndGetLockTargetInterval;//[Offset: 0x214, Size: 4] float CurCheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x218, Size: 4] float CurTraceTargetCountTime;//[Offset: 0x21c, Size: 4] bool bHasShowSeekAndLock3DUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1] bool bSeekAndLockAlwaysValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x221, Size: 1] bool bSeekAndLockToVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x222, Size: 1] bool bSeekAndLockToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x223, Size: 1] void ShowEnemyLaunchRocketTips();// 0x207e44c void SetCurrentLockTarget(Actor* InTarget);// 0x207e3d4 void RPC_Server_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x207e2d8 void RPC_Server_NotifyServerCancelLock(Actor* LockTarget);// 0x207e224 void RPC_Client_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x207e128 void RPC_Client_NotifyServerCancelLock(Actor* LockTarget);// 0x207e074 void RemoveTargetList(Actor*[] TargetList);// 0x207df1c void RemoveTarget(Actor* Target);// 0x207dea4 void OnSeekAndLockStageEnterDelegate__DelegateSignature(enum Stage);// 0x2b33460 void OnChangeTraceTargetLocDelegate__DelegateSignature(out const HitResult HitInfo);// 0x2b33460 void OnChangeSeekAndLockStageTipDelegate__DelegateSignature(FString Tip);// 0x2b33460 void InitComplete();// 0x1e7fd1c void HandleTargetOutOfSeekArea();// 0x207de90 void HandleReconnectOnServer(STExtraWeapon* Weapon);// 0x1fd2018 void HandleDisconnectOnServer(STExtraWeapon* Weapon);// 0x207de10 enum GetCurrentSeekAndLockStage();// 0x207dde0 Actor* GetCurrentLockTarget();// 0x207ddb8 bool CheckTargetIsVisible(Actor* Target);// 0x1fd1e68 bool CheckTargetClassIsIncluedByClassMap(Actor* Target);// 0x207dd38 void AddTarget(Actor* Target);// 0x207dcc0 -------------------------------- Class: SeekAndLockStageConfig float LockTotalTime;//[Offset: 0x0, Size: 4] float ShrinkSpeed;//[Offset: 0x4, Size: 4] -------------------------------- 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);// 0x23560ac void ResetForDeath();// 0x2356098 void RepBuffSyncList();// 0x2356084 bool RemoveBuffWithCauser(FName BuffName, bool RemoveLayerOnly, Controller* pCauser);// 0x2355f68 bool RemoveBuffByID(int BuffID, bool RemoveLayerOnly, Controller* pCauser, Actor* BuffApplierActor);// 0x2355e0c bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x2355cf0 void RefreshAllBuffs();// 0x2001394 bool IsBufferMutexed(FName NewBuffName);// 0x2355c70 bool HasBuffID(int BuffID);// 0x2355bf0 bool HasBuff(FName BuffName);// 0x2355b70 Pawn* GetPawnOwner();// 0x2355b48 FName GetBuffName(int BuffID);// 0x2355ac0 int GetBuffID(FName BuffName);// 0x2355a40 float GetBuffExpiry(out const FName BuffName);// 0x23559ac STBaseBuff* GetBuffByName(FName BuffName);// 0x235592c Actor* GetActorOwner();// 0x2355904 void ClientSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x23556a4 void ClientSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x23557b8 void ClientMulticastSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x23556a4 void ClientMulticastSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x2355558 void ClientMulticastSetBuffExpiry(FName BuffName, float LeftSecondsAfterNow);// 0x2355494 void ClearBuff(bool bDebuff, bool bGainBuff);// 0x23553c4 bool CheckBuffStatus(class STBaseBuffStatusType Status, out bool Value);// 0x23552f0 void BuffDetached__DelegateSignature(out const FName BuffName);// 0x2b33460 void BuffAttached__DelegateSignature(out const FName BuffName);// 0x2b33460 bool AddBuffLayer(FName BuffName, int layerNum);// 0x235522c bool AddBuffExpiry(FName BuffName, float ExpirySeconds);// 0x2355160 int AddBuffByID(int BuffID, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x2355008 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x2354e6c -------------------------------- 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.ActorComponent.Object bool IsTargetOK(ActorComponent* SkillManagerComponent, Actor* Target);// 0x45a6578 bool IsOK_Internal();// 0x45a6504 bool IsOK(ActorComponent* SkillManagerComponent);// 0x45a6414 UTSkill* GetOwnerSkill();// 0x45a63ac -------------------------------- Class: UTSkillBaseWidget.ActorComponent.Object bool bWidgetEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] FString EffectName;//[Offset: 0xc4, Size: 12] Actor* BuffTargetActor;//[Offset: 0xd0, Size: 4] UTSkill* OwnerSkill;//[Offset: 0xd4, Size: 8] ActorComponent* CurOwnerActorComponent;//[Offset: 0xdc, Size: 4] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x45a9fa4 void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x45a9e28 void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x45a9c20 void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator RotatorValue);// 0x45a9aa4 void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x45a9928 void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x45a97b4 void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x45a9638 void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x45a94b0 void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x45a9330 void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x45a91b4 void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x45a9000 bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x45a8ee0 bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x45a8dc0 bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x45a8ca0 bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x45a8b80 bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x45a8a60 bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x45a8940 bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x45a8820 bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x45a8700 bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x45a85e0 bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x45a84c0 bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x45a83a0 Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x45a8284 Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x45a8110 Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x45a7fd0 FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x45a7e84 Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x45a7d44 Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x45a7c28 FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x45a7af0 int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x45a79d4 float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x45a78b4 byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x45a7798 class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x45a767c bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x45a755c Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x45a73e8 UAEBlackboard* GetUAEBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x45a72fc UAEBlackboard* GetUAEBlackboard();// 0x45a728c UTSkillManagerComponent* GetOwnerSkillManager();// 0x45a721c Actor* GetOwnerPawn();// 0x45a71ac GetActorBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x45a70a4 GetActorBlackboard();// 0x45a7010 -------------------------------- Class: UTSkill.Actor.Object bool bNeedSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dc, Size: 1] FString SkillName;//[Offset: 0x2e0, Size: 12] FName SkillGroup;//[Offset: 0x2f0, Size: 8] bool bSinglePhaseRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] enum SkillCastType;//[Offset: 0x2f9, Size: 1] bool bShouldMonopolize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fa, Size: 1] bool bMonopolizeSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fb, Size: 1] int SkillID;//[Offset: 0x2fc, Size: 4] FString SkillDescription;//[Offset: 0x300, Size: 12] FString SkillDetailDes;//[Offset: 0x30c, Size: 12] bool bMeleeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318, Size: 1] bool bCheckFirstPhaseConditions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319, Size: 1] bool bNeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31a, Size: 1] bool bKeepCastingWhenDisconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31b, Size: 1] bool bClearInputCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c, Size: 1] UTSkillCreateData BaseData;//[Offset: 0x320, Size: 304] int SkillCategory;//[Offset: 0x450, Size: 4] bool bUseNewSkillCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454, Size: 1] UAEBlackboardParameter[] BlackboardParamList;//[Offset: 0x458, Size: 12] bool bSetBlackboardDefaultData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x464, Size: 1] bool bGsListener;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x465, Size: 1] FString SkillTimeScaleAttrName;//[Offset: 0x468, Size: 12] InstancedNodeNameToMemoryMap;//[Offset: 0x474, Size: 60] int InstancedNodesTotalSize;//[Offset: 0x4b0, Size: 4] FString[] ParentFolderPath;//[Offset: 0x4b4, Size: 12] int64 LastEditBluePrintTime;//[Offset: 0x4c0, Size: 8] int CurComponentNameIndex;//[Offset: 0x4c8, Size: 4] bool IsSkillEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cc, Size: 1] UTSkillManagerComponent* SpecificSkillCompRef;//[Offset: 0x50c, Size: 8] UAEBlackboard* SpecificBlackBlackRef;//[Offset: 0x514, Size: 8] void StopSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x459d2ac void SetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent, float Percentage);// 0x459d168 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType, int PhaseIndex);// 0x459cf9c bool IsEnableSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent);// 0x459ceac bool IsCDOK(UTSkillManagerComponent* SkillManagerComponent);// 0x459cdbc UTSkillManagerComponent* GetSpecificSkillManager();// 0x459cd54 UAEBlackboard* GetSpecificBlackboard();// 0x459ccec float GetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent);// 0x459cc10 UTSkillPhase* GetSkillPhaseByName(FString PhaseName);// 0x459cad4 UTSkillPhase* GetSkillPhase(int PhaseIndex);// 0x459c9e8 UTSkillBaseWidget* GetSkillEffectByPhaseName(FString PhaseName, FString EffectName);// 0x459c7f0 UTSkillBaseWidget* GetSkillEffectByPhaseIndex(int PhaseIndex, FString EffectName);// 0x459c64c void DoSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x459c4fc bool CanBePlayed(UTSkillManagerComponent* SkillManagerComponent, bool bShowErrorMsg);// 0x459c378 -------------------------------- 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.ActorComponent.Object FString PhaseName;//[Offset: 0xc0, Size: 12] FString PhaseDescription;//[Offset: 0xcc, Size: 12] bool bPhaseEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] UTSkill* OwnerSkill;//[Offset: 0xdc, Size: 8] int PhaseIndex;//[Offset: 0xe4, Size: 4] int ActionsTopHalfCount;//[Offset: 0x100, Size: 4] UTSkillPhaseCreateData BaseData;//[Offset: 0x104, Size: 104] UTSkillPicker* InEffectPickerOnAction;//[Offset: 0x16c, Size: 4] bool TryJumpToPhase(UTSkillManagerComponent* SkillManagerComponent, int PhaseId);// 0x45bef2c void StopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x45bee48 void StartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x45bed64 void RepeatPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x45bec80 bool PlaySkillHurtEffect(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x45beb24 bool PlaySkillHurtAppearances(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x45be9c8 void PickTargets(UTSkillManagerComponent* SkillManagerComponent);// 0x45be8e4 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x45be784 bool OnCustomEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x45be624 float GetChargePhaseRate(UTSkillManagerComponent* SkillManagerComponent);// 0x45be548 bool ForceStopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x45be458 bool ClearAttachments();// 0x45be3ec void AfterStartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x45be308 void AddSkillConditionLua(UTSkill* InSkill, FString InLuaPath);// 0x45be18c void AddSkillActionLua(UTSkill* InSkill, FString InLuaPath);// 0x45be010 -------------------------------- 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.ActorComponent.Object UTSkillPickerCreateData BaseData;//[Offset: 0xe0, Size: 32] UTSkillPickedTarget[] PickedResultTargets;//[Offset: 0x10c, Size: 12] UTSkillPickerFilter*[] Filters;//[Offset: 0x118, Size: 12] bool PickTargetsInner(Vector OriginPoint);// 0x45c0588 bool PickTargets(Vector OriginPoint);// 0x45c04b4 -------------------------------- 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);// 0x45bfffc -------------------------------- Class: UTSkillEffect.UTSkillBaseWidget.ActorComponent.Object float fADScale;//[Offset: 0xe0, Size: 4] float fAPScale;//[Offset: 0xe4, Size: 4] Object*[] CacheSoftObject;//[Offset: 0xe8, Size: 12] void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x45ab3f4 void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x45ab310 void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x459e4d4 void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x459e384 void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x459e234 void OnAsyncLoadSoftPathDone();// 0x45ab2b0 UTSkill* GetOwnerSkill();// 0x45a63ac void DoHurtAppearance(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x45ab160 bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x459e000 -------------------------------- 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);// 0x45b8838 void UpdateSyncSkillActiveState(int SkillID);// 0x45b8768 void UnRegisterActorBlackBorad(Actor* InActor);// 0x45b8698 void TryDeleteOneSkill(int SkillID, bool IsImmediately);// 0x45b8528 void TryAddOneSkill(int SkillID, bool bActive);// 0x45b83b8 void TriggerParamsEvent(int InSkillID, byte InEventType, out const UTSkillClientData OperateData);// 0x45b81b8 void TriggerEvent_WithID(int InSkillID, byte InEventType);// 0x45b8064 void TriggerEvent(int SkillID, byte EventType);// 0x45b7f10 bool TraceTarget(Vector StartTrace, Vector EndTrace, enum TargetType, float Radius, out Actor* TargetActor);// 0x45b7c04 void SyncOneSkillState(bool RepSkillCD, bool RepSkillActiveState, int RequestID);// 0x45b79ec bool StopSkillWithSlot(int SkillSlot, enum StopReason);// 0x45b7890 void StopSkillSpecific(UTSkill* Skill, enum StopReason);// 0x45b7754 void StopSkillAll(enum StopReason);// 0x45b766c int StopSkill_WithID(int SkillID, enum StopReason);// 0x45b7514 void StopSkill(int SkillID, enum StopReason);// 0x45b73c4 bool ShouldTriggerEvent(int SkillID, byte EventType);// 0x45b7264 bool SetupOwnerAndSystem();// 0x45b71f8 void SetSkillState(out const UTSkillStateSyncData[] InSyncStateDatas);// 0x45b70ac void SetSkillOwner(Actor* tempActor);// 0x45b6fc8 void SetSkillLevel(int SkillID, int SkillLevel);// 0x45b6e90 void SetSkillLastPhase(UTSkill* Skill, int PhaseIndex);// 0x45b6d58 void SetSkillCurPhase(UTSkill* Skill, int PhaseIndex);// 0x45b6c20 bool SetSkillActive(int SkillID, bool bActive, bool bForceSet);// 0x45b6a04 void SetModSkillUIRoot(UAEUserWidget* ModSkillUIRoot);// 0x45b6934 void SetCurSkill(int SkillID, int SkillSlot);// 0x45b67fc void SetAutoSkillID(int InSkillID);// 0x45b672c void ServerTriggerParamsEvent(int SkillID, byte EventType, const UTSkillClientData OperateData);// 0x45b6520 void ServerTriggerEvent_WithID(int SkillID, byte EventType);// 0x45b6388 void ServerTriggerEvent(int SkillID, byte EventType);// 0x45b61f0 bool ServerStartSkill(int SkillID, bool bAutoCast);// 0x45b606c void ServerNotifyRandomSeed(int Seed);// 0x45b5f4c void ResetSkillCollDown(int SkillID);// 0x45b5e68 void ResetAllSkillCollDown();// 0x45b5e00 void RequestSkillStates(bool RepSkillCD, bool RepSkillActiveState, const int[] RequestIDs);// 0x45b5b20 void RepSkillHitInfo();// 0x45b5ac0 void RepOneSkillSynData(int SkillSlot, int InLastSkillID);// 0x45b5988 void RepLastCastTime();// 0x45b5928 void ReplaceSkill(int OldSkillID, int NewSkillID);// 0x45b57f0 void RemoveSkillUIWidget(FString SkillClassName, SoftObjectPath ObjPath);// 0x45b55c4 void RemoveReplacedSkill(int OldSkillID);// 0x45b54f4 void RemoveAllSkillUIWidget();// 0x45b5494 void RegistSkillUIWidgetBP(FString SkillClassName, SoftObjectPath ObjPath);// 0x45b5268 void RegisterActorBlackBorad(Actor* InActor, UAEBlackboard* RegisterBlackboard);// 0x45b5130 int RandRangeSyn(int StartIndex, int EndIndex);// 0x45b4ff0 void PlayHurtSkillEffect(UTSkillHitInfo TheSkillHitInfo);// 0x45b4ea8 void OnStopSkill(UTSkill* Skill, enum StopReason);// 0x45b4d58 static bool OnSameTeam(Actor* A, Actor* B);// 0x45b4c20 void OnRespawned();// 0x45b4bb8 void OnRep_SkillSynSinglePhaseData();// 0x45b4b50 void OnRep_SkillSynData();// 0x45b4ae8 void OnRep_SkillHitInfo();// 0x45b4a80 void OnRep_SkillCDDatas();// 0x45b4a20 void OnRep_SkillActiveState();// 0x45b49c0 void OnRep_ReplaceSkill();// 0x45b4960 void OnRep_DynamicRepData();// 0x45b4900 void OnRecycled();// 0x45b4898 void OnInterruptSkill(UTSkill* Skill, enum StopReason);// 0x45b4748 bool IsUsingSkill(int SkillID);// 0x45b466c bool IsSkillCanUse();// 0x45b4600 bool IsSkillActived(int SkillID);// 0x45b4524 bool IsReadyToCastSkill(int SkillID);// 0x45b4434 bool IsEnableSkillCoolDown();// 0x45b43c0 bool IsCurrentUseSkillID(int InSkillID);// 0x45b42e4 bool IsCastingSkillID(int InSkillID);// 0x45b41f4 bool IsCastingSkill();// 0x45b4180 void HandleTriggerParamsEvent(int SkillID, byte EventType, out const UTSkillClientData OperateData);// 0x45b3f80 void HandleSkillStop(int SkillID, enum StopReason);// 0x45b3e30 void HandleSkillStart(int SkillID);// 0x45b3d4c UAEBlackboard* GetUAEBlackboardBySkillId(int SkillID);// 0x45b3c60 UAEBlackboard* GetUAEBlackboard(UTSkill* InSkill);// 0x45b3b88 UTSkillWidget* GetSkillWidget(int SkillID);// 0x45b3a9c UTSkillStateSyncData[] GetSkillState();// 0x45b3a08 int GetSkillSlotBySkillID(int SkillID);// 0x45b3930 int GetSkillSlotBySkill(UTSkill* Skill);// 0x45b3858 UTSkill*[] GetSkillsByGroup(FName SkillGroup);// 0x45b3724 int GetSkillLevel(int SkillID);// 0x45b364c int GetSkillLastPhase(UTSkill* Skill);// 0x45b3574 int GetSkillIDFromSkillIndex(int InSkillIndex);// 0x45b3488 int GetSkillIDByClass(class Object SkillClass);// 0x45b339c int GetSkillCurPhase(UTSkill* Skill);// 0x45b32c4 UTSkill* GetSkillByName(FString SkillName);// 0x45b314c UTSkill* GetSkillByClassName(FString SkillClassName);// 0x45b2fd4 UTSkillCreateData GetSkillBaseData(int SkillID);// 0x45b2ee0 UTSkill* GetSkill(int SkillID);// 0x45b2df4 int GetReplacedSkill(int OldSkillID);// 0x45b2d1c byte GetRealOwnerRoleSafety();// 0x45b2c94 float GetLastCastTime(int SkillID);// 0x45b2bb8 float GetLastCastFinishTime(int SkillID);// 0x45b2adc int[] GetCurUsingSkillIDS();// 0x45b2a48 UTSkill*[] GetCurSkills();// 0x45b29b4 UTSkillPhase*[] GetCurSkillPhases();// 0x45b2920 UTSkillPhase* GetCurSkillPhase(int InSkillSlot);// 0x45b2848 int[] GetCurSkillIDs();// 0x45b27c8 int GetCurSkillID(UTSkill* Skill);// 0x45b26f0 UTSkill* GetCurSkill(int InSkillSlot);// 0x45b2618 int[] GetCurMonopolizeSkills();// 0x45b2584 int FindRelatedCurSkillID(int SkillID, out int OutRelatedSkillSlot, bool bPeekSlotIndex);// 0x45b236c void DynamicRemoveSkill(int InSkillID);// 0x45b2288 void DynamicAddSkill(int InSkillID);// 0x45b21a4 void ClientStartSkill(int SkillID, bool bAutoCast);// 0x45b202c void ClearSkill();// 0x45b1fc4 void ClearRepParams();// 0x45b1f5c void ClearInitParams();// 0x45b1ef4 -------------------------------- 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: 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: UTSkillClientData float StartTime;//[Offset: 0x0, Size: 4] float FinishTime;//[Offset: 0x4, Size: 4] Vector SpringArmLocation;//[Offset: 0x8, 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);// 0x45c2838 void TriggerEvent(byte SkillEvent);// 0x45c2750 void SetSkillManager(UTSkillManagerComponent* manager);// 0x45c2680 void SetSkillID(int InSkillID);// 0x45c25b0 void RemoveSkillUI();// 0x45c2548 void OnSkillStopEvent(int InSkillID, enum InStopReason);// 0x45c23f8 void OnSkillStartEvent(int InSkillID);// 0x45c2314 bool IsTickFinish();// 0x45c22a8 bool IsCDReady();// 0x45c223c FString GetSkillName();// 0x45c21a8 UTSkillManagerComponent* GetSkillManager();// 0x45c2140 int GetSkillID();// 0x45c20d8 float[] GetSkillCDProgess();// 0x45c2044 UTSkillCDBase*[] GetSkillCDBases();// 0x45c1fc4 UTSkill* GetSkill();// 0x45c1f5c float GetMaxEnergy();// 0x45c1ef0 PlayerController* GetLocalPlayerController();// 0x45c1e88 float GetEnergyValue();// 0x45c1e1c float GetEnergyThreshold();// 0x45c1db0 float GetDeltaEnergy();// 0x45c1d44 void DoRemove();// 0x45c1ce4 -------------------------------- 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();// 0x45a5794 bool IsTickFinish();// 0x45a5720 bool IsCDReady();// 0x45a56ac float GetCurrentTime();// 0x45a5638 bool ForceConsumCD();// 0x45a55c4 bool ConsumCD();// 0x45a5550 -------------------------------- Class: LuaObject.Object FString LuaFilePath;//[Offset: 0x64, Size: 12] -------------------------------- Class: UTSkillEventEffectMapForEditor.UTSkillBaseWidget.ActorComponent.Object byte SkillEventType;//[Offset: 0xe0, Size: 1] FName[] InterestedOwnerTags;//[Offset: 0xe4, Size: 12] FName PreEventActionTag;//[Offset: 0xf0, Size: 8] UTSkillEffect* SkillEffect;//[Offset: 0xf8, Size: 4] SkillConditionWarpper[] Conditions;//[Offset: 0xfc, Size: 12] SkillConditionWarpper[] TargetConditions;//[Offset: 0x108, 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.ActorComponent.Object UTSkillActionCreateData BaseData;//[Offset: 0xf4, Size: 4] UTSkillAction* OwnerPeriodAction;//[Offset: 0xf8, Size: 4] bool bClearTimerAfterReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd, Size: 1] Object* EventObj;//[Offset: 0x100, Size: 4] void UpdateAction_Internal(float DeltaSeconds);// 0x459ebf8 void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x459eab4 void UndoAction_Internal();// 0x459ea4c void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x459e97c void TimerRealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x459e8ac void Reset_Internal();// 0x459e844 void Reset(ActorComponent* SkillManagerComponent);// 0x459e774 bool RealDoAction_Internal();// 0x459e700 bool RealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x459e624 void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x459e4d4 void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x459e384 void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x459e234 void OnAsyncLoadAssetDone(UTSkillManagerComponent* SkillManagerComponent);// 0x459e164 bool JudgeNeedPhaseWait();// 0x459e0f0 bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x459e000 -------------------------------- 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: 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: 0xa1c, Size: 1] int ServerControlMaxThreshold;//[Offset: 0xa24, Size: 4] void SendShovelDataToServer(const ShovelInfo InShovelData);// 0x1ffd9b8 void RefreshRealMaxJumpHeight();// 0x1e7fd1c void Ping2Server(float ServerTime, float ClientTime, const Vector_NetQuantize100 ClientLoc, float MaxSpeed);// 0x1ffd83c void Ping2Client(float ServerTime);// 0x1ffd7c4 void OnPreReconnectOnServer();// 0x1ffd7b0 bool K2_MoveSweepTest(out const Vector Start, out const Vector End, byte TraceChannel, out HitResult OutHit, bool bSweep, float SphereRadius, float PadLength);// 0x1ffd544 void DebugDrawLine(const Vector Start, const Vector End);// 0x1ffd498 void ClearJumpLimit();// 0x1e7fd1c -------------------------------- 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: ActorAttributeComponent.ActorComponent.Object FString tableName;//[Offset: 0xbc, Size: 12] void UpdateAttribute(int TemplateID);// 0x1e5e428 void InitializeFollow();// 0x1e5e40c void Initialize(Actor* Actor);// 0x1e5e38c -------------------------------- 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);// 0x1e7fc9c void UpdateAllInstanceBodyTransform(int Type);// 0x200e56c PrimitiveComponent* GetHitBoxByState(enum InPoseState);// 0x201b1a8 enum GetHitBodyTypeByHitPos(out const Vector InHitPos);// 0x1e68e64 enum GetHitBodyTypeByBoneName(FString InBoneName);// 0x201b0dc enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x201af68 byte GetCurHitPartJugementType();// 0x201af40 void CloseBodyBulletCollision();// 0x1e5e40c enum CalcHitBodyType(out const Vector HitPos, out const Vector Projvec, out const Vector CenterPos, out const BodyTypeDef bodyDef);// 0x201ada4 -------------------------------- 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: 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);// 0x1ec87dc -------------------------------- 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();// 0x1e5e40c void K2_GroupPhysics(int InMaskFilter, bool EnableCache);// 0x1fab608 int K2_GetQueryMask();// 0x1fab5e0 int K2_GetPhysicsGroup();// 0x1fab5b8 bool IsPhysicsGrouped();// 0x1fab59c void GroupPhysics(byte MaskFilter, bool EnableCache);// 0x1fab4d0 byte GetQueryMask();// 0x1fab4a8 byte GetPhysicsGroup();// 0x1fab480 -------------------------------- 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 IsTurnOnDebugSameTeamAccountable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, 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);// 0x20d1efc void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x20d1de8 void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x20d1cd4 void ResetDataOnRespawn();// 0x20d1cc0 void RescueFinishSuccessfully();// 0x20d1cac void OnRep_BreathChanged();// 0x20d18d0 bool IsNearDeathInvincible();// 0x20d1c84 bool IsHealthAlive();// 0x20d1c5c bool IsHaveLastBreathStatus();// 0x20d1c34 bool IsFinishedLastBreathStatus();// 0x20d1c0c void InitializeOwner(Pawn* TempPawn);// 0x20d1b94 bool GotoLastBreathStatus(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, bool IsHeadShot);// 0x20d19cc Controller* GetRecordedEventInstigator();// 0x20d19b0 float GetBreathMax();// 0x20d1994 float GetBreath();// 0x20d1978 void EnterSwimWhileDying();// 0x20d1964 void EnableDirectlyDie(bool bEnable);// 0x20d18e4 void DoFinishLastBreath();// 0x20d18d0 void DidFinishLastBreath();// 0x20d18bc void ClearNearDeathTeammate();// 0x20d18a8 float AddHealthSafety(float AddVal, bool ForceIgnoreInvinceTime);// 0x20d17dc void AddDeadBuff();// 0x20d17c8 -------------------------------- 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();// 0x20d2ef8 void WaitingConfirmState_ActOnUnsatisfied();// 0x20d2ee4 void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x1f3d590 bool WaitingConfirmCarryState_IsConditionSatisfied();// 0x20d2ebc void WaitingConfirmCarryState_ActOnUnsatisfied();// 0x20d2ea8 void WaitingConfirmCarryState_ActOnSatisfied(float DeltaTime);// 0x1f3d590 void TickAsHelper(float DeltaTime);// 0x20d2e30 void ServerPlayerConfirm(STExtraBaseCharacter* _RescueWho);// 0x20d2d7c void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x20d2d04 void SelectedCarryEnemyTargetChangeNotifyHUD(Pawn* previousTarget);// 0x20d2c8c bool RescueingState_IsConditionSatisfied();// 0x20d2c64 void RescueingState_ActOnUnsatisfied();// 0x20d2c50 void RescueingState_ActOnSatisfied(float DeltaTime);// 0x1f3d590 void RescueingProcessFinished();// 0x20d2c3c void RefreshTargetChangeNotifyHUD();// 0x20d2c28 bool PlayerConfirmToRescueClientSide();// 0x20d2c00 bool PickTargetsAsHelper(out STExtraBaseCharacter*[] pickedTargets);// 0x20d2b2c void OnRep_IsRescueingOtherStatusChange();// 0x20d2b18 bool IsInRescueingStatus();// 0x20d2af0 void InitializeOwner(Pawn* _TempPawn, STCharacterNearDeathComp* _Outer);// 0x20d2a34 float GetRestoringDuration();// 0x20d2a0c void DrawDebugFan();// 0x1e7fd1c -------------------------------- 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();// 0x20cdd60 void WaitingConfirmState_ActOnUnsatisfied();// 0x20cdd4c void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x1f3d590 TargetJumpOperation* TargetStartVault(Vector vaultStartPos);// 0x20cdcd4 void SetInterruptAutoFollowByInput(int InterrupteReason);// 0x20cdc5c void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x20cdbe4 bool PlayerStopFollow();// 0x20cdbbc bool PlayerConfirmToFollow();// 0x20cdb94 void InitializeOwner(Pawn* _TempPawn);// 0x20cdb1c void FollowingTargetChangeNotifyHUD(Pawn* previousTarget);// 0x20cdaa4 bool FollowingState_IsConditionSatisfied();// 0x20cda7c void FollowingState_ActOnUnsatisfied();// 0x20cda68 void FollowingState_ActOnSatisfied(float DeltaTime);// 0x20cd9f0 -------------------------------- Class: TargetJumpOperation.TargetKeyOperation.Object void TaskRemoved();// 0x2022784 byte Start();// 0x1f1dc0c bool IsValidate();// 0x2007a80 void DebugDraw(Color DebugColor, bool isPersist);// 0x21e92a0 void Awake();// 0x2022768 -------------------------------- Class: TargetKeyOperation.Object STExtraBaseCharacter* PawnOwner;//[Offset: 0x7c, Size: 4] STExtraBaseCharacter* Target;//[Offset: 0x80, Size: 4] byte Update(float DeltaTime);// 0x1f35f20 FString ToString();// 0x21e9364 void TaskRemoved();// 0x2022784 byte Start();// 0x1f1dc0c bool IsValidate();// 0x2007a80 bool IsReachable();// 0x1f92324 byte Finish();// 0x1f9245c void DebugDraw(Color DebugColor, bool isPersist);// 0x21e92a0 void Awake();// 0x2022768 -------------------------------- 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();// 0x1f2659c void SetFreeCameraAutoReturn(bool bEnabled);// 0x1f2651c void SetCustomCameraDataEnable(out CameraOffsetData CustomCameraData, bool IsEnable);// 0x1f26410 void SetCameraDataEnable(byte CameraDataType, bool IsEnable);// 0x1f2634c void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1f261e0 void DelayRotationLagEnabledEnd();// 0x1f261cc void DelayRotationLagEnabled(bool bEnabled, float Time);// 0x1f26104 void DelayRotationBackLagEnabledEnd();// 0x1f260f0 void DelayRotationBackLagEnabled(bool bEnabled, float Time, out const Rotator InRotation);// 0x1f25fd8 -------------------------------- 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();// 0x1ed8138 Rotator GetTargetRotation();// 0x21bd1bc void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x1f261e0 void ClearCameraData();// 0x20968cc -------------------------------- 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] 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 OnCharacterServerMoveDelegate;//[Offset: 0x7cc, Size: 12] delegate OnShovelStateChangeForBP;//[Offset: 0x7d8, Size: 12] ParticleSystemComponent* ShovelingParticleSystemComponent;//[Offset: 0x7ec, Size: 4] bool StopTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f0, Size: 1] float TimeSpeedFactor;//[Offset: 0x7f4, Size: 4] bool CheatCheckSumFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f8, Size: 1] bool bCanSendCmdAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f9, Size: 1] bool bCheatClientLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7fa, Size: 1] float MaxPenetrationAdjustmentSize;//[Offset: 0x7fc, Size: 4] bool bIgnoreChangingMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x800, Size: 1] bool bEnableAdjustFloorHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x801, Size: 1] bool bEnableJumpOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x802, Size: 1] float JumpOffVelocityFactor;//[Offset: 0x804, Size: 4] bool mb_UseVehiclePushSwim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x808, Size: 1] bool mb_UseVehiclePushUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x809, Size: 1] float MaxDecideClientTimeSpeedDeltaTime;//[Offset: 0x80c, Size: 4] bool bUseTimeSpeedAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x810, Size: 1] bool bUseUserCmdDeltaCompress;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x810, Size: 1] float SimulatedNearDistanceSqAtClient;//[Offset: 0x814, Size: 4] float SimulatedNearTickIntervalAtClient;//[Offset: 0x818, Size: 4] float SimulatedMiddleDistanceSqAtClient;//[Offset: 0x81c, Size: 4] float SimulatedMiddleTickIntervalAtClient;//[Offset: 0x820, Size: 4] float SimulatedFarDistanceSqAtClient;//[Offset: 0x824, Size: 4] float SimulatedFarTickIntervalAtClient;//[Offset: 0x828, Size: 4] float WalkSpeedCurveScale;//[Offset: 0x82c, Size: 4] CurveFloat* MaxWalkSpeedCurve;//[Offset: 0x830, Size: 4] float ProneFloorAngle;//[Offset: 0x834, Size: 4] float ProneFloorZ;//[Offset: 0x838, Size: 4] float JumpFloorAngle;//[Offset: 0x83c, Size: 4] float JumpFloorZ;//[Offset: 0x840, Size: 4] float ResolvePenetrationPosDiffSq;//[Offset: 0x844, Size: 4] float ResolvePenetrationAdjustment;//[Offset: 0x848, Size: 4] bool bOpenLocationSmoothOnDynamicMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84c, Size: 1] float DistSqOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x850, Size: 4] float DistAngleOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x854, Size: 4] bool bProcessDeltaRotationWhenKnockedDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x870, Size: 1] bool EnabledResetPredictionData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x871, Size: 1] bool bEnableAdjustWhenStepUpFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x872, Size: 1] float AdjustDistanceWhenStepUpFailed;//[Offset: 0x874, Size: 4] bool ForceSimulatedOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x878, Size: 1] float CurrentEnterShovelCD;//[Offset: 0x958, Size: 4] bool bFixParachuteEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x95c, Size: 1] float CheckDistanceAhead;//[Offset: 0x960, Size: 4] bool bPrintMoveStatusDataDebugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x964, Size: 1] int PrintMoveStatusDataDebugsMaxNum;//[Offset: 0x968, Size: 4] float BaseSolvedWallCheckDistance;//[Offset: 0x97c, Size: 4] float BaseSolvedWallTraceDistance;//[Offset: 0x980, Size: 4] float BaseSolvedWallOutDistance;//[Offset: 0x984, Size: 4] float BaseSolvedWallMoveWithForwardCos;//[Offset: 0x988, Size: 4] bool bStepUpHardIgnoreEdgeTolerance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98c, Size: 1] float fStepDownEdgeToleranceRate;//[Offset: 0x990, Size: 4] float fStepDownSuccessEdgeToleranceRate;//[Offset: 0x994, Size: 4] float MaxBaseStepUpHeight;//[Offset: 0x998, Size: 4] bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x99c, Size: 1] CharacterDistanceSquareTickInternal[] AIDSTickDistanceInternal;//[Offset: 0x9a0, Size: 12] bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0, Size: 1] CharacterDistanceSquareTickInternal[] AIDSPhysicsQueryDistanceInternal;//[Offset: 0x9b8, Size: 12] float DSAIDistanceOptimizeEnhanceAngle;//[Offset: 0x9c4, Size: 4] float AIMovementSimulatePredictTime;//[Offset: 0x9dc, Size: 4] STExtraBaseCharacter* STCharacter_PRIVATE;//[Offset: 0x9e4, Size: 4] bool bOpenServerControlPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9fd, Size: 1] float MaxFlyAcceleration;//[Offset: 0xa04, Size: 4] float SkilDirectMoveInertiaRatio;//[Offset: 0xa78, Size: 4] float SkilAirJumpJoystickForceSize;//[Offset: 0xa7c, Size: 4] float ReportSimulateDragConfigSeconds;//[Offset: 0xa80, Size: 4] bool UpdatedComponentWithBase(float DeltaSeconds, Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x20d02bc void ToggleUserCmdDelta(bool Val);// 0x20d0204 void TimeSpeedCheck(bool Val);// 0x20d014c void SeverReportSimulateDrag(int DragCount);// 0x20d0098 void SeverAddRotationVelocity(const Vector RotationVelocity);// 0x20cffec void SetProneFloorZ(float InProneFloorZ);// 0x20cff74 void SetProneFloorAngle(float InProneFloorAngle);// 0x20cfefc void SetJumpFloorZ(float InJumpFloorZ);// 0x20cfe84 void SetJumpFloorAngle(float InJumpFloorAngle);// 0x20cfe0c void SetBase(PrimitiveComponent* NewBase, const FName BoneName, bool bNotifyActor);// 0x20cfcf4 void ServerUserMoveCmdOld(int ClientApplySequence, const byte[] UserCmdDelta);// 0x20cfbc8 void ServerUserMoveCmdDual(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x20cf97c void ServerUserMoveCmd(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x20cf7bc void RefreshCharacterWithBase();// 0x20cf7a8 void Ping2Server(float ServerTime, float ClientTime);// 0x20cf6bc void Ping2Client(float ServerTime);// 0x20cf644 void PhysicsFlyDistance(float DeltaTime, out const Vector flyVelocity);// 0x20cf57c void OnRespawned();// 0x20cf560 void OnRecycled();// 0x20cf544 void OnRecoverOnServer();// 0x20cf528 void OnPreReconnectOnServer();// 0x20cf514 void OnClientCloseUserCmdDelta();// 0x20cf500 float K2_GetProneFloorZ();// 0x20cf4d8 float K2_GetProneFloorAngle();// 0x20cf4b0 float K2_GetJumpFloorZ();// 0x20cf488 float K2_GetJumpFloorAngle();// 0x20cf460 bool IsWalkable(out const HitResult Hit);// 0x20cf3b4 bool IsProning();// 0x20cf38c STExtraBaseCharacter* GetSTCharacter();// 0x20cf364 Vector GetPendingImpulse();// 0x20cf340 Vector GetLocationOffsetToBase();// 0x20cf2f8 float GetLastServerMoveTime();// 0x20cf2d0 bool GetIsOpenShovelingAbility();// 0x20cf2a8 Vector GetBaseLocation();// 0x20cf260 Vector GetAcceleration();// 0x20cf218 bool DragOnGround(float DeltaTime);// 0x20cf198 void DisableSimulateCorrection(bool bDisable);// 0x20cf118 void ClientVeryShortAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x20cee70 void ClientUserMoveCmdAck(int Sequence);// 0x20cedf8 void ClientAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x20ceaf0 void ChangePhysxShapeFlag();// 0x1e7fd1c -------------------------------- Class: CharacterDistanceSquareTickInternal float DistanceSquare;//[Offset: 0x0, Size: 4] float TickInternal;//[Offset: 0x4, Size: 4] -------------------------------- 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: 0x364, Size: 4] byte InteractiveMoveType;//[Offset: 0x368, Size: 1] bool InFPPViewPitchLimitMaxEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x369, Size: 1] float InFPPViewPitchLimitMin;//[Offset: 0x36c, Size: 4] float InFPPViewPitchLimitMax;//[Offset: 0x370, Size: 4] float InFPPViewYawLimit;//[Offset: 0x374, Size: 4] -------------------------------- Class: InteractiveActorMoveComponent.MovementComponent.ActorComponent.Object InteractiveMoveActor* TargetActor;//[Offset: 0xf4, Size: 4] void OnRep_TargetActorNotify(InteractiveMoveActor* IMActor);// 0x1fc2888 bool IsTakeOverJump();// 0x1fc2858 bool IsInInteractiveState();// 0x1fc2828 void HandleJumpInput();// 0x1fc280c void HandleEnterInput();// 0x1fc27f0 -------------------------------- 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);// 0x2035150 void CheckCollision(out const int InFoldFactor, out const Vector FoldPoint, out const Vector FoldNormal);// 0x2035018 -------------------------------- 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: 0x164, Size: 4] bool AdjustCharacterInvalidHeightInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x169, Size: 1] float CheckCharacterInWaterInternal;//[Offset: 0x16c, Size: 4] float CharacterInWaterInvalidHeight;//[Offset: 0x170, Size: 4] CharacterMovementComponent* OwnerMovementComp;//[Offset: 0x178, Size: 4] STExtraBaseCharacter* OwnerPlayerCharater;//[Offset: 0x17c, Size: 4] PhysicsVolume* UnderWaterBox;//[Offset: 0x180, Size: 4] float DyingSwimSpeedRate;//[Offset: 0x184, Size: 4] bool bDyingSwimChangeCapsule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x188, Size: 1] void UpdateSwimCollisionHeightCpp();// 0x203f00c void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x203ef94 void OnPawnExitParachute();// 0x203ef80 void LeaveWater();// 0x203ef6c Actor* GetWaterObject();// 0x203ef44 void EnterWater_BluePrint();// 0x2b33460 void EnterWater(Actor* WaterObject);// 0x203eecc void BP_UnderWaterStateChanged(bool bEnterWater);// 0x2b33460 -------------------------------- 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: CharacterWeaponManagerComponent.WeaponManagerComponent.ActorComponent.Object float AttachCheckInterval;//[Offset: 0x508, Size: 4] float AttachCheckDistance;//[Offset: 0x50c, Size: 4] float RefreshUIIntervalAfterReconnect;//[Offset: 0x510, Size: 4] int RefreshUITimesAfterReconnect;//[Offset: 0x514, Size: 4] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x518, Size: 4] WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x534, Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x540, Size: 12] void UpdateDataWhenBagChangedOnServer(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x1f0c578 void UpdateDataWhenBagChangedOnAutonomous();// 0x1f0c564 void RPC_Client_ResyncWeaponSpawnData(const SpawnAndBackpackWeaponReplicatedData[] SpawnWeaponData);// 0x1f0c408 void OnRecoverOnServer();// 0x1f0c3ec void OnReconnectOnServer();// 0x1e8dd08 void OnReconnectOnClient();// 0x1f0c3d0 void OnDisconnectToClientOnServer();// 0x1f0c3bc int GetBagLevel();// 0x1e8b168 -------------------------------- 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);// 0x207a428 void ServerSendGameEndFlow(out const ClientGameEndFlow ClientGameEndFlow);// 0x207a378 void ReportVerifyInfoFlow();// 0x207a31c void ReportSecAttackFlow(const SecAttackFlow SecAttackFlow);// 0x207a24c void ReportPlayerKillFlow(const ClientSecPlayerKillFlow PlayerKillFlow);// 0x207a15c void ReportMrpcsFlow(const ClientSecMrpcsFlow MrpcsFlow);// 0x207a06c void ReportJumpFlow(const ClientJumpFlow JumpFlow);// 0x2079f9c void ReportHurtFlow(const HurtFlow HurtFlow);// 0x2079ecc void ReportGvoiceTeamQuit(const GvoiceTeamQuit teamQuit);// 0x2079d9c void ReportGvoiceTeamCreate(const GvoiceTeamCreate teamCreate);// 0x2079c6c void ReportGameStartFlow(const ClientGameStartFlow GameStartFlow);// 0x2079b68 void ReportGameSetting(const GameSetting GameSetting);// 0x2079a78 void ReportGameEndFlow(const ClientGameEndFlow GameEndFlow);// 0x20799a8 void ReportGameBaseInfo(const GameBaseInfo BaseInfo);// 0x20798a8 void ReportCircleFlow(const ClientCircleFlow CircleFlow);// 0x20797d8 void ReportAttackFlow(const AttackFlow AttackFlow);// 0x2079708 void ReportAimFlow(const AimFlow AimFlow);// 0x2079638 void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x20795a8 void GetWeaponProperty(STExtraBaseCharacter* Character, STExtraWeapon* TWeapon, out int WeaponId, out int BulletID, out int BulletNum);// 0x20793e4 void CheckSendGameStartFlow();// 0x20793d0 void CheckSendGameEndFlow();// 0x20793bc -------------------------------- Class: UAEGameMode.LuaGameMode.GameMode.GameModeBase.Info.Actor.Object Object* UtilsPtr;//[Offset: 0x3b0, Size: 8] float GridCheckSize;//[Offset: 0x3b8, Size: 4] float DeepCheckSize;//[Offset: 0x3bc, Size: 4] float HeightCheckSize;//[Offset: 0x3c0, Size: 4] int MaxPlayerLimit;//[Offset: 0x3c4, Size: 4] bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4, Size: 1] bool IsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d5, Size: 1] bool bBornWithApple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d6, Size: 1] int AntiDataCD;//[Offset: 0x3d8, Size: 4] int WeatherID;//[Offset: 0x3dc, Size: 4] FString WeatherName;//[Offset: 0x3e0, Size: 12] int RoomMode;//[Offset: 0x3ec, Size: 4] int SeasonIdx;//[Offset: 0x3f0, Size: 4] float MeteorShowerRatio;//[Offset: 0x3f4, Size: 4] FString ItemTableName;//[Offset: 0x3f8, Size: 12] FString ItemClassPath;//[Offset: 0x404, Size: 12] FString ReplayPushURL;//[Offset: 0x410, Size: 12] int ReplayType;//[Offset: 0x41c, Size: 4] FString ReplayTitle;//[Offset: 0x420, Size: 12] enum EnableObserverEnemyTrace;//[Offset: 0x42c, Size: 1] FString[] ItemSpawnTableList;//[Offset: 0x430, Size: 12] FString[] IgnoreItemClassPathList;//[Offset: 0x43c, Size: 12] DSSwitchInfo[] DsSwitch;//[Offset: 0x448, Size: 12] CharacterMoveDragDataMap;//[Offset: 0x454, Size: 60] uint32 ServerStartTime;//[Offset: 0x490, Size: 4] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494, Size: 1] bool bEnableVehicleInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x495, Size: 1] FString PickupBoxConfigClassPath;//[Offset: 0x498, Size: 12] bool bUseAutoGroupParachuteTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a4, Size: 1] FString PickupBoxConfigDataTableName;//[Offset: 0x4a8, Size: 12] FString VehicleTableName;//[Offset: 0x4b4, Size: 12] FString VehicleClassPath;//[Offset: 0x4c0, Size: 12] bool IsUsingSceneDropWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cc, Size: 1] bool IsRegionItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cd, Size: 1] Vector RegionCenter;//[Offset: 0x4d0, Size: 12] float RegionRadius;//[Offset: 0x4dc, Size: 4] BattleCustomConfig;//[Offset: 0x4e0, Size: 60] int MaxAllowReplicatedCharacterCount;//[Offset: 0x51c, Size: 4] int AINoRepTimeInReady;//[Offset: 0x520, Size: 4] class UAEOBState* ObserverPlayerStateClass;//[Offset: 0x524, Size: 4] bool bEnableDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x528, Size: 1] float NearDeathRestoredOriginHealth;//[Offset: 0x52c, Size: 4] float NearDeathDecreateBreathRate;//[Offset: 0x530, Size: 4] float RescueOtherRestoreDuration;//[Offset: 0x534, Size: 4] float DeadTombBoxLifeSpan;//[Offset: 0x538, Size: 4] int DefaultPlayerBornPointID;//[Offset: 0x53c, Size: 4] bool bPlayerExitClearPlayerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x540, Size: 1] bool bEnableDSTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x541, Size: 1] GroupSpotSceneComponent*[] ItemGroupComponents;//[Offset: 0x544, Size: 12] Actor* ChosenPlayerStartBuildingGroup;//[Offset: 0x550, Size: 4] DynamicTriggerConfig[] DynamicTriggerConfigs;//[Offset: 0x554, Size: 12] Actor*[] DynamicTriggers;//[Offset: 0x560, Size: 12] int IsGameModeFpp;//[Offset: 0x56c, Size: 4] bool IsGameModeBandSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x570, Size: 1] DynamicLoadItem[] DynamicLoadItemArray;//[Offset: 0x574, Size: 12] DynamicLoadItemMap;//[Offset: 0x580, Size: 60] BornItem[] BornItems;//[Offset: 0x5bc, Size: 12] VehicleAvatarReplaceCfg[] VehicleAvatarReplaceCfgList;//[Offset: 0x5c8, Size: 12] FString[] ChampionNameList;//[Offset: 0x5d4, Size: 12] int ChampionTeamId;//[Offset: 0x5e0, Size: 4] bool IsOpenItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e4, Size: 1] bool IsOpenVehicleGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e5, Size: 1] int[] BuffEffectIDArray;//[Offset: 0x5e8, Size: 12] int[] BuffEffectDisplayIDArray;//[Offset: 0x5f4, Size: 12] int[] DynamicLevelArray;//[Offset: 0x600, Size: 12] FString RoomType;//[Offset: 0x60c, Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x618, Size: 1] bool bOpenForbitTeammatePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x619, Size: 1] bool bOpenTeammateImprisonment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61a, Size: 1] int ZoneID;//[Offset: 0x61c, Size: 4] int nClientType;//[Offset: 0x620, Size: 4] int nBattleType;//[Offset: 0x624, Size: 4] bool bCollectedEventDataReportingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x978, Size: 1] bool[] EnabledCollectedEventDataEventIds;//[Offset: 0x97c, Size: 12] bool bIsPreCreatingPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b8, Size: 1] float OBInfoTimeStep;//[Offset: 0xa98, Size: 4] AirDropBoxInOb[] AirDropBoxInfoList;//[Offset: 0xabc, Size: 12] uint32[] FiringPlayerList;//[Offset: 0xac8, Size: 12] UAEPlayerController*[] KickFlagControllerList;//[Offset: 0xad4, Size: 12] UAEPlayerController*[] ObserverControllerList;//[Offset: 0xae0, Size: 12] AdvertisementActorConfig[] AdvConfigList;//[Offset: 0xb80, Size: 12] UAEAdvertisementActor*[] AdvActorList;//[Offset: 0xb8c, Size: 12] MissionBoardConfig[] MissionBoardConfigList;//[Offset: 0xb98, Size: 12] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xba4, Size: 1] FString HttpPlaneBannerLeftImgPath;//[Offset: 0xba8, Size: 12] FString HttpPlaneBannerRightImgPath;//[Offset: 0xbb4, Size: 12] FString GrenadeEffectPath;//[Offset: 0xbc0, Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbcc, Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbcd, Size: 1] bool bGodzillaWarmUpSwitchOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbce, Size: 1] bool bOpenNewbieGuideInDeathMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbcf, Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd0, Size: 1] bool bOpenAnniversaryActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd1, Size: 1] FString FestivalAirDropBoxMesh;//[Offset: 0xbd4, Size: 12] bool bUseFestivalAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe0, Size: 1] float FestivalAirDropProb;//[Offset: 0xbe4, Size: 4] float MonsterDropPar;//[Offset: 0xbe8, Size: 4] float SceneDropParam;//[Offset: 0xbec, Size: 4] uint32 DSOpenSwtich;//[Offset: 0xbf0, Size: 4] ItemGeneratorComponent* ItemGenerator;//[Offset: 0xbf4, Size: 4] VehicleAndTreasureBoxGeneratorComponent* VehicleGenerator;//[Offset: 0xbf8, Size: 4] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbfc, Size: 1] uint32[] NeedReplayPlayers;//[Offset: 0xc00, Size: 12] SeasonStatueData[] SeasonStatueList;//[Offset: 0xc0c, Size: 12] FString SeasonStatueClassPath;//[Offset: 0xc18, Size: 12] FString StatueBaseClassPath;//[Offset: 0xc24, Size: 12] StatueBaseData StatueBaseInfo;//[Offset: 0xc30, Size: 84] int BattleStopJoin;//[Offset: 0xc84, Size: 4] int nSignalGunEffectId;//[Offset: 0xc88, Size: 4] CharacterOverrideAttrData[] CharacterOverrideAttrs;//[Offset: 0xc8c, Size: 12] bool UseGMSpawnItemSpotDefaultTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0c, Size: 1] FString GMSpawnItemSpotDefaultTag;//[Offset: 0xd10, Size: 12] bool bStandAloneGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd54, Size: 1] bool bStandAloneLuaGenAIData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd55, Size: 1] int StandAloneTestPlayerKey;//[Offset: 0xd58, Size: 4] FName StandAloneTestPlayerType;//[Offset: 0xd60, Size: 8] void WriteStatistics();// 0x2754e18 void SyncPlayerNames();// 0x2754dfc void SyncNewCorpsData(out const DSCorpsInfo[] OutCorpsData);// 0x2754cc0 Pawn* SpawnUAEPawnFor(Controller* NewPlayer, Transform Trans);// 0x2754b80 void SetVehicleReportEntry(uint32 InUniqueID, VehicleReportEntry InEntry);// 0x2754a84 void SetPlayerOpenId(uint32 InPlayerKey, FString InPlayerOpenID);// 0x275497c void SetMaxWeaponReportNum(int Num);// 0x2754908 void SetGameEndReportData();// 0x1ed53e0 GameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID);// 0x2754854 void RetrieveBattleData(out BattleData OutBattleData);// 0x27547c0 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x2057380 void ResetGameParamsFromGameMode();// 0x20f7f2c void Rescue(Pawn* RescueWho, Pawn* Hero);// 0x27546fc bool ReportCollectedEventDataWithPlayerValidation(UAEPlayerController* UAEPlayerController, byte EventId, delegate CollectReportedEventDataCallback);// 0x27545c8 bool ReportCollectedEventDataWithPlayersValidation(World* World, byte EventId, delegate CollectReportedEventDataCallback);// 0x2754494 bool ReportCollectedEventData(out const FString UId, byte EventId, out const CollectedEventData Data);// 0x275429c void RegisterItemGroupSpotsByTag(FName Tag, GroupSpotSceneComponent* GroupSpotComponent);// 0x27541d8 void RegisterItemGroupSpots(GroupSpotSceneComponent* GroupSpotComponent);// 0x2754158 void RefreshWorldActiveRange();// 0x275413c void RefreshWatchTeammates(UAEPlayerController* InController, int InTeamID);// 0x2754078 void RefreshPlayerNames(uint32 InPlayerKey, FString InPlayerName, int TeamID, bool IsLogin, uint64 UId, int IdxInTeam);// 0x2753da4 int RecoardAlivePlayerNum();// 0x2753d74 PlayerController* PreCreatePlayerController(uint32 PlayerKey);// 0x2753cec void OnStandAloneGameEnd();// 0x2753cd0 void OnReportNetworkData();// 0x1ed4c10 void OnPlayerFiring(uint32 InPlayerKey);// 0x2753c58 void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x1ed4b90 void OnObserverLogout(UAEPlayerController* InController);// 0x2753be0 void OnObserverLogin(UAEPlayerController* InController);// 0x2753b68 void OnMsg(FString Msg);// 0x2753aa4 void OnAirDropBoxLanded(int boxId, out const Vector pos);// 0x27539d4 void OnAirDropBoxEmpty(int boxId);// 0x2753954 void NotifyPlayerExitWhenNotStarted(uint32 PlayerKey, FName PlayerType, FString Reason);// 0x22a0aac void NotifyPlayerExit(uint32 PlayerKey, FName PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, FString FailureMessage);// 0x22a07b0 void NotifyPlayerAbleToExitSafely(uint32 PlayerKey, FName PlayerType);// 0x2753890 void NotifyGameModeParamsChanged(out const GameModeParams GameModeParams);// 0x27537f8 void NotifyGameModeLuckmate(int64 MyUID, int64 LuckmateUID);// 0x2753720 void NotifyGameModeInit();// 0x21ce1d8 void NotifyExistPlayerReEnter(uint32 PlayerKey);// 0x27536a0 void NotifyAIPlayerEnter(uint32 PlayerKey);// 0x21cd9c4 void NotifyAIDropInfo(int NewAI, out const DSAIDropInfo Info);// 0x1ed49e0 float ModifyVehicleDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* VictimVehicle, Actor* DamageCauser);// 0x2271728 float ModifyDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Controller* VictimController, Actor* DamageCauser);// 0x27534dc void Killed(Controller* Killer, Controller* VictimPlayer, Pawn* VictimPawn, out const DamageEvent DamageEvent);// 0x2753368 bool IsSatisfyGeneratorArea(out const Vector Location);// 0x27532dc bool IsPlayerCollectedEventDataReportingEnabled(UAEPlayerController* UAEPlayerController);// 0x275325c bool IsCollectedEventEnabled(byte EventId);// 0x27531dc void InitWorldActiveRange();// 0x27531c0 void InitSeasonStatue();// 0x20cf560 void InitMissionBoard();// 0x27531a4 void InitGenerator();// 0x2753188 void InitGameParamsFromGameMode();// 0x21ce280 void InitDynamicTriggers();// 0x275316c void InitDynamicBuildingGroups();// 0x2753150 void InitBornWithApple();// 0x2753134 void InitAdvertisement();// 0x21ccc90 void Heartbeat();// 0x2753120 bool HasVehicleReportEntry(uint32 InUniqueID);// 0x2753038 bool HasDynamicBuildingGroup();// 0x2753010 void HandlePlayerPaintDecalResponse(uint32 PlayerKey, FName PlayerType, int Result, int DecalId, int Count);// 0x2752e74 void GotoNearDeath(Controller* DamageInstigator, Pawn* VictimPawn);// 0x2752db0 VehicleReportEntry GetVehicleReportEntry(uint32 InUniqueID);// 0x2752c78 int GetSurvivingTeamCount();// 0x2752c48 int GetSurvivingCharacterCount();// 0x2752c18 UAEPlayerState*[] GetPlayerStateListWithTeamID(int TeamID, FName PlayerType);// 0x2752ac4 UAEPlayerController* GetPlayerControllerWithUID(uint64 UId);// 0x2752a40 UAEPlayerController*[] GetPlayerControllerListWithTeamID(int TeamID, FName PlayerType);// 0x27528ec void GetPlayerAndRealAiNum(out HeartBeatData Data);// 0x2752848 UAEPlayerController*[] GetObserverControllerList();// 0x2752788 void GetMonsterNum(out HeartBeatData Data);// 0x27526e4 int GetMaxWeaponReportNum();// 0x27526c8 Vector GetClassicPlaneDirection();// 0x2752678 UAEPlayerState* FindPlayerStateWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x27525b4 UAEPlayerController* FindPlayerControllerWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x27524f0 PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x1ed4204 void DestroyNoActiveWorldActor(out Vector Location, out float Radius);// 0x275240c void DestroyCharacterForPlayerController(PlayerController* PC);// 0x275238c void DestroyAllPickUpObjs();// 0x1e7fd1c void DeleteSeasonStatue();// 0x2752370 void DeleteDynamicLoadItem();// 0x2752354 void DebugEnterFriendObserver(UAEPlayerController* InController);// 0x27522d4 void CreateDynamicBuildingGroups(Vector Offset);// 0x2752264 CollectedEventData CollectReportedEventDataCallback__DelegateSignature(UAEGameMode* UAEGameMode, UAEPlayerController* UAEPlayerController, byte EventId);// 0x2b33460 void CollectAllPlayerInfo(float DeltaSeconds, bool bForce);// 0x2752198 void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x2752044 void AddAirDropBox(int boxId, out const Vector pos);// 0x2751f74 -------------------------------- Class: LuaGameMode.GameMode.GameModeBase.Info.Actor.Object FString LuaFilePath;//[Offset: 0x3a4, 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: UAEOBState.PlayerState.Info.Actor.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: 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: 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: 0x2dc, Size: 4] FString StaticMeshPath;//[Offset: 0x2e0, Size: 12] FString PicUrl;//[Offset: 0x2ec, Size: 12] int ID;//[Offset: 0x2f8, Size: 4] FrontendHUD* FrontendHUD;//[Offset: 0x2fc, Size: 4] float NetCullDistance;//[Offset: 0x304, Size: 4] void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);// 0x2747518 void OnRep_PicURL();// 0x27474f0 void OnRep_MeshPath();// 0x2747504 void OnRep_Id();// 0x27474f0 -------------------------------- Class: StaticMeshActor.Actor.Object StaticMeshComponent* StaticMeshComponent;//[Offset: 0x2d4, Size: 4] bool bStaticMeshReplicateMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8, Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x2d9, 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: VehicleAndTreasureBoxGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.ActorComponent.Object bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x180, Size: 1] bool bCanBackupVehicleSpotDatas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x181, Size: 1] VehicleSpotSceneComponent*[] VehicleSpotSceneComponentList;//[Offset: 0x184, Size: 12] byte RegionType;//[Offset: 0x190, Size: 1] BackupVehicleSpotData[] BackupVehicleSpotDatas;//[Offset: 0x194, Size: 12] VehicleSpotProperty[] VehicleSpotPropertys;//[Offset: 0x1a0, Size: 12] TreasureBoxSpotProperty[] TreasureBoxSpotPropertys;//[Offset: 0x1ac, Size: 12] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8, Size: 1] bool bIsRandom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b9, Size: 1] AllVehicleSpots;//[Offset: 0x1bc, Size: 60] AllTreasureBoxSpots;//[Offset: 0x1f8, Size: 60] VehicleGenerateSpawnDatas;//[Offset: 0x234, Size: 60] VehicleGenerateStatisticsData VehicleStatisticsData;//[Offset: 0x270, Size: 72] UAEDataTable* VehicleDataTable;//[Offset: 0x2b8, Size: 4] void WriteVehicleSpotStatisticsDatas_V15();// 0x1e7fd1c void WriteVehicleSpotStatisticsDatas();// 0x1e7fd1c void WriteVehicleClassStatisticsDatas_V15();// 0x1e7fd1c void WriteVehicleClassStatisticsDatas();// 0x1e7fd1c void WriteAllVehicleStatisticsDatasToLog();// 0x1e7fd1c void WriteAllVehicleStatisticsDatas_V15();// 0x1e7fd1c void WriteAllVehicleStatisticsDatas();// 0x1e7fd1c void RegisterVehicleGenerateSpawnData(VehicleGenerateSpawnData Data);// 0x276d09c void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x1efea50 void RandomTreasureBoxSpotsByType(out TreasureBoxSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x276cec8 void RandomTreasureBoxSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out TreasureBoxSpotProperty Property);// 0x276ccf4 void RandomSpotsByType(out VehicleSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x276cb20 void RandomSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out VehicleSpotProperty Property);// 0x276c94c void RandomGroups();// 0x1e5e40c void LoadVehicleGenerateTable();// 0x2b33460 VehicleGenerateRandomInfo GetVehicleSpotRandomInfoWithCategory(out VehicleSpotProperty SpotProperty, FString Category);// 0x276c5e0 VehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(byte SpotType);// 0x276c450 VehicleGenerateRandomInfo GetVehicleSpotRandomInfo(out VehicleSpotProperty SpotProperty);// 0x276c208 VehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(out TreasureBoxSpotProperty SpotProperty);// 0x276bfc0 VehicleGenerateSpawnData GetRandomVehicleClass(FString Category);// 0x276bd54 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x271f310 void GenerateSpotOnTick(float DeltaTime);// 0x1efec50 bool DynamicSpawnVehicleBySpotId(int ID, FString Category);// 0x276bbac void DeleteGroups();// 0x276bb98 bool CanDynamicSpawnVehicle(Vector SpawnLocation, Vector TestLocationOffset, Vector TestBoxSize);// 0x276ba80 void AddVehicleSpotCount(byte SpotType, FString Path, float LocationX, float LocationY, float LocationZ);// 0x276b808 void AddVehicleClassCount(FString Path, bool IsValid, int Count);// 0x276b61c -------------------------------- 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);// 0x276f174 bool GenerateSpot();// 0x273aba4 -------------------------------- 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: 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: 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: GameModeStateChangedParams FName GameModeState;//[Offset: 0x0, Size: 8] bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- 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();// 0x21c531c void AddWaterSwimActor(WaterSwimActor* Actor);// 0x21c52a4 void AddSceneFogComponent(ExponentialHeightFog* SceneFogActor);// 0x21c522c -------------------------------- Class: WaterSwimActor.Actor.Object float Damage;//[Offset: 0x2d4, Size: 4] float interval;//[Offset: 0x2d8, Size: 4] class DamageType* DamageType;//[Offset: 0x2dc, Size: 4] class Pawn[] DamageFilters;//[Offset: 0x2e0, Size: 12] int[] BuffIDs;//[Offset: 0x2ec, Size: 12] int[] SkillBuffIDs;//[Offset: 0x2f8, Size: 12] BoxComponent* WaterBoxComp;//[Offset: 0x304, Size: 4] bool IsLocationInWater(out const Vector Location);// 0x2283404 bool GetWaterZHeight(out float MinHeight, out float MaxHeight);// 0x228331c -------------------------------- Class: PostProcessVolume.Volume.Brush.Actor.Object PostProcessSettings Settings;//[Offset: 0x300, Size: 1328] float Priority;//[Offset: 0x830, Size: 4] float BlendRadius;//[Offset: 0x834, Size: 4] float BlendWeight;//[Offset: 0x838, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x83c, Size: 1] bool bUnbound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x83c, Size: 1] void RemoveBlendable(interface classByteProperty InBlendableObject);// 0x4471354 void AddOrUpdateBlendable(interface classByteProperty InBlendableObject, float InWeight);// 0x4471224 -------------------------------- 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();// 0x2747f30 void OnParachuteAnimAsyncLoadingFinished(FString AnimLoaded);// 0x1f986cc void OnAnimListAsyncLoadingFinished();// 0x2747f1c bool HasAnimAsyncLoadingFinished();// 0x2747ef4 void HandleAsyncLoadingFinishedEvent();// 0x2747ee0 FString GetOwnerName();// 0x2747e18 AnimationAsset* GetCharacterParachuteAnim(byte AnimType);// 0x2747d98 -------------------------------- 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: 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: 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);// 0x1eca6f8 float SwitchSightConfigMaterial();// 0x2b33460 void SwitchScopeMeshAnim(byte Type);// 0x1eca680 void SwitchRearSightTimelineUpdate(float Alpha);// 0x1eca608 void SwitchRearSightTimelineFinish(int TargetRearSightSocketIndex);// 0x1eca590 void SwitchRearSight(bool IsBegin);// 0x1eca508 void SwitchCameraMode(byte Mode);// 0x1eca490 float SwitchAngledSightConfigMaterial(bool forceSwitch);// 0x2b33460 void StopScopeIn();// 0x2b33460 float ShowReflectorSightTPPMaterial(bool forceADSState);// 0x2b33460 float ShowAngledSightTPPMaterial(bool forceADSState);// 0x2b33460 void SetWeaponAngledSightState(STExtraShootWeapon* Weapon, bool State);// 0x1eca3c4 void SetTagCulling(bool IsUse);// 0x2b33460 void SetNearClipPlane(bool EnableNearClip);// 0x1eca344 void ScopingChange(bool InValue);// 0x1eca2c4 void Scoping(byte NewType);// 0x1eca24c void ScopeZoomUpdate(float Alpha);// 0x1eca1d4 void ScopeZoomTick(float DeltaTime);// 0x1eca15c void ScopeTimelineUpdate(float Alpha);// 0x1eca0e4 void ScopeOutSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1eca028 void ScopeOutLogic();// 0x1eca014 void ScopeOutEnd();// 0x2b33460 void ScopeOut(byte NewType);// 0x1ec9f9c void ScopeNotHandFold();// 0x1ec9f88 void ScopeInterrupt(byte NewType);// 0x1ec9f10 void ScopeInSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* entity);// 0x1ec9e54 void ScopeInLogic();// 0x1ec9e40 void ScopeInEnd();// 0x2b33460 void ScopeInContinue();// 0x1ec9e2c void ScopeInAfterTimeline();// 0x1ec9e18 void ScopeIn(byte NewType);// 0x1ec9da0 void ScopeHandFold();// 0x1ec9d8c void PlayScopeInTimeline();// 0x2b33460 bool IsUseZoomScope();// 0x1ec9d64 bool IsRPGScopeIn();// 0x1ec9d3c bool IsCurWeaponAttachedAngledSight();// 0x1ec9b28 bool IsAngledSightBySlot(byte Slot);// 0x1ec9cbc bool IsAngledSight();// 0x1ec9c8c void InitScopeZoom(int WeaponId, int ScopeID);// 0x1ec9bd0 bool HaveAngledSightBySlot(byte Slot);// 0x1ec9b50 bool HaveAngledSight();// 0x1ec9b28 byte GetSightType();// 0x1ec9b00 float GetScopeZoomValue(int WeaponId, int ScopeID);// 0x1ec9a3c FName GetScopeZoomKey(int WeaponId, int ScopeID);// 0x1ec9970 MaterialInstance* GetScopeMaterialOverride(STExtraShootWeapon* Weapon);// 0x2b33460 float GetScopeFov(STExtraWeapon* Weapon, bool bIsAngled);// 0x2b33460 MeshComponent* GetScopeCameraAttachTarget(bool IsAngled);// 0x1ec98e0 FName GetScopeAimCameraSocketName();// 0x1ec98a0 ScopeZoomConfig GetCurScopeZoomConfig();// 0x1ec9858 STExtraWeapon* GetCurScopeWeapon();// 0x1ec9830 void GetCurrentScopeZoomFov(out float MinFov, out float CurFov);// 0x1ec9750 void CalculateDollyZoomParam(float SpringOffset, float MinFov, float CurFov, out DollyZoomParam Param);// 0x1ec95f0 void BoltAction(float DeltaSeconds);// 0x1ec9578 void AttachToSightKeepTransform();// 0x2b33460 void AttachToSight();// 0x2b33460 void ApplyDollyZoomParam(out const DollyZoomParam Param, bool bSyncToPawn);// 0x1ec9498 void ActiveComponentTickable();// 0x1ec9484 -------------------------------- 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);// 0x274a730 void OnAsyncLoadingFinishedNew(AsyncLoadCharAnimParams LoadingParam);// 0x274a494 void OnAsyncLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x274a1f8 PlayerAnimData[] GetCharacterShovelAnim();// 0x274a138 PlayerAnimData[] GetCharacterJumpAnim(byte JumpType);// 0x274a030 AnimationAsset* GetAnimationAsset(AnimationAsset* AnimPtr);// 0x2749ea8 -------------------------------- 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: 0x2dc, Size: 4] bool bHasBeenLit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0, Size: 1] bool bHasBurnOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e1, Size: 1] RoastMeatActor* curRoastMeat;//[Offset: 0x2e4, Size: 4] void RemingLifeTimeChanged(float previousRemaining);// 0x1e6ad48 void RecordBonFireSuccess();// 0x1eda654 void OnRep_RemainingLifeTime(float previousRemaining);// 0x1eda5dc void OnRep_HasBurnOut();// 0x1eda5c8 void OnRep_HasBeenLit();// 0x1eda5b4 void OnRep_CurRoastMeat();// 0x1eda5a0 void IsBurnOutChanged();// 0x1eda584 FString CastMsg_Implementation(FString Msg);// 0x1eda438 -------------------------------- Class: UAEBuffApplierActor.Actor.Object Controller* InstigatorController;//[Offset: 0x2d4, Size: 4] Controller* GetTheInstigatorController();// 0x1e72e68 -------------------------------- Class: RoastMeatActor.Actor.Object BonfireActor* parentBonfire;//[Offset: 0x2d4, Size: 8] enum AnimalType;//[Offset: 0x2dc, Size: 1] bool IsDone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dd, Size: 1] void RecordRoastMeatSuccess();// 0x206ed40 void OnRep_IsDone();// 0x206ed2c void CastActorMsg(FString Msg);// 0x206ec68 -------------------------------- 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);// 0x20cb604 void InitializeOwner(Pawn* _TempPawn);// 0x20cb58c void AddBonfireCandidate(BonfireActor* newBonfire);// 0x20cb514 -------------------------------- 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] -------------------------------- Class: BaseVaultComponent.ActorComponent.Object bool bCheckState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100, Size: 1] bool VaultCheckCPP();// 0x1ecfc04 void StartAsyncLoadTeamVaultAnimRes();// 0x1e8d710 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);// 0x1ecf77c void ServerRPC_StopVault();// 0x1ecf720 void ServerRPC_FpsVaultServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1ecf454 void MulticastRPC_VaultFail(FString Reason);// 0x1ecf390 void MulticastRPC_VaultAll(float dis, float Height, float Length, FString VaultKey, Vector StartPos, Actor* InCheckActor, float crossblockMaxFall, float crossblockMaxDis, Vector InHitPoint, Rotator movedir);// 0x1ecf01c void MulticastRPC_StopVault();// 0x1e5e40c void MulticastRPC_FpsVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x1ecedd8 void EndVaultCPP();// 0x1ecedbc void DoVaultIgnoreStateCPP();// 0x1eceda0 void DoVaultCPP();// 0x1eced84 -------------------------------- 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();// 0x20cc2cc void StopCarryBack(enum InDetachMethod);// 0x20ccb94 void StopBePutDown();// 0x1e7fd1c void StopBeCarriedBack(enum InDetachMethod);// 0x20ccb14 void StartPrePutDown();// 0x1f1c0fc void StartPreCarryBack(STExtraBaseCharacter* InCharacter);// 0x1fc12d0 void StartPreBePutDown();// 0x2001378 void StartPreBeCarriedBack(STExtraBaseCharacter* InCharacter);// 0x20cca94 void StartCorrectBeCarriedState(bool bInEnableTranformCorrect, bool bInEnableCollisionCorrect);// 0x20cc9c4 void SetCarryBackState(enum InState, STExtraBaseCharacter* InCarryBackCharacter, STExtraBaseCharacter* InBeCarriedBackCharacter);// 0x20cc8c4 void ResetCarryBackState();// 0x20cc8b0 void ReplaceCharacterAnimation(bool bReplace);// 0x20cc830 void PutDownSomebody(bool bFront);// 0x20cc7b0 void PutDownFailed();// 0x20cc79c void OnHandleSkillEndEvent(Character* Character, enum StopReason, int SkillID);// 0x20cc69c void LocalPutDownFailed();// 0x20cc680 void LocalExitCarryBackState(enum InDetachMethod);// 0x20cc600 void LocalExitBeCarriedBackState(enum InDetachMethod);// 0x20cc580 void LocalEnterPutDownState();// 0x2083bb4 void LocalEnterCarryBackState();// 0x20cc564 void LocalEnterBePutDownState();// 0x20cc548 void LocalEnterBeCarriedBackState();// 0x1eced84 void LocalCompleteCarryBackState();// 0x1ecedbc void LocalCompleteBeCarriedBackState();// 0x20cc52c void LocalCarryBackFailed();// 0x207e44c bool IsInCarryBackState();// 0x20cc504 bool IsInBeCarriedBackState();// 0x20cc4dc bool IsCarryBackEnable();// 0x20cc4b4 void HandleCarrySkillEndEvent(enum StopReason, int SkillID);// 0x20cc3f0 void CompletePutDown(bool bFront);// 0x20cc368 void CompleteCarryBack();// 0x1fe4904 void CompleteBePutDown(bool bFront);// 0x20cc2e0 void CompleteBeCarriedBack();// 0x1e8d9b4 void CarryBackStateDelegate__DelegateSignature();// 0x2b33460 void CarryBackSomebody();// 0x20cc2cc void CarryBackFailed();// 0x20cc2b8 void BPOnCarryBackCharacterStateInterrupted(int stateID, int InterruptedBy);// 0x2b33460 void BPOnBeCarriedBackCharacterStateInterrupted(int stateID, int InterruptedBy);// 0x2b33460 void BePutDownBySomebody(bool bFront);// 0x1efa88c void BeCarriedBackBySomebody();// 0x1e7fd1c -------------------------------- Class: SkillReplaceCharAnimData byte CharacterAnimType;//[Offset: 0x0, Size: 1] AnimationAsset*[] PoseAnimList;//[Offset: 0x4, Size: 12] AnimationAsset*[] FPPPoseAnimList;//[Offset: 0x10, 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: 28] DeathReplayHitInfo SelfHitInfo;//[Offset: 0xb8, Size: 28] -------------------------------- 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] -------------------------------- Class: PlayerPosMarkerParam Character* Player;//[Offset: 0x0, Size: 4] float MarkTimeLen;//[Offset: 0x4, Size: 4] int MarkIcon;//[Offset: 0x8, Size: 4] -------------------------------- Class: BackpackEmoteHandle.BattleItemHandleBase.ItemHandleBase.Object AnimationAsset* AnimAsset;//[Offset: 0xf0, Size: 40] float blendTime;//[Offset: 0x118, Size: 4] bool ShowWeaponWhenPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] bool bOnlyEmoteActionAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11d, Size: 1] LobbyGenderAnimData[] LobbyEnterEmoteAnimAssetList;//[Offset: 0x120, Size: 12] LobbyGenderAnimData[] LobbyLeaveEmoteAnimAssetList;//[Offset: 0x12c, Size: 12] EmoteAnimConfig[] MainCharacterAnimConfig;//[Offset: 0x138, Size: 12] EmoteActionBase*[] EmoteActionList;//[Offset: 0x144, Size: 12] AkAudioEvent* EmoteSoundStartEvent;//[Offset: 0x150, Size: 4] AkAudioEvent* EmoteSoundInterruptEvent;//[Offset: 0x154, Size: 4] bool IsGenderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158, Size: 1] AkAudioEvent*[] MaleEmoteSoundStartEventList;//[Offset: 0x15c, Size: 12] AkAudioEvent*[] FemaleEmoteSoundStartEventList;//[Offset: 0x168, Size: 12] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1ea36a0 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1ea327c bool HandleDrop(int InCount, enum Reason);// 0x1ea2c98 bool HandleDisuse(enum Reason);// 0x1e93afc BackpackComponent* GetBackpackComponent();// 0x1ea5c14 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1ea5b50 -------------------------------- 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: 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: 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);// 0x1f4e65c Object* GetSoftRefObj(out const SoftObjectPath AssetRef);// 0x1f4e580 class Object GetSoftRefClass(out const SoftObjectPath AssetRef);// 0x1f4e4a4 bool GetIsExecuting();// 0x1f4e488 void Destroy();// 0x1f4b9e4 void DelayShow();// 0x1f4cafc -------------------------------- 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: 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: AvatarDIYEntityFactory.Object AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x1e91264 -------------------------------- 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();// 0x1e8ff0c void UnRegisterTick();// 0x1e8fef0 void TickEntity(float DeltaTime);// 0x1e8fe70 void SetSocketName(FName InName);// 0x1e8fdf0 void SetParentDefineID(ItemDefineID ParentID);// 0x1e8fd64 void SetAvatarVisibility(bool bIsVisible, bool bForce);// 0x1e8fc8c void SetAvatarEntityParticleVisibility(bool visibie);// 0x1e8fc04 void RevertEntityMeshData();// 0x1e8fbf0 void RenderEntity();// 0x1e8fbd4 void RegisterTick();// 0x1e8fbb8 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1e8fb30 void PutOnDefaultEquipment(int InSlotID);// 0x1e8fab0 void PrepareEntity();// 0x1e8fa94 void OnPreRender();// 0x1e8fa78 void OnPostRender();// 0x1e8fa5c void MaskActionDirty(bool bFlag);// 0x1e8f9dc bool IsEntityAvailable(enum VisibilityType);// 0x1e8f954 CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x1e8f888 void Init(int InSlotID, int InSubSlotID, AvatarDIYComponent* InAvatarComponent);// 0x1e8f780 bool HasSomeAction(enum InActionType);// 0x1e8f700 bool HasMainAction();// 0x1e8f6d8 FName GetSocketName();// 0x1e8f690 enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1e8f608 ItemDefineID GetParentDefineID();// 0x1e8f5b4 MeshData GetMeshData();// 0x1e8f550 BattleItemHandleBase* GetLoadedHandle();// 0x1e8f528 ItemDefineID GetDefineID();// 0x1e8f4d4 void EnterRenderPipeline();// 0x1e8f4b8 void EnterLogicPipeline();// 0x1e8f49c void DrawOutline(bool bEnable);// 0x1e8f414 bool CreateAndApplyResource();// 0x1e8f3e4 void ClearRenderEntity();// 0x1e8f3c8 void ClearEquipmentRenderData(int CurrSlotID, bool bPutDefault);// 0x1e8f2fc void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1e8f224 void ClearEntity(bool ForceClear);// 0x1e8f19c -------------------------------- 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: WeaponAvatarDIYEntity.AvatarDIYEntity.Object void SetWeaponEntityVisibility(bool visibie);// 0x228a980 void SetSocketName(FName InName);// 0x1e8fdf0 void RenderEntity();// 0x1e8fbd4 void RemoveParticleEffect();// 0x228a964 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x1e8fb30 void PrepareEntity();// 0x1e8fa94 void OnPreRender();// 0x1e8fa78 void OnPostRender();// 0x1e8fa5c bool IsForceEnableAnim();// 0x228a934 enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x1e8f608 ItemDefineID GetDefineID();// 0x1e8f4d4 void EnterLogicPipeline();// 0x1e8f49c void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x1e8f224 void BroadcastWeaponEquipEvent(bool IsEquipped);// 0x228a8b4 void ApplyParticleEffect();// 0x228a898 void AddWeaponHandleAction();// 0x228a884 -------------------------------- 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: PredictLineComponent.SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object class Actor* PredictActorTemplate;//[Offset: 0x674, Size: 4] StaticMesh* MeshTemplate;//[Offset: 0x678, Size: 40] ParticleSystem* PredictEndPointFX;//[Offset: 0x6a0, Size: 40] CurveFloat* PredictEndPointScaleCurve;//[Offset: 0x6c8, Size: 40] PredictProjectilePathParams PredictProjectilePathParams;//[Offset: 0x6f0, Size: 100] delegate InitNewSplineMeshDelegate;//[Offset: 0x754, Size: 12] PredictLineMaterialParams Param_StartPointLocation;//[Offset: 0x760, Size: 16] PredictLineMaterialParams Param_EndPointLocation;//[Offset: 0x770, Size: 16] PredictLineMaterialParams Param_EndPointFalloff;//[Offset: 0x780, Size: 16] PredictLineMaterialParams Param_PredictLineColor;//[Offset: 0x790, Size: 16] LinearColor PredictLineColor;//[Offset: 0x7a0, Size: 16] PredictProjectilePathResult PredictResult;//[Offset: 0x7c0, Size: 176] CurveFloat* Curve_PredictEndPointScale;//[Offset: 0x870, Size: 4] ParticleSystem* FX_PredictEndPoint;//[Offset: 0x874, Size: 4] StaticMesh* SplineMeshTemplate;//[Offset: 0x878, Size: 4] SplineMeshComponent*[] CachedSplineMeshes;//[Offset: 0x880, Size: 12] int RedrawCounter;//[Offset: 0x88c, Size: 4] void SetPredictParams(out const Vector InStartPoint, out const Vector InVelocity);// 0x204cff0 void SetPredictActorTemplate(class Actor InActorTemplate);// 0x204cf78 -------------------------------- 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: WeaponSpecificHandler.WeaponLogicBaseComponent.ActorComponent.Object ItemDefineID ItemDefineID;//[Offset: 0xd0, Size: 24] FName LogicSocket;//[Offset: 0xe8, Size: 8] FName AttachSocket;//[Offset: 0xf0, Size: 8] byte SurviveWeaponPropSlot;//[Offset: 0xf8, Size: 1] float AIMinAttackDist;//[Offset: 0xfc, Size: 4] float AIMaxAttackDist;//[Offset: 0x100, Size: 4] float AIAttackDist;//[Offset: 0x104, Size: 4] ItemHandleBase* GetBackpackItemHandle();// 0x22973fc int GetAvailableBulletsNumInBackpack();// 0x22973d4 -------------------------------- Class: WeaponTriggerEventHandleSkill.WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x22982e0 static int GetWeaponSkillID(STExtraWeapon* Weapon);// 0x2298900 -------------------------------- Class: WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x22982e0 void ProcessTriggerEvent(enum Event);// 0x2083c48 -------------------------------- Class: SceneCompUpdateOptimizationItem -------------------------------- Class: WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.Object WeaponStateBase* CurrentState;//[Offset: 0xcc, Size: 4] WeaponStateBase* DefaultState;//[Offset: 0xd0, Size: 4] StateMap;//[Offset: 0xd4, Size: 60] WeaponStateBase* GetCurrentState();// 0x1e8f528 byte GetCurrentFreshWeaponStateType();// 0x22979b8 -------------------------------- Class: WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object delegate OnBeginState;//[Offset: 0xcc, Size: 12] delegate OnEndState;//[Offset: 0xd8, Size: 12] bool bNeedConditionGateCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] byte FreshWeaponStateType;//[Offset: 0xe5, Size: 1] -------------------------------- Class: GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object delegate GrenadeAvatarEqiuped;//[Offset: 0x36c, Size: 12] void PreChangeGrenadeAvatar(int InItemID);// 0x1fa998c void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x1fa9904 FString GetItemAvatarHandlePath(int ItemId);// 0x2b33460 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemId);// 0x2b33460 int GetDefaultAvatarID(int InAvatarID);// 0x2b33460 void AddAssetSoftObject(out SoftObjectPath[] FSoftObjectPathList);// 0x1fa97c8 -------------------------------- Class: BP_LobbyWeaponManager_C.LobbyWeaponManagerComponent.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2a8, Size: 4] void UnEquipAllWeapon(int ___int_Array_Index_Variable, FName[] CallFunc_Map_Keys_Keys, int ___int_Loop_Counter_Variable, FName CallFunc_Array_Get_Item, FString CallFunc_Conv_NameToString_ReturnValue, STExtraWeapon* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_IsValid_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, int CallFunc_Add_IntInt_ReturnValue, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue);// 0x2b33460 void UnEquipAllExtraWeapon(int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, STExtraWeapon* CallFunc_GetUsingWeapon_ReturnValue, FName[] CallFunc_Map_Keys_Keys, bool CallFunc_IsValid_ReturnValue, FName CallFunc_Array_Get_Item, FString CallFunc_Conv_NameToString_ReturnValue, STExtraWeapon* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_NotEqual_ObjectObject_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue);// 0x2b33460 void AsyncWeaponAllAssetsLoadFinish(BP_LobbyWeapon_C* BPLobbyWeapon, delegate K2Node_CreateDelegate_OutputDelegate, Actor* CallFunc_GetOwner_ReturnValue, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void AsyncWeaponMeshLoadFinish(AvatarDIYComponent* AvatarDIYComponent, delegate K2Node_CreateDelegate_OutputDelegate, Actor* CallFunc_GetOwner_ReturnValue, BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void AsyncWeaponAnimLoadFinish(STExtraLobbyWeapon* LobbyWeapon, delegate K2Node_CreateDelegate_OutputDelegate, BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void CheckWeaponNeedLODOptimize(int AvatarLevel, out bool bIsNeedLodOptimize, bool CallFunc_LessEqual_IntInt_ReturnValue, bool CallFunc_Set_Contains_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_BooleanAND_ReturnValue2);// 0x2b33460 void CheckCanEquipWeapon(int resID, out bool canEquip, bool bIsOriginWeaponExist, bool bIsSkinWeaponExist, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_IsBattleItemHandleExist_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, bool CallFunc_IsBattleItemHandleExist_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID3, bool CallFunc_IsBattleItemHandleExist_ReturnValue3, FString CallFunc_Conv_BoolToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_BoolToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3);// 0x2b33460 void EquipWeaponByResId(int resID, bool bUse, bool bAsync, FName SocketName, out STExtraWeapon* Weapon, STExtraWeapon* curEquipWeapon, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_CheckCanEquipWeapon_canEquip, FString CallFunc_Concat_StrStr_ReturnValue, STExtraWeapon* CallFunc_EquipWeaponBySocketID_ReturnValue);// 0x2b33460 void UnEquipWeaponByResId(FName SocketName, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, FName[] CallFunc_Map_Keys_Keys, int CallFunc_Array_Length_ReturnValue, FName CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_NotEqual_NameName_ReturnValue);// 0x2b33460 void GetWeaponSocketNameByResId(int resID, out FName SocketName, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 void SetWeaponVisibility(bool bHide, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, STExtraWeapon*[] CallFunc_Map_Values_Values, int CallFunc_Array_Length_ReturnValue, STExtraWeapon* CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue);// 0x2b33460 void CreateWeapon(int inInt, out STExtraWeapon* Weapon, out BattleItemHandleBase* Handle, class BattleItemHandleBase tmpBattleHandle, Actor* CallFunc_GetOwner_ReturnValue, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, class Object CallFunc_GetLobbyWeaponClass_ReturnValue, class BackpackWeaponHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Handle, bool K2Node_ClassDynamicCast_bSuccess, class STExtraWeapon K2Node_ClassDynamicCast_AsSTExtra_Weapon, bool K2Node_ClassDynamicCast_bSuccess2, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue3, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow3, bool CallFunc_GetTableData_ReturnValue3, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue3, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess3, Transform CallFunc_MakeTransform_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, STExtraWeapon* CallFunc_FinishSpawningActor_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue2, class Object CallFunc_GetClass_ReturnValue2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base2, bool K2Node_ClassDynamicCast_bSuccess4);// 0x2b33460 class Object GetLobbyWeaponClass(int InWeaponAvatarID, FString CallFunc_Concat_StrStr_ReturnValue, int CallFunc_GetWeaponAvatarParentID_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyWeaponClassTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, class Object CallFunc_GetClassByAssetReference_ReturnValue);// 0x2b33460 STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bUse, bool bSync, BattleItemHandleBase* CurEquipWeaponBattleItemHandle, STExtraWeapon* curEquipWeapon, class BattleItemHandleBase BattleHandle, FString CallFunc_Concat_StrStr_ReturnValue, STExtraWeapon* CallFunc_CreateWeapon_weapon, BattleItemHandleBase* CallFunc_CreateWeapon_handle, bool CallFunc_Not_PreBool_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon, bool K2Node_DynamicCast_bSuccess, delegate K2Node_CreateDelegate_OutputDelegate3, BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon2, bool K2Node_DynamicCast_bSuccess2, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, Actor* CallFunc_GetOwner_ReturnValue, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess3, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_CheckWeaponNeedLODOptimize_bIsNeedLodOptimize, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2);// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void ExecuteUbergraph_BP_LobbyWeaponManager(int EntryPoint, GameInstance* CallFunc_GetGameInstance_ReturnValue, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess, int CallFunc_GetExactDeviceLevel_ReturnValue);// 0x2b33460 int CurEquipWeaponID;//[Offset: 0x2ac, Size: 4] int CurUseWeaponID;//[Offset: 0x2b0, Size: 4] NoneLODModeWeapons;//[Offset: 0x2b4, Size: 60] int ExactDeviceLevel;//[Offset: 0x2f0, Size: 4] -------------------------------- Class: LobbyWeaponManagerComponent.ActorComponent.Object LogicSocketToWeaponAttachSocketMap;//[Offset: 0xbc, Size: 60] LogicSocketToWeaponAttachSocketMapNoBag;//[Offset: 0xf8, Size: 60] LogicSocketToPropSlotMap;//[Offset: 0x134, Size: 60] FName LeftLogicSocketName;//[Offset: 0x170, Size: 8] FName RightLogicSocketName;//[Offset: 0x178, Size: 8] SpecialBagLevelMap;//[Offset: 0x180, Size: 60] FName CurUseWeaponSocket;//[Offset: 0x1c0, Size: 8] FName LastUseSocket;//[Offset: 0x1c8, Size: 8] InventoryData;//[Offset: 0x1e4, Size: 60] STExtraWeapon* LastEquipWeapon;//[Offset: 0x298, Size: 4] void UseWeaponBySocketID(FName SocketID);// 0x1fdb32c void UnUseWeapon();// 0x1fdb318 void UnEquipWeaponBySocketID(FName SocketID);// 0x1fdb2a0 void SwapMainWeapon();// 0x1fdb28c void OnWeaponAllAssetsLoadedDone();// 0x1fdb278 void OnPawnEquipmentsChanged(enum SlotType, bool IsEquipped, int ItemId);// 0x1fdb16c void OnDestroy();// 0x1fdb158 STExtraWeapon* GetWeaponBySocketID(FName SocketID);// 0x1fdb0d8 FName GetWeaponAttachSocketFromSocketID(out const FName SocketID, STExtraWeapon* BackupWeapon);// 0x1fdaff4 SceneComponent* GetWeaponAttachComp();// 0x1fdafcc STExtraWeapon* GetUsingWeapon();// 0x1fdafa4 int GetLogicSocketSideType(FName SocketID);// 0x1fdaf24 int GetBagLevel();// 0x1fdaefc STExtraWeapon* EquipWeaponBySocketID(int WeaponSkinID, FName SocketID, bool bUse, bool bForceAsync);// 0x1fdad94 void DoWeapnAttachToBack(FName SocketID);// 0x1fdad1c void DoUseWeaponBySocketID(FName SocketID);// 0x1fdaca4 void DoUnUseWeapon();// 0x1fdac90 STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bUse, bool bSync);// 0x2b33460 void AsyncEquipWeapon(bool bUse, FName SocketID, uint32 Index);// 0x1fdab84 -------------------------------- Class: BP_LobbyWeapon_C.STExtraLobbyWeapon.STExtraWeapon.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x810, Size: 4] void RequestWeaponDIYData(FString PlayerUID, int WeaponAvatarID, int DIYPlanID);// 0x2b33460 void EquipWeaponPandentByPandentId(int pendantID, enum PendantSocketType, bool CallFunc_PutOnEquipmentByResID_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void OnAsyncLoadLobbyWeaponAnimDone();// 0x2b33460 void CheckWeaponAssetsAllLoaded(bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_BooleanOR_ReturnValue);// 0x2b33460 void ResetWeaponLoadedStatus();// 0x2b33460 void OnAsyncLoadLobbyWeaponMeshDone(SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, WeaponAnimInstanceBase* K2Node_DynamicCast_AsWeapon_Anim_Instance_Base, bool K2Node_DynamicCast_bSuccess2);// 0x2b33460 Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level, int SideType, bool K2Node_SwitchInteger_CmpSuccess, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, Transform CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, Transform CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, Transform CallFunc_MakeTransform_ReturnValue);// 0x2b33460 void InitMesh(BattleItemHandleBase* Handle);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void ExecuteUbergraph_BP_LobbyWeapon(int EntryPoint);// 0x2b33460 void OnWeaponAllAssetsLoaded__DelegateSignature(BP_LobbyWeapon_C* BPLobbyWeapon);// 0x2b33460 WeaponAvatarComp_BP_C* WeaponAvatarComp_BP;//[Offset: 0x814, Size: 4] bool bHoldBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x818, Size: 1] WeaponAttachRelativeTransformMap;//[Offset: 0x81c, Size: 60] bool WeaponMeshAndMatLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x858, Size: 1] bool WeaponAnimLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x859, Size: 1] delegate OnWeaponAllAssetsLoaded;//[Offset: 0x85c, Size: 12] -------------------------------- Class: STExtraLobbyWeapon.STExtraWeapon.Actor.Object delegate WeaponAnimLoadFinishEvent;//[Offset: 0x800, Size: 12] void WeaponAnimLoadFinishEvent__DelegateSignature(STExtraLobbyWeapon* Weapon);// 0x2b33460 Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level, int SideType);// 0x214fed8 -------------------------------- Class: WeaponAnimInstanceBase.AnimInstance.Object STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2ec, Size: 4] STExtraShootWeapon* C_OwnerWeapon;//[Offset: 0x2f0, Size: 4] bool C_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4, Size: 1] bool C_Tactical;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5, Size: 1] byte C_WeaponState;//[Offset: 0x2f6, Size: 1] float C_ReloadAnimRate;//[Offset: 0x2f8, Size: 4] float C_CurGasAngle;//[Offset: 0x2fc, Size: 4] bool C_CustomScopping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] bool C_WeaponState_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301, Size: 1] bool C_State_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x302, Size: 1] bool C_State_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x303, Size: 1] float C_AlphaForHolder;//[Offset: 0x304, Size: 4] AnimMontage* TacticalReloadMontage;//[Offset: 0x308, Size: 4] AnimMontage* ChargeReloadMontage;//[Offset: 0x30c, Size: 4] AnimMontage* BoltMontage;//[Offset: 0x310, Size: 4] AnimMontage* FireMontage;//[Offset: 0x314, Size: 4] AnimMontage* WeaponDropMontage;//[Offset: 0x318, Size: 4] SkeletalMeshComponent* ParentMesh;//[Offset: 0x31c, Size: 4] bool ShouldUpdateReloadData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320, Size: 1] bool PlayIdleAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321, Size: 1] SkeletalMeshComponent* TryGetParentMeshComponent();// 0x22850ac void SetHolderBack_Lobby();// 0x1e8fbb8 void PlayPostReloadWeaponAnimation(int RemainBulletNumToReload);// 0x228502c void HandlePlayerWeaponStateChanged(byte NewState);// 0x2284fac void BPOnPlayerKillEvent();// 0x1e93b84 -------------------------------- Class: WeaponAvatarComp_BP_C.WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.ActorComponent.Object -------------------------------- Class: BP_STRUCT_WeaponSkinMapping_type FString OutputDesc_0_4C755C4055DE81011AC086EE07D9D3D3;//[Offset: 0x0, Size: 12] int SkinID_1_6AF5A0C03E8D665F2B8E33D5019212C4;//[Offset: 0xc, Size: 4] int WeaponID_2_1D11360041F2AB4A2B54AC9608775314;//[Offset: 0x10, Size: 4] FString URL_3_276895001829BC3265405AC70F011B5C;//[Offset: 0x14, Size: 12] FString iconURL_4_1C201F405280621B7F9C0B550EBB3B4C;//[Offset: 0x20, Size: 12] -------------------------------- Class: BP_STRUCT_Item_type FString ItemBigIcon_0_733663734EEB8DD5D7FF41A6E96480D4;//[Offset: 0x0, Size: 12] int MaxCount_1_D5BF33434E37E75739D213989C4FA372;//[Offset: 0xc, Size: 4] int BPID_2_F73A5EF243D620CE49BBCAA8832C6AF9;//[Offset: 0x10, Size: 4] int ItemType_3_4CBCE77A4D2A20BEBD861AADEF3B616B;//[Offset: 0x14, Size: 4] bool AutoEquipAndDrop_4_144B885646B92B9836CE33923842AB1E;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] int ItemID_5_29F7B64741688A0A853FD281FAE4E28D;//[Offset: 0x1c, Size: 4] bool Consumable_7_B08070BD407AD029B7CDA7BDB341A342;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] FString ItemDesc_8_8ED919494479E8A62F11DBB9C7AD0F9A;//[Offset: 0x24, Size: 12] FString ItemSmallIcon_9_B13D206C4A153C963FCE478A1B39C15F;//[Offset: 0x30, Size: 12] FString ItemName_10_B257B36A422BB69651454E90EBC1323B;//[Offset: 0x3c, Size: 12] FString WardrobeTab_11_6562B47746AECB0B5C84BC9C96EACD9D;//[Offset: 0x48, Size: 12] int ItemSubType_12_087F026E41DAB82F567758A4F56D72CF;//[Offset: 0x54, Size: 4] bool Equippable_13_BB222DC04DCB195FCB3F29B89EA210CA;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] float UnitWeight_f_14_725EBB604F31443B93AF3597580ECAE4;//[Offset: 0x5c, Size: 4] FString ItemWhiteIcon_15_AA35FD8045790AA9F73F58829F202B94;//[Offset: 0x60, Size: 12] int ItemQuality_16_3EF7461D45D14FC186EB3DBB70D01484;//[Offset: 0x6c, Size: 4] FString KillWhiteIcon_27_16289384496FF361F9005580DEF9CAD1;//[Offset: 0x70, Size: 12] int NeedShare_73_D9C0818D40A3C6AB07231BABA5477060;//[Offset: 0x7c, Size: 4] int WeightforOrder_29_4373EFCD4D78E7DF4067FF9D3E213664;//[Offset: 0x80, Size: 4] FString Preview_32_1997D4634D3D3F8CC7360283D2AF4E6C;//[Offset: 0x84, Size: 12] FString ExTime_33_8299B7454C71BC6A899937AF00BFF0C5;//[Offset: 0x90, Size: 12] FString PickupDesc_36_D5D621864C55ED8C6ABE728B6F002D4E;//[Offset: 0x9c, Size: 12] int WardrobeMainTab_38_D234FCBE4A19AAF3066394AD7C7D98DF;//[Offset: 0xa8, Size: 4] int Durability_39_7B54DEB94CD411488438539500D225E1;//[Offset: 0xac, Size: 4] bool IsBatchUse_40_88AB90DA48C707B0FE6DB18185C6253A;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0, Size: 1] int AIFullVaule_43_6A3A6FC023E58D4B4FDDDF270E81E075;//[Offset: 0xb4, Size: 4] int LongDescID_44_4E8350406652C05F7794F90804562904;//[Offset: 0xb8, Size: 4] FString ItemSmallIcon2_46_6ED99A00141F4C900B45252101330012;//[Offset: 0xbc, Size: 12] FString ItemBigIcon2_47_2C0E40404ED554873AD82D3A053DBC62;//[Offset: 0xc8, Size: 12] FString BackpackSimple_48_26F807C06BB149650FE17C280F83D985;//[Offset: 0xd4, Size: 12] FString ItemRegion_49_3899A60047215AA47D8652720D715E6E;//[Offset: 0xe0, Size: 12] int ShowSexInMall_56_0C9F0CC01B8DDF89290B2B7F0D9E026C;//[Offset: 0xec, Size: 4] int AvatarID_68_319E644077E02FFF04B5C19B04157FD4;//[Offset: 0xf0, Size: 4] FString SpecialIcon_72_55E01BC05ADCEE1500E06C0F01021C3E;//[Offset: 0xf4, Size: 12] FString ValidRegionCodes_74_2EA4F9C02DC66B4573D87CB8064AB793;//[Offset: 0x100, Size: 12] int ValidTimes_75_5BC6A5C03028B6616FF746180062B373;//[Offset: 0x10c, Size: 4] int RateType_77_176334C00292E359401D0B6600355865;//[Offset: 0x110, Size: 4] FString QualityRate_78_5F4A46807D1C4B2C0A08E8F50F3EB745;//[Offset: 0x114, Size: 12] int character_param_81_2F2A70804AD88C7E6E8F5B83071E93DD;//[Offset: 0x120, Size: 4] int JKBPID_82_1FF3B64037160BBF09A6FDF60967EB24;//[Offset: 0x124, Size: 4] int ItemSoundID_83_7010328028DE3D6841FCD9F407C46B04;//[Offset: 0x128, Size: 4] int ResSeprateType_84_5349D1400501D3B166D23C1D0CBC9FE5;//[Offset: 0x12c, Size: 4] int CanIntoBag_85_416CF6C01FD7CDED0F5E477601A418C7;//[Offset: 0x130, Size: 4] int Electricity_86_19A7E9806DE4A79A2FAD5505041B42E9;//[Offset: 0x134, Size: 4] int ItemPickupRule_87_49300E005A58193E16239C7A00F80F05;//[Offset: 0x138, Size: 4] FString SpecialIconSize_89_4BBF62802BA083E043328BD00C42A315;//[Offset: 0x13c, Size: 12] -------------------------------- Class: BackpackWeaponHandle.BattleItemHandleBase.ItemHandleBase.Object BackpackComponent* BackpackComp;//[Offset: 0xfc, Size: 4] WeaponMeshCfg MeshPackage;//[Offset: 0x100, Size: 328] WeaponMeshCfg[] ExtMeshPackageList;//[Offset: 0x248, Size: 12] class AnimInstance* animBP;//[Offset: 0x254, Size: 4] class AnimInstance* animBPClass;//[Offset: 0x258, Size: 40] AttachmentAvatarList;//[Offset: 0x280, Size: 60] ItemDefineID[] DefaultAvatarList;//[Offset: 0x2bc, Size: 12] ItemDefineID ParentID;//[Offset: 0x2c8, Size: 24] ItemDefineID[] ParentIDList;//[Offset: 0x2e0, Size: 12] enum OverrideSocket;//[Offset: 0x2ec, Size: 1] BattleItemAdditionalData[] WeaponAttachmentAdditionalDataList;//[Offset: 0x2f0, Size: 12] STExtraWeapon* CachedTargetWeapon;//[Offset: 0x2fc, Size: 4] BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x300, Size: 72] WeaponAttachItemUnit[] CachedWeaponAttachmentListBeforeDrop;//[Offset: 0x348, Size: 12] WeaponKillEffectCfg KillEffect;//[Offset: 0x354, Size: 4] ParticleSystem* LightEffect;//[Offset: 0x358, Size: 40] ParticleSystem* ShootLightEffect;//[Offset: 0x380, Size: 40] HitSoundMap;//[Offset: 0x3a8, Size: 60] AkAudioEvent* SlashSound;//[Offset: 0x3e8, Size: 40] bool IsInitUIWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410, Size: 1] PendantSocketRelativeTransform;//[Offset: 0x414, Size: 60] ParticleAssetMap;//[Offset: 0x450, Size: 60] MatParamModifyCfg[] MatParamModifyCfgs;//[Offset: 0x48c, Size: 12] int CachedWeaponDurability;//[Offset: 0x498, Size: 4] int CacheBulletNumSaveToWrapper;//[Offset: 0x49c, Size: 4] void UpdateWeaponDataFromWeapon();// 0x1e93b84 void UpdateWeaponDataFromPickUp();// 0x1e8fbb8 void SetMesh(FString skMesh, FString SkMeshLoad, FString stMesh, FString StMeshLoad, FString Material);// 0x1ec3c88 void SetAnimationBp(FString AnimBpPath);// 0x1ec3bcc void ReturnAllBullets();// 0x2b33460 void PreLocalHandleDisuse();// 0x1ec3bb8 BattleItemAdditionalData MakeWeaponDurabilityData(int Durability);// 0x1ec3a80 BattleItemAdditionalData MakeBulletNumAdditionalData(int BulletNum);// 0x1ec3948 PickUpWrapperActor* LocalSpawnWrapperOnGround(class Object InWrapperClass, STExtraBaseCharacter* InOwningCharacter, ItemDefineID InDefineID);// 0x1ec3828 bool LocalHandleUse(out const BattleItemUseTarget InTarget, enum InReason, WeaponManagerComponent* InWeaponMgr, FName InTargetLogicSocket, bool bInTargetAutoUse, FName InMainLogicSlot1Name, FName InMainLogicSlot2Name, FName InSubLogicSlotName, bool bInIsPistol, STExtraPlayerController* InOwningPlayerController, BattleItemHandleBase* InCharacterItemHandle, BackpackComponent* InOwningBackpackComponnent, STExtraBaseCharacter* InOwningCharacter, class STExtraWeapon InWeaponClass, bool bInResetInitBulletInBullet, out STExtraWeapon* OutTargetWeaponActor, out FName bOutSocket);// 0x1ec3270 FName LocalGetAvailableInstantLogicSocketName(WeaponManagerComponent* InWeaponMgr, FName InTargetLogicSocket, bool bInTargetAutoUse, FName InMainLogicSlot1Name, FName InMainLogicSlot2Name, FName InSubLogicSlotName, bool bInIsPistol, STExtraPlayerController* InOwningPlayerController, out bool bOutNeedPutDownOldWeapon, out bool bOutAutoUse, enum InReason);// 0x1ec2eb8 void LocalAutoEquipAttachments();// 0x2b33460 bool IsVirtualAvatarHandle();// 0x1ec2e88 bool IsAvatarWeapon();// 0x1ec2e60 void InitWeaponDurability(int WeaponDurability);// 0x1ec2de8 void GetWidgetList(out UIWidgetRes[] UIList);// 0x1ec2d14 int GetWeaponDurability();// 0x1ec2cec int GetSubSlotID();// 0x1ec2cbc int GetSlotID();// 0x1ec2c8c void GetParentDefineIDList(out ItemDefineID[] ParentList);// 0x1ec2b64 WeaponMeshCfg GetMeshPackCfgCopy();// 0x1ec2af8 void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x1ec2930 void GetDefaultAvatarList(out ItemDefineID[] DefaultAvatarList);// 0x1ec285c void GetDefaultAttachment(out int[] AttachmentArray, bool IsLobby);// 0x1ec2738 int GetCacheBulletNumSaveToWrapper(STExtraWeapon* Weapon, bool Initial);// 0x1ea947c class Object GetAnimationBP();// 0x1ec2708 bool BPModifyAutoUse(bool bInAutoUse, STExtraBaseCharacter* OwnerPawn);// 0x1ec2630 -------------------------------- Class: WeaponAttachItemUnit ItemDefineID DefineID;//[Offset: 0x0, Size: 24] enum socket;//[Offset: 0x18, Size: 1] -------------------------------- Class: WeaponKillEffectCfg class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x0, Size: 4] -------------------------------- Class: MatParamModifyCfg SoftObjectPath CurveAsset;//[Offset: 0x0, Size: 24] FName ParamName;//[Offset: 0x18, Size: 8] FName ParticleTag;//[Offset: 0x20, Size: 8] int[] RelatedSlots;//[Offset: 0x28, Size: 12] CurveFloat* CachedCurve;//[Offset: 0x34, Size: 4] -------------------------------- Class: UAELoadedClassManager.Object BPTableMap;//[Offset: 0x1c, Size: 60] BPTableMap_Mod;//[Offset: 0x58, Size: 60] BPTableNameMap;//[Offset: 0x94, Size: 60] FString LoadedClassManagerClassName;//[Offset: 0xd0, Size: 12] AsyncLoadClassDict;//[Offset: 0x228, Size: 60] void InitTableData();// 0x202274c void InitialModTableItemMap();// 0x1ebce5c void InitBPTableMap_Mod();// 0x2b33460 void InitBPTableMap();// 0x2b33460 void HandleTableModNameChanged(FString InModName);// 0x2360e60 FString GetWrapperPath(FString BPTableName, int ID);// 0x2360cd8 class Object GetWrapperClass(FString BPTableName, int ID);// 0x2360bd0 FString GetPath(FString BPTableName, int ID, bool IsLobby, bool bForceLobby);// 0x23609a8 Object* GetObject(FString BPTableName, int ID, Object* Outer, bool IsLobby);// 0x236080c class Object GetCustom1Class(FString BPTableName, int ID);// 0x2360704 class Object GetClass(FString BPTableName, int ID, bool IsLobby);// 0x23605b0 FString GetBPTableName(int Type);// 0x23604a8 void GetAssetByAssetReferenceAsync(SoftObjectPath AssetReference, delegate AssetLoadSuccessDelegate);// 0x23602c8 static UAELoadedClassManager* Get();// 0x23602a0 BPTable* CreateAndAddBPTable_Mod(FString BPTableName);// 0x23601dc BPTable* CreateAndAddBPTable(FString BPTableName);// 0x2360118 void ClearModTableItemMap();// 0x1fe2d7c void ClearBPTable_Mod();// 0x2360104 void ClearAssetByAssetReferenceAsync(delegate AssetLoadSuccessDelegate);// 0x2360060 void ClearAllData();// 0x236004c -------------------------------- Class: BPTable.Object FString BPTableName;//[Offset: 0x1c, Size: 12] BPTableItemMap;//[Offset: 0x28, Size: 60] BPTableItemMap_Mod;//[Offset: 0x64, Size: 60] FString GetWrapperPath(int ID);// 0x235f998 class Object GetWrapperClass(int ID);// 0x235f918 FString GetPath(int ID, bool IsLobby, bool bForceLobby);// 0x235f770 Object* GetObject(int ID, Object* Outer, bool IsLobby);// 0x235f660 Object* GetModObject(int ID, Object* Outer, bool IsLobby);// 0x235f550 class Object GetModClass(int ID, bool IsLobby);// 0x235f484 class Object GetCustom1Class(int ID);// 0x235f404 class Object GetClass(int ID, bool IsLobby);// 0x235f338 void ConvertPath(int ID);// 0x235f2c0 -------------------------------- Class: BPTableItem int ID;//[Offset: 0x0, Size: 4] FString Name;//[Offset: 0x4, Size: 12] FString Path;//[Offset: 0x10, Size: 12] FString LobbyPath;//[Offset: 0x1c, Size: 12] FString WrapperPath;//[Offset: 0x28, Size: 12] FString Custom1;//[Offset: 0x34, Size: 12] -------------------------------- Class: BP_STRUCT_LobbyWeaponClassTable_type int BPID_0_02DA9D400965BF17443160A108D6A034;//[Offset: 0x0, Size: 4] FString ClassPath_1_7626F6405EC62EED16FC055F06250DC8;//[Offset: 0x4, Size: 12] -------------------------------- Class: STExtraGameInstance.UAEGameInstance.GameInstance.Object delegate OnUserQualitySettingChanged;//[Offset: 0x324, Size: 12] delegate OnRenderQualitySettingsChanged;//[Offset: 0x330, Size: 12] delegate OnUserMsaaSettingChanged;//[Offset: 0x33c, Size: 12] delegate OnWaterReflectionSettingChanged;//[Offset: 0x348, Size: 12] delegate OnCampRoomChanged;//[Offset: 0x354, Size: 12] delegate ScreenOrientationChangedNotify;//[Offset: 0x360, Size: 12] RenderQualitySettings renderQualitySettingsLastSet;//[Offset: 0x36c, Size: 8] RenderQualitySettings renderQualitySettingsApplying;//[Offset: 0x374, Size: 8] RenderQualitySettings renderQualitySettingsInit;//[Offset: 0x37c, Size: 8] UserDetailSetting UserDetailSetting;//[Offset: 0x384, Size: 104] bool ExeCmdSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1] bool LobbyRenderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x415, Size: 1] bool LobbyRenderSwitchLow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x416, Size: 1] bool TemporaryFixedLobbyRenderSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x417, Size: 1] bool LobbyRenderSwitchMid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 1] bool LobbyRenderSwitchHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x419, Size: 1] int iEnableRegionID;//[Offset: 0x41c, Size: 4] SwitchesInMaps[] SwitchesInMaps;//[Offset: 0x420, Size: 12] RenderItem[] LobbyBackupRenderSettings;//[Offset: 0x42c, Size: 12] RenderItem[] LobbyRenderSettingsUltralHigh;//[Offset: 0x438, Size: 12] RenderItem[] LobbyRenderSettingsHigh;//[Offset: 0x444, Size: 12] RenderItem[] LobbyRenderSettingsMid;//[Offset: 0x450, Size: 12] RenderItem[] LobbyRenderSettingsLow;//[Offset: 0x45c, Size: 12] RenderItem[] LowFPSBackupRenderSettings;//[Offset: 0x468, Size: 12] RenderItem[] LowFPSRenderSettingProfileHigh;//[Offset: 0x474, Size: 12] RenderItem[] LowFPSRenderSettingProfileMid;//[Offset: 0x480, Size: 12] RenderItem[] MobileHDROpenConfig;//[Offset: 0x48c, Size: 12] RenderItem[] MobileHDRCloseConfig;//[Offset: 0x498, Size: 12] RenderItem[] MobileUltralHighOpenConfig;//[Offset: 0x4a4, Size: 12] RenderItem[] MobileUltralHighCloseConfig;//[Offset: 0x4b0, Size: 12] RenderItem[] MobileVerySmoothOpenConfig;//[Offset: 0x4bc, Size: 12] RenderItem[] MobileVerySmoothCloseConfig;//[Offset: 0x4c8, Size: 12] RenderItem[] MobileMSAAOpenConfig;//[Offset: 0x4d4, Size: 12] RenderItem[] Mobile2xMSAAOpenConfig;//[Offset: 0x4e0, Size: 12] RenderItem[] MobileMSAACloseConfig;//[Offset: 0x4ec, Size: 12] RenderItem[] MobilePPOpenConfig;//[Offset: 0x4f8, Size: 12] RenderItem[] MobilePPCloseConfig;//[Offset: 0x504, Size: 12] FString[] RePairDeleteDir;//[Offset: 0x510, Size: 12] RenderStyleParameterInMaps[] RenderStyleParamsInMaps;//[Offset: 0x51c, Size: 12] MaterialParametersStyle[] MaterialParametersStyleArray;//[Offset: 0x528, Size: 12] ObjectPoolClassConfig[] ObjectPoolClassConfigs;//[Offset: 0x534, Size: 12] FName[] ObjectPoolIgnoringProperties;//[Offset: 0x540, Size: 12] FString AutoTestMissionType;//[Offset: 0x558, Size: 12] FString CustomLineStr;//[Offset: 0x564, Size: 12] enum GamePlayMode;//[Offset: 0x570, Size: 4] Vector2D FOVRange;//[Offset: 0x574, Size: 8] Vector2D FOVScreenSizeCullingFactorRange;//[Offset: 0x57c, Size: 8] bool bFOVChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584, Size: 1] bool PVENightChangeCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585, Size: 1] float SwimRotateX;//[Offset: 0x588, Size: 4] bool IsCutdownForHighTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58c, Size: 1] FString[] BPGameSubsystemClassPath;//[Offset: 0x590, Size: 12] WonderfulRecordingCut* WonderfulRecordingCut;//[Offset: 0x5c0, Size: 4] ClientInGameReplay* ClientInGameReplay;//[Offset: 0x5c4, Size: 4] DeathPlayback* DeathPlayback;//[Offset: 0x5c8, Size: 4] CompletePlayback* CompletePlayback;//[Offset: 0x5cc, Size: 4] ObservingReplay* ObservingReplay;//[Offset: 0x5d0, Size: 4] WonderfulPlayback* WonderfulPlayback;//[Offset: 0x5d4, Size: 4] MaterialInstanceDynamic* m_CustomTexMat;//[Offset: 0x5d8, Size: 4] AutoRobotModule* AutoModule;//[Offset: 0x5dc, Size: 4] FeatureSetCollection* FeatureSetCollection;//[Offset: 0x638, Size: 4] AvatarItemDownload* AssociatedAvatarItemDownload;//[Offset: 0x63c, Size: 4] FadeDynamicStyleInfo FadeInfo;//[Offset: 0x640, Size: 12] float DefaultGray;//[Offset: 0x64c, Size: 4] RemoteControlManager* RemoteControlManager;//[Offset: 0x68c, Size: 4] void WaterReflectionSettingChanged__DelegateSignature(bool bOpenWaterReflection);// 0x2b33460 void UserQualitySettingChanged__DelegateSignature(int UserQualitySettingLevel);// 0x2b33460 void UserMsaaSettingChanged__DelegateSignature(bool UserMsaaSetting);// 0x2b33460 void UpdateWorldCullDistanceVolumes();// 0x2138798 void TestAyncLoad();// 0x2138784 void SuperBattleWithPlayerName(FString IP, FString PlayerName, int PlayerKey);// 0x2138600 void SuperBattle(FString IP);// 0x1f986cc void StopRemoteControl();// 0x1e7fd1c void StartRemoteControlWithFile();// 0x1e7fd1c void StartRemoteControl(FString Name, FString Host, int Port);// 0x213834c void SetWorldDoorCullDistance(int Distance);// 0x21382d4 void SetWorldCullDistanceVolumeEnable(FString Name, int Enable);// 0x2138138 void SetWorldCompositionRelativeDistance(int LODIndex, float Distance);// 0x213807c void SetWaterReflectionSetting(bool bDoOpen);// 0x2137ffc void SetUserVulkanSetting(bool Enable);// 0x2137f7c void SetUserSetingShadowQuality(bool bShadow);// 0x2137efc void SetUserSetingMobilceContentSCale(float mcs);// 0x2137e84 bool SetSoundEffectQuality(int Type);// 0x2137e04 void SetRenderQuality(RenderQualitySettings RenderQualitySettings);// 0x2137d58 void SetKillZValue(float KillZ);// 0x2137ce0 void SetHZBMobileState();// 0x1e7fd1c void SetFOVScreenSizeCullingFactor(float FOV);// 0x2137c68 void SetEnableCullDistanceVolumeOffset(FString Name, bool Enable);// 0x2137ac0 void SetEnableCullDistanceVolumeMovable(FString Name, bool Enable);// 0x2137918 static void SetCustomRouteLine();// 0x2137904 static void SetAutoMissionType();// 0x21378f0 void ScreenOrientationChangedDelegate__DelegateSignature(int inScreenOrientation);// 0x2b33460 void ReSetFOVScreenSizeCullingFactor();// 0x21378dc void RenderQualitySettingsChanged__DelegateSignature(RenderQualitySettings RenderQualitySettings);// 0x2b33460 void RenderForLowFPS();// 0x21378c8 void RemovePPVBlendableMaterial(MaterialInterface* InMaterial);// 0x2137850 void RefuseRenderForLowFPS();// 0x213783c void QuitGame();// 0x2137828 void PreSetRenderQuality(RenderQualitySettings RenderQualitySettings, out bool renderLevelChanged);// 0x2137728 void PreLoadBPGameSubsystem();// 0x2137714 void OnStopAutoTest();// 0x2137700 void OnStartAutoTest();// 0x1e7fd1c void ObjectPoolServerSwitch(bool bOn);// 0x2137680 void ModifyAllLandscapeStreamingDistance(int Distance);// 0x1f3d590 void MakeLevelStreamingDistanceShorterWhenLanded();// 0x213766c bool IsViewedByReplay(const Actor* InActor);// 0x21375ec bool isUsingAssumedNameInReplay();// 0x21375c4 bool IsSupportTagCulling();// 0x21375a8 bool IsSupportSwitchSoundEffectQuality();// 0x2137580 bool IsSupportSwitchRenderLevelRuntime();// 0x2137558 bool IsSupportMSAA();// 0x2137530 bool IsSupportLDR();// 0x2137508 static bool IsSecAutoRunTest();// 0x2055820 bool IsRunningOnVulkan();// 0x21374e0 bool IsPVENightChangeCullDistance();// 0x21374b8 bool IsPlayingObservingReplay();// 0x2137490 bool IsOpenMSAA();// 0x2137468 bool IsOpenHDR();// 0x2137440 bool IsIOSOneGigabyteDevice();// 0x1f8538c bool IsInTournamentMap();// 0x2137418 static bool IsGAutomatorTest();// 0x21373f0 bool IsFoldingScreenDevice(float baseValue);// 0x2137370 static bool IsAutoRunTestGamePVEProfile();// 0x2137348 static bool IsAutoRunTestGamePVE();// 0x2137320 static bool IsAutoRunTestGameBindCompoment();// 0x21372f8 static bool IsAutoRunTestGame();// 0x21372d0 void GVoiceCampRoomChanged__DelegateSignature(enum CampRoomType);// 0x2b33460 void GMStandalone(FString Map);// 0x2137178 WonderfulRecordingCut* GetWonderfulRecordingCut();// 0x2137150 WonderfulPlayback* GetWonderfulPlayback();// 0x2137128 bool GetWaterReflectionSetting();// 0x2137100 bool GetUserVulkanSetting();// 0x21370d8 bool GetUserSetingShadowQuality();// 0x21370b0 int GetUserQualitySettingLevel();// 0x2137094 int GetSuppotMSAA();// 0x2137078 int GetSoundEffectQuality();// 0x2137050 RenderQualitySettings GetRenderQualityLastSet();// 0x2136ff8 RenderQualitySettings GetRenderQualityApplying();// 0x2136fa0 ObservingReplay* GetObservingReplay();// 0x2136f78 FString GetLoadWeatherName(FString InWeatherName);// 0x2136e2c bool GetIsHighWeatherLevel(FString InWeatherLevelName);// 0x2136d60 bool GetIsFirstInitWaterReflectionSetting();// 0x2136d38 static STExtraGameInstance* GetInstance();// 0x2136d10 int GetExactDeviceLevel();// 0x2136ce8 int GetDeviceUpdateVersionFlag();// 0x2136cb8 FString GetDeviceProfilerLevel();// 0x2136bf8 byte GetDeviceMaxSupportSoundEffect();// 0x2136bd0 byte GetDeviceMaxSupportLevel();// 0x2136ba8 int GetDeviceMaxFPSByDeviceLevel(byte renderlevel);// 0x2136b28 int GetDeviceLimit();// 0x2136b00 int GetDeviceLevel();// 0x1ec2cbc bool GetDefaultSoundEffectQuality();// 0x2136ad8 DeathPlayback* GetDeathPlayback();// 0x2136ab0 FString GetCurrentRHI();// 0x21369f0 CompletePlayback* GetCompletePlayback();// 0x21369c8 ClientInGameReplay* GetClientInGameReplay();// 0x21369a0 static int GetAutoRunTestServerIdx();// 0x2136978 static FString GetAutoRunPassWD();// 0x21368c0 static FString GetAutoRunLuaTest();// 0x2136808 static FString GetAutoRunAccount();// 0x2136750 AvatarItemDownload* GetAssociatedAvatarItemDownload();// 0x2136728 bool GetApplyingShadowQuality();// 0x2136700 FString GetActiveDeviceProfile();// 0x2136640 void ExecuteCMD(FString CMDkey, FString CMDvalue);// 0x21363d0 void EnableStreamingLevelLOD(bool bEnable);// 0x2136350 void EnableObjectPoolByClassName(FName ClassName, bool Enable);// 0x2136284 void DrawMateritalToTexRenderTarget(TextureRenderTarget2D* TextureRenderTarget, Texture2D* tex1, Texture2D* tex2);// 0x2136184 bool DeleteSavedFiles(bool allfilesSaved);// 0x21360fc TextureRenderTarget2D* CreateTexRenderTarget(int Width, int Height);// 0x2136038 TextureRenderTarget2D* CreateCustomTex(Texture2D* TexResFirst, Texture2D* TexResSecond);// 0x2135f74 void ChangeLevelFXActor(FString LevelName, bool isLoad);// 0x2135e6c void ChangeCullDistanceVolume(bool UpdateCulldisImmediate);// 0x2135dec void bHideGroundLevels(bool Disable);// 0x2135d6c void AutoActiveVerySmoothRenderItems(bool forceClose);// 0x2135cec void AutoActiveUltralHighRenderItems();// 0x2135cd8 void AutoActiveLDR();// 0x2135cc4 void AttachCameraViewToCharacter(STExtraBaseCharacter* Character);// 0x2135c4c void AddOrUpdatePPVBlendableMaterial(MaterialInterface* InMaterial, float InWeight);// 0x2135b90 bool ActiveStyle_PPForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x2135a80 void ActiveStyle_PP(byte Level);// 0x2135a00 bool ActiveStyle_ACESForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x21358f0 void ActiveStyle(byte Level);// 0x2135870 void ActiveNightVision(bool bSet);// 0x21357f0 void ActiveMSAA(bool bOpenMSAA, int MSAAValue);// 0x2135728 void ActiveDynamicStyle(bool bSet, byte Type, float InterpSpeed, bool bNeedDestroyComp);// 0x21355c4 -------------------------------- Class: UAEGameInstance.GameInstance.Object ClientBaseInfo ClientBaseInfo;//[Offset: 0x1d0, Size: 224] delegate EnginePreTick;//[Offset: 0x2b0, Size: 12] FrontendHUD* AssociatedFrontendHUD;//[Offset: 0x2dc, Size: 4] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x2e4, Size: 4] bool bStandAloneFromLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e8, Size: 1] delegate OnPreBattleResult;//[Offset: 0x304, Size: 12] FString[] HighWeatherNames;//[Offset: 0x310, Size: 12] int HighWeatherMinRenderQuality;//[Offset: 0x31c, Size: 4] int HighWeatherMaxRenderQuality;//[Offset: 0x320, Size: 4] void SetLuaStateWrapper(LuaStateWrapper* TLuaStateWrapper);// 0x235e78c void OpenAssetLoadLog();// 0x1e7fd1c void OnPreBattleResult__DelegateSignature();// 0x2b33460 void LuaLeakDetect();// 0x235e778 void LuaDoString(FString LuaString);// 0x235e6bc float GetWeatherTime();// 0x235e6a0 FString GetWeatherLevelName();// 0x235e588 int GetWeatherID();// 0x235e568 LuaStateWrapper* GetLuaStateWrapper();// 0x235e540 FString GetLoadWeatherName(FString InWeatherName);// 0x2136e2c bool GetIsHighWeatherLevel(FString InWeatherLevelName);// 0x2136d60 FString GetGameId();// 0x235e474 int GetDeviceLevel();// 0x1ec2cbc UAEDataTable* GetDataTable_Mod(FString tableName);// 0x235e3b0 UAEDataTable* GetDataTable(FString tableName);// 0x235e2ec FrontendHUD* GetAssociatedFrontendHUD();// 0x235e2c4 void CloseAssetLoadLog();// 0x1e7fd1c -------------------------------- 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: 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: LuaStateWrapper.Object -------------------------------- 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);// 0x229dbbc void StartRecord();// 0x229dba8 void SortShootDamageData(out WonderfulCutShootDamageSortData[] LargeCircleDataList, out WonderfulCutShootDamageSortData[] SmallCircleDataList);// 0x229d96c void RemoveOutputDataInContinuousKillRange(out WonderfulCutShootDamageSortData[] SortDataList);// 0x229d838 void CaptureRecordCut(byte CaptureType, int DamagePlayerID, bool bAI, byte ShootDamageType, float ShootDistance, FString CauserName);// 0x229d55c void BuildOutputData();// 0x229d548 void BuildContinuousKillOutputData();// 0x229d534 -------------------------------- 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: 216] BattleDeathPlaybackInfo BattleDeathPlaybackInfo;//[Offset: 0x1f8, Size: 8] BattleWonderfulInfo BattleWonderfulInfo;//[Offset: 0x200, Size: 56] LobbyWonderfulInfo LobbyWonderfulInfo;//[Offset: 0x238, Size: 96] void SetSaveTimestamp(uint64 InCurrentTime);// 0x1f15d64 void SetGWonderfulPlaybackSwitch(bool bInSwitch);// 0x1f15ce4 void SetDeathReplayData(out const DeathReplayData ReplayData);// 0x1f15c04 void SetClientVersion(FString InAppVersion, FString InSrcVersion);// 0x1f15ac4 void OnPlayerRespawnNotify();// 0x1f15ab0 void OnKillOrPutDownMessageEvent();// 0x1f15a9c void OnBattleResultStopRecordingNotify();// 0x1f15a88 bool IsSwitchedOffByDevice();// 0x1f15a60 bool HaveWonderfulPlaybackData();// 0x1f15a38 bool HaveDeathPlaybackData();// 0x1f15a10 enum GetWonderfulKeepState();// 0x1f159d0 FString GetCompressedFileName();// 0x1f15910 int[] GetAllWonderfulPeriodType();// 0x1f15850 void EnableWonderfulPlayback(bool bEnable);// 0x1f157d0 void EnableDeathPlayback(bool bEnable);// 0x1f15750 void DeleteWonderfulPeriod(int PeriodIndex);// 0x1f156d8 void ClearWonderfulPeriod();// 0x1f156c4 bool CheckKillNumsCondition();// 0x1f1569c void AddWonderfulPeriod(enum InWonderfulType, float InStartTime, float InEndTime, out const float[] InAdditionalData, int InPeriodIndex);// 0x1f154b8 -------------------------------- 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: 216] DeathPlayCameraShot* DeathPlayCameraShot;//[Offset: 0x1b0, Size: 4] void SetMurderInfo();// 0x1f3203c void OnKillOrPutDownMessageEvent();// 0x1f32028 void OnDeathEvent(STExtraBaseCharacter* BaseCharacter);// 0x1f31fb0 void OnClientObserveCharacterEvent();// 0x1f31f9c bool IsSwitchedOffByDevice();// 0x1f31f74 bool IsNewDeathReplay();// 0x1f31f4c bool HaveRecordingData_New();// 0x1f31f24 FString GetReplayTargetName();// 0x1f31e64 STExtraPlayerCharacter* GetDeadCharacter();// 0x1f31e3c BattleDeathPlaybackInfo GetBattleDeathPlaybackInfo();// 0x1f31dfc -------------------------------- Class: DeathPlayCameraShot.Actor.Object FString LuaFilePath;//[Offset: 0x318, Size: 12] void StopCameraShot();// 0x1e6fbf0 void StartCameraShot(PlayerController* PlayerController);// 0x1e791b0 -------------------------------- 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);// 0x1f19b20 FString GetDemoPlayTime();// 0x1f19a60 -------------------------------- 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);// 0x229c6f8 bool PlayReplayMemory();// 0x229c6d0 bool PlayReplayFile(FString DemoName);// 0x229c60c bool PlayReplayAgain();// 0x229c5e4 bool IsSwitchedOffByDevice();// 0x229c5bc void GetUserWonderfulList(out FString[] OutWonderfulList, FString InRoleId);// 0x229c3f8 uint64 GetTargetUID();// 0x229c3d0 FString GetTargetPlayerName();// 0x229c310 FString GetTargetOpenID();// 0x229c250 uint64 GetTargetGameID();// 0x229c228 FString GetReplayFileNamePart();// 0x229c168 WonderfulTypeInfo GetCurWonderfulTypeInfo();// 0x229c0a0 void GetAllWonderfulList(out FString[] OutWonderfulList);// 0x229bf6c void FetchBattleWonderfulInfo();// 0x229bf58 uint64[] DecryptFileName(FString DemoFullPathName);// 0x229be14 FString BPGetTargetUID();// 0x229bd54 FString BPGetTargetGameID();// 0x229bc94 enum AnalysizeReplayFile(FString InReplayFileName);// 0x229bbd0 LobbyWonderfulInfo AnalysizeInfoFile(FString InInfoFileName);// 0x229bae8 -------------------------------- 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_ClientAI;//[Offset: 0x4c, Size: 12] FString[] ExcludeComponentsList_Standalone;//[Offset: 0x58, Size: 12] FString[] ExcludeComponentsList_StandaloneAI;//[Offset: 0x64, Size: 12] -------------------------------- Class: FeatureSetItem -------------------------------- Class: AvatarItemDownload.Object int DisableInBattleThreshold;//[Offset: 0x1c, Size: 4] void StartDownloadItem(uint32 ItemId, uint32 Priority, delegate OnItemDownloadDelegate);// 0x1e95b9c void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x1e95988 void SetDisableInBattleThreshold(uint32 InThreshold);// 0x1e95908 int GetDisableInBattleThreshold();// 0x1e726a4 -------------------------------- Class: FadeDynamicStyleInfo -------------------------------- Class: RemoteControlManager.Object bool Tick(float DeltaTime);// 0x2068f04 void Stop();// 0x1e7fd1c bool BeginWithFile();// 0x1f8538c bool Begin(FString Name, FString Host, int Port);// 0x2068c48 -------------------------------- Class: LobbyPlayEmoteComponent_BP_C.LobbyPlayEmoteComponent.SceneComponent.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x310, Size: 4] void OnEquipmentChange(bool CallFunc_OnStopEmote_ReturnValue, bool CallFunc_Set_Contains_ReturnValue);// 0x2b33460 void OnStartLevelSequence(bool CallFunc_OnCameraStart_ReturnValue);// 0x2b33460 void GetLobbyCamera(out CameraActor* CameraActor, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, CameraActor*[] CallFunc_GetAllActorsOfClass_OutActors, GameInstance* CallFunc_GetGameInstance_ReturnValue, CameraActor* CallFunc_Array_Get_Item, UAEGameInstance* K2Node_DynamicCast_AsUAEGame_Instance, bool K2Node_DynamicCast_bSuccess, FrontendHUD* CallFunc_GetAssociatedFrontendHUD_ReturnValue, FString CallFunc_GetObjectName_ReturnValue, FrontendUtils* CallFunc_GetUtils_ReturnValue, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, FString CallFunc_Conv_NameToString_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue);// 0x2b33460 void OnStopLevelSequence(bool CallFunc_OnCameraStop_ReturnValue, CameraActor* CallFunc_GetLobbyCamera_cameraActor, PlayerController* CallFunc_GetPlayerController_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2b33460 void ChangetoLevelSequenceCamera(PlayerController* CallFunc_GetPlayerController_ReturnValue, Actor*[] CallFunc_GetAllActorsWithTag_OutActors, Actor* CallFunc_Array_Get_Item);// 0x2b33460 void OnTrackEvent(FString EventData, bool K2Node_SwitchString_CmpSuccess, bool CallFunc_OnCameraTrackEvent_ReturnValue, bool CallFunc_IsValid_ReturnValue, BP_LevelSequenceCameraMask_C* CallFunc_Create_ReturnValue);// 0x2b33460 void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x2b33460 void StopCameraEmoteAnim();// 0x2b33460 void ShowAvatarForEmote(bool Show, bool force);// 0x2b33460 void ExecuteUbergraph_LobbyPlayEmoteComponent_BP(int EntryPoint, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess, int ___int_Array_Index_Variable, LevelSequence* K2Node_Event_CurrentCameraEmoteAnim, LevelSequenceActor* CallFunc_CreateLevelSequencePlayer_OutActor, LevelSequencePlayer* CallFunc_CreateLevelSequencePlayer_ReturnValue, bool CallFunc_IsValid_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_IsValid_ReturnValue2, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3, bool K2Node_Event_show, bool K2Node_Event_force, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_Not_PreBool_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_Not_PreBool_ReturnValue4, int ___int_Loop_Counter_Variable, bool CallFunc_IsValid_ReturnValue4, int CallFunc_Add_IntInt_ReturnValue, Actor*[] CallFunc_GetAttachedActors_OutActors, int CallFunc_Array_Length_ReturnValue, Actor* CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, STExtraWeapon* K2Node_DynamicCast_AsSTExtra_Weapon, bool K2Node_DynamicCast_bSuccess2);// 0x2b33460 LevelSequencePlayer* LevelSequencePlayer;//[Offset: 0x314, Size: 4] LevelSequenceActor* LevelSequenceActor;//[Offset: 0x318, Size: 4] BP_LevelSequenceCameraMask_C* levelSequenceMask;//[Offset: 0x31c, Size: 4] stopEmoteArray;//[Offset: 0x320, Size: 60] -------------------------------- Class: LobbyPlayEmoteComponent.SceneComponent.ActorComponent.Object BackpackEmoteHandle* curHandle;//[Offset: 0x260, Size: 4] STExtraLobbyCharacter* OwnerCharacter;//[Offset: 0x264, Size: 4] GenderMapping[] GenderMappingConfig;//[Offset: 0x268, Size: 12] Character* MainCharacter;//[Offset: 0x274, Size: 4] LevelSequencePlayer* CurLevelSequencePlayer;//[Offset: 0x284, Size: 4] SoftObjectPath[] CurMultiEmotePathList;//[Offset: 0x288, Size: 12] AnimationAsset*[] CurMultiEmoteAnimList;//[Offset: 0x294, Size: 12] AnimMontage* CurEmoteMontage;//[Offset: 0x2a0, Size: 4] int CurrentEmoteID;//[Offset: 0x2a4, Size: 4] int DefaultHideAvatarTickCount;//[Offset: 0x2a8, Size: 4] bool isPlayCameraAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ac, Size: 1] delegate OnEmoteCameraStart;//[Offset: 0x2d0, Size: 16] delegate OnEmoteCameraStop;//[Offset: 0x2e0, Size: 16] delegate OnEmoteCameraTrackEvent;//[Offset: 0x2f0, Size: 16] void SyncMontageInner(AnimInstance* Leader, float DeltaTime);// 0x1fd99a4 void SyncMontage(float DeltaTime);// 0x1fd992c void StopMontageParticle(AnimMontage* Montage);// 0x1fd98b4 void StopLastEmoteParticle();// 0x1fd98a0 void StopCameraEmoteAnim();// 0x2b33460 void ShowAvatarForEmote(bool Show, bool force);// 0x2b33460 void PlayEmoteSound();// 0x1fd988c void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x2b33460 bool OnStopEmote();// 0x1fd9864 void OnPlayEmoteActionEnd();// 0x1fd9850 bool OnPlayEmote(int EmoteId, int LocalLobbyPos, FString ExtraInfo);// 0x1fd9660 void OnOneActionReady(int Index);// 0x1fd95e8 void OnLobbyEmoteCameraTrackEvent__DelegateSignature(FString TrackData);// 0x2b33460 void OnLobbyEmoteCameraStop__DelegateSignature();// 0x2b33460 void OnLobbyEmoteCameraStart__DelegateSignature();// 0x2b33460 bool OnCameraTrackEvent(FString TrackData);// 0x1fd9488 bool OnCameraStop();// 0x1fd9460 bool OnCameraStart();// 0x1fd9438 void OnAsyncLoadSingleAnim(AnimationAsset* CurrentEmoteAnim, int Index);// 0x1fd9274 void OnAsyncLoadMultiAnims(int Index);// 0x1fd91fc void OnAsyncLoadEmoteAction(int Index);// 0x1fd9184 bool LoopEmoteAnimFinishedFirstSection();// 0x1fd915c bool IsLoopMontage(AnimMontage* Montage);// 0x1fd90dc SoftObjectPath[] GetMultiAnimFollowerAssetRef();// 0x1fd8f84 EmoteAnimCharacterConfig[] GetMultiAnimFollower();// 0x1fd8e2c EmoteAnimConfig GetMultiAnimConfig();// 0x1fd8d94 LevelSequence* GetMainCharacterCameraAnimAsset();// 0x1fd8cf8 EmoteAnimCharacterConfig GetMainCharacterAssetRef();// 0x1fd8bf0 AnimationAsset* GetMainCharacterAnimAsset();// 0x1fd8b54 BackpackEmoteHandle* GetEmoteHandle(int ItemId);// 0x1fd8ad4 AnimMontage* GetCurrentMontage();// 0x1fd8aac bool EmoteAnimFinishedSuccessfully();// 0x1fd8a84 bool DoesEmoteStop();// 0x1fd8a5c void ClearMultiAnimCharacters();// 0x1fd8a48 bool CanRotateMainCharacter();// 0x1fd8a20 bool AsyncLoadSingleAnim(BackpackEmoteHandle* Handle);// 0x1fd89a0 bool AsyncLoadMultiAnims();// 0x1fd8978 bool AsyncLoadEmoteAction(out FString ExtraInfo);// 0x1fd88a4 -------------------------------- Class: BP_LevelSequenceCameraMask_C.UserWidget.Widget.Visual.Object WidgetAnimation* FadeOut;//[Offset: 0x1b8, Size: 4] CanvasPanel* CanvasPanel;//[Offset: 0x1bc, Size: 4] Image* Image;//[Offset: 0x1c0, Size: 4] -------------------------------- Class: LevelSequenceActor.Actor.Object bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d8, Size: 1] MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x2dc, Size: 32] LevelSequencePlayer* SequencePlayer;//[Offset: 0x2fc, Size: 4] SoftObjectPath LevelSequence;//[Offset: 0x300, Size: 24] LevelSequence* TempLevelSequence;//[Offset: 0x318, Size: 4] Actor*[] AdditionalEventReceivers;//[Offset: 0x31c, Size: 12] LevelSequenceBurnInOptions* BurnInOptions;//[Offset: 0x328, Size: 4] MovieSceneBindingOverrides* BindingOverrides;//[Offset: 0x32c, Size: 4] bool bReduceFrequency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330, Size: 1] int ReduceFrameCount;//[Offset: 0x334, Size: 4] float IgnoreFrameTolerance;//[Offset: 0x338, Size: 4] bool bOverrideInstanceData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x33c, Size: 1] Object* DefaultInstanceData;//[Offset: 0x340, Size: 4] LevelSequenceBurnIn* BurnInInstance;//[Offset: 0x344, Size: 4] void SetSequence(LevelSequence* InSequence);// 0x3a4cdc4 void SetEventReceivers(Actor*[] AdditionalReceivers);// 0x3a4cc6c void SetBinding(MovieSceneObjectBindingID Binding, out const Actor*[] Actors, bool bAllowBindingsFromAsset);// 0x3a4cad4 void SetAllMovieSceneSectionsToKeepState();// 0x3a4cac0 void ResetBindings();// 0x3a4ca80 void ResetBinding(MovieSceneObjectBindingID Binding);// 0x3a4c988 void RemoveBinding(MovieSceneObjectBindingID Binding, Actor* Actor);// 0x3a4c848 void ReceiveInitailizePlayer();// 0x2b33460 LevelSequence* GetSequence(bool bLoad, bool bInitializePlayer);// 0x3a4c770 void AddBinding(MovieSceneObjectBindingID Binding, Actor* Actor, bool bAllowBindingsFromAsset);// 0x3a4c5e8 -------------------------------- 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 * 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);// 0x3a4dfdc -------------------------------- 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();// 0x36304c0 void StartPlayingNextTick();// 0x36304ac void SetPlayRate(float PlayRate);// 0x3630434 void SetPlayLoopCount(int NumLoops);// 0x36303bc void SetPlaybackRange(const float NewStartTime, const float NewEndTime);// 0x3630300 void SetPlaybackPosition(float NewPlaybackPosition);// 0x36301c0 void Scrub();// 0x36302ec void PlayReverse();// 0x36302d8 void PlayLooping(int NumLoops);// 0x3630260 void Play();// 0x363024c void Pause();// 0x3630238 void JumpToPositionEx(float NewPlaybackPosition);// 0x36301c0 void JumpToPosition(float NewPlaybackPosition);// 0x3630148 bool IsPlaying();// 0x3630120 bool IsPaused();// 0x36300f8 void GoToEndAndStop();// 0x36300e4 float GetPlayRate();// 0x36300bc float GetPlaybackStart();// 0x36300a0 float GetPlaybackPosition();// 0x3630078 float GetPlaybackEnd();// 0x363005c float GetLength();// 0x3630034 Object*[] GetBoundObjects(MovieSceneObjectBindingID ObjectBinding);// 0x362fef0 void ChangePlaybackDirection();// 0x362fedc -------------------------------- 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);// 0x2b33460 class LevelSequenceBurnInInitSettings GetSettingsClass();// 0x25af684 -------------------------------- 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: GenderMapping FName GenderStr;//[Offset: 0x0, Size: 8] byte GenderType;//[Offset: 0x8, Size: 1] -------------------------------- Class: LobbyWeaponAnimationComponent_C.ActorComponent.Object void SyncMontage(float Position, bool CallFunc_IsValid_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, bool CallFunc_IsValid_ReturnValue2, AnimMontage* CallFunc_GetCurrentActiveMontage_ReturnValue, bool CallFunc_IsValid_ReturnValue3, float CallFunc_Montage_GetPosition_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue);// 0x2b33460 void StopLobbyWeaponAnimation(bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void PlayOnAction(int ActionID, bool isMVPMotion, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyActionWeaponRef_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 void PlayLobbyWeaponAnimationByID(int WeaponAnimationID, bool isMVPMotion, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, BP_STRUCT_LobbyWeaponAnimation_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, class Object CallFunc_GetClassByAssetReference_ReturnValue, class LobbyWeaponAnimationActor_C K2Node_ClassDynamicCast_AsLobby_Weapon_Animation_Actor, bool K2Node_ClassDynamicCast_bSuccess, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, LobbyWeaponAnimationActor_C* CallFunc_FinishSpawningActor_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue2, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue2, LobbyWeaponAnimationActor_C* CallFunc_FinishSpawningActor_ReturnValue2);// 0x2b33460 void Destroy();// 0x2b33460 void SetLobbyPlayerObj(BP_PlayerLobbyPawn_C* LobbyPlayerObj);// 0x2b33460 BP_PlayerLobbyPawn_C* LobbyPlayer;//[Offset: 0xc0, Size: 4] LobbyWeaponAnimationActor_C* WeaponAnimationActor;//[Offset: 0xc4, Size: 4] bool IsEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] -------------------------------- Class: BP_STRUCT_LobbyActionWeaponRef_type int ActionID_0_284E37801299E72232C748730798C614;//[Offset: 0x0, Size: 4] int WeaponActionID_1_2D2D7200775F04DA5CEAA9680C11A5C4;//[Offset: 0x4, Size: 4] int WeaponID_3_4C59DA80554AE47019513EF506BFC7B4;//[Offset: 0x8, Size: 4] -------------------------------- Class: BP_STRUCT_LobbyWeaponAnimation_type int UID_0_10B4DE80647FDFD62CA212CC08FE7DC4;//[Offset: 0x0, Size: 4] FString BlueprintPath_1_5BB4F6800155AFFA599CC691037A5148;//[Offset: 0x4, Size: 12] int DelayOutTime_2_1A47538047426C525839AEE100220975;//[Offset: 0x10, Size: 4] int TotalTime_3_45F4CAC00CF5269D7341686E029FD145;//[Offset: 0x14, Size: 4] -------------------------------- Class: LobbyWeaponAnimationActor_C.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8, Size: 4] void PlayLobbyAnimation(AnimInstance* CallFunc_GetAnimInstance_ReturnValue, float CallFunc_Montage_Play_ReturnValue);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void OnAnimEnd(AnimMontage* Montage, bool bInterrupted);// 0x2b33460 void SetAnimTimeInfo(int DelayTime, int TotalTime);// 0x2b33460 void ExecuteUbergraph_LobbyWeaponAnimationActor(int EntryPoint, float CallFunc_Multiply_IntFloat_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, AnimMontage* K2Node_CustomEvent_Montage, bool K2Node_CustomEvent_bInterrupted, int K2Node_Event_DelayTime, int K2Node_Event_TotalTime, float CallFunc_Multiply_IntFloat_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue2);// 0x2b33460 SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x2dc, Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2e0, Size: 4] AnimMontage* WeaponMontage;//[Offset: 0x2e4, Size: 4] int DelayTime;//[Offset: 0x2e8, Size: 4] int TotalTime;//[Offset: 0x2ec, Size: 4] -------------------------------- Class: CharacterAvatarComp2_BP_C.CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0xb70, Size: 4] void EnableAvatarAnimation(bool IsEnable, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue, MeshComponent* CallFunc_GetMeshCompBySlot_ReturnValue2, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, STClothAnimInstance* K2Node_DynamicCast_AsSTCloth_Anim_Instance, bool K2Node_DynamicCast_bSuccess2, SkirtAnimInstanceBase* K2Node_DynamicCast_AsSkirt_Anim_Instance_Base, bool K2Node_DynamicCast_bSuccess3, SkirtAnimInstanceBase* K2Node_DynamicCast_AsSkirt_Anim_Instance_Base2, bool K2Node_DynamicCast_bSuccess4, STClothAnimInstance* K2Node_DynamicCast_AsSTCloth_Anim_Instance2, bool K2Node_DynamicCast_bSuccess5);// 0x2b33460 int GetRepalceIDOnVehicle(int OriginID);// 0x2b33460 enum GetForceHideState(int InSlotID, Actor* CallFunc_GetOwner_ReturnValue, enum CallFunc_GetForceHideState_ReturnValue, STExtraBaseCharacter* K2Node_DynamicCast_AsSTExtra_Base_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, STExtraPlayerController* CallFunc_GetPlayerControllerSafety_ReturnValue, bool CallFunc_IsValid_ReturnValue2, enum CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 enum GetBPSlotNameConfigType(BackpackAvatarHandle* InAvatarHandle, BattleItemHandle_AvatarBP_C* K2Node_DynamicCast_AsBattle_Item_Handle_Avatar_BP, bool K2Node_DynamicCast_bSuccess, bool K2Node_SwitchEnum_CmpSuccess);// 0x2b33460 bool IsEnableItemDownload(int ItemId);// 0x2b33460 SoftObjectPath GetBatchDefaultBodyPath(int ___int_Variable, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue2, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue2, SoftObjectPath K2Node_Select_Default);// 0x2b33460 bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh, SkeletalMaterial[] MatArray);// 0x2b33460 bool PutOffEquimentByResID(int resID, FString CallFunc_Concat_StrStr_ReturnValue, int CallFunc_GetBPIDByResID_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue3, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Concat_StrStr_ReturnValue3, bool CallFunc_HandleUnEquipItem_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue4, bool CallFunc_HasLogicEquipped_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue5, FString CallFunc_Concat_StrStr_ReturnValue6);// 0x2b33460 bool PutOnEquipmentByResID(int resID, int CallFunc_GetBPIDByResID_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue2, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2b33460 void IsNeedConsiderHairCut(int InSlotID, out ItemDefineID ItemDefineID, BackpackAvatarHandle* Handle, out bool Result, bool CallFunc_IsValid_ReturnValue, bool CallFunc_NotEqual_ByteByte_ReturnValue, enum CallFunc_IntToType_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue);// 0x2b33460 int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID, int CallFunc_GetFakeAvatarHandleItem_ReturnValue);// 0x2b33460 bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle, int ___int_Variable, int ___int_Variable2, ItemDefineID K2Node_MakeStruct_ItemDefineID, ItemDefineID K2Node_MakeStruct_ItemDefineID2, ItemDefineID K2Node_MakeStruct_ItemDefineID3, int ___int_Variable3);// 0x2b33460 bool BPClientPostProcessViewDataMiddle();// 0x2b33460 void ProcessGodzillaSuit(int CallFunc_TypeToInt_ReturnValue, int CallFunc_TypeToInt_ReturnValue2, int CallFunc_TypeToInt_ReturnValue3, bool CallFunc_ModifySyncDataByReplace_ReturnValue, int CallFunc_TypeToInt_ReturnValue4, int CallFunc_TypeToInt_ReturnValue5, int CallFunc_TypeToInt_ReturnValue6, bool CallFunc_ModifySyncDataByReplace_ReturnValue2, int CallFunc_TypeToInt_ReturnValue7, int CallFunc_TypeToInt_ReturnValue8, bool CallFunc_ModifySyncDataByReplace_ReturnValue3, AvatarSyncData CallFunc_GetSyncDataBySlot_OutSlotDesc, bool CallFunc_GetSyncDataBySlot_ReturnValue, bool CallFunc_IsLobbyAvatar_ReturnValue, int CallFunc_TypeToInt_ReturnValue9, bool CallFunc_EqualEqual_ByteByte_ReturnValue, AvatarSyncData CallFunc_GetSyncDataBySlot_OutSlotDesc2, bool CallFunc_GetSyncDataBySlot_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue, int CallFunc_TypeToInt_ReturnValue10, int CallFunc_TypeToInt_ReturnValue11, int CallFunc_TypeToInt_ReturnValue12, bool CallFunc_ModifySyncDataByHide_ReturnValue, bool CallFunc_ModifySyncDataByReplace_ReturnValue4, int CallFunc_TypeToInt_ReturnValue13, int CallFunc_TypeToInt_ReturnValue14, int CallFunc_TypeToInt_ReturnValue15, int[] CallFunc_GetSyncDataStateBy_OutHideSlotID, int[] CallFunc_GetSyncDataStateBy_OutReplaceSlotID, AvatarSyncData CallFunc_GetSyncDataBySlot_OutSlotDesc3, bool CallFunc_GetSyncDataBySlot_ReturnValue3, bool CallFunc_Array_Contains_ReturnValue, bool CallFunc_Array_Contains_ReturnValue2, bool CallFunc_EqualEqual_ByteByte_ReturnValue3, bool CallFunc_Not_PreBool_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_Array_Contains_ReturnValue3, bool CallFunc_IsLobbyAvatar_ReturnValue2, bool CallFunc_IsBattleItemHandleExist_ReturnValue2);// 0x2b33460 bool IsItemHasMutilReplaceMesh(int InSlotID, out ItemDefineID InItemID, bool CallFunc_IsLobbyAvatar_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, BackpackAvatarHandle* CallFunc_GetLoadedHandle_ReturnValue, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_IsNeedConsiderHairCut_result);// 0x2b33460 bool IsUseDefaultReplaceModel(int InSlotID, out ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle, int CallFunc_TypeToInt_ReturnValue, bool CallFunc_IsNeedConsiderHairCut_result, int CallFunc_TypeToInt_ReturnValue2, AvatarSlotDesc CallFunc_GetViewDataBySlot_OutSlotDesc, bool CallFunc_GetViewDataBySlot_ReturnValue, int CallFunc_TypeToInt_ReturnValue3, int[] CallFunc_GetSyncDataStateBy_OutHideSlotID, int[] CallFunc_GetSyncDataStateBy_OutReplaceSlotID, bool CallFunc_Array_Contains_ReturnValue, bool CallFunc_Array_Contains_ReturnValue2);// 0x2b33460 int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID, enum ___byte_Variable, enum CallFunc_IntToType_ReturnValue, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5, int ___int_Variable6, int ___int_Variable7, int ___int_Variable8, int ___int_Variable9, int ___int_Variable10, int ___int_Variable11, int ___int_Variable12, int ___int_Variable13, int ___int_Variable14, int ___int_Variable15, int ___int_Variable16, int ___int_Variable17, int ___int_Variable18, int ___int_Variable19, int K2Node_Select_Default);// 0x2b33460 void CheckAvatarWhoHideWho(enum SlotType, ItemDefineID resID, out int[] HideSomeAvatar, out int[] HideBySomeAvatar, int[] OutHideSomeAvatar, int[] OutHideBySomeAvatar, int ___int_Array_Index_Variable, int CallFunc_TypeToInt_ReturnValue, int[] CallFunc_GetSyncDataStateBy_OutHideSlotID, int[] CallFunc_GetSyncDataStateBy_OutReplaceSlotID, int[] CallFunc_GetSyncDataStateFor_OutHideSlotID, int[] CallFunc_GetSyncDataStateFor_OutReplaceSlotID, int CallFunc_Array_Length_ReturnValue, int CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue2, enum CallFunc_IntToType_ReturnValue, ItemDefineID CallFunc_GetSyncDataItemID_OutItemDefineID, bool CallFunc_GetSyncDataItemID_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_Conv_IntToBool_ReturnValue, int ___int_Loop_Counter_Variable, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, int ___int_Array_Index_Variable2, int ___int_Loop_Counter_Variable2, int CallFunc_Array_Get_Item2, ItemDefineID CallFunc_GetSyncDataItemID_OutItemDefineID2, bool CallFunc_GetSyncDataItemID_ReturnValue2, bool CallFunc_Less_IntInt_ReturnValue2, bool CallFunc_Conv_IntToBool_ReturnValue2, int CallFunc_Add_IntInt_ReturnValue2, int CallFunc_Array_Add_ReturnValue, int CallFunc_Array_Add_ReturnValue2);// 0x2b33460 void PutOnCustomEquipmentByID(int resID, int ColorID, int PatternID, out bool Result, int CallFunc_GetBPIDByResID_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue2, AvatarCustom K2Node_MakeStruct_AvatarCustom, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2b33460 void SetEquipmentPattern(enum SlotType, Texture* MaskGrayTexture, SlotToMatPattern K2Node_MakeStruct_SlotToMatPattern, bool CallFunc_IsValid_ReturnValue, int CallFunc_Array_Add_ReturnValue, FName CallFunc_GetClothMaterialColorName_ReturnValue, MaterialInstanceDynamic* CallFunc_GetMaterialBySlotName_ReturnValue, bool CallFunc_IsValid_ReturnValue2, class BackpackAvatarItemPattern K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Pattern, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarItemPattern* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 void SetEquipmentColor(enum SlotType, LinearColor MaskColor1, LinearColor MaskColor2, LinearColor MaskColor3, Texture* MaskGrayTextrue, LinearColor[] K2Node_MakeArray_Array, SlotToMatColor K2Node_MakeStruct_SlotToMatColor, bool CallFunc_IsValid_ReturnValue, int CallFunc_Array_Add_ReturnValue, class BackpackAvatarItemColor K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Color, bool K2Node_ClassDynamicCast_bSuccess, FName CallFunc_GetClothMaterialColorName_ReturnValue, MaterialInstanceDynamic* CallFunc_GetMaterialBySlotName_ReturnValue, bool CallFunc_IsValid_ReturnValue2, BackpackAvatarItemColor* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackAvatarItemPattern K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Pattern, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarItemPattern* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BackpackAvatarItemColor K2Node_ClassDynamicCast_AsBackpack_Avatar_Item_Color, bool K2Node_ClassDynamicCast_bSuccess, BackpackAvatarItemColor* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 int GetEquipmentSkinItemID(int InItemID, BackpackBlueprintUtils* CallFunc_GetBPUtils_ReturnValue, BackpackBlueprintUtils_BP_C* K2Node_DynamicCast_AsBackpack_Blueprint_Utils_BP, bool K2Node_DynamicCast_bSuccess, Actor* CallFunc_GetOwner_ReturnValue, STExtraBaseCharacter* K2Node_DynamicCast_AsSTExtra_Base_Character, bool K2Node_DynamicCast_bSuccess2, STExtraPlayerController* CallFunc_GetController_ReturnValue, bool CallFunc_IsValid_ReturnValue, int CallFunc_GetEquipmentSkinIDByAvatar_SkinItemID);// 0x2b33460 void Bp_ProcessAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue);// 0x2b33460 void Bp_ProcessAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID, bool CallFunc_IsDedicatedServer_ReturnValue, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, Actor* CallFunc_GetOwner_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, STExtraPlayerCharacter* K2Node_DynamicCast_AsSTExtra_Player_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, BackpackComponent* CallFunc_GetBackpackComponentFromCharacter_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_DisuseItem_ReturnValue);// 0x2b33460 bool PutOnDefaultEquipment(BackpackAvatarHandle* ItemHandle, ItemDefineID CallFunc_GetDefineID_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue, bool CallFunc_CheckShouldEquipDefaultItem_ReturnValue);// 0x2b33460 bool InitBodyMeshByHead(out ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle, int[] TempBodyResIDList, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int ___int_Array_Index_Variable, FString CallFunc_Concat_StrStr_ReturnValue, int[] CallFunc_Map_Keys_Keys, int CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, bool CallFunc_CheckShouldEquipDefaultItem_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, ItemDefineID CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_HandleEquipItem_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_AvatarDefaultConfig_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Split_LeftS, FString CallFunc_Split_RightS, bool CallFunc_Split_ReturnValue, FString CallFunc_Split_LeftS2, FString CallFunc_Split_RightS2, bool CallFunc_Split_ReturnValue2, int CallFunc_Conv_StringToInt_ReturnValue, int CallFunc_Conv_StringToInt_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID, ItemDefineID K2Node_MakeStruct_ItemDefineID2, int CallFunc_Conv_StringToInt_ReturnValue3, int CallFunc_Conv_StringToInt_ReturnValue4, FString CallFunc_Split_LeftS3, FString CallFunc_Split_RightS3, bool CallFunc_Split_ReturnValue3, int CallFunc_Conv_StringToInt_ReturnValue5, int CallFunc_Conv_StringToInt_ReturnValue6, ItemDefineID K2Node_MakeStruct_ItemDefineID3);// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void Bp_EventAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2b33460 void Bp_EventAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x2b33460 void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x2b33460 void ClearEventFromOnAvatarEquippedEvent();// 0x2b33460 void ExecuteUbergraph_CharacterAvatarComp2_BP(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, int K2Node_CustomEvent_SlotID2, ItemDefineID K2Node_CustomEvent_NewItemID, ItemDefineID K2Node_CustomEvent_OldItemID2, int K2Node_CustomEvent_SlotID, ItemDefineID K2Node_CustomEvent_OldItemID, BattleItemUseTarget K2Node_Event_Target, BackpackAvatarHandle* K2Node_Event_InAvatarHandle, enum K2Node_Event_Reason);// 0x2b33460 BackpackAvatarItemColor* BasedAvatarColorHandle;//[Offset: 0xb74, Size: 4] BackpackAvatarItemPattern* BasedAvatarPatternHandle;//[Offset: 0xb78, Size: 4] int[] HoodClothSubTypeMap;//[Offset: 0xb7c, Size: 12] enum PreEquipClothReason;//[Offset: 0xb88, Size: 1] SkeletalMesh* MaleBatchBodySoftPath;//[Offset: 0xb90, Size: 40] SkeletalMesh* FemaleBatchBodySoftPath;//[Offset: 0xbb8, Size: 40] bool bForbidBindAvatarEquippedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe0, Size: 1] int[] NeedModifyVehicleID;//[Offset: 0xbe4, Size: 12] -------------------------------- Class: STClothAnimInstance.AnimInstance.Object enum AnimInstanceType;//[Offset: 0x2ec, Size: 1] STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x2f0, Size: 4] bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4, Size: 1] bool C_IsSimulatCloth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5, Size: 1] float C_BlendFactorInLobby;//[Offset: 0x2f8, Size: 4] float C_BlendFactorInBattle;//[Offset: 0x2fc, Size: 4] float C_MoveThreshold;//[Offset: 0x300, Size: 4] float C_BlendScaleThreshold;//[Offset: 0x304, Size: 4] float C_BlendScale;//[Offset: 0x308, Size: 4] SkeletalMeshComponent* ParentMesh;//[Offset: 0x310, Size: 4] Vector LastLocation;//[Offset: 0x314, Size: 12] SkeletalMeshComponent* TryGetParentMeshComponent();// 0x1ec19dc bool isCothAnimEnable();// 0x20d3850 void EnableClothAnim();// 0x20d383c void DisableClothAnim();// 0x20d3828 -------------------------------- Class: SkirtAnimInstanceBase.AvatarDynamicAnimInstance.AnimInstance.Object byte CurrentPoseType;//[Offset: 0x2fc, Size: 1] bool IsOnMotorbike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fd, Size: 1] bool IsInParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fe, Size: 1] Vector PawnCurVelocity;//[Offset: 0x300, Size: 12] CharacterAvatarComponent2* AvatarComp;//[Offset: 0x30c, Size: 4] int gender;//[Offset: 0x310, Size: 4] bool IsBackpackEquipped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x314, Size: 1] bool IsLobbyPawnRotating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x315, Size: 1] bool IsWindEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x316, Size: 1] bool IsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x317, Size: 1] bool IsUsingSpecialIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318, Size: 1] bool AllowSKMeshCorrect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319, Size: 1] bool bParachuteWindFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31a, Size: 1] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x31c, Size: 4] STExtraLobbyCharacter* OwnerLobbyCharacter;//[Offset: 0x320, Size: 4] void OnStateInterrupted(int stateID, int InterruptedBy);// 0x20904b8 bool isCothAnimEnable();// 0x2090490 void HandleStateChanged(enum EnteredState);// 0x2090418 void HandleCorectSkMeshAnim(bool bOpenCorrect);// 0x2090398 void EnableClothAnim();// 0x2090384 void DisableClothAnim();// 0x2090370 -------------------------------- Class: AvatarDynamicAnimInstance.AnimInstance.Object enum InGameSimulationSpace;//[Offset: 0x2ec, Size: 1] enum LobbySimulationSpace;//[Offset: 0x2ed, Size: 1] float AnimDynAlpha;//[Offset: 0x2f0, Size: 4] enum CurrentSimulateSpace;//[Offset: 0x2f4, Size: 1] SkeletalMeshComponent* OwnerCharacterMesh;//[Offset: 0x2f8, Size: 4] -------------------------------- Class: BattleItemHandle_AvatarBP_C.BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object bool BPNeedCheckCapacityInHandleDisuse(enum Reason, bool CallFunc_NotEqual_ByteByte_ReturnValue);// 0x2b33460 void GetWrapperClass(out class PickUpWrapperActor WrapperClass, ItemDefineID CallFunc_GetDefineID_ReturnValue, class Object CallFunc_GetWrapperActorClass_ReturnValue, class PickUpWrapperActor K2Node_ClassDynamicCast_AsPick_Up_Wrapper_Actor, bool K2Node_ClassDynamicCast_bSuccess);// 0x2b33460 BattleItemData ExtractItemData( CallFunc_GetAssociationMap_ReturnValue, ItemAssociation[] CallFunc_Map_Values_Values, ItemDefineID CallFunc_GetDefineID_ReturnValue, BattleItemData CallFunc_ConstructBattleItemDataByDefineID_ReturnValue, BattleItemData K2Node_SetFieldsInStruct_StructOut);// 0x2b33460 void LocalHandleDisuse(FName CallFunc_GetEnumeratorName_ReturnValue);// 0x2b33460 World* GetWorldInternal(World* CallFunc_GetWorld_BP_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void SpawnWrapperOnGround(class PickUpWrapperActor WrapperClass, bool bUseRandomLoc, ItemDefineID CallFunc_GetDefineID_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue2, bool CallFunc_IsValid_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue, PickupManagerComponent* CallFunc_GetComponentByClass_ReturnValue, Vector CallFunc_GetRandomPutDownLocation_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue2, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue2);// 0x2b33460 bool HandleDisuse(enum Reason, bool CallFunc_HandleDisuse_ReturnValue);// 0x2b33460 bool HandleDrop(int InCount, enum Reason, class PickUpWrapperActor CallFunc_GetWrapperClass_WrapperClass, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_HandleDrop_ReturnValue);// 0x2b33460 bool HandlePickup(out interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason, bool CallFunc_HandlePickup_ReturnValue, BattleItemHandleBase* CallFunc_GetCharacterVirtualItemHandleInBackpack_ReturnValue, BackpackComponent* K2Node_DynamicCast_AsBackpack_Component, bool K2Node_DynamicCast_bSuccess, Actor* K2Node_DynamicCast_AsActor, bool K2Node_DynamicCast_bSuccess2, Transform CallFunc_GetTransform_ReturnValue, Object* CallFunc_GetOwningObject_ReturnValue, Controller* K2Node_DynamicCast_AsController, bool K2Node_DynamicCast_bSuccess3, Pawn* CallFunc_K2_GetPawn_ReturnValue, STExtraBaseCharacter* K2Node_DynamicCast_AsSTExtra_Base_Character, bool K2Node_DynamicCast_bSuccess4);// 0x2b33460 bool HandleUse(BattleItemUseTarget Target, enum Reason, bool CallFunc_HandleUse_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue, FName CallFunc_GetEnumeratorName_ReturnValue, ItemRecordData CallFunc_GetItemRecord_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue, ItemAssociation K2Node_MakeStruct_ItemAssociation, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_NotEqual_IntInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue4, bool CallFunc_NotEqual_IntInt_ReturnValue2, ItemDefineID CallFunc_GetDefineID_ReturnValue3, bool CallFunc_IsValid_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue4, ItemAssociation K2Node_MakeStruct_ItemAssociation2);// 0x2b33460 STExtraPlayerController* OwningPlayerController;//[Offset: 0xa48, Size: 4] STExtraBaseCharacter* OwningCharacter;//[Offset: 0xa4c, Size: 4] BackpackComponent* OwningBackpackComponent;//[Offset: 0xa50, Size: 4] Transform SourceWrapperTrans;//[Offset: 0xa60, Size: 48] Transform WrapperPutdownTrans;//[Offset: 0xa90, Size: 48] class PickUpWrapperActor* WrapperClass;//[Offset: 0xac0, Size: 4] BattleItemHandleBase* CharacterItemHandle;//[Offset: 0xac4, Size: 4] byte SlotNameConfig;//[Offset: 0xac8, Size: 1] byte ForceGender;//[Offset: 0xac9, Size: 1] -------------------------------- Class: ItemRecordData int ItemId;//[Offset: 0x4, Size: 4] int itemType;//[Offset: 0x8, Size: 4] int ItemSubType;//[Offset: 0xc, Size: 4] int BPID;//[Offset: 0x10, Size: 4] int WeightforOrder;//[Offset: 0x14, Size: 4] int Worth;//[Offset: 0x18, Size: 4] int ItemCapacity;//[Offset: 0x1c, Size: 4] int[] Attach;//[Offset: 0x20, Size: 12] int BulletID;//[Offset: 0x2c, Size: 4] int ProposeBulletNum;//[Offset: 0x30, Size: 4] int Durability;//[Offset: 0x34, Size: 4] int ItemSoundID;//[Offset: 0x38, Size: 4] int ItemQuality;//[Offset: 0x3c, Size: 4] int ItemPickupRule;//[Offset: 0x40, Size: 4] int AIFullVaule;//[Offset: 0x44, Size: 4] float Weight;//[Offset: 0x48, Size: 4] int MaxCount;//[Offset: 0x4c, Size: 4] bool AutoEquipandDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] bool Consumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51, Size: 1] bool Equipable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52, Size: 1] FString ItemName;//[Offset: 0x54, Size: 12] FString ItemBigIcon;//[Offset: 0x60, Size: 12] FString ItemDesc;//[Offset: 0x6c, Size: 12] FString ItemSmallIcon;//[Offset: 0x78, Size: 12] FString KillWhiteIcon;//[Offset: 0x84, Size: 12] FString ItemWhiteIcon;//[Offset: 0x90, Size: 12] FString RedEmotionSoundPath;//[Offset: 0x9c, Size: 12] FString PickupDesc;//[Offset: 0xa8, Size: 12] FString BackpackSimple;//[Offset: 0xb4, Size: 12] FString SpecialIcon;//[Offset: 0xc0, Size: 12] FString ItemBigIcon2;//[Offset: 0xcc, Size: 12] FString ItemSmallIcon2;//[Offset: 0xd8, Size: 12] int Electricity;//[Offset: 0xe4, Size: 4] -------------------------------- Class: BackpackBlueprintUtils.Object CustomAccessoriesData[] CustomAccessoriesData;//[Offset: 0xb4, Size: 12] CreateBattleItemHandleAsyncRequest[] PendingAsyncRequests;//[Offset: 0xc0, Size: 12] PendingAsyncRequestList;//[Offset: 0xcc, Size: 60] TClipTypeMap;//[Offset: 0x108, Size: 60] mapItemRecord;//[Offset: 0x144, Size: 60] mapItemRecord_Mod;//[Offset: 0x180, Size: 60] BeOverrideMapItemMap;//[Offset: 0x1bc, Size: 60] mapPickupBullet;//[Offset: 0x1f8, Size: 60] mapAttachPos;//[Offset: 0x234, Size: 60] CustomPickupItemIDMap;//[Offset: 0x270, Size: 60] PickupSetting PickupSetting;//[Offset: 0x2ac, Size: 376] PickupSettingForTPlan PickupSettingForMod;//[Offset: 0x424, Size: 364] PickupProposeData proposeData;//[Offset: 0x590, Size: 340] int[] NeedToShowTypeList;//[Offset: 0x6e4, Size: 12] int[] ConsumeableMissionItemID;//[Offset: 0x6f0, Size: 12] int[] CanNotAutoSwitchGrenadeList;//[Offset: 0x6fc, Size: 12] ItemSubTypeNameMap;//[Offset: 0x708, Size: 60] ItemTag;//[Offset: 0x744, Size: 60] ItemTagMap;//[Offset: 0x780, Size: 60] enum CurrentGameModeType;//[Offset: 0x7c8, Size: 1] FString ItemTableName;//[Offset: 0x7cc, Size: 12] FString ItemTagTableName;//[Offset: 0x7d8, Size: 12] FString AttachTableName;//[Offset: 0x7e4, Size: 12] FString SuitEmoteTableName;//[Offset: 0x7f0, Size: 12] FString OccupationTableName;//[Offset: 0x7fc, Size: 12] enum[] AvatarDownloadGameModeTypes;//[Offset: 0x808, Size: 12] AvatarDownloadPriority;//[Offset: 0x814, Size: 60] ActivityItemData ActivityData;//[Offset: 0x850, Size: 48] ActivityConfigData ActivityConfig;//[Offset: 0x880, Size: 60] SpecialItemData SpecialData;//[Offset: 0x8bc, Size: 1] bool bShowWeaponPendant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bd, Size: 1] itemGuid2Useful;//[Offset: 0x8c0, Size: 60] gunMainTypeUseful;//[Offset: 0x8fc, Size: 60] attachMainTypeUseful;//[Offset: 0x938, Size: 60] bulletMainTypeUseful;//[Offset: 0x974, Size: 60] medicineAndGrenadeMainTypeUseful;//[Offset: 0x9b0, Size: 60] constructTypeUseful;//[Offset: 0x9ec, Size: 60] skillpropsTypeUseful;//[Offset: 0xa28, Size: 60] itemPathExist;//[Offset: 0xa64, Size: 60] int[] ItemToDownload;//[Offset: 0xaa0, Size: 12] int AvatarDownloadMaxLimitTimes;//[Offset: 0xaac, Size: 4] bool bAvatarDownloadClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xab0, Size: 1] EquipmentBriefMap;//[Offset: 0xab4, Size: 60] bool bEnableTableOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf0, Size: 1] bool bEnableDSAvatarOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf1, Size: 1] int[] TombBoxItemBlackList;//[Offset: 0xaf4, Size: 12] int CharacterVirtualItem_Type;//[Offset: 0xb00, Size: 4] int CharacterVirtualItem_TypeSpecificID;//[Offset: 0xb04, Size: 4] VirtualItemClassMap;//[Offset: 0xb08, Size: 60] NoUseVirtualItemIDs;//[Offset: 0xb44, Size: 60] bool bAutoPickIngoreBackpackCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb80, Size: 1] void ResetItemToDownload();// 0x1ebcfc4 void ResetBattleItemHandleExist(out const ItemDefineID DefineID);// 0x1ebcf34 void OnPostSwitchGameStatut(FString InGameStatus);// 0x1ebce78 void OnGameModeTypeChanged();// 0x1ebce5c void ItemTableAdditiveOverride(FString OverrideItemTableName, bool bOverride);// 0x1ebcd54 bool IsVirtualItemData(out const BattleItemData ItemData);// 0x1ebcc98 bool IsRollItem(out const PickUpItemData SearchItemResult);// 0x1ebcb3c bool IsParachuteItemType(int ItemId);// 0x1e92c94 bool IsInPveMode();// 0x2b33460 bool IsIceDrinkEmoteIDInBackpack(int InItemID, int InEmoteID);// 0x1ebca70 bool IsGrenadeCanAutoSwitch(int ItemId);// 0x1e6c1a4 bool IsGlideItemType(int ItemId);// 0x1ebc9e8 bool IsGhillieSuitItemType(int ItemId);// 0x1ebc960 bool IsEquipmentItem(int ItemId);// 0x1e8fb30 bool IsConsumableMissionItemType(int ItemId);// 0x1ebc8d8 bool IsBattleItemHandlePathExist(FString HandlePath);// 0x1ebc814 bool IsBattleItemHandleExist(out const ItemDefineID DefineID, bool bUseCache, bool bLobby, bool bForceLobby);// 0x1ebc68c bool Is3BackpackID(int ID);// 0x2b33460 void Initialize();// 0x1ebc678 void InitialItemTable();// 0x1e9347c bool HasTagSub(int ItemId, out const FName TagName);// 0x1ebc5a0 bool HasTag(int ItemId, out const FName TagName);// 0x1ebc4c8 int GetWeaponSkinMappingID(int InWeaponSkinID);// 0x2b33460 FString GetRawBattleTextByType(enum Type, int InSubType);// 0x1ebc374 FString GetRawBattleTextByRawTextID(int ID);// 0x1ebc264 int GetPendantIDByWeaponID(int WeaponId);// 0x1ebc1dc int GetItemSubTypeID(int SpecificID);// 0x2b33460 ItemRecordData GetItemRecord(int ItemId);// 0x1ebc130 bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation, out FString OutBankName, out FString OutSoundName);// 0x2b33460 int GetGrenadePriorityByType(int InGrenadeType);// 0x1e9d73c int GetEquipmentLevel(int ItemId);// 0x1ebc0a8 int GetEquipmentBagLevel(int ItemId);// 0x1e9e124 int GetCustomPickupItemCountByDefineID(BackpackComponent* BackpackComp, out const ItemDefineID DefineID, out const JudgePickupUsefulItem JudgePickUseful);// 0x1ebbe9c BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp);// 0x1ebbde8 BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp);// 0x1ebbd60 FString GetBPTableNameByItemID(out const ItemDefineID DefineID);// 0x1ebbc38 int GetBPIDByResID(int resID);// 0x1ebbbb0 BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out const ItemDefineID DefineID);// 0x1ebba28 FString GetBattleItemHandlePathInner(out const ItemDefineID DefineID);// 0x1ebb908 FString GetBattleItemHandlePath(out const ItemDefineID DefineID, bool bLobby, bool bForceLobby);// 0x1ebb740 class Object GetBattleItemHandleClass(out const ItemDefineID DefineID);// 0x1ebb6a0 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const ItemDefineID DefineID);// 0x1ebb5e4 int[] GetAttachOfWeapon(int WeaponId);// 0x1ebb4dc void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID);// 0x1ebb3b0 TagItemList FindItemTag(out const FName TagName);// 0x1ebb2d8 ItemRecordData FindItemRecord(int ItemId);// 0x1ebb22c BattleItemHandleBase* CreateVirtualItemHandle(out const ItemDefineID DefineID, Object* Outer);// 0x1ebb148 BattleItemHandleBase* CreateBattleItemHandleInner(out const ItemDefineID DefineID, Object* Outer);// 0x1ebb06c BattleItemHandleBase* CreateBattleItemHandle(out const ItemDefineID DefineID, Object* Outer, bool bLobby);// 0x1ebaf3c BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID);// 0x1ebae88 BattleItemData ConstructBattleItemDataByDefineID(out const ItemDefineID DefineID);// 0x1ebadbc void ClearItemRecord();// 0x1ebada8 bool CheckItem(int ItemTableID);// 0x1e8f608 bool CheckHasItemRecord(int ItemId);// 0x1ebad28 bool CanNotAutoSwitchToGrenade(int InGrenadeID);// 0x1ebaca0 void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x1ebabdc -------------------------------- Class: CreateBattleItemHandleAsyncRequest ItemDefineID DefineID;//[Offset: 0x0, Size: 24] Object* Outer;//[Offset: 0x18, Size: 4] FString Path;//[Offset: 0x1c, Size: 12] delegate Callback;//[Offset: 0x28, Size: 16] -------------------------------- Class: CreateBattleItemHandleListAsyncRequest ItemDefineID[] DefineIDList;//[Offset: 0x0, Size: 12] FString[] PathList;//[Offset: 0xc, Size: 12] Object* Outer;//[Offset: 0x18, Size: 4] delegate Callback;//[Offset: 0x20, Size: 16] -------------------------------- Class: ItemBeOverrideRecordData BeOverrideMapItemRecord;//[Offset: 0x0, Size: 60] -------------------------------- Class: PickupSetting int LimitBandage;//[Offset: 0x0, Size: 4] int LimitMedical;//[Offset: 0x4, Size: 4] int LimitFirstAidKit;//[Offset: 0x8, Size: 4] int LimitAnodyne;//[Offset: 0xc, Size: 4] int LimitEnergyDrinks;//[Offset: 0x10, Size: 4] int LimitAdrenaline;//[Offset: 0x14, Size: 4] int LimitShouliudan;//[Offset: 0x18, Size: 4] int LimitYanwudan;//[Offset: 0x1c, Size: 4] int LimitZhenbaodan;//[Offset: 0x20, Size: 4] int LimitRanshaodan;//[Offset: 0x24, Size: 4] int LimitViscidityBomb;//[Offset: 0x28, Size: 4] int LimitGrenadeZombie;//[Offset: 0x2c, Size: 4] int LimitGrenadeYedan;//[Offset: 0x30, Size: 4] int LimitAntidote;//[Offset: 0x34, Size: 4] int LimitBatteryChip;//[Offset: 0x38, Size: 4] int LimitGameCoin;//[Offset: 0x3c, Size: 4] int LimitBullet9mm;//[Offset: 0x40, Size: 4] int LimitBullet7_62mm;//[Offset: 0x44, Size: 4] int Limit12koujing;//[Offset: 0x48, Size: 4] int Limit45koujing;//[Offset: 0x4c, Size: 4] int Limit300magenandanyao;//[Offset: 0x50, Size: 4] int Limitbolt;//[Offset: 0x54, Size: 4] int LimitBullet5;//[Offset: 0x58, Size: 4] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1] bool AutoPickupSideMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e, Size: 1] int LimitSniper2X;//[Offset: 0x60, Size: 4] int LimitSniper3X;//[Offset: 0x64, Size: 4] int LimitSniper4X;//[Offset: 0x68, Size: 4] int LimitSniper6X;//[Offset: 0x6c, Size: 4] int LimitSniper8X;//[Offset: 0x70, Size: 4] bool AutoPickupSkillProps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74, Size: 1] int LimitSkillProps;//[Offset: 0x78, Size: 4] int LimitSnowMan;//[Offset: 0x7c, Size: 4] bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1] int AutoPickClipType;//[Offset: 0x84, Size: 4] LimitDrugMap;//[Offset: 0x88, Size: 60] LimitThrowObjMap;//[Offset: 0xc4, Size: 60] LimitMultipleMirrorMap;//[Offset: 0x100, Size: 60] LimitFixConsumeItemMap;//[Offset: 0x13c, Size: 60] -------------------------------- Class: PickupSettingForTPlan int LimitSkillProps;//[Offset: 0x0, Size: 4] LimitBulletMap_XT;//[Offset: 0x4, Size: 60] LimitDrugMap_XT;//[Offset: 0x40, Size: 60] LimitThrowObjMap_XT;//[Offset: 0x7c, Size: 60] LimitMultipleMirrorMap_XT;//[Offset: 0xb8, Size: 60] LimitNormalInfillingMap_XT;//[Offset: 0xf4, Size: 60] LimitHalloweenInfillingMap_XT;//[Offset: 0x130, Size: 60] -------------------------------- Class: PickupProposeData PickupFirstCount[] pickFirst;//[Offset: 0x0, Size: 12] int closeSubType;//[Offset: 0xc, Size: 4] int crossbowSubType;//[Offset: 0x10, Size: 4] int panID;//[Offset: 0x14, Size: 4] int pistolSubType;//[Offset: 0x18, Size: 4] int gunType;//[Offset: 0x1c, Size: 4] int specialType;//[Offset: 0x20, Size: 4] int specialType2;//[Offset: 0x24, Size: 4] int lens2ID;//[Offset: 0x28, Size: 4] int lens3ID;//[Offset: 0x2c, Size: 4] int lens4ID;//[Offset: 0x30, Size: 4] int lens6ID;//[Offset: 0x34, Size: 4] int lens8ID;//[Offset: 0x38, Size: 4] int ID2Type;//[Offset: 0x3c, Size: 4] int pistolClipSubType;//[Offset: 0x40, Size: 4] int SubMachineGunClipSubType;//[Offset: 0x44, Size: 4] int SniperClipSubType;//[Offset: 0x48, Size: 4] int RifleClipSubType;//[Offset: 0x4c, Size: 4] int gasSubID;//[Offset: 0x50, Size: 4] int backSubType;//[Offset: 0x54, Size: 4] int back3ID;//[Offset: 0x58, Size: 4] int BandageID;//[Offset: 0x5c, Size: 4] int QuickBandageID;//[Offset: 0x60, Size: 4] int EnergyDrinksID;//[Offset: 0x64, Size: 4] int AdrenalineID;//[Offset: 0x68, Size: 4] int AnodyneID;//[Offset: 0x6c, Size: 4] int Medical1ID;//[Offset: 0x70, Size: 4] int QuickMedical1ID;//[Offset: 0x74, Size: 4] int Medical2ID;//[Offset: 0x78, Size: 4] int AntidoteID;//[Offset: 0x7c, Size: 4] int BatteryChipID;//[Offset: 0x80, Size: 4] int GameCoinID;//[Offset: 0x84, Size: 4] int ZhenBaoDan;//[Offset: 0x88, Size: 4] int YanWuDan;//[Offset: 0x8c, Size: 4] int RanShaoPing;//[Offset: 0x90, Size: 4] int ShouLei;//[Offset: 0x94, Size: 4] int FlarePistolID;//[Offset: 0x98, Size: 4] int[] SideMirrorList;//[Offset: 0x9c, Size: 12] int[] MirrorList;//[Offset: 0xa8, Size: 12] int ViscidityBomb;//[Offset: 0xb4, Size: 4] int GrenadeZombie;//[Offset: 0xb8, Size: 4] int GrenadeYedan;//[Offset: 0xbc, Size: 4] int DefaultMedicineNum;//[Offset: 0xc0, Size: 4] int helmetSubType;//[Offset: 0xc4, Size: 4] int armorSubType;//[Offset: 0xc8, Size: 4] int ScoreItemSubType;//[Offset: 0xcc, Size: 4] int SpecialNoDropItemSubType;//[Offset: 0xd0, Size: 4] int IceDrinkItemSubType;//[Offset: 0xd4, Size: 4] int IsAutoPickUpTaskSubType;//[Offset: 0xd8, Size: 4] int[] carryOnPlane;//[Offset: 0xdc, Size: 12] int CapacityThreshold;//[Offset: 0xe8, Size: 4] int GlideSubType;//[Offset: 0xec, Size: 4] int ParachuteItemSubType;//[Offset: 0xf0, Size: 4] int revivalCardID;//[Offset: 0xf4, Size: 4] int SnowManID;//[Offset: 0xf8, Size: 4] float revivalCardValidTime;//[Offset: 0xfc, Size: 4] int[] firewoodPriority;//[Offset: 0x100, Size: 12] int[] meatPriority;//[Offset: 0x10c, Size: 12] int[] UAVList;//[Offset: 0x118, Size: 12] int[] ElectricityList;//[Offset: 0x124, Size: 12] int[] ToUseInBackpackSubList;//[Offset: 0x130, Size: 12] int[] ToUseInBackpackIDList;//[Offset: 0x13c, Size: 12] int[] notExtractItemIDList;//[Offset: 0x148, Size: 12] -------------------------------- Class: PickupFirstCount int pickID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: TagItemList int[] tagList;//[Offset: 0x0, Size: 12] -------------------------------- Class: ItemTagList TagValueMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: ActivityItemData ItemDefineID PumpkinLanternItem;//[Offset: 0x0, Size: 24] ItemDefineID PumpkinEnergyItem;//[Offset: 0x18, Size: 24] -------------------------------- Class: ActivityConfigData Lv2EnergyCount;//[Offset: 0x0, Size: 60] -------------------------------- Class: SpecialItemData -------------------------------- Class: EquipmentBrief int ItemId;//[Offset: 0x0, Size: 4] int ItemSubType;//[Offset: 0x4, Size: 4] int BPID;//[Offset: 0x8, Size: 4] -------------------------------- Class: JudgePickupUsefulItem PickUpItemData MainItemData;//[Offset: 0x0, Size: 48] int NetGUIDOffsetValue;//[Offset: 0x30, Size: 4] bool DropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] -------------------------------- Class: BattleWeaponItemDisplayData FString ItemName;//[Offset: 0x0, Size: 12] FString WhiteIconPath;//[Offset: 0xc, Size: 12] -------------------------------- Class: BackpackBlueprintUtils_BP_C.BackpackBlueprintUtils.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0xb88, Size: 4] void IsSinkMode(out bool Out, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameStateBase* CallFunc_GetGameState_ReturnValue, bool CallFunc_IsValid_ReturnValue, STExtraGameStateBase* K2Node_DynamicCast_AsSTExtra_Game_State_Base, bool K2Node_DynamicCast_bSuccess, bool CallFunc_EqualEqual_ByteByte_ReturnValue);// 0x2b33460 int GetCustomPickupItemCountByDefineID(BackpackComponent* BackpackComp, out ItemDefineID DefineID, out JudgePickupUsefulItem JudgePickUseful, int CallFunc_GetItemCountByDefineID_ReturnValue, int CallFunc_MakeLiteralInt_ReturnValue, bool CallFunc_Map_Contains_ReturnValue, int CallFunc_Subtract_IntInt_ReturnValue, int CallFunc_Max_ReturnValue);// 0x2b33460 class Object GetBattleItemHandleClass(out ItemDefineID DefineID, UAELoadedClassManager* CallFunc_Get_ReturnValue, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_EqualEqual_IntInt_ReturnValue, FString CallFunc_GetBPTableName_ReturnValue, class Object CallFunc_GetClass_ReturnValue);// 0x2b33460 bool CanNotAutoSwitchToGrenade(int InGrenadeID, bool CallFunc_Array_Contains_ReturnValue);// 0x2b33460 void PreModifyPickupSettingData(SettingConfig_C* SettingConfig, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, int ___int_Variable4, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2);// 0x2b33460 bool IsConsumableMissionItemType(int ItemId, bool CallFunc_Array_Contains_ReturnValue);// 0x2b33460 int GetGrenadePriorityByType(int InGrenadeType, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 bool IsIceDrinkEmoteIDInBackpack(int InItemID, int InEmoteID, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, UAEDataTable* CallFunc_GetDataTableStatic_ReturnValue, bool CallFunc_IsValid_ReturnValue, FName[] CallFunc_GetDataTableRowNames_OutRowNames, FName CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, BP_STRUCT_DrinkCompoundConfig_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 bool IsEquipmentItem(int ItemId, bool CallFunc_Map_Contains_ReturnValue);// 0x2b33460 BattleItemHandleBase* CreateVirtualItemHandle(out ItemDefineID DefineID, Object* Outer, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, class BattleItemHandleBase CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 int GetPendantIDByWeaponID(int WeaponId, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponAttrBPTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 int GetWeaponSkinMappingID(int InWeaponSkinID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation, out FString OutBankName, out FString OutSoundName, FString CallFunc_Concat_StrStr_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_ItemSoundTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 bool IsGlideItemType(int ItemId, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 bool IsGhillieSuitItemType(int ItemId, bool CallFunc_Array_Contains_ReturnValue);// 0x2b33460 int GetEquipmentBagLevel(int ItemId, int ResultBagLevel, FString CallFunc_Conv_IntToString_ReturnValue, ItemRecordData CallFunc_GetItemRecord_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue4, bool CallFunc_EqualEqual_IntInt_ReturnValue5, bool CallFunc_EqualEqual_IntInt_ReturnValue6, bool CallFunc_BooleanOR_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue2, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, FString CallFunc_GetGameStatus_ReturnValue, FString CallFunc_ToLower_ReturnValue, bool K2Node_SwitchString_CmpSuccess);// 0x2b33460 int GetEquipmentLevel(int ItemId, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, int CallFunc_Map_Find_Value3, bool CallFunc_Map_Find_ReturnValue3);// 0x2b33460 bool Is3BackpackID(int ID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 bool IsInPveMode(bool CallFunc_IsPveMode_out);// 0x2b33460 void IsPVEMode(out bool Out, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameStateBase* CallFunc_GetGameState_ReturnValue, bool CallFunc_IsValid_ReturnValue, STExtraGameStateBase* K2Node_DynamicCast_AsSTExtra_Game_State_Base, bool K2Node_DynamicCast_bSuccess, bool CallFunc_EqualEqual_ByteByte_ReturnValue);// 0x2b33460 void GetEquipmentSkinIDByAvatar(int InItemID, GameModePlayerEquipmentAvatar EquipmentAvatar, out int SkinItemID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, BP_STRUCT_BackpackMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, bool CallFunc_Conv_IntToBool_ReturnValue2, BP_STRUCT_BackpackMapping_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue3, bool CallFunc_Conv_IntToBool_ReturnValue3, BP_STRUCT_BackpackMapping_type CallFunc_GetTableData_OutRow3, bool CallFunc_GetTableData_ReturnValue3, int CallFunc_GetEquipmentLevel_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5, int ___int_Variable6, int K2Node_Select_Default, int K2Node_Select2_Default, int K2Node_Select3_Default, FString CallFunc_Concat_StrStr_ReturnValue3, enum CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess);// 0x2b33460 void ModifySetting();// 0x2b33460 void ModifyPickupSetting(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, PickupSettingForTPlan K2Node_MakeStruct_PickupSettingForTPlan, PickupSetting K2Node_MakeStruct_PickupSetting);// 0x2b33460 void ModifyBulletAndMedician(int ___int_Array_Index_Variable, bool CallFunc_IsSinkMode_out, UAEDataTable* CallFunc_GetDataTable_ReturnValue, int ___int_Loop_Counter_Variable, FName[] CallFunc_GetDataTableRowNames_OutRowNames, FName CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, FString CallFunc_Conv_NameToString_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Conv_StringToInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, BP_STRUCT_ArmoryConfig_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_Map_Remove_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, int CallFunc_Array_Get_Item2, int CallFunc_Add_IntInt_ReturnValue2);// 0x2b33460 int GetBPIDByResID(int resID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow);// 0x2b33460 void AddToWeaponAttachPos(int attachID, enum socket, enum CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void InitItemTable(delegate K2Node_CreateDelegate_OutputDelegate, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue);// 0x2b33460 FString GetBattleItemHandlePath(out ItemDefineID DefineID, bool bLobby, bool bForceLobby, FString CallFunc_GetBattleItemHandlePathInner_ReturnValue, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_GetBPTableName_ReturnValue, FString CallFunc_GetPath_ReturnValue);// 0x2b33460 FString GetRawBattleTextByRawTextID(int ID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LocalizeRes_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 FString GetRawBattleTextByType(enum Type, int InSubType, FName RowName, bool K2Node_SwitchInteger_CmpSuccess, bool K2Node_SwitchEnum_CmpSuccess, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_NameToString_ReturnValue, BP_STRUCT_LocalizeRes_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 int GetItemSubTypeID(int SpecificID, ItemRecordData CallFunc_GetItemRecord_ReturnValue);// 0x2b33460 BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out ItemDefineID DefineID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, BattleWeaponItemDisplayData K2Node_MakeStruct_BattleWeaponItemDisplayData);// 0x2b33460 void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow);// 0x2b33460 bool IsVirtualItemData(out BattleItemData ItemData, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2b33460 BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, interface classByteProperty CallFunc_GetItemHandleListByDefineID_self_CastInput, ItemHandleBase*[] CallFunc_GetItemHandleListByDefineID_ReturnValue, int CallFunc_Array_Length_ReturnValue, ItemHandleBase* CallFunc_Array_Get_Item, bool CallFunc_Greater_IntInt_ReturnValue, BattleItemHandleBase* K2Node_DynamicCast_AsBattle_Item_Handle_Base, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void CreateBattleItemHandle_Character(Object* Outer, out BattleItemHandleBase* BattleItemHandle, BattleItemHandle_VirtualCharacter_C* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 void CreateBattleItemHandle_Default(int Type, int ID, Object* Outer, bool bLobby, out BattleItemHandleBase* BattleItemHandle, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_GetBPTableName_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class Object CallFunc_GetClass_ReturnValue2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base2, bool K2Node_ClassDynamicCast_bSuccess2, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue2);// 0x2b33460 void GetBattleItemFeatureData(ItemDefineID DefineID, out BattleItemFeatureData FeatureData, int CountLimit, BattleItemFeatureData BattleItemFeatureData, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, BattleItemFeatureData K2Node_MakeStruct_BattleItemFeatureData);// 0x2b33460 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out ItemDefineID DefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData);// 0x2b33460 BattleItemHandleBase* CreateBattleItemHandle(out ItemDefineID DefineID, Object* Outer, bool bLobby, bool UseLobby, BattleItemHandleBase* Handle, BattleItemHandleBase* CallFunc_CreateBattleItemHandleInner_ReturnValue, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Character_BattleItemHandle, bool CallFunc_IsBattleItemHandleExist_ReturnValue, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Default_BattleItemHandle, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemData[] CallFunc_GetItemListByDefineID_ReturnValue, BattleItemData CallFunc_Array_Get_Item);// 0x2b33460 BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x2b33460 BattleItemData ConstructBattleItemDataByDefineID(out ItemDefineID DefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, ItemRecordData CallFunc_GetItemTableRowByItemTableID_ItemTableRow, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x2b33460 void GetItemTableRowByItemTableID(int ID, out ItemRecordData ItemTableRow, ItemRecordData CallFunc_GetItemRecord_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x2b33460 void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x2b33460 void InitialItemTable();// 0x2b33460 void ExecuteUbergraph_BackpackBlueprintUtils_BP(int EntryPoint, UAEDataTable* CallFunc_GetDataTable_ReturnValue, BackpackComponent* K2Node_Event_BackpackComp, STExtraBaseCharacter* K2Node_Event_Character, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemUseTarget K2Node_MakeStruct_BattleItemUseTarget, BattleItemPickupInfo K2Node_MakeStruct_BattleItemPickupInfo, UAEDataTable* CallFunc_GetDataTable_ReturnValue2, ItemDefineID CallFunc_GenerateItemDefineIDWithRandomInstanceID_ReturnValue, bool CallFunc_PickupItem_ReturnValue);// 0x2b33460 BattleItemAdditionalData[] EmptyAdditionalData;//[Offset: 0xb8c, Size: 12] EmptyAssociationMap;//[Offset: 0xb98, Size: 60] ItemAssociation[] EmptyAssociationArray;//[Offset: 0xbd4, Size: 12] EquipmentID2SlotID_Map;//[Offset: 0xbe0, Size: 60] EquipmentBagID2Level_Map;//[Offset: 0xc1c, Size: 60] EquipmentHelmetID2Level_Map;//[Offset: 0xc58, Size: 60] EquipmentArmorID2Level_Map;//[Offset: 0xc94, Size: 60] int[] GhillieSuitItem;//[Offset: 0xcd0, Size: 12] GrenadeTypeToPriority;//[Offset: 0xcdc, Size: 60] CacheItemId2BagLevelMap;//[Offset: 0xd18, Size: 60] -------------------------------- Class: GameBackendHUD.BackendHUD.Object GameBackendUtils* GetUtils();// 0x1e726a4 static GameBackendHUD* GetInstance();// 0x25a458c GameFrontendHUD* GetGameFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x25a450c GameFrontendHUD* GetFirstGameFrontendHUD(const Object* WorldContextObject);// 0x25a448c -------------------------------- 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);// 0x4526c00 FrontendHUD* GetFrontendHUD(int FrontendHUDIndex);// 0x4526b80 -------------------------------- Class: GameBackendUtils.BackendUtils.Object UAETableManager* GetTableManager();// 0x25a41e0 -------------------------------- 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: 0xb8, Size: 1] UAEDataTable*[] TableObjList;//[Offset: 0xbc, Size: 12] World* CurWorld;//[Offset: 0xc8, Size: 4] TableObjMap;//[Offset: 0xcc, Size: 60] TableObjMap_Mod;//[Offset: 0x108, Size: 60] delegate OnTableCreateInFighting;//[Offset: 0x144, Size: 12] FString PathCompressionConfigsPath;//[Offset: 0x1c8, Size: 12] bool bIsPathCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4, Size: 1] bool bIsPathCompressionCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d5, Size: 1] int PathCompressionCacheMaxSize;//[Offset: 0x1d8, Size: 4] FString BaseTableRelativeDir;//[Offset: 0x1e0, Size: 12] FString ModTableRelativeDir;//[Offset: 0x1ec, Size: 12] ModTableMap;//[Offset: 0x1f8, Size: 60] ModTableObjMap;//[Offset: 0x234, Size: 60] UAEDataTable*[] InGameTableObjList;//[Offset: 0x270, Size: 12] CheckNeedModMap;//[Offset: 0x27c, Size: 60] FString CurrentModName;//[Offset: 0x2b8, Size: 12] FString EmptyModName;//[Offset: 0x2c4, Size: 12] LoadedTableMap;//[Offset: 0x2d0, Size: 60] CheckMapTable;//[Offset: 0x30c, Size: 60] void ReleaseTable(FName tableName);// 0x23632a8 UAEDataTable* GetTablePtr_Mod(FName tableName);// 0x2363228 UAEDataTable* GetTablePtr(FName tableName);// 0x23631a8 BaseTableResMap* GetTableMap(FString tableName);// 0x23630e4 static bool GetTableData(FString tableName, FString Key, out TableRowBase OutRow);// 0x23627f0 static UAETableManager* GetInstance();// 0x23627c8 static UAEDataTable* GetDataTableStatic_Mod(FString tableName);// 0x236270c static UAEDataTable* GetDataTableStatic(FString tableName);// 0x2362650 -------------------------------- Class: ModTable.Object -------------------------------- Class: BaseTableResMap.Object ScriptStruct* DataStruct;//[Offset: 0x5c, Size: 4] -------------------------------- 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();// 0x2022784 bool SupportsHDRDisplayOutput();// 0x43b3bf0 void SetVSyncEnabled(bool bEnable);// 0x43b3b70 void SetVisualEffectQuality(int Value);// 0x25c4994 void SetViewDistanceQuality(int Value);// 0x43b3af8 void SetToDefaults();// 0x1e8f3c8 void SetTextureQuality(int Value);// 0x43b3a80 void SetShadowQuality(int Value);// 0x43b3a08 void SetScreenResolution(IntPoint Resolution);// 0x43b3998 void SetResolutionScaleValueEx(float NewScaleValue);// 0x43b3920 void SetResolutionScaleValue(int NewScaleValue);// 0x43b38a8 void SetResolutionScaleNormalized(float NewScaleNormalized);// 0x43b3830 void SetPostProcessingQuality(int Value);// 0x43b37b8 void SetOverallScalabilityLevel(int Value);// 0x1e95908 void SetFullscreenMode(byte InFullscreenMode);// 0x43b3740 void SetFrameRateLimit(float NewLimit);// 0x43b36c8 void SetFoliageQuality(int Value);// 0x43b3650 void SetBenchmarkFallbackValues();// 0x43b363c void SetAudioQualityLevel(int QualityLevel);// 0x43b35c4 void SetAntiAliasingQuality(int Value);// 0x43b354c void SaveSettings();// 0x20ae7e4 void RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float GPUMultiplier);// 0x43b3444 void RevertVideoMode();// 0x43b3430 void ResetToCurrentSettings();// 0x1f4cafc void LoadSettings(bool bForceReload);// 0x43726a8 bool IsVSyncEnabled();// 0x43b3408 bool IsVSyncDirty();// 0x43b33e0 bool IsScreenResolutionDirty();// 0x43b33b8 bool IsHDREnabled();// 0x43b3390 bool IsFullscreenModeDirty();// 0x43b3368 bool IsDirty();// 0x1f92b00 int GetVisualEffectQuality();// 0x43b3340 int GetViewDistanceQuality();// 0x1e9386c int GetTextureQuality();// 0x43b3318 int GetShadowQuality();// 0x43b32f0 IntPoint GetScreenResolution();// 0x43b32a8 void GetResolutionScaleInformationEx(out float CurrentScaleNormalized, out float CurrentScaleValue, out float MinScaleValue, out float MaxScaleValue);// 0x43b3114 void GetResolutionScaleInformation(out float CurrentScaleNormalized, out int CurrentScaleValue, out int MinScaleValue, out int MaxScaleValue);// 0x43b2f80 float GetRecommendedResolutionScale();// 0x43b2f50 byte GetPreferredFullscreenMode();// 0x43b2f28 int GetPostProcessingQuality();// 0x25ace00 int GetOverallScalabilityLevel();// 0x43b2f00 IntPoint GetLastConfirmedScreenResolution();// 0x43b2eb8 byte GetLastConfirmedFullscreenMode();// 0x43b2e90 static GameUserSettings* GetGameUserSettings();// 0x43b2e68 byte GetFullscreenMode();// 0x43b2e40 float GetFrameRateLimit();// 0x43b2e18 int GetFoliageQuality();// 0x43b2df0 IntPoint GetDesktopResolution();// 0x43b2da8 static IntPoint GetDefaultWindowPosition();// 0x43b2d68 static byte GetDefaultWindowMode();// 0x2063bcc float GetDefaultResolutionScale();// 0x43b2d38 static IntPoint GetDefaultResolution();// 0x43b2cf8 int GetCurrentHDRDisplayNits();// 0x43b2cd0 int GetAudioQualityLevel();// 0x43b2cb4 int GetAntiAliasingQuality();// 0x43b2c8c void EnableHDRDisplayOutput(bool bEnable, int DisplayNits);// 0x43b2bc4 void ConfirmVideoMode();// 0x43b2bb0 void ApplySettings(bool bCheckForCommandLineOverrides);// 0x43b2b28 void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);// 0x43b2aa8 void ApplyNonResolutionSettings();// 0x1ebce5c void ApplyHardwareBenchmarkResults();// 0x1e8f49c -------------------------------- 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: 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] LanguageMap;//[Offset: 0x1c8, Size: 60] bool EnableTickLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204, Size: 1] GVoiceInterface* GVoice;//[Offset: 0x218, Size: 4] bool DisableGVoice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c, Size: 1] BugReporter* GameBugReporter;//[Offset: 0x220, Size: 4] GMLogShare* LogShare;//[Offset: 0x224, Size: 4] int MaxUpdateRetryTimes;//[Offset: 0x228, Size: 4] GDolphinUpdater* GDolphin;//[Offset: 0x234, Size: 4] Translator* Translator;//[Offset: 0x238, Size: 4] HttpWrapper* HttpWrapper;//[Offset: 0x23c, Size: 4] GCPufferDownloader* GPuffer;//[Offset: 0x240, Size: 4] LaggingReporter* LaggingReporter;//[Offset: 0x244, Size: 4] AsyncTaskDownloader* DownloadTask;//[Offset: 0x24c, Size: 4] bool bUseDolphinUpdateFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x294, Size: 1] bool bEnableUseDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x295, Size: 1] bool bEnableUseCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x296, Size: 1] bool bUseDolphinUpdateAfterCDNFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x297, Size: 1] bool bUseCDNUpdateAfterDolphinFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298, Size: 1] bool bEnableEditorPufferDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x299, Size: 1] bool bIsWaitingUpdateStateData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29a, Size: 1] bool IsUsingDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29b, Size: 1] bool IsUsingCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c, Size: 1] CDNUpdate* CDNUpdater;//[Offset: 0x2a8, Size: 4] int ODPaksPoolSize;//[Offset: 0x2ac, Size: 4] int ODPaksPoolSizeLowend;//[Offset: 0x2b0, Size: 4] int ODPaksPoolSizeLowendThreshold;//[Offset: 0x2b4, Size: 4] bool ODPaksEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b8, Size: 1] FName UnrealNetworkStatus;//[Offset: 0x2e0, Size: 8] float UnrealNetworkConnectingTimer;//[Offset: 0x2f8, Size: 4] float UnrealNetworkConnectingTime;//[Offset: 0x30c, Size: 4] bool bUseDynamicCreateLuaManager;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] FString[] PersistentLuaManager;//[Offset: 0x314, Size: 12] bool bPatchReInitSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324, Size: 1] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x328, Size: 4] LuaEventBridge* LuaEventBridgeInstace;//[Offset: 0x32c, Size: 4] BattleWindowMgrLuaUtils* LuaBattleWindowMgr;//[Offset: 0x330, Size: 4] LuaBlueprintMgr* LuaBlueprintSysMgr;//[Offset: 0x334, Size: 4] FString ScriptBPRelativeDir;//[Offset: 0x33c, Size: 12] FString ScriptRelativeDir;//[Offset: 0x348, Size: 12] FString InGameLuaDir;//[Offset: 0x354, Size: 12] FString PreloadLuaFileRelativePath;//[Offset: 0x360, Size: 12] FString[] LuaDirList;//[Offset: 0x36c, Size: 12] FString[] NoGCPackage;//[Offset: 0x378, Size: 12] float LuaTickTime;//[Offset: 0x384, Size: 4] bool bCallLuaTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] bool bAutoLoginEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389, Size: 1] int PingFirstReportIntervalSecond;//[Offset: 0x3b0, Size: 4] int PingReportIntervalSecond;//[Offset: 0x3b4, Size: 4] int LossSyncIntervalSecond;//[Offset: 0x3b8, Size: 4] int vmInstrumentOptimization;//[Offset: 0x3bc, Size: 4] TssManager* TssMgr;//[Offset: 0x3c0, Size: 4] float PingReportInterval;//[Offset: 0x3e8, Size: 4] uint32 ImageDownloadClearDayCount;//[Offset: 0x488, Size: 4] delegate UIStackChangeDelegate;//[Offset: 0x48c, Size: 12] delegate UIStackRecoverDelegate;//[Offset: 0x498, Size: 12] delegate GetUserSettingsDelegate;//[Offset: 0x4a8, Size: 16] delegate SaveUserSettingsDelegate;//[Offset: 0x4b8, Size: 16] delegate OnFRefreshAdaptationUIEvent;//[Offset: 0x4c8, Size: 12] delegate OnFRefreshAdaptationExUIEvent;//[Offset: 0x4d4, Size: 12] FString UserSettingsClassName;//[Offset: 0x4e0, Size: 12] FString LanguageSettingsClassName;//[Offset: 0x4ec, Size: 12] FString ActiveSaveGameName;//[Offset: 0x4f8, Size: 12] FString CachedSaveGameName;//[Offset: 0x504, Size: 12] FString LanguageSaveGameName;//[Offset: 0x510, Size: 12] class Object* UserSettingsClass;//[Offset: 0x51c, Size: 4] SaveGame* UserSettings;//[Offset: 0x520, Size: 4] CustomSettingSaveGame[] CustomSettingSaveGames;//[Offset: 0x524, Size: 12] ImageDownloader* ImageDownloaderInGame;//[Offset: 0x5d8, Size: 4] int FpsForWindowClient;//[Offset: 0x5dc, Size: 4] UDPPingCollector* UDPPingCollector;//[Offset: 0x5e0, Size: 4] bool UIElemLayoutJsonConfigSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e4, Size: 1] bool NationAllSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e5, Size: 1] bool NationBattleSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e6, Size: 1] bool NationRankSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e7, Size: 1] bool SelfieSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e8, Size: 1] bool ReportBugSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e9, Size: 1] bool FirstVoicePopupSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ea, Size: 1] bool GDPRForbidVoiceSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5eb, Size: 1] bool GDPRSettingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ec, Size: 1] int GDPRUserType;//[Offset: 0x5f0, Size: 4] bool bShouldShowAdaptTipInLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f4, Size: 1] float fLaggingFPSDiffThreshold;//[Offset: 0x5f8, Size: 4] float fLaggingFPSDiffThresholdMin;//[Offset: 0x5fc, Size: 4] float fLaggingFPSDiffThresholdMax;//[Offset: 0x600, Size: 4] float fLaggingFrameTimeThreshold;//[Offset: 0x604, Size: 4] float fLaggingFrameTimeThresholdMin;//[Offset: 0x608, Size: 4] float fLaggingFrameTimeThresholdMax;//[Offset: 0x60c, Size: 4] float fFPSReportInterval;//[Offset: 0x610, Size: 4] bool bUnLoadNoGcPackage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x620, Size: 1] Package*[] NoGcPackages;//[Offset: 0x624, Size: 12] bool bFlushAsyncLoadingBeforeGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x630, Size: 1] bool bEnablePandora;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x631, Size: 1] bool bEnableJMLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x633, Size: 1] bool bEnableH5Cache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b8, Size: 1] bool bCheckWorldNameForLoadConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b9, Size: 1] ColorBlindnessMgr* ColorBlindnessMgrInstace;//[Offset: 0x6c0, Size: 4] EffectSettingMgr* EffectSettingMgrInstace;//[Offset: 0x6c4, Size: 4] NativeHUDTickContainer[] NativeHUDTickList;//[Offset: 0x6c8, Size: 12] bool IsNativeHUDTickLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d4, Size: 1] bool IsShutDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d5, Size: 1] int NativeHUDTickIndex;//[Offset: 0x6d8, Size: 4] AsyncLoadHelper* AsyncLoadHelper;//[Offset: 0x6dc, Size: 4] FString BattleUtilsClassName;//[Offset: 0x6e0, Size: 12] BattleUtils* BattleUtils;//[Offset: 0x6ec, Size: 4] int DealyHideLoadingUI;//[Offset: 0x6f4, Size: 4] void VNGPostPersonalInfo(FString OpenID, FString Name, FString passportId, FString email, FString phone, FString address);// 0x25a86e0 void UnRegisterUIShowHideEventDelegate(FString Source);// 0x25a8588 void TimeStatisticStop(int Type, FString Name);// 0x25a83e8 void TimeStatisticStart(int Type);// 0x25a8370 void TickUdpCollector(float DeltaTime);// 0x25a82f8 void StatisVisibilityWidget(Widget* Widget);// 0x1f3d590 void StatisLoadedTexture(Texture* Texture);// 0x1f3d590 bool StartGrayUpdate();// 0x25a82d0 void StartDolphinUpdateAfterCDNUpdateFailed();// 0x25a82bc void StartCDNUpdateAfterDolphinUpdateFailed();// 0x25a82a8 void ShutdownUnrealNetwork();// 0x2022784 void SetShouldShowAdaptTipInLobby(bool bShoudShow);// 0x25a8228 void SetGameSubMode(FString SubMode);// 0x25a816c void SetGameStatusMap( InGameStatusMap);// 0x25a7fc0 void SetClientEnterBattleStage(FString InStageStr);// 0x25a7f04 void SetAccountByWebLogin(int Channel, FString OpenID, FString userId, FString TokenID, const int ExpireTime);// 0x25a7cb0 bool SaveUserSettingsByDelegate(SaveGame* SaveGame, FString LayoutName);// 0x25a7ba8 void RetryDownload();// 0x25a7b94 void RetryCDNDownload();// 0x25a7b80 void ResetUserSettings();// 0x25a7b6c void ReleaseBattleUtils();// 0x25a7b58 void RegisterUserSettingsDelegate_Int(FString PropertyName, delegate Delegate);// 0x25a7990 void RegisterUserSettingsDelegate_Float(FString PropertyName, delegate Delegate);// 0x25a7990 void RegisterUserSettingsDelegate_Enum(FString PropertyName, delegate Delegate);// 0x25a7990 void RegisterUserSettingsDelegate_Bool(FString PropertyName, delegate Delegate);// 0x25a7990 void RegisterUserSettingsDelegate(delegate Delegate);// 0x25a78ec void RegisterUIShowHideEventDelegate(FString Source, delegate Delegate);// 0x25a7724 void OnWebviewNotify(out const WebviewInfoWrapper webviewinfo);// 0x25a761c void OnWebviewActionNotify(FString URL);// 0x25a74c4 void OnUAAssistantEvent(out const UAAssistantInfoWrapper UAAssistentInfo);// 0x25a73b8 void OnSDKCallbackEvent(out const SDKCallbackInfoWrapper sdkCallbackInfo);// 0x25a72ac void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x25a71e0 void OnRefreshAccountInfo(bool Result, int InChannel, FString InOpenId);// 0x25a6ff0 void OnQuickLoginNotify(out const WakeupInfoWrapper wakeupinfo);// 0x25a6ee4 void OnPlatformFriendNotify(out const PlatformFriendInfoMap PlatformFriendInfoMap);// 0x25a6dd4 void OnNotUpdateFinished();// 0x25a6dc0 void OnLoginFlowNotify(int _Flow, int _Param, FString ExtraData);// 0x25a6bd8 void OnHttpImgResponse(Texture2D* Texture, ImageDownloader* downloader);// 0x25a6b1c void OnGroupNotify(out const GroupInfoWrapper groupInfo);// 0x25a6a5c void OnGetTicketNotify(FString Ticket);// 0x25a6904 void OnGetShortUrlNotify(int Ret, FString ShortUrl);// 0x25a6764 void OnGetCountryNoNotify(int country);// 0x25a66ec void OnGenQRImgNotify(int Ret, int Size, FString imgPath);// 0x25a65a8 void OnGCloudNetStateChangeNotify(int State, int EventParam1, int EventParam2, int EventParam3);// 0x25a6460 void OnGameMasterEvent(FString EventName, int Ret);// 0x25a62c4 void OnCheckUpdateStateFinished(out const DownloaderInfo Info);// 0x25a61bc void NotifyLoadingUIOperation(int OperationType);// 0x25a6144 void MakeToSuppotAdaptation(PanelSlot* PanelSlot);// 0x25a60cc void LuaDoString(FString LuaString);// 0x25a6008 bool IsWindowOB();// 0x1f8538c bool IsInstallPlatform(FString Platform);// 0x25a5ea8 bool IsCEHideLobbyUI();// 0x25a5e80 bool HasAnyNetMsgToHandle();// 0x25a5e58 bool GetWidgetRenderCanChange();// 0x25a5e30 int GetUserSettingsProperty_Int(FString PropertyName);// 0x25a5cd0 bool GetUserSettingsProperty_Bool(FString PropertyName);// 0x25a5b70 SaveGame* GetUserSettingsByDelegate(FString LayoutName);// 0x25a5aac SaveGame* GetUserSettings();// 0x1ec19dc GDolphinUpdater* GetUpdater();// 0x25a5a90 Translator* GetTranslator();// 0x25a5a74 bool GetShouldShowAdaptTipInLobby();// 0x25a5a4c GCPufferDownloader* GetPufferDownloader();// 0x25a5a30 FString GetPingReportInfo();// 0x25a5970 FString GetPacketLossReportInfo();// 0x25a58b0 LuaStateWrapper* GetLuaStateWrapper();// 0x25a5888 LuaEventBridge* GetLuaEventBridge();// 0x25a5860 LuaBlueprintMgr* GetLuaBlueprintSysMgr();// 0x25a5838 HttpWrapper* GetHttpWrapper();// 0x25a581c GVoiceInterface* GetGVoiceInterface();// 0x1ec1a0c FString GetGameSubMode();// 0x25a57b4 GameStateBase* GetGameState();// 0x25a578c FString GetFPSReportInfo();// 0x25a56cc EffectSettingMgr* GetEffectSettingMgr();// 0x20b3974 int GetDetailNetInfoFromGCloud();// 0x1ea5c14 SaveGame* GetCustomSetting(FString InSlotName);// 0x25a5608 ColorBlindnessMgr* GetColorBlindnessMgr();// 0x25a55d8 Object* GetClientNetObj();// 0x1f42d98 FString GetClientEnterBattleStage();// 0x25a5570 BugReporter* GetBugReporter();// 0x25a5548 BattleUtils* GetBattleUtils();// 0x25a5520 FString GetBattleIDHexStr();// 0x25a5460 int GetAutoRunModID();// 0x1ea5c14 AsyncLoadHelper* GetAsyncLoadHelper();// 0x25a5438 void FinishModifyUserSettings();// 0x25a5424 void EnableFPSAndMemoryLog(bool bEnable);// 0x25a53a4 void DispatchLongTimeNoOperation(out const int TimeOutCounter);// 0x25a531c void DispatchConfirmMisKill(FString KillerName);// 0x25a5270 void CreateBattleUtils();// 0x25a525c void ClearUIElemSettings();// 0x25a5248 void CheckLocalizationLanguage();// 0x25a5234 void CallGlobalScriptFunction(FString InFunctionName);// 0x25a5170 void BeginModifyUserSettings();// 0x25a515c void BattleUtilsGameEnd();// 0x25a5148 void AfterLoadedEditorLogin();// 0x25a5134 void AddCustomSetting(FString InSlotName, SaveGame* InSaveGame);// 0x25a5034 void AddAdaptationWidgetDelegateEx(PanelSlot* PanelSlot);// 0x25a4fbc void AddAdaptationWidgetDelegate(PanelSlot* PanelSlot);// 0x25a4f44 -------------------------------- 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] FString ServerInfo;//[Offset: 0xd0, Size: 12] uint32 openGvoiceLog;//[Offset: 0xdc, Size: 4] uint32 MicVolumeMUFactor;//[Offset: 0xe0, Size: 4] uint32 SpeekerVolumeMUFactor;//[Offset: 0xe4, Size: 4] GameFrontendHUD* GameFrontendHUD;//[Offset: 0xf4, Size: 4] void UploadRecordFile();// 0x25b5cb8 void TestMic();// 0x25b5ca4 bool TeamSpeakerEnable();// 0x25b5c88 bool TeamMicphoneEnable();// 0x25b5c6c void SwitchMode(enum CharMode);// 0x25b5bf4 void SwitchMicphoneWhenCorpsMode();// 0x25b5be0 void SwitchCampRoom(enum campMode);// 0x25b5b68 void StopRecord();// 0x25b5b54 void StopPlayRecordFile();// 0x25b5b40 void StopInterphone();// 0x25b5b2c void StopCampMode();// 0x25b5b18 void StartRecord();// 0x25b5b04 void StartInterphone();// 0x25b5af0 void StartCampMode(FString ZombieCampRoomName, FString ManCampRoomName, FString userId);// 0x25b592c void SpeechToText();// 0x25b5918 void ShowOpenSpeakerAtFirstMsg();// 0x25b5904 void ShowCorpsModeCannotUseLBSVoice();// 0x25b58f0 void SetVoiceMode(int Type);// 0x25b5878 void SetSpeakerVolum(float Value);// 0x25b5800 void SetSpeakerStatus(bool Flag);// 0x25b5780 void SetPlayerVolume(FString InPlayerid, int InVol);// 0x25b55e4 void SetMicphoneVolum(float Value);// 0x25b556c void SetMicphoneStatus(bool Flag);// 0x25b54ec void SetLbsVoiceRadius(float Radius);// 0x25b5478 void SetLbsRoomEnableStatus(bool Flag);// 0x25b53f8 void SetGameFrontendHUD(GameFrontendHUD* InHUD);// 0x25b5380 void SetCurrentDownloadFieldID(FString filedId);// 0x25b5224 void SetAllVoiceStatus(bool Flag);// 0x25b51a4 void ResetWhenLogOut();// 0x25b5190 bool ReportPlayers(FString InExtraInfo);// 0x25b5030 void ReactiveLbsStatus();// 0x25b501c void QuitTempLbsRoom(FString roomStr);// 0x25b4ec4 void QuitRoom();// 0x25b4eb0 void PlayRecordFile();// 0x25b4e9c void OpenTeamSpeakerOnly(bool ShowTips);// 0x25b4e1c int OpenTeamMicphoneOnly(bool ShowTips);// 0x25b4d94 int OpenTeamInterphone();// 0x25b4d6c void OpenSpeakerByTempLbs(bool Open);// 0x25b4cec int OpenSpeaker();// 0x25b4cc4 void OpenMicByTempLbs(bool Open);// 0x25b4c44 void OpenMicAndSpeakerAfterJoinLbsRoom();// 0x25b4c30 int OpenMic();// 0x25b4c08 void OpenIngameSpeaker();// 0x25b4bf4 int OpenIngameMicphone();// 0x25b4bcc void OpenAllSpeaker(bool ShowTips);// 0x25b4b4c int OpenAllMicphone(bool ShowTips);// 0x25b4ac4 int OpenAllInterphone();// 0x25b4a9c void OnRoomTypeChanged(FString itemtext);// 0x1f986cc void OnResume();// 0x25b4a88 void OnPause();// 0x25b4a74 bool LbsSpeakerEnable();// 0x25b4a58 bool LbsMicphoneEnable();// 0x21f2888 void JoinTempLbsRoom(FString room, FString userId);// 0x25b47e8 void JoinRoom(FString room, FString userId);// 0x25b4578 void JoinLbsRoom(FString lbsRoom, FString userId);// 0x25b4308 bool IsTeamInterphoneOpenned();// 0x25b42ec bool IsLbsInterphoneOpenned();// 0x25b42d0 bool IsInterphoneMode();// 0x25b4294 void InitGVoiceComponent(FString userId);// 0x25b413c bool HaveTeamRoom();// 0x25b4114 bool HaveLbsRoom();// 0x25b40ec float GetVoiceLength();// 0x25b40c4 int GetPlayerVolume(FString InPlayerid);// 0x25b3f64 void GetAuthKey();// 0x25b3f50 void ForbidTeammateVoiceById(int memberID, bool IsEnable);// 0x25b3e8c void EnbleMicAndSpeakerByRoomName(FString roomName, bool Enable);// 0x25b3ce4 bool EnableReportALLAbroad(bool InEnable, bool InWithEncryption, int InTimeout);// 0x25b3bc4 void DownloadRecordFile();// 0x25b3bb0 void CommonTestMic();// 0x25b3b9c void CloseSpeaker();// 0x25b3b88 void CloseMic();// 0x25b3b74 void CloseIngameSpeaker();// 0x25b3b60 void CloseIngameMicphone();// 0x25b3b4c void CloseAllSpeaker(bool ShowTips);// 0x25b3acc void CloseAllMicphone(bool ShowTips);// 0x25b3a4c void CheckAndEnableRoomSpeaker();// 0x25b3a38 void ChatShowAgeRestrictionMsgInLobby();// 0x25b3a24 void ChatShowAgeRestrictionMsgInFighting();// 0x25b3a10 void ChatShowAgeRestrictionMsgInChat();// 0x25b39fc void ChatRequestPrivacyInSetting();// 0x25b39e8 void ChatRequestPrivacyInGame();// 0x25b39d4 -------------------------------- Class: BugReporter.Object void SendScreenShot(FString errorReason, FString errorDescription, FString ImagePath, float X, float Y, float Z);// 0x2598570 void SendLog(FString errorReason, FString errorDescription, float X, float Y, float Z, bool pullAll, bool zipLogUpload);// 0x259818c void ReadZipLog(FString Filename);// 0x2598034 byte[] CompressLog(bool pullAllLog);// 0x2597f24 -------------------------------- Class: GMLogShare.Object static void ShareLogFile();// 0x213ce4c static void Init();// 0x25b3614 -------------------------------- 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();// 0x25ad16c void SetEnableCDNGetVersion(bool Enable);// 0x25ad0ec void OnUpdateError(int curVersionStage, int ErrorCode);// 0x25ad030 void OnDolphinBGDownloadDone();// 0x25ad01c bool IsUpdating();// 0x25acff4 bool IsGrayUpdate();// 0x25acfcc bool IsExamine();// 0x1f8538c void Install();// 0x25acfb8 int GetTotalValue();// 0x25acf90 int GetCurValue();// 0x25acf68 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x25ace28 float GetCurPercent();// 0x25ace00 uint32 GetChannelIDWithHUD(GameFrontendHUD* InGameFrontendHUD);// 0x25acd80 uint32 GetChannelID();// 0x25acd58 void FinishUpdate();// 0x25acd44 void FinishPufferUpdate();// 0x25acd30 void EnableIOSBGDownload4G(bool bEnableCellularAccess);// 0x1efa88c bool EnableCDNGetVersion();// 0x25acd08 void ContinueUpdate();// 0x25accf4 void CancelUpdate();// 0x25acce0 void CancelAppUpdate();// 0x25acccc -------------------------------- 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);// 0x25ff4c0 void Translate(FString URL, FString Verb, const Headers, FString Content);// 0x25ff180 void PostMsg(FString URL, FString Content);// 0x25ff040 void OnTranslateV2(bool Success, FString Data);// 0x25fef34 void OnTranslate__DelegateSignature(bool IsSuccess, FString LanguageFrom, FString Translation);// 0x2b33460 void OnTranslate(bool Success, FString Data);// 0x25fee28 void OnGetAccessTokenV2(bool Success, FString Data);// 0x25fed1c void OnGetAccessToken__DelegateSignature(bool IsSuccess, FString Token);// 0x2b33460 void OnGetAccessToken(bool Success, FString Data);// 0x25fec10 void OnDetectV2(bool Success, FString Data);// 0x25feb04 void OnDetect__DelegateSignature(bool IsSuccess, FString from, FString to);// 0x2b33460 void OnDetect(bool Success, FString Data);// 0x25fe9f8 bool HasTranslating();// 0x25fe9d0 void GetAccessToken(bool bForceGet, FString URL, FString Verb, const Headers, FString Content);// 0x25fe63c void Detect(FString URL, FString Verb, const Headers, FString Content);// 0x25fe2fc -------------------------------- Class: HttpWrapper.Object delegate OnResponseEvent;//[Offset: 0x1c, Size: 12] void SimplePostForLua(FString URL, FString Content, int Priority, int QueueType);// 0x25ba1f4 void SetQueueSize(int QueueType, int InSize);// 0x25ba138 void SetQueueEnable(bool InEnableQueue);// 0x25ba0bc void SetPoolEnable(bool InEnablePool);// 0x25ba034 int RequestForLua(FString URL, FString Verb, out Headers, FString Content, int Priority, int QueueType);// 0x25b9d00 bool GetQueueEnable();// 0x25b9ce4 bool GetPoolEnable();// 0x25b9cbc int GetInternalIndex();// 0x25b9ca0 void CancelRequestAll(int QueueType);// 0x25b9c28 void CancelRequest(int QueueType, int ReqIndex);// 0x25b9b6c -------------------------------- 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);// 0x25b2424 int StopMergeBinDiffPak(int outterTaskID);// 0x25b23a4 bool StopCheckDownloadFileFraming(int outterTaskID);// 0x25b2324 void StopBGDownloadNotification();// 0x25b2310 bool StopAllTask();// 0x25b22e8 void StartDownloadItem(uint32 ItemId, uint32 Priority, delegate downloadDelegate);// 0x25b21bc void StartBGDownloadNotification(uint64 InDownloadedSize);// 0x25b2140 void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x25b1f34 void SetTempProductIdBase(int ProductIdRaw);// 0x25b1ebc void SetTempProductId(FString ProductIdRaw);// 0x25b1d64 void SetPrefetchConfig(bool pakEnable, bool fileClearEnable, bool convertEnable, int reserveredDiskSpace, FString FileList, int InPreFetchODPaksMaxNum, int InPreFetchODPaksBatchSize);// 0x25b1a40 void SetIOSBGDownloadAttribute(bool bEnableCellularAccess, bool bEnableResumeData, int nMinFileSize, int nMaxTasks);// 0x25b18e0 bool SetImmDLMaxSpeed(uint64 MaxSpeed);// 0x25b185c static int ReturnSplitMiniPakFilelist_LuaState();// 0x25af684 static int ReturnLocalFiles_LuaState();// 0x25af684 uint64 RequestFile(FString FilePath, bool ForceUpdate);// 0x25b16ac bool RemountPakFiles();// 0x25b1684 FString ReadFile(FString Filename);// 0x25b14a4 bool PreFetchPakFiles();// 0x25b147c int PreFetchODPakFilesUpdate();// 0x25b1454 bool PreFetchODPakFilesPreProcess(bool Start);// 0x25b13cc bool PreFetchODPakFilesPostProcess(int ErrorCode);// 0x25b134c bool PreFetchODPakFiles(bool Start);// 0x25b12c4 void OnItemDownloadedInFighting(FString PackHash, FString ErrorCode);// 0x25b1054 void OnHashGenerateFinished(int outterTaskID, FString hashCode);// 0x25b0eb4 int MoveFileTo(FString Filename, FString from, FString to);// 0x25b0b24 int MoveFile(FString from, FString to);// 0x25b08ac int MergeBinDiffPak(int outterTaskID, FString PakFilenameOld, FString PakFilenameDiff, FString PakFilenameNew, bool fast);// 0x25b0484 bool IsODPaks(FString FilePath);// 0x25b0324 bool IsODFileExists(FString Path);// 0x25b0260 bool IsInitSuccess();// 0x25b0238 bool IsFileReady(FString FilePath);// 0x25b00d8 bool IsFileExist(FString Filename, FString extension);// 0x25afe60 bool InitializeODPaks();// 0x25afe38 FString GetTempWorkPath();// 0x25afd78 void GetProductIDBase(out int[] ProductIDs);// 0x25afcac void GetProductID(out int[] ProductIDs);// 0x25afbe0 int GetODPakNum();// 0x25afbb8 FString GetODPakName(FString Path);// 0x25afa74 uint32 GetInitErrcode();// 0x25afa4c uint64 GetFileSizeCompressed(FString FilePath);// 0x25af8ec float GetFileSize(FString Filename);// 0x25af788 FString GetDownloadPath();// 0x25af6c8 float GetCurrentSpeed();// 0x25af6a0 int GetBatchODPaksDownloadList_LuaState();// 0x25af684 void EnableUseOldInterface(bool Enable);// 0x25af604 bool DeleteFileEvenIfUnfinished(FString FilePath);// 0x25af4a4 static bool DeleteFile(FString fullPath);// 0x25af34c bool ConvertPreFetchFiles();// 0x25af324 FString ConvertItemIdToPakName(uint32 ItemId);// 0x25af21c bool ClearUselessODPaks();// 0x25af1f4 bool ClearPreFetchODPaksFiles();// 0x25af1cc bool ClearPreFetchFiles();// 0x25af1a4 bool CheckDownloadFileFraming(int outterTaskID, FString Filename, int chunkSize);// 0x25aefb8 -------------------------------- 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);// 0x25940dc -------------------------------- Class: BlueprintAsyncActionBase.Object void Activate();// 0x1fe2d7c -------------------------------- Class: CDNUpdate.Object GameFrontendHUD* GameFrontendHUD;//[Offset: 0x90, Size: 4] void StartUpdateApp();// 0x25a1930 void StartAppUpdate(bool StartGrayUpdate);// 0x25a18b0 void OnRequestProgress(out const CDNDownloaderInfo Info);// 0x25a17e4 void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x25a1718 bool IsUpdating();// 0x25a16f0 bool IsGrayUpdate();// 0x25a16c8 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x25a1588 void FinishUpdate();// 0x25a1574 void ContinueUpdate();// 0x25a1560 void CancelUpdate();// 0x25a154c -------------------------------- 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: 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);// 0x234ea48 LuaTemBPData*[] GetCurrentParam();// 0x234e9e0 void DeactivateEventsByFilterKey(out const uint32 FilterKey);// 0x234e958 bool CheckNeedPostEventWithFilterKey(out const uint32 FilterKey, FString EventType, FString EventId, bool bCheckNeedPostLua);// 0x234e768 void ActiveEventByFilterKey(out const uint32 FilterKey, FString EventType, FString EventId, const bool bActive);// 0x234e580 -------------------------------- 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);// 0x25bfc58 void AddSystem(const FString SystemName, const FString BPPath);// 0x25bf9e8 -------------------------------- Class: LuaBluepirntSys.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] void Init();// 0x2b33460 -------------------------------- Class: TssManager.Object FString TssHostInfo;//[Offset: 0x1c, Size: 12] FString TssCDNHostInfo;//[Offset: 0x28, Size: 12] FString TssBuildInIpInfo;//[Offset: 0x34, Size: 12] static int SendSkdData_LuaState();// 0x25af684 static int SendEigeninfoData_LuaState();// 0x25af684 static uint32 SaveSendEigeninfoCode_LuaState();// 0x25af684 static int OnRecvData_LuaState();// 0x25af684 static int GetUserTag4Lua_LuaState();// 0x25af684 static int GetDeviceFeature_LuaState();// 0x25af684 static int EigenArrayObfuscationVerify_LuaState();// 0x25af684 -------------------------------- Class: SaveGame.Object -------------------------------- Class: CustomSettingSaveGame FString LayoutSlotName;//[Offset: 0x0, Size: 12] SaveGame* SaveGame;//[Offset: 0xc, Size: 4] -------------------------------- 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);// 0x25bab10 static ImageDownloader* MakeDownloaderInGame();// 0x25baae8 static ImageDownloader* MakeDownloader();// 0x25baac0 Texture2D* GetTextureFromUrlWithoutDownload(FString URL);// 0x25ba960 -------------------------------- Class: UDPPingCollector.Object mUDPPingInfoMap;//[Offset: 0x44, Size: 60] delegate UDPPingShadowResultToLuaDelegate;//[Offset: 0x90, Size: 12] void TickUDPPing(float DeltaTime);// 0x26056d4 void setUDPPingServerAddress(FString ServerIP, FString ServerPort, int ZoneID, int WaterMarkType);// 0x26053d8 void PingServer(FString address, float Timeout, int WaterMarkType);// 0x26051f8 void OnPingServerResultDelegate__DelegateSignature(FString address, int IsSuccess, float Time);// 0x2b33460 bool IsChooingZoneAccess();// 0x26051d0 bool isAllZoneHasPingValue();// 0x26051a8 void Init(float MinPingintervalTime, float pingintervalTime, float pingTimeoutSecond, float normalDelayMilliSecond, float maxAutoChooseZoneDelayMilliSecond);// 0x2605018 float GetZoneServerDelay(FString ServerAddress);// 0x2604eb4 int GetMinDealyAddress();// 0x2604e8c void ChoosingZone(int ZoneID, FString AddrIP);// 0x2604cec -------------------------------- 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();// 0x1f17bb8 void RemoveParticleSystem(ParticleSystemComponent* ParticleSystem);// 0x1f17b40 void RemoveMeshComponent(MeshComponent* Mesh);// 0x1f17ac8 void RemoveImage(Image* Image);// 0x1f17a50 void HandleUserSettingChange();// 0x1f17a3c LinearColor GetColorByType(int Type);// 0x1f179b0 void Clear();// 0x1f1799c void AddParticleSystem(ParticleSystemComponent* ParticleSystem, int Type);// 0x1f178e0 void AddMeshComponent(MeshComponent* Mesh, int Type);// 0x1f17824 void AddImage(Image* Image, LinearColor Color, int Type);// 0x1f17718 void AddColorByType(FString Type, LinearColor Color);// 0x1f17574 -------------------------------- 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: EffectSettingMgr.Object FString SingleLayerColorTable;//[Offset: 0x1c, Size: 12] FString MultiLayerColorTable;//[Offset: 0x28, Size: 12] void UpdateSingleLayerColor(LinearColor Color);// 0x1f4295c void UpdateMultiLayerColcor(FString Key, LinearColor Color);// 0x1f427b8 void SetParticleSystemColorSingleLayer(ParticleSystemComponent* ParticleSystem);// 0x1f42740 void SetParticleSystemColorMultiLayer(ParticleSystemComponent* ParticleSystem);// 0x1f426c8 -------------------------------- 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);// 0x1f6e824 void RunNextTask();// 0x2593288 void OnLoadCallBack(SoftObjectPath softObjPath);// 0x259311c void ClearOneTask(FString ObjectPath);// 0x2592fc4 void ClearAllTask();// 0x2592fb0 void AddTask(FString ObjectPath, int LoadPriority);// 0x2592e14 -------------------------------- 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: 736] FString LuaFilePath;//[Offset: 0x398, Size: 12] uint32 SyncNewBattlePlayer(uint64 UId, out const PlayerInfoData Info);// 0x2596b88 void SyncGameInfo(out const BattleGameInfo Info);// 0x2596a7c void SyncGameExit();// 0x2596a68 void SyncBattlePlayerExit(uint64 UId, FName PlayerType, FString Reason);// 0x259686c GameModePlayerParams RetrievePlayerParams(PlayerID PlayerID);// 0x2596794 GameModeAIPlayerParams RetrieveAIPlayerParams(PlayerID PlayerID);// 0x25966b4 void ResponPlayerWeaponDIYData(uint64 PlayerUID, WeaponDIYData InWeaponDIYData);// 0x2596588 void RequestSomePlayersBattleData(uint64[] PlayerUIDList, byte DataType);// 0x25963ec void RequestPlayerWeaponDIYData(uint64 PlayerUID, int WeaponSkinID, int PlanID);// 0x25962e4 void RequestOnePlayersBattleData(uint64 PlayerUID, byte DataType);// 0x259621c void RequestAllPlayersBattleData(byte DataType);// 0x25961a4 void OnPostLoadMapWithWorld(World* World);// 0x259612c BattlePlayer* NewBattlePlayer();// 0x2596104 BattleAIPlayer* NewBattleAIPlayer();// 0x25960dc void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x259604c UAEGameMode* GetBattleGameMode();// 0x2596024 void GenerateAIPlayerParams(out const PlayerInfoData Info);// 0x2595f10 BattlePlayer* FindPlayerByUID(uint64 UId, FName PlayerType);// 0x2595e44 BattlePlayer* FindPlayerByPlayerName(FString PlayerName, FName PlayerType);// 0x2595c9c BattlePlayer* FindPlayerByPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x2595bd8 -------------------------------- 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();// 0x259545c -------------------------------- 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: PlayerAvatarData.ResponResult AvatarBackpack[] AvatarBackpackData;//[Offset: 0x4, Size: 12] -------------------------------- Class: AvatarBackpack int[] WeaponAvatarList;//[Offset: 0x0, Size: 12] int[] VehicleAvatarList;//[Offset: 0xc, Size: 12] -------------------------------- 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: 0x2dc, Size: 1] -------------------------------- Class: PlayerID FName PlayerType;//[Offset: 0x0, Size: 8] uint32 PlayerKey;//[Offset: 0x8, Size: 4] -------------------------------- Class: BattleAIPlayer.BattlePlayer.Object GameModeAIPlayerParams ExtractGameModeAIPlayerParams();// 0x2595914 -------------------------------- 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: 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);// 0x2b33460 void Init(FString CallFunc_GetPublishRegion_ReturnValue, bool K2Node_SwitchString_CmpSuccess);// 0x2b33460 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 SpeakerVolumValue;//[Offset: 0xc0, Size: 4] bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4, Size: 1] bool DisableAutoPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5, Size: 1] bool AkeyPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6, Size: 1] bool AutoPickupGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc7, Size: 1] bool AutoPickupBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool AutoPickupPart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] bool AutoPickupShieldBag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca, Size: 1] bool AutoPickupDrug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb, Size: 1] bool BandageSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] bool MedicalSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd, Size: 1] bool AnodyneSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce, Size: 1] bool EnergyDrinksSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf, Size: 1] bool AdrenalineSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] bool AutoPickupGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1, Size: 1] bool ShouLiuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2, Size: 1] bool YanWuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3, Size: 1] bool StunBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] bool FireBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5, Size: 1] int LimitBandage;//[Offset: 0xd8, Size: 4] int LimitMedical;//[Offset: 0xdc, Size: 4] int LimitAnodyne;//[Offset: 0xe0, Size: 4] int LimitEnergyDrinks;//[Offset: 0xe4, Size: 4] int LimitAdrenaline;//[Offset: 0xe8, Size: 4] int LimitShouliudan;//[Offset: 0xec, Size: 4] int LimitYanwudan;//[Offset: 0xf0, Size: 4] int LimitZhenbaodan;//[Offset: 0xf4, Size: 4] int LimitRanshaodan;//[Offset: 0xf8, Size: 4] int LimitBullet9mm;//[Offset: 0xfc, Size: 4] int LimitBullet7_62mm;//[Offset: 0x100, Size: 4] int Limit12koujing;//[Offset: 0x104, Size: 4] int Limit45koujing;//[Offset: 0x108, Size: 4] int Limit300magenandanyao;//[Offset: 0x10c, Size: 4] int Limitbolt;//[Offset: 0x110, Size: 4] int LimitBullet5;//[Offset: 0x114, Size: 4] bool 3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1] int FPSLevel;//[Offset: 0x11c, Size: 4] int ArtStyle;//[Offset: 0x120, Size: 4] int RecordTipShowLastTime;//[Offset: 0x124, Size: 4] XinyueLastClickTime;//[Offset: 0x128, Size: 60] HuatiLastClickTime;//[Offset: 0x164, Size: 60] bool MomentSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1] bool FreeModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1, Size: 1] bool HDModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a2, Size: 1] CollectEquipClickTime;//[Offset: 0x1a4, Size: 60] bool IsSimulatorFirstStartup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] int[] PlayerChatQuickTextIDList;//[Offset: 0x1e4, Size: 12] int[] ChatOptiongList1;//[Offset: 0x1f0, Size: 12] int LRShootMode;//[Offset: 0x1fc, Size: 4] bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200, Size: 1] bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x201, Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x202, Size: 1] int[] ChatOptiongList2;//[Offset: 0x204, Size: 12] int[] ChatOptiongList3;//[Offset: 0x210, Size: 12] bool HaveShowActorHint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c, Size: 1] int NewGetActorID;//[Offset: 0x220, Size: 4] bool DeviceAutoAdapt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224, Size: 1] float 3DTouchValue;//[Offset: 0x228, Size: 4] bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22c, Size: 1] int ShotGunShootMode;//[Offset: 0x230, Size: 4] int SingleShotWeaponShootMode;//[Offset: 0x234, Size: 4] int isFirstOpenMicCheck;//[Offset: 0x238, Size: 4] float VehicleEye;//[Offset: 0x23c, Size: 4] float ParachuteEye;//[Offset: 0x240, Size: 4] FString ChatPrivacyAcceptedVersion;//[Offset: 0x244, Size: 12] int RepeatingWeaponShootMode;//[Offset: 0x250, Size: 4] int DrivingViewMode;//[Offset: 0x254, Size: 4] bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258, Size: 1] int FpViewValue;//[Offset: 0x25c, Size: 4] float CamFpFreeEye;//[Offset: 0x260, Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x264, Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x268, Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x26c, Size: 4] bool FirstTime_FPP_TPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270, Size: 1] bool FirstTime_WarMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271, Size: 1] int DaliyWarmodeInfo;//[Offset: 0x274, Size: 4] FString currentLanguage;//[Offset: 0x278, Size: 12] bool redBloodSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x284, Size: 1] bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x285, Size: 1] FString lastViewDayTime;//[Offset: 0x288, Size: 12] FString lastViewWeekTime;//[Offset: 0x294, Size: 12] bool openNewMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a0, Size: 1] bool hasOpenedSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a1, Size: 1] float CamLensSen3XSniper;//[Offset: 0x2a4, Size: 4] float CamLensSen6XSniper;//[Offset: 0x2a8, Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x2ac, Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x2b0, Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x2b4, Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x2b8, Size: 4] bool ShadowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc, Size: 1] int RedDotCHColor;//[Offset: 0x2c0, Size: 4] int RedDotCHType;//[Offset: 0x2c4, Size: 4] int HolographicCHColor;//[Offset: 0x2c8, Size: 4] int HolographicCHType;//[Offset: 0x2cc, Size: 4] int Sinper2xCHColor;//[Offset: 0x2d0, Size: 4] int Sinper2xCHType;//[Offset: 0x2d4, Size: 4] int Sniper3xCHColor;//[Offset: 0x2d8, Size: 4] int Sniper3xCHType;//[Offset: 0x2dc, Size: 4] bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0, Size: 1] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e1, Size: 1] PickUpCountSetting;//[Offset: 0x2e4, Size: 60] int LimitFirstAidKit;//[Offset: 0x320, Size: 4] FString XGLanguageTag;//[Offset: 0x324, Size: 12] FString XGTimezoneTag;//[Offset: 0x330, Size: 12] FString XGPushNightTag;//[Offset: 0x33c, Size: 12] FString XGPushDayTag;//[Offset: 0x348, Size: 12] bool DeviceAutoAdaptEX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] int SelectUIElemIndex1;//[Offset: 0x358, Size: 4] int SelectUIElemIndex2;//[Offset: 0x35c, Size: 4] int SelectUIElemIndex3;//[Offset: 0x360, Size: 4] bool VaultBtnSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364, Size: 1] int LimitSniper2X;//[Offset: 0x368, Size: 4] int LimitSniper3X;//[Offset: 0x36c, Size: 4] int LimitSniper4X;//[Offset: 0x370, Size: 4] int LimitSniper6X;//[Offset: 0x374, Size: 4] int LimitSniper8X;//[Offset: 0x378, Size: 4] bool LongPressSideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] bool LongPressSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37d, Size: 1] int SidewaysMode;//[Offset: 0x380, Size: 4] int OpenMirrorMode;//[Offset: 0x384, Size: 4] bool CarMusicSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] bool OBS_TrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389, Size: 1] bool OBS_Perspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38a, Size: 1] bool OBS_BulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38b, Size: 1] bool QuasiMirrorSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c, Size: 1] int LobbyStyleID;//[Offset: 0x390, Size: 4] bool LobbyBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] bool LobbyHallowma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395, Size: 1] bool SettingStyleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396, Size: 1] bool SettingBgmRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x397, Size: 1] float ScreenLightness;//[Offset: 0x398, Size: 4] bool BloodStateSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c, Size: 1] bool SettingBigHandOperateRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39d, Size: 1] bool LobbyIsChristmas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39e, Size: 1] bool MallShowGet10Animation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39f, Size: 1] FString FirstChargeVersion;//[Offset: 0x3a0, Size: 12] FString RechargePosSave;//[Offset: 0x3ac, Size: 12] bool FirstTime_PVEVPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8, Size: 1] bool IslandBroadCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b9, Size: 1] bool ResidentEvilNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ba, Size: 1] bool AnniversaryNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bb, Size: 1] PvePickUpCountSetting;//[Offset: 0x3bc, Size: 60] int LimitViscidityBomb;//[Offset: 0x3f8, Size: 4] int LimitZombieGrenade;//[Offset: 0x3fc, Size: 4] bool AutoPickUpLevel3Backpack_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1] bool AutoPickUpPistol_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x401, Size: 1] bool VNGMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x402, Size: 1] int IngamePlayerInfo_OpenDate;//[Offset: 0x404, Size: 4] int SideMirrorMode;//[Offset: 0x408, Size: 4] int[] PlayerWheelChatQuickTextIDList;//[Offset: 0x40c, Size: 12] bool OpenOthersPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 1] bool OpenMyPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x419, Size: 1] bool LobbyAnniversaryBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41a, Size: 1] bool FirstTime_SurvivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41b, Size: 1] int LimitYeDanGrenade;//[Offset: 0x41c, Size: 4] int LimitAntidote;//[Offset: 0x420, Size: 4] bool QuickThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x424, Size: 1] int[] ChatOptiongList4;//[Offset: 0x428, Size: 12] bool OpenMyPetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434, Size: 1] int ScoreTips_TModeCnt;//[Offset: 0x438, Size: 4] bool FirstTime_TMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c, Size: 1] bool TurboEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43d, Size: 1] int FPPFireMode;//[Offset: 0x440, Size: 4] int SelectUIElemIndexFPP1;//[Offset: 0x444, Size: 4] int SelectUIElemIndexFPP2;//[Offset: 0x448, Size: 4] int SelectUIElemIndexFPP3;//[Offset: 0x44c, Size: 4] byte TurboLastQuality;//[Offset: 0x450, Size: 1] PubgPlusGuideRecord;//[Offset: 0x454, Size: 60] PubgPlusGuideConfig;//[Offset: 0x490, Size: 60] int[] UselessWeakGuidIDs;//[Offset: 0x4cc, Size: 12] bool SettingOperateZombieLayout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8, Size: 1] bool HelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d9, Size: 1] bool HasShowHeavyWeaponFirsttimeTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4da, Size: 1] int[] ChatOptiongList5;//[Offset: 0x4dc, Size: 12] int[] ChatOptiongList6;//[Offset: 0x4e8, Size: 12] bool FirstTime_TMode_Slid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f4, Size: 1] int TD_FireMode;//[Offset: 0x4f8, Size: 4] int TD_FPPFireMode;//[Offset: 0x4fc, Size: 4] bool TD_3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x500, Size: 1] float TD_3DTouchValue;//[Offset: 0x504, Size: 4] bool FirstTime_TMode_HardPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x508, Size: 1] bool ShovelSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x509, Size: 1] int isFirstOpenMicCheckVehicleWar;//[Offset: 0x50c, Size: 4] bool VulkanEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x510, Size: 1] int LimitSnowMan;//[Offset: 0x514, Size: 4] bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x518, Size: 1] bool UniversalSignSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x519, Size: 1] bool OpenChatHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51a, Size: 1] int ColorBlindnessType;//[Offset: 0x51c, Size: 4] bool DeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x520, Size: 1] bool UAVSingleOperate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x521, Size: 1] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x522, Size: 1] float UAVSpeedPercent;//[Offset: 0x524, Size: 4] float UAVScopePercent;//[Offset: 0x528, Size: 4] bool OpenUAVHelicopter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52c, Size: 1] bool FirstTime_ShowAutoGroupParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52d, Size: 1] int SideMirrorType;//[Offset: 0x530, Size: 4] int SideMirrorColor;//[Offset: 0x534, Size: 4] bool AutoPickUpSideSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x538, Size: 1] bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x539, Size: 1] bool isCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53a, Size: 1] FString CloudSensitivityPlayerId;//[Offset: 0x53c, Size: 12] bool SettingHasOperateQuickSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x548, Size: 1] bool SettingSideSightFunctionRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x549, Size: 1] bool SettingUploadSensibilityRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54a, Size: 1] bool SettingClassicCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54b, Size: 1] bool SettingTDCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1] bool SettingQuickSwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1] bool SocialIslandCanAcceptDuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54e, Size: 1] bool RotateViewWithSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54f, Size: 1] bool DisableAutoPickDropMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] int AutoPickClipType;//[Offset: 0x554, Size: 4] int[] QuickSignIDList;//[Offset: 0x558, Size: 12] int[] QuickSignWheelIDList;//[Offset: 0x564, Size: 12] bool RotateViewWithPeekSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x570, Size: 1] bool DynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x571, Size: 1] bool SettingEffectRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x572, Size: 1] int HitEffectColor;//[Offset: 0x574, Size: 4] int HurtEffectColor;//[Offset: 0x578, Size: 4] bool EnemyLocationMarkSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57c, Size: 1] bool bHasMapCBToES;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57d, Size: 1] int ProfiledScreenSwitch;//[Offset: 0x580, Size: 4] bool FirstTime_TMode_ArmsRace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584, Size: 1] bool bOpenSprHghQltyComparison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585, Size: 1] int BuildDoubleClick;//[Offset: 0x588, Size: 4] float BuildDoubleClickDuration;//[Offset: 0x58c, Size: 4] float DoubleClickSpeed;//[Offset: 0x590, Size: 4] int DoubleClickDistance;//[Offset: 0x594, Size: 4] bool ChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x598, Size: 1] int BattleFPS;//[Offset: 0x59c, Size: 4] int BattleRenderStyle;//[Offset: 0x5a0, Size: 4] int BattleRenderQuality;//[Offset: 0x5a4, Size: 4] int LobbyFPS;//[Offset: 0x5a8, Size: 4] int LobbyRenderStyle;//[Offset: 0x5ac, Size: 4] int LobbyRenderQuality;//[Offset: 0x5b0, Size: 4] bool HasGraphicsSeparateConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b4, Size: 1] bool SettingOperateInfect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b5, Size: 1] bool FirstTime_Infect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b6, Size: 1] bool OBS_LogoShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b7, Size: 1] bool OBS_HitFeedback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b8, Size: 1] BulletPickUpCountSetting_XT;//[Offset: 0x5bc, Size: 60] Drug_PickUpCountSetting_XT;//[Offset: 0x5f8, Size: 60] NormalInfilling_PickUpCountSetting_XT;//[Offset: 0x634, Size: 60] HalloweenInfilling_PickUpCountSetting_XT;//[Offset: 0x670, Size: 60] ThrowObj_PickUpCountSetting_XT;//[Offset: 0x6ac, Size: 60] MultipleMirror_PickUpCountSetting_XT;//[Offset: 0x6e8, Size: 60] bool RingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x724, Size: 1] bool isOtherCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x725, Size: 1] bool IsCloudAndLocalSame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x726, Size: 1] bool RingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x727, Size: 1] bool CarPreciseChangeSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x728, Size: 1] bool SettingSensibilityEnterTrainRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x729, Size: 1] bool SettingVehicleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72a, Size: 1] bool LRSwitcherGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72b, Size: 1] PickUpCountSetting_Drug;//[Offset: 0x72c, Size: 60] PickUpCountSetting_ThrowObj;//[Offset: 0x768, Size: 60] PickUpCountSetting_MultipleMirror;//[Offset: 0x7a4, Size: 60] PickUpCountSetting_FixConsumeItemMap;//[Offset: 0x7e0, Size: 60] bool bTranslatePickupSettingToMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81c, Size: 1] bool OBS_CustomKillInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81d, Size: 1] bool LocalHideHelmet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81e, Size: 1] bool SettingDisableAutoPickupDropMirrorRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81f, Size: 1] bool UseIngameLike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x820, Size: 1] bool ScreenShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x821, Size: 1] float CamLensSenShoulderTPP;//[Offset: 0x824, Size: 4] float CamLensSenShoulderFPP;//[Offset: 0x828, Size: 4] float FireCamLensSenShoulderTPP;//[Offset: 0x82c, Size: 4] float GyroscopeSenShoulderTPP;//[Offset: 0x830, Size: 4] float FireCamLensSenShoulderFPP;//[Offset: 0x834, Size: 4] float GyroscopeSenShoulderFPP;//[Offset: 0x838, Size: 4] bool ShoulderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x83c, Size: 1] bool RotateViewWithShoulderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x83d, Size: 1] int ShoulderMode;//[Offset: 0x840, Size: 4] bool SettingHasOperatedShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x844, Size: 1] bool SettingHasOperatedRotateWithShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x845, Size: 1] bool OBS_SmokeGrenadeCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x846, Size: 1] bool OBS_SmokeGrenadeAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x847, Size: 1] bool bGunAccessoriesAddDefauleM4;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848, Size: 1] bool bGunAccessoriesGuidedRemoveSelect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x849, Size: 1] bool bGunAccessoriesGuidedAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84a, Size: 1] bool bGunAccessoriesGuidedSelect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84b, Size: 1] bool bGunAccessoriesGuidedEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84c, Size: 1] bool bAddedGunAccessories;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84d, Size: 1] bool bGunSensitivityGuidedEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84e, Size: 1] bool bGunSensitivityGuidedAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84f, Size: 1] bool bGunSensitivityGuidedCopy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x850, Size: 1] int GunSensitivitySingleTrainingGuideCount;//[Offset: 0x854, Size: 4] bool bGunSensitivitySingleTrainingGuideTiped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x858, Size: 1] bool OBS_ShowOwnWeaponKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x859, Size: 1] bool isCloudSensitivityUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85a, Size: 1] FString CloudSensitivityPlayerId_Custom;//[Offset: 0x85c, Size: 12] bool isOtherCloudSensitivityUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x868, Size: 1] bool IsCloudAndLocalSame_SensitivityCustom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x869, Size: 1] bool isCloudAccessoriesUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x86a, Size: 1] FString CloudAccessoriesPlayerId_Custom;//[Offset: 0x86c, Size: 12] bool isOtherCloudAccessoriesUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x878, Size: 1] bool IsCloudAndLocalSame_AccessoriesCustom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x879, Size: 1] int TpViewValue;//[Offset: 0x87c, Size: 4] bool bHasCloudCustomSensitivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x880, Size: 1] int PickUpListMode;//[Offset: 0x884, Size: 4] bool GyroReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x888, Size: 1] bool bHasCloudCustomAccessories;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x889, Size: 1] float FireGyroscopeSenNoneSniper;//[Offset: 0x88c, Size: 4] float FireGyroscopeSenRedDotSniper;//[Offset: 0x890, Size: 4] float FireGyroscopeSen2XSniper;//[Offset: 0x894, Size: 4] float FireGyroscopeSen4XSniper;//[Offset: 0x898, Size: 4] float FireGyroscopeSen8XSniper;//[Offset: 0x89c, Size: 4] float FireGyroscopeSen3XSniper;//[Offset: 0x8a0, Size: 4] float FireGyroscopeSen6XSniper;//[Offset: 0x8a4, Size: 4] float FireGyroscopeSenNoneSniperFp;//[Offset: 0x8a8, Size: 4] bool AutoParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ac, Size: 1] bool MapMarkEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ad, Size: 1] float FireGyroscopeSenShoulderTPP;//[Offset: 0x8b0, Size: 4] float FireGyroscopeSenShoulderFPP;//[Offset: 0x8b4, Size: 4] bool FireGyroscopeRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b8, Size: 1] bool HasOperateRingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b9, Size: 1] bool HasOperatedRingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ba, Size: 1] bool SettingBasicGyroRverseRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bb, Size: 1] bool bLbsNear;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bc, Size: 1] bool bLbsWarZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bd, Size: 1] bool AutoContinueHeal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8be, Size: 1] bool FocalLengthModifySwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bf, Size: 1] bool FocalLengthModifySwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c0, Size: 1] bool bRecordWonderfulReplayOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c1, Size: 1] int AntiAliasingValue;//[Offset: 0x8c4, Size: 4] bool OneKeyProneAndCrouchSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c8, Size: 1] bool HasOperateOneKeyProneAndCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c9, Size: 1] bool bLbsMain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ca, Size: 1] bool bLbsChat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cb, Size: 1] bool bOpenBattleNewBieAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cc, Size: 1] bool bOpenLobbyNewBieAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cd, Size: 1] int JoystickSprintSensitity;//[Offset: 0x8d0, Size: 4] bool bHideIngameUIAvailable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d4, Size: 1] bool bCloseHitHeadAudio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d5, Size: 1] int HightLightReshowAirLineTimes;//[Offset: 0x8d8, Size: 4] bool bHasSetWonderfulReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8dc, Size: 1] bool bIsShowedHideUIGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8dd, Size: 1] bool bAmericanCustomSettingGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8de, Size: 1] float CamLensSenNoneSniper;//[Offset: 0x8e0, Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x8e4, Size: 4] float CamLensSen2XSniper;//[Offset: 0x8e8, Size: 4] float CamLensSen4XSniper;//[Offset: 0x8ec, Size: 4] float CamLensSen8XSniper;//[Offset: 0x8f0, Size: 4] float FireCamLensSenNoneSniper;//[Offset: 0x8f4, Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x8f8, Size: 4] float FireCamLensSen2XSniper;//[Offset: 0x8fc, Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x900, Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x904, Size: 4] float GyroscopeSenNoneSniper;//[Offset: 0x908, Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x90c, Size: 4] float GyroscopeSen2XSniper;//[Offset: 0x910, Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x914, Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x918, Size: 4] float VehicleEye;//[Offset: 0x91c, Size: 4] float ParachuteEye;//[Offset: 0x920, Size: 4] float CamFpFreeEye;//[Offset: 0x924, Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x928, Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x92c, Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x930, Size: 4] float CamLensSen3XSniper;//[Offset: 0x934, Size: 4] float CamLensSen6XSniper;//[Offset: 0x938, Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x93c, Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x940, Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x944, Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x948, Size: 4] float CamLensSenShoulderTPP;//[Offset: 0x94c, Size: 4] float CamLensSenShoulderFPP;//[Offset: 0x950, Size: 4] float FireCamLensSenShoulderTPP;//[Offset: 0x954, Size: 4] float GyroscopeSenShoulderTPP;//[Offset: 0x958, Size: 4] float FireCamLensSenShoulderFPP;//[Offset: 0x95c, Size: 4] float GyroscopeSenShoulderFPP;//[Offset: 0x960, Size: 4] float FireGyroscopeSenNoneSniper;//[Offset: 0x964, Size: 4] float FireGyroscopeSenRedDotSniper;//[Offset: 0x968, Size: 4] float FireGyroscopeSen2XSniper;//[Offset: 0x96c, Size: 4] float FireGyroscopeSen4XSniper;//[Offset: 0x970, Size: 4] float FireGyroscopeSen8XSniper;//[Offset: 0x974, Size: 4] float FireGyroscopeSen3XSniper;//[Offset: 0x978, Size: 4] float FireGyroscopeSen6XSniper;//[Offset: 0x97c, Size: 4] float FireGyroscopeSenNoneSniperFp;//[Offset: 0x980, Size: 4] float FireGyroscopeSenShoulderTPP;//[Offset: 0x984, Size: 4] float FireGyroscopeSenShoulderFPP;//[Offset: 0x988, Size: 4] bool bInitedCustomSensitivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98c, Size: 1] bool bFireGyroSenUseGryo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98d, Size: 1] bool bFireCamSenUseCam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98e, Size: 1] bool bUploadedGyroscope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98f, Size: 1] bool AutoHitMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x990, Size: 1] bool bResetDeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x991, Size: 1] bool SwitchSoundVisualization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x992, Size: 1] bool bConsumeThrow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x993, Size: 1] int[] MaxACCount;//[Offset: 0x994, Size: 12] int[] DefaultACCount;//[Offset: 0x9a0, Size: 12] bool HasOperateSoundVisualization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9ac, Size: 1] -------------------------------- Class: BP_STRUCT_DrinkCompoundConfig_type int awardID_0_2BBEB1403F5A9B0B0EB1D00709609964;//[Offset: 0x0, Size: 4] int awardNum_1_37D1DA0026A0923C7757AA8B0609AE2D;//[Offset: 0x4, Size: 4] int descID_2_1FD235403A90703F024A7AEA0BB716C4;//[Offset: 0x8, Size: 4] int ID_3_2F902D8037E77FA46237D6880B8119C4;//[Offset: 0xc, Size: 4] int isMayCarry_4_2AB2AB40581603397B72EE3809C59429;//[Offset: 0x10, Size: 4] int JpKrAwardID_5_49A847000D2541FE5295535A097982A4;//[Offset: 0x14, Size: 4] int JpKrAwardNum_6_2ECC8FC045A856D735DAF8570798322D;//[Offset: 0x18, Size: 4] FString Name_7_3AE82A806F13962C42B917EB011A5DB5;//[Offset: 0x1c, Size: 12] FString solt_8_7F0FFAC007CB390F4285A58D011A9FB4;//[Offset: 0x28, Size: 12] int EmoteID_9_4C84EC007C583218352536360B9EB844;//[Offset: 0x34, Size: 4] FString PhizExplain_10_2575C54064E510CF536AC4300D724F0E;//[Offset: 0x38, Size: 12] FString EmoteVoiceName_11_60ECC6803A15389C4AA097EC0673F2D5;//[Offset: 0x44, Size: 12] -------------------------------- Class: BP_STRUCT_WeaponAttrBPTable_type FString AttachmentSkinIDList_1_68C117003440A0EE1A2DDA300D678804;//[Offset: 0x0, Size: 12] int BPID_2_5A4F6D006A4E746E1527F1660046AA94;//[Offset: 0xc, Size: 4] int[] AttachmentIDList_a_5_6E7001C028E30A41653FBE36025F1751;//[Offset: 0x10, Size: 12] int[] ParentIDList_a_6_3486FA0030D9987A663B62F90FFCB731;//[Offset: 0x1c, Size: 12] FString DeadInventoryBoxPath_7_1883E1C0339C8C7958767FF2080EC2C8;//[Offset: 0x28, Size: 12] int PendantID_8_32B77B0039C6C1D620F9E77400A423B4;//[Offset: 0x34, Size: 4] FString DeadInventoryBoxIDs_10_7CB7FE8050FC74B432EE0A820680F713;//[Offset: 0x38, Size: 12] -------------------------------- Class: BP_STRUCT_ItemSoundTable_type FString EquipSound_0_068B68C066212493052EBF3305D63E14;//[Offset: 0x0, Size: 12] FString DropSound_1_4DD7CD003E11476C25039DA50902AA34;//[Offset: 0xc, Size: 12] int ID_2_42F748C040D81BA3690F7C020EF58C44;//[Offset: 0x18, Size: 4] FString PickUpSound_3_0B99FAC07345086D4963B6D504877D14;//[Offset: 0x1c, Size: 12] FString DropBank_4_1D8769C022E35E311709B3FF07910C6B;//[Offset: 0x28, Size: 12] FString EquipBank_5_30BCE58001E2251E07D41C7C055C432B;//[Offset: 0x34, Size: 12] FString UnEquipBank_6_4FF4964008C1F90F14F8C45904D7459B;//[Offset: 0x40, Size: 12] FString UnEquipSound_7_0376B980772F43423C77A2D80D665704;//[Offset: 0x4c, Size: 12] FString PickUpBank_8_3C7477801367726A5EFE3B0D0549773B;//[Offset: 0x58, Size: 12] -------------------------------- Class: BP_STRUCT_BackpackMapping_type int ItemIDLv1_0_21A3A0400039E85B0FB4B5AE02FC6161;//[Offset: 0x0, Size: 4] int ItemIDLv3_4_21A5A0C00039E85D0FB4B5A802FC6163;//[Offset: 0x4, Size: 4] int SkinID_5_0CC9E5002CE60FA0348CD8800DC46CC4;//[Offset: 0x8, Size: 4] int ItemIDLv2_6_21A4A0800039E85C0FB4B5AF02FC6162;//[Offset: 0xc, Size: 4] int SkinItemIDLv1_8_54E5658067900F920ABA96CA085B62E1;//[Offset: 0x10, Size: 4] int SkinItemIDLv3_9_54E7660067900F940ABA96CC085B62E3;//[Offset: 0x14, Size: 4] int LobbyShowItemID_10_2F22E9C00E7C61770577495A0A75F1B4;//[Offset: 0x18, Size: 4] int SkinItemIDLv2_11_54E665C067900F930ABA96CD085B62E2;//[Offset: 0x1c, Size: 4] -------------------------------- Class: BP_STRUCT_ArmoryConfig_type FString Power_0_66023CC06166E049160058F001EA47E2;//[Offset: 0x0, Size: 12] FString ShotRange_1_59BA1C40037657B76427F9810CB9A205;//[Offset: 0xc, Size: 12] int WeaponID_2_04A777401625BC6D3B1E56BA09255CF4;//[Offset: 0x18, Size: 4] int BulletID_3_7D8136C0262C958112A0BCFE0A90D7B4;//[Offset: 0x1c, Size: 4] int IsShow_4_4C2F70C02E814ECD68323BF600FA3D47;//[Offset: 0x20, Size: 4] FString VerticalRecoil_5_34839F80315AFB6669A7FB050FB382AC;//[Offset: 0x24, Size: 12] FString Shake_6_7E9B148046BA7452166E7E6601E6CE35;//[Offset: 0x30, Size: 12] int WeaponType_7_482A1C8059A944560A6FD461055DA945;//[Offset: 0x3c, Size: 4] FString ShootInterval_8_49712E00653738B65705EBAE034CD55C;//[Offset: 0x40, Size: 12] FString HorizontalRecoil_9_1EB63B80354249506510039F02A0FBAC;//[Offset: 0x4c, Size: 12] FString ReloadSpeed_10_13836B803042987230C406AD067DC2C4;//[Offset: 0x58, Size: 12] FString ClipCapacity_11_3EA5A7000BBA4130106249B307164639;//[Offset: 0x64, Size: 12] FString WeaponName_12_715DB4407742DAAB0A7C764D055D6F15;//[Offset: 0x70, Size: 12] FString ExtCapcity_13_128419002CEBB022532CC2890B99BD99;//[Offset: 0x7c, Size: 12] -------------------------------- Class: BP_STRUCT_LocalizeRes_type FString TextValue_0_4D37165A410D67320AF278A1C1028E4F;//[Offset: 0x0, Size: 12] int TextId_1_20B947934F165858A322E599888F816E;//[Offset: 0xc, Size: 4] -------------------------------- Class: BattleItemHandle_VirtualCharacter_C.BattleItemHandle_VirtualItem_C.BattleItemHandleBase.ItemHandleBase.Object BattleItemData ExtractItemData( CallFunc_GetAssociationMap_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue, ItemAssociation[] CallFunc_Map_Values_Values, BattleItemData CallFunc_ConstructBattleItemDataByDefineID_ReturnValue, BattleItemData K2Node_SetFieldsInStruct_StructOut);// 0x2b33460 -------------------------------- Class: BattleItemHandle_VirtualItem_C.BattleItemHandleBase.ItemHandleBase.Object -------------------------------- Class: BP_STRUCT_AvatarDefaultConfig_type int id_0_582DD74020EEE8C12D00E1A40C84B664;//[Offset: 0x0, Size: 4] FString pant_1_00F930C0654EFFCD6B08CAF404B7FCD4;//[Offset: 0x4, Size: 12] FString shirt_2_53D54E8062374FD817805CCA0B7038D4;//[Offset: 0x10, Size: 12] FString shoe_3_12522FC065073BE56B0E507104B703D5;//[Offset: 0x1c, Size: 12] -------------------------------- Class: AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object LobbyCharacterWeaponAnimData[] CharacterWeaponAnimEditList;//[Offset: 0x180, Size: 12] LobbyCharacterWeaponAnimData[] AvatarSceneCharacterWeaponAnimEditList;//[Offset: 0x18c, Size: 12] LobbyCharacterWeaponAnimData[] LobbyWithCarCharacterWeaponAnimEditList;//[Offset: 0x198, Size: 12] LobbyCharacterWeaponAnimData[] LobbySystemCharacterWeaponAnimEditList;//[Offset: 0x1a4, Size: 12] int resultAvatarPoseIndex;//[Offset: 0x1b0, Size: 4] void OnAsyncLoadingFinished(LobbyAsyncLoadCharAnimParams LoadingParam);// 0x275b830 void InitPendingList(out LobbyCharacterWeaponAnimData[] animEditList, out SoftObjectPath[] PendingList);// 0x275b684 AnimationAsset* GetCharacterAnim(byte PosIdx, byte GenderType, int WeaponAnimType, byte sceneType);// 0x275b534 void BuildAnimMap(out LobbyCharacterWeaponAnimData[] AnimList, byte sceneType);// 0x275b440 -------------------------------- Class: LobbyAsyncLoadCharAnimParams -------------------------------- Class: TimelineComponent.ActorComponent.Object Timeline TheTimeline;//[Offset: 0xc0, Size: 136] bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x148, Size: 1] void Stop();// 0x44ae524 void SetVectorCurve(CurveVector* NewVectorCurve, FName VectorTrackName);// 0x44ae468 void SetTimelineLengthMode(byte NewLengthMode);// 0x44ae3f0 void SetTimelineLength(float NewLength);// 0x44ae378 void SetPlayRate(float NewRate);// 0x44ae300 void SetPlaybackPosition(float NewPosition, bool bFireEvents, bool bFireUpdate);// 0x44ae1ec void SetNewTime(float NewTime);// 0x44ae174 void SetLooping(bool bNewLooping);// 0x44ae0f4 void SetLinearColorCurve(CurveLinearColor* NewLinearColorCurve, FName LinearColorTrackName);// 0x44ae038 void SetIgnoreTimeDilation(bool bNewIgnoreTimeDilation);// 0x44adfb8 void SetFloatCurve(CurveFloat* NewFloatCurve, FName FloatTrackName);// 0x44adefc void ReverseFromEnd();// 0x44adee8 void Reverse();// 0x44aded4 void PlayFromStart();// 0x44adec0 void Play();// 0x44adeac void OnRep_Timeline();// 0x44ade98 bool IsReversing();// 0x44ade70 bool IsPlaying();// 0x44ade48 bool IsLooping();// 0x44ade20 float GetTimelineLength();// 0x44addf8 float GetPlayRate();// 0x1e8f528 float GetPlaybackPosition();// 0x3817e84 bool GetIgnoreTimeDilation();// 0x44addd0 -------------------------------- Class: Timeline byte LengthMode;//[Offset: 0x0, Size: 1] float Length;//[Offset: 0x4, Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8, Size: 1] bool bPlaying;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8, Size: 1] float PlayRate;//[Offset: 0xc, Size: 4] float Position;//[Offset: 0x10, Size: 4] TimelineEventEntry[] Events;//[Offset: 0x14, Size: 12] TimelineVectorTrack[] InterpVectors;//[Offset: 0x20, Size: 12] TimelineFloatTrack[] InterpFloats;//[Offset: 0x2c, Size: 12] TimelineLinearColorTrack[] InterpLinearColors;//[Offset: 0x38, Size: 12] delegate TimelinePostUpdateFunc;//[Offset: 0x48, Size: 16] delegate TimelineFinishedFunc;//[Offset: 0x58, Size: 16] Object* PropertySetObject;//[Offset: 0x70, Size: 8] FName DirectionPropertyName;//[Offset: 0x78, Size: 8] Property* DirectionProperty;//[Offset: 0x80, Size: 4] -------------------------------- Class: TimelineEventEntry float Time;//[Offset: 0x0, Size: 4] delegate EventFunc;//[Offset: 0x8, Size: 16] -------------------------------- Class: TimelineVectorTrack CurveVector* VectorCurve;//[Offset: 0x0, Size: 4] delegate InterpFunc;//[Offset: 0x8, Size: 16] FName TrackName;//[Offset: 0x18, Size: 8] FName VectorPropertyName;//[Offset: 0x20, Size: 8] StructProperty* VectorProperty;//[Offset: 0x28, Size: 4] -------------------------------- Class: TimelineFloatTrack CurveFloat* FloatCurve;//[Offset: 0x0, Size: 4] delegate InterpFunc;//[Offset: 0x8, Size: 16] FName TrackName;//[Offset: 0x18, Size: 8] FName FloatPropertyName;//[Offset: 0x20, Size: 8] FloatProperty* FloatProperty;//[Offset: 0x28, Size: 4] -------------------------------- Class: FloatProperty.NumericProperty.Property.Field.Object -------------------------------- Class: NumericProperty.Property.Field.Object -------------------------------- Class: TimelineLinearColorTrack CurveLinearColor* LinearColorCurve;//[Offset: 0x0, Size: 4] delegate InterpFunc;//[Offset: 0x8, Size: 16] FName TrackName;//[Offset: 0x18, Size: 8] FName LinearColorPropertyName;//[Offset: 0x20, Size: 8] StructProperty* LinearColorProperty;//[Offset: 0x28, Size: 4] -------------------------------- Class: LobbyGodEffectComponent.SceneComponent.ActorComponent.Object ParticleSystem* ParticleEffect1;//[Offset: 0x260, Size: 40] ParticleSystem* ParticleEffect2;//[Offset: 0x288, Size: 40] ParticleSystem* ParticleEffect3;//[Offset: 0x2b0, Size: 40] ParticleSystem* ParticleEffect100;//[Offset: 0x2d8, Size: 40] ParticleSystem* ParticleEffect101;//[Offset: 0x300, Size: 40] ParticleSystem* ParticleEffect102;//[Offset: 0x328, Size: 40] ParticleSystem* ParticleEffect103;//[Offset: 0x350, Size: 40] ParticleSystem* ParticleEffect104;//[Offset: 0x378, Size: 40] class UserWidget* GodEffectWidget;//[Offset: 0x3a0, Size: 4] WidgetComponent* WidgetComponent;//[Offset: 0x3a4, Size: 4] ParticleSystemComponent*[] effects;//[Offset: 0x3ac, Size: 12] void StopEffect();// 0x1fd67b0 void SetNameText(int TextId);// 0x1fc2888 void PlayGodEffect(int Level, Vector Location);// 0x1fd66f0 void OnAsyncLoadEffectFinish(int Level, Vector Location);// 0x1fd6630 -------------------------------- Class: CharacterStatueInfo int AGender;//[Offset: 0x0, Size: 4] int Head;//[Offset: 0x4, Size: 4] int Hair;//[Offset: 0x8, Size: 4] int WeaponId;//[Offset: 0xc, Size: 4] FString Name;//[Offset: 0x10, Size: 12] FString Nation;//[Offset: 0x1c, Size: 12] int[] AvatarList;//[Offset: 0x28, Size: 12] GameModePlayerItem[] AvatarInfoList;//[Offset: 0x34, Size: 12] int Index;//[Offset: 0x40, Size: 4] -------------------------------- Class: LobbyHallVehicleBP_C.LobbyModelShowActorBP_C.LuaActor.Actor.Object -------------------------------- Class: LobbyModelShowActorBP_C.LuaActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x368, Size: 4] void DetachSuperCarAttachToAttachPoint(SceneComponent* CallFunc_GetAttachParent_ReturnValue, Actor* CallFunc_GetOwner_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, Lobby_Koenigsegg_Mesh_Bottom_C* K2Node_DynamicCast_AsLobby_Koenigsegg_Mesh_Bottom, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsVisible_ReturnValue);// 0x2b33460 void OnAsyncReadyLua();// 0x2b33460 void DestroyContentsInLua();// 0x2b33460 void GetLoadedClass(int ID, out class BattleItemHandleBase AsBattle Item Handle Base, out bool Success, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess);// 0x2b33460 void TryShowModel(int resID, int BPID, bool bIgnoreDownload);// 0x2b33460 void PreChangeWeaponAvatar(int resID, int BPID, class BattleItemHandleBase tmpClass, class BattleItemHandleBase CallFunc_GetLoadedClass_AsBattle_Item_Handle_Base, bool CallFunc_GetLoadedClass_Success, class BattleItemHandleBase CallFunc_GetLoadedClass_AsBattle_Item_Handle_Base2, bool CallFunc_GetLoadedClass_Success2, BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon, bool K2Node_DynamicCast_bSuccess, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, bool CallFunc_GetBaseItemHBClass_NewParam, class BattleItemHandleBase CallFunc_GetBaseItemHBClass_AsBattle_Item_Handle_Base, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 void TriggerDownloadRes(int ItemId, int BPID, int itemType);// 0x2b33460 void CreaetAndSetWeaponDynamicMat(int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int ___int_Array_Index_Variable, int ___int_Array_Index_Variable2, int ___int_Loop_Counter_Variable2, int CallFunc_Add_IntInt_ReturnValue2, MeshComponent*[] CallFunc_GetComponentsByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue, MeshComponent* CallFunc_Array_Get_Item, MaterialInterface*[] CallFunc_GetMaterials_ReturnValue, int CallFunc_Array_Length_ReturnValue, MaterialInterface* CallFunc_Array_Get_Item2, bool CallFunc_Less_IntInt_ReturnValue, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, int CallFunc_Array_Length_ReturnValue2, int CallFunc_Array_Length_ReturnValue3, bool CallFunc_Less_IntInt_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2b33460 void ShowBag(int commonActorResId, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_ReturnValue, bool CallFunc_IsValid_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_IsValid_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID2, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_ReturnValue2, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, LobbyModelCommonActorBP_C* CallFunc_FinishSpawningActor_ReturnValue);// 0x2b33460 void SetHolderBack(BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void SetCastShadow(bool CastShadow, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, MeshComponent*[] CallFunc_GetComponentsByClass_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, ActorComponent* CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, bool CallFunc_Less_IntInt_ReturnValue, StaticMeshComponent* K2Node_DynamicCast_AsStatic_Mesh_Component, bool K2Node_DynamicCast_bSuccess2);// 0x2b33460 void MakeShowTypeCanRotateBack(bool CallFunc_EqualEqual_IntInt_ReturnValue);// 0x2b33460 void ProcessIcon3DAttachTexture(Backpack3DIconHandle* IconHandle, Object* tmpHandle, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, Object* CallFunc_Conv_SoftObjectReferenceToObject_ReturnValue, Backpack3DIconHandle* K2Node_DynamicCast_AsBackpack_3DIcon_Handle, bool K2Node_DynamicCast_bSuccess, Texture2D* K2Node_DynamicCast_AsTexture_2D, bool K2Node_DynamicCast_bSuccess2, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, Object* CallFunc_GetAssetByAssetReference_ReturnValue, Texture2D* K2Node_DynamicCast_AsTexture_2D2, bool K2Node_DynamicCast_bSuccess3, Object* CallFunc_Conv_SoftObjectReferenceToObject_ReturnValue2, bool CallFunc_IsValidSoftObjectReference_ReturnValue, MaterialInterface* K2Node_DynamicCast_AsMaterial_Interface, bool K2Node_DynamicCast_bSuccess4, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValidSoftObjectReference_ReturnValue2, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue);// 0x2b33460 void OnIcon3dAsyncReady();// 0x2b33460 void ShowIcon3D(int resID, bool isSync, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, delegate K2Node_CreateDelegate_OutputDelegate, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, LobbyModelCommonActorBP_C* CallFunc_FinishSpawningActor_ReturnValue);// 0x2b33460 void ShowIcon3dAsycOrSync(int resID, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void DestroyAllContent(int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, FString CallFunc_GetDisplayName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, Actor*[] CallFunc_GetAttachedActors_OutActors, Actor* CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, FString CallFunc_GetDisplayName_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue2);// 0x2b33460 void UpdateWeaponMatParam(float Alpha, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue2, bool CallFunc_EqualEqual_StrStr_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue3, float CallFunc_Conv_StringToFloat_ReturnValue4, bool CallFunc_LessEqual_FloatFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue5, float CallFunc_Conv_StringToFloat_ReturnValue6, float CallFunc_Lerp_ReturnValue, float CallFunc_Lerp_ReturnValue2, int ___int_Loop_Counter_Variable2, Rotator CallFunc_K2_GetActorRotation_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw, int CallFunc_Add_IntInt_ReturnValue2, float CallFunc_FClamp_ReturnValue, float CallFunc_Add_FloatFloat_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, int ___int_Array_Index_Variable2, float CallFunc_Lerp_ReturnValue3, bool CallFunc_LessEqual_FloatFloat_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, MeshComponent*[] CallFunc_GetComponentsByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue, MeshComponent* CallFunc_Array_Get_Item, MaterialInterface*[] CallFunc_GetMaterials_ReturnValue, int CallFunc_Array_Length_ReturnValue, MaterialInterface* CallFunc_Array_Get_Item2, bool CallFunc_Less_IntInt_ReturnValue, MaterialInstanceDynamic* K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess, int CallFunc_Array_Length_ReturnValue2, int CallFunc_Array_Length_ReturnValue3, bool CallFunc_Less_IntInt_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2b33460 void GetRotateSpeed(float DeltaX, float DeltaY, out float Speed, Vector2D CallFunc_MakeVector2D_ReturnValue, float CallFunc_VSize2D_ReturnValue);// 0x2b33460 void UpdateWeaponMat(float RotateSpeed, float Alpha, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, float CallFunc_FClamp_ReturnValue, BP_STRUCT_WeaponMatParamCfg_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, float CallFunc_FClamp_ReturnValue2, float CallFunc_Subtract_FloatFloat_ReturnValue2);// 0x2b33460 void OnParachuteAsyncReady();// 0x2b33460 void OnBagWidgetAsyncReady();// 0x2b33460 void OnWeaponAsyncReady(FString ___string_Variable, int CallFunc_Array_Find_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2b33460 void OnPlaneAsyncReady();// 0x2b33460 void ProcessNextActor();// 0x2b33460 void OnDIYWeaponDecalFinish(int RequestID, TextureRenderTarget2D* RT);// 0x2b33460 void SetDIYDecalNumPerFrame(bool isSync, int Num);// 0x2b33460 void SetRotateBackZ(bool rotateZ);// 0x2b33460 void SetWeaponCollision(FString Asset, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, Object* CallFunc_GetAssetByAssetReference_ReturnValue, PhysicsAsset* K2Node_DynamicCast_AsPhysics_Asset, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, MeshComponent* CallFunc_GetMeshCompBySlotID_ReturnValue, SkinnedMeshComponent* K2Node_DynamicCast_AsSkinned_Mesh_Component, bool K2Node_DynamicCast_bSuccess2, bool CallFunc_IsValid_ReturnValue2);// 0x2b33460 void SetCanTouchRotate(bool canRotate);// 0x2b33460 void SetWeaponPendantSocketType(enum Type, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void GetSocketTransform(int ShowType, FString SocketName, out Transform Transform, bool K2Node_SwitchInteger_CmpSuccess, FName CallFunc_Conv_StringToName_ReturnValue, Transform CallFunc_GetSocketTransform_ReturnValue);// 0x2b33460 void ShowBagWidgetAsycOrSync(int resID, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void ShowParachuteAsycOrSync(int resID, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void GetComponentPosition(int SlotID, out Vector Location, FName CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, Transform CallFunc_GetSocketTransform_ReturnValue, Vector CallFunc_BreakTransform_Location, Rotator CallFunc_BreakTransform_Rotation, Vector CallFunc_BreakTransform_Scale);// 0x2b33460 void OnRefitVehicleAsyncReady(FString ___string_Variable, FString ___string_Variable2, FString ___string_Variable3, int CallFunc_Array_Find_ReturnValue, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle, bool K2Node_DynamicCast_bSuccess, bool CallFunc_NotEqual_IntInt_ReturnValue, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle2, bool K2Node_DynamicCast_bSuccess2, int CallFunc_Array_Find_ReturnValue2, bool CallFunc_NotEqual_IntInt_ReturnValue2, int CallFunc_Array_Find_ReturnValue3, bool CallFunc_NotEqual_IntInt_ReturnValue3);// 0x2b33460 void UpdateCapsuleSize(float HalfHeight, float Radius);// 0x2b33460 void DestroyForType(int exceptType, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, bool CallFunc_IsValid_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4, bool CallFunc_IsValid_ReturnValue5, bool CallFunc_IsValid_ReturnValue6, bool CallFunc_IsValid_ReturnValue7, bool CallFunc_IsValid_ReturnValue8, int[] K2Node_MakeArray_Array, int CallFunc_Array_Length_ReturnValue, int CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x2b33460 void OnVehicleAsyncReady(FString ___string_Variable, int CallFunc_Array_Find_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x2b33460 void OnGrenadeAsyncReady();// 0x2b33460 void ShowModel(int resID, int BPID, bool K2Node_SwitchInteger_CmpSuccess);// 0x2b33460 void ShowParachute(int resID, bool isSync, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_IsValid_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID2, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_ReturnValue2, bool CallFunc_IsValid_ReturnValue2, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, LobbyModelCommonActorBP_C* CallFunc_FinishSpawningActor_ReturnValue);// 0x2b33460 void ShowRefitVehicle(int VehicleID, RefitVehicleHandle* vehicleHandle, FString ___string_Variable, FString ___string_Variable2, FString CallFunc_Concat_StrStr_ReturnValue, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle, bool K2Node_DynamicCast_bSuccess, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle2, bool K2Node_DynamicCast_bSuccess2, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle3, bool K2Node_DynamicCast_bSuccess3, bool CallFunc_HasRefitVehicleDownloaded_HasDownloaded, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle4, bool K2Node_DynamicCast_bSuccess4, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_VehicleRefitInfo_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString ___string_Variable3, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_VehicleRefitBPConfig_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, int CallFunc_Array_Find_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, class Object CallFunc_GetClassByAssetReference_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, class RefitVehicleHandle K2Node_ClassDynamicCast_AsRefit_Vehicle_Handle, bool K2Node_ClassDynamicCast_bSuccess, RefitVehicleHandle* CallFunc_SpawnObject_ReturnValue, bool CallFunc_IsValid_ReturnValue, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle5, bool K2Node_DynamicCast_bSuccess5, BP_LobbyRefitVehicle_C* K2Node_DynamicCast_AsBP_Lobby_Refit_Vehicle6, bool K2Node_DynamicCast_bSuccess6, delegate K2Node_CreateDelegate_OutputDelegate, int CallFunc_Array_Find_ReturnValue2, bool CallFunc_NotEqual_IntInt_ReturnValue2, VehicleAdvanceAvatarComponent* CallFunc_GetVehicleAdvanceAvatar_ReturnValue, FString ___string_Variable4, int CallFunc_Array_Find_ReturnValue3, int CallFunc_Array_Find_ReturnValue4, bool CallFunc_NotEqual_IntInt_ReturnValue3, bool CallFunc_NotEqual_IntInt_ReturnValue4, PlayerController* CallFunc_GetPlayerController_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, BP_LobbyRefitVehicle_C* CallFunc_FinishSpawningActor_ReturnValue, bool CallFunc_PreChangeVehicleAvatar_ReturnValue);// 0x2b33460 void SetShowActorLocationRotation(int resID, ShowActorData tempShowActorData, ShowActorData CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult, HitResult CallFunc_K2_SetRelativeRotation_SweepHitResult, FString CallFunc_Conv_RotatorToString_ReturnValue, Vector CallFunc_MakeVector_ReturnValue, HitResult CallFunc_K2_SetRelativeLocation_SweepHitResult);// 0x2b33460 void OnAsyncReady(bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_IsValid_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess);// 0x2b33460 void ModelSimulatePhysics(bool K2Node_SwitchInteger_CmpSuccess, bool CallFunc_IsValid_ReturnValue, SkeletalMeshComponent* CallFunc_GetComponentByClass_ReturnValue);// 0x2b33460 void TryRotate(out float DeltaX, out float DeltaY, float RetDeltaY, float RetDeltaX, float tempLocationY, float tempLocationX, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, bool CallFunc_NeedRotateY_need, float CallFunc_MakeRotation_RotationX, float CallFunc_MakeRotation_RotationY, float CallFunc_MakeRotation_RotationZ, Rotator CallFunc_MakeRotator_ReturnValue, bool CallFunc_NeedRotate_need, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x2b33460 void MakeRotation(float newLocationX, float newLocationY, out float RotationX, out float RotationY, out float RotationZ, FString ___string_Variable, float CallFunc_Subtract_FloatFloat_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw, int CallFunc_Array_Find_ReturnValue, float CallFunc_FClamp_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, float CallFunc_Subtract_FloatFloat_ReturnValue3, float CallFunc_Multiply_FloatFloat_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue2, Rotator CallFunc_MakeRotator_ReturnValue2, Rotator CallFunc_ComposeRotators_ReturnValue2, float CallFunc_BreakRotator_Roll2, float CallFunc_BreakRotator_Pitch2, float CallFunc_BreakRotator_Yaw2, float CallFunc_FClamp_ReturnValue2, float CallFunc_FClamp_ReturnValue3);// 0x2b33460 void AttachModelCenter(int CameraID, Vector attachModelVector, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_LobbyCameraInfo_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString[] CallFunc_ParseIntoArray_ReturnValue, FString CallFunc_Array_Get_Item, FString CallFunc_Array_Get_Item2, float CallFunc_Conv_StringToFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue2, FString CallFunc_Array_Get_Item3, float CallFunc_Conv_StringToFloat_ReturnValue3, HitResult CallFunc_K2_SetActorRelativeLocation_SweepHitResult, Vector CallFunc_MakeVector_ReturnValue, HitResult CallFunc_K2_SetActorLocation_SweepHitResult, bool CallFunc_K2_SetActorLocation_ReturnValue, HitResult CallFunc_K2_SetActorRelativeLocation_SweepHitResult2, HitResult CallFunc_K2_SetActorRelativeLocation_SweepHitResult3, HitResult CallFunc_K2_SetActorRelativeLocation_SweepHitResult4, HitResult CallFunc_K2_SetActorRelativeLocation_SweepHitResult5, bool K2Node_SwitchInteger_CmpSuccess);// 0x2b33460 void GetShowTypeByItemType(int resID, int itemType, int ItemSubType, out int Type, FString ___string_Variable, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_EqualEqual_IntInt_ReturnValue4, bool CallFunc_EqualEqual_IntInt_ReturnValue5, bool CallFunc_EqualEqual_IntInt_ReturnValue6, bool CallFunc_EqualEqual_IntInt_ReturnValue7, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_BooleanOR_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue8, bool CallFunc_BooleanOR_ReturnValue3, bool CallFunc_BooleanAND_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue9, bool CallFunc_BooleanAND_ReturnValue3, bool CallFunc_EqualEqual_IntInt_ReturnValue10, bool CallFunc_EqualEqual_IntInt_ReturnValue11, bool CallFunc_EqualEqual_IntInt_ReturnValue12, bool CallFunc_BooleanAND_ReturnValue4, bool CallFunc_EqualEqual_IntInt_ReturnValue13, bool CallFunc_EqualEqual_IntInt_ReturnValue14, bool CallFunc_EqualEqual_IntInt_ReturnValue15, bool CallFunc_EqualEqual_IntInt_ReturnValue16, bool CallFunc_BooleanOR_ReturnValue4, bool CallFunc_BooleanOR_ReturnValue5, bool CallFunc_EqualEqual_IntInt_ReturnValue17, bool CallFunc_BooleanOR_ReturnValue6, bool CallFunc_BooleanOR_ReturnValue7, bool CallFunc_EqualEqual_IntInt_ReturnValue18, bool CallFunc_BooleanOR_ReturnValue8, bool CallFunc_BooleanAND_ReturnValue5, int CallFunc_Array_Find_ReturnValue, bool CallFunc_BooleanOR_ReturnValue9, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_BooleanOR_ReturnValue10, bool CallFunc_BooleanOR_ReturnValue11, bool CallFunc_EqualEqual_IntInt_ReturnValue19, bool CallFunc_EqualEqual_IntInt_ReturnValue20, bool CallFunc_BooleanAND_ReturnValue6, bool CallFunc_EqualEqual_IntInt_ReturnValue21, bool CallFunc_EqualEqual_IntInt_ReturnValue22, bool CallFunc_EqualEqual_IntInt_ReturnValue23, bool CallFunc_EqualEqual_IntInt_ReturnValue24, bool CallFunc_EqualEqual_IntInt_ReturnValue25, bool CallFunc_BooleanAND_ReturnValue7, bool CallFunc_EqualEqual_IntInt_ReturnValue26, bool CallFunc_BooleanOR_ReturnValue12, bool CallFunc_BooleanOR_ReturnValue13, bool CallFunc_EqualEqual_IntInt_ReturnValue27, bool CallFunc_BooleanOR_ReturnValue14, bool CallFunc_BooleanOR_ReturnValue15, bool CallFunc_EqualEqual_IntInt_ReturnValue28, bool CallFunc_BooleanAND_ReturnValue8, bool CallFunc_EqualEqual_IntInt_ReturnValue29);// 0x2b33460 void ShowVehicle(int VehicleID, BP_LobbyVehicle_C* tempVehicleActor, VehicleAvatarComponent* CallFunc_GetVehicleAvatar_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, BP_LobbyVehicle_C* CallFunc_FinishSpawningActor_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, FString ___string_Variable, bool CallFunc_PreChangeVehicleAvatar_ReturnValue, int CallFunc_Array_Find_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x2b33460 void RecordTmpVar(int resID, float ZSpeed, float backTime, float disinteractDis, float YdisRatio, float yIntensity, bool needXRotation, bool CanAutoRotateZ, bool CanRotateBack, bool canRotate, FString ExtraData, FString[] CallFunc_ParseIntoArray_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue2, float CallFunc_Divide_FloatFloat_ReturnValue3, float CallFunc_Divide_FloatFloat_ReturnValue4, float CallFunc_Divide_FloatFloat_ReturnValue5);// 0x2b33460 void ShowWeapon(int resID, int BPID, BattleItemHandleBase* tmpHandle, FString CallFunc_Concat_StrStr_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString ___string_Variable, ItemDefineID K2Node_MakeStruct_ItemDefineID2, int CallFunc_Array_Find_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, BP_LobbyWeapon_C* CallFunc_FinishSpawningActor_ReturnValue);// 0x2b33460 void ShowPlane(int resID, bool UseBase, class BattleItemHandleBase BaseClass, int NewLocalVar, BP_PlaneCharacter_C* tmp_BP_Plane_Character, bool CallFunc_IsValid_ReturnValue, delegate K2Node_CreateDelegate_OutputDelegate, BP_PlaneCharacter_C* K2Node_DynamicCast_AsBP_Plane_Character, bool K2Node_DynamicCast_bSuccess, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, bool CallFunc_GetBaseItemHBClass_NewParam, class BattleItemHandleBase CallFunc_GetBaseItemHBClass_AsBattle_Item_Handle_Base, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, class BattleItemHandleBase CallFunc_GetObjectClass_ReturnValue, class PlaneAvatarHandleBase_BP_C K2Node_ClassDynamicCast_AsPlane_Avatar_Handle_Base_BP, bool K2Node_ClassDynamicCast_bSuccess2, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, Character* CallFunc_FinishSpawningActor_ReturnValue);// 0x2b33460 Transform MakeSpawnTransform(float ActorScale, FString ModelOffset, Transform CallFunc_MakeTransform_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue, FString[] CallFunc_ParseIntoArray_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue2, Vector CallFunc_MakeVector_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue3, Vector CallFunc_Multiply_VectorFloat_ReturnValue, Vector CallFunc_MakeVector_ReturnValue2, Transform CallFunc_MakeTransform_ReturnValue2);// 0x2b33460 void ShowBagWidget(int resID, bool isSync, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_IsValid_ReturnValue, SkeletalMeshComponent* CallFunc_GetComponentByClass_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, LobbyModelCommonActorBP_C* CallFunc_FinishSpawningActor_ReturnValue);// 0x2b33460 void ShowGrenade(int resID, BP_Lobby_Grenade_C* tempGrenadeActor, GrenadeAvatarComponent_BP_C* CallFunc_GetComponentByClass_ReturnValue, int CallFunc_GetItemSubType_subType, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_EqualEqual_IntInt_ReturnValue4, delegate K2Node_CreateDelegate_OutputDelegate, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_IsBattleItemHandleExist_ReturnValue, bool CallFunc_IsValid_ReturnValue, GrenadeAvatarComponent_BP_C* CallFunc_GetComponentByClass_ReturnValue2, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, BP_Lobby_Grenade_C* CallFunc_FinishSpawningActor_ReturnValue);// 0x2b33460 void GetAttachPoint(out Actor* attachPoint, Actor*[] CallFunc_GetAllActorsWithInterface_OutActors, int CallFunc_Array_Length_ReturnValue, Actor* CallFunc_Array_Get_Item, bool CallFunc_GreaterEqual_IntInt_ReturnValue);// 0x2b33460 void ResetAttachPointRotate(Rotator CallFunc_MakeRotator_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, Actor* CallFunc_GetAttachPoint_attachPoint, bool CallFunc_K2_SetActorRotation_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void DetachFromAttachPoint(SceneComponent* CallFunc_GetAttachParent_ReturnValue, Actor* CallFunc_GetOwner_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, Lobby_Koenigsegg_Mesh_Bottom_C* K2Node_DynamicCast_AsLobby_Koenigsegg_Mesh_Bottom, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesImplementInterface_ReturnValue, bool CallFunc_IsVisible_ReturnValue);// 0x2b33460 void AttachToAttachPoint(Actor*[] CallFunc_GetAllActorsWithInterface_OutActors, bool K2Node_SwitchInteger_CmpSuccess, Actor* CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue);// 0x2b33460 void OnParticleSystemfinish(ParticleSystemComponent* NewParam);// 0x2b33460 void XAutoRotate(Rotator CallFunc_MakeRotator_ReturnValue, FString CallFunc_Conv_RotatorToString_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, FString CallFunc_Conv_RotatorToString_ReturnValue2, FString CallFunc_Conv_RotatorToString_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x2b33460 void TickProjectileEffect(HitResult CallFunc_K2_SetActorLocation_SweepHitResult, bool CallFunc_K2_SetActorLocation_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, int CallFunc_Array_Length_ReturnValue, HitResult CallFunc_K2_SetActorLocation_SweepHitResult2, bool CallFunc_K2_SetActorLocation_ReturnValue2, int CallFunc_Subtract_IntInt_ReturnValue, bool CallFunc_GreaterEqual_IntInt_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 void PlayParticleEffect(Vector Location, delegate K2Node_CreateDelegate_OutputDelegate, GrenadeAvatarComponent_BP_C* CallFunc_GetComponentByClass_ReturnValue, FString ___string_Variable, Object* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, ParticleSystem* K2Node_DynamicCast_AsParticle_System, bool K2Node_DynamicCast_bSuccess, ParticleSystemComponent* CallFunc_SpawnEmitterAtLocation_ReturnValue);// 0x2b33460 void PlayProjectileEffect();// 0x2b33460 void IsModelValid(out bool Valid, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4, bool CallFunc_IsValid_ReturnValue5, bool CallFunc_IsValid_ReturnValue6, bool CallFunc_IsValid_ReturnValue7, bool CallFunc_IsValid_ReturnValue8, bool CallFunc_IsValid_ReturnValue9, bool K2Node_SwitchInteger_CmpSuccess);// 0x2b33460 void GetBaseItemHBClass(out bool NewParam, out class BattleItemHandleBase AsBattle Item Handle Base, int TmpItemID, FString BPTableName, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, BP_STRUCT_VehiclePlaneSkinMapping_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue4, FString CallFunc_Conv_IntToString_ReturnValue3, BP_STRUCT_VehiclePlaneSkinMapping_type CallFunc_GetTableData_OutRow3, bool CallFunc_GetTableData_ReturnValue3, FString CallFunc_Conv_IntToString_ReturnValue4, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow4, bool CallFunc_GetTableData_ReturnValue4, bool K2Node_SwitchInteger_CmpSuccess, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess);// 0x2b33460 void StopAkEvent(BP_PlaneCharacter_C* K2Node_DynamicCast_AsBP_Plane_Character, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void UpdateRotateLimit(FString XRotateLimit, FString YRotateLimit, bool CallFunc_NotEqual_StrStr_ReturnValue, FString[] CallFunc_ParseIntoArray_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue2, bool CallFunc_NotEqual_StrStr_ReturnValue2, FString[] CallFunc_ParseIntoArray_ReturnValue2, float CallFunc_Conv_StringToFloat_ReturnValue3, float CallFunc_Conv_StringToFloat_ReturnValue4);// 0x2b33460 void UpdateShowType(int resID, int itemType, int ItemSubType);// 0x2b33460 void SetTouchStatus(bool Can);// 0x2b33460 void SetRotateBackStatus(bool Can);// 0x2b33460 void NeedRotateY(float X, float Y, out bool need, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, float CallFunc_Abs_ReturnValue, float CallFunc_Abs_ReturnValue2, float CallFunc_Divide_FloatFloat_ReturnValue, bool CallFunc_EqualEqual_FloatFloat_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue);// 0x2b33460 void NeedRotate(float X, float Y, out bool need, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, Vector2D CallFunc_MakeVector2D_ReturnValue, float CallFunc_VSize2D_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue);// 0x2b33460 void RotateBack(float Delta, float localAlpha, float CallFunc_Divide_FloatFloat_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, float CallFunc_Add_FloatFloat_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw, float CallFunc_Lerp_ReturnValue, float CallFunc_Lerp_ReturnValue2, bool CallFunc_Greater_FloatFloat_ReturnValue, float CallFunc_Abs_ReturnValue, float CallFunc_Percent_FloatFloat_ReturnValue, float CallFunc_Lerp_ReturnValue3, bool CallFunc_Greater_FloatFloat_ReturnValue2, float CallFunc_Lerp_ReturnValue4, float CallFunc_Lerp_ReturnValue5, Rotator CallFunc_MakeRotator_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue2, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult2, Rotator CallFunc_MakeRotator_ReturnValue3, Rotator CallFunc_MakeRotator_ReturnValue4, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult3, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult4);// 0x2b33460 void ZAutoRotate(bool CallFunc_Not_PreBool_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x2b33460 void DestroyWeaponActor(bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void GetItemSubType(int RowNum, out int SubType, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 void GetBPID(int RowName, out int BPID, out int itemType, out int ItemSubType, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 void PutOffEquipmentByResID(int resID, bool CallFunc_IsValid_ReturnValue, bool CallFunc_PutOffEquimentByResID_ReturnValue);// 0x2b33460 void PutOnEquipmentByResID(int resID, out bool Ret, int CallFunc_GetBPID_BPID, int CallFunc_GetBPID_itemType, int CallFunc_GetBPID_itemSubType, UAELoadedClassManager* CallFunc_Get_ReturnValue, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue, class Object CallFunc_GetClass_ReturnValue, ItemDefineID CallFunc_GenerateItemDefineIDByItemTableIDWithRandomInstanceID_ReturnValue2, class BackpackWeaponHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Handle, bool K2Node_ClassDynamicCast_bSuccess, class BackpackWeaponAttachHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Attach_Handle, bool K2Node_ClassDynamicCast_bSuccess2, BackpackWeaponHandle* CallFunc_SpawnObject_ReturnValue, BackpackWeaponAttachHandle* CallFunc_SpawnObject_ReturnValue2, bool CallFunc_PutOnEquipmentByItemHandle_ReturnValue, bool CallFunc_PutOnMasterComponentByItemHandle_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void ShowModelByResid(int resID, float XOffset, Rotator Rotator, float ZSpeed, float backTime, float disinteractDis, float YdisRatio, float yIntensity, bool needResetAutoRotation, bool needXRotation, float ActorScale, FString XRotateLimit, FString YRotateLimit, FString ModelOffset, bool canAutoRotate, bool CanRotateBack, bool canRotate, Rotator InitRotate, FString ExtraData, int tempBPID, FString ___string_Variable, ShowActorData K2Node_MakeStruct_ShowActorData, Transform CallFunc_MakeSpawnTransform_ReturnValue, int CallFunc_Array_Find_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, int CallFunc_GetBPID_BPID, int CallFunc_GetBPID_itemType, int CallFunc_GetBPID_itemSubType);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void WeaponMatTimeline__FinishedFunc();// 0x2b33460 void WeaponMatTimeline__UpdateFunc();// 0x2b33460 void ReceiveTick(float DeltaSeconds);// 0x2b33460 void BndEvt__Capsule_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchBeginSignature__DelegateSignature(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void BndEvt__Capsule_K2Node_ComponentBoundEvent_1_ComponentOnInputTouchEndSignature__DelegateSignature(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void ReceiveDestroyed();// 0x2b33460 void Projectile(float X, float Y, float Z);// 0x2b33460 void TickWeaponMat(float fromShake, float toShake);// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void ExecuteUbergraph_LobbyModelShowActorBP(int EntryPoint, PlayerController* CallFunc_GetPlayerController_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, float K2Node_Event_DeltaSeconds, byte K2Node_ComponentBoundEvent_FingerIndex2, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent2, byte K2Node_ComponentBoundEvent_FingerIndex, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, float K2Node_CustomEvent_x, float K2Node_CustomEvent_y, float K2Node_CustomEvent_z, Vector CallFunc_K2_GetActorLocation_ReturnValue, Vector CallFunc_MakeVector_ReturnValue, HitResult CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, bool CallFunc_K2_SetActorLocationAndRotation_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, Actor*[] ___object_Variable, HitResult CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutHit, Vector[] CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutPathPositions, Vector CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutLastTraceDestination, bool CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_ReturnValue, bool CallFunc_IsModelValid_valid, float CallFunc_TryRotate_deltaX, float CallFunc_TryRotate_deltaY, float CallFunc_GetRotateSpeed_speed, float K2Node_CustomEvent_fromShake, float K2Node_CustomEvent_toShake, bool CallFunc_BooleanAND_ReturnValue, float CallFunc_Lerp_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 StaticMeshComponent* Sphere;//[Offset: 0x36c, Size: 4] CapsuleComponent* Capsule;//[Offset: 0x370, Size: 4] SceneComponent* Scene;//[Offset: 0x374, Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x378, Size: 4] float WeaponMatTimeline_time_492B8511488AA34B66EFCEB09ACAE5EE;//[Offset: 0x37c, Size: 4] byte WeaponMatTimeline__Direction_492B8511488AA34B66EFCEB09ACAE5EE;//[Offset: 0x380, Size: 1] TimelineComponent* WeaponMatTimeline;//[Offset: 0x384, Size: 4] STExtraWeapon* WeaponActor;//[Offset: 0x388, Size: 4] WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x38c, Size: 4] bool press;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] byte FingerIndex;//[Offset: 0x391, Size: 1] float LocationX;//[Offset: 0x394, Size: 4] bool CanAutoRotateZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] float zRotateSpeed;//[Offset: 0x39c, Size: 4] float LocationY;//[Offset: 0x3a0, Size: 4] bool canAutoRotateX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] float backTime;//[Offset: 0x3a8, Size: 4] float curBackTime;//[Offset: 0x3ac, Size: 4] float disinteractDis;//[Offset: 0x3b0, Size: 4] float yIntensity;//[Offset: 0x3b4, Size: 4] float yDisinteractRatio;//[Offset: 0x3b8, Size: 4] float originX;//[Offset: 0x3bc, Size: 4] float originY;//[Offset: 0x3c0, Size: 4] bool alreadyRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c4, Size: 1] bool alreadyRotateY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c5, Size: 1] bool CanRotateBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c6, Size: 1] int ShowType;//[Offset: 0x3c8, Size: 4] bool needXRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc, Size: 1] Character* PlaneCharacter;//[Offset: 0x3d0, Size: 4] float XRotateMin;//[Offset: 0x3d4, Size: 4] float XRotateMax;//[Offset: 0x3d8, Size: 4] float YRotateMin;//[Offset: 0x3dc, Size: 4] float YRotateMax;//[Offset: 0x3e0, Size: 4] int CurrentItemID;//[Offset: 0x3e4, Size: 4] BP_Lobby_Grenade_C* grenadeActor;//[Offset: 0x3e8, Size: 4] bool isTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] Vector[] projectilePredictArray;//[Offset: 0x3f0, Size: 12] int projectileTickIndex;//[Offset: 0x3fc, Size: 4] float xRotateSpeed;//[Offset: 0x400, Size: 4] Rotator AttachPointDefaultRotate;//[Offset: 0x404, Size: 12] LobbyModelCommonActorBP_C* bagWidgetActor;//[Offset: 0x410, Size: 4] Transform SpawnTransform;//[Offset: 0x420, Size: 48] BP_LobbyVehicle_C* VehicleActor;//[Offset: 0x450, Size: 4] bool canRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454, Size: 1] int curGrenadeIndex;//[Offset: 0x458, Size: 4] int spawnIndex;//[Offset: 0x45c, Size: 4] ShowActorDataArray;//[Offset: 0x460, Size: 60] BP_LobbyVehicle_C* refitVehicleActor;//[Offset: 0x49c, Size: 4] LobbyModelCommonActorBP_C* parachuteActor;//[Offset: 0x4a0, Size: 4] int curVehicleIndex;//[Offset: 0x4a4, Size: 4] FString[] ExtraData;//[Offset: 0x4a8, Size: 12] bool EnableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b4, Size: 1] bool RotateBackZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b5, Size: 1] LobbyModelShowActorBP_C* nextShowActor;//[Offset: 0x4b8, Size: 4] bool isAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4bc, Size: 1] bool weaponDynMatChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4bd, Size: 1] LobbyModelCommonActorBP_C* icon3DActor;//[Offset: 0x4c0, Size: 4] HasShakeEffectItem;//[Offset: 0x4c4, Size: 60] LobbyModelCommonActorBP_C* bagActor;//[Offset: 0x500, Size: 4] BP_STRUCT_WeaponMatParamCfg_type WeaponMatParam;//[Offset: 0x504, Size: 76] float MatAlpha;//[Offset: 0x550, Size: 4] -------------------------------- Class: Lobby_Koenigsegg_Mesh_Bottom_C.BP_ScriptBinder_C.LuaActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x36c, Size: 4] void RemoveCacheActor(int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int[] CallFunc_Map_Keys_Keys, int CallFunc_Array_Length_ReturnValue, int CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, LevelSequenceActor* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void ResetPlatform(HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x2b33460 void GetSeqByBind(int Type, out MovieSceneObjectBindingID NewParam, bool K2Node_SwitchInteger_CmpSuccess);// 0x2b33460 void CreateLevelSequnceActor(Object* SluaHUID, int sequenceType, out LevelSequencePlayer* Player, out LevelSequenceActor* sequenceActor, Object* CallFunc_CreateSeq_NewParam, LevelSequenceActor* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, LevelSequence* K2Node_DynamicCast_AsLevel_Sequence, bool K2Node_DynamicCast_bSuccess, LevelSequenceActor* CallFunc_CreateLevelSequencePlayer_OutActor, LevelSequencePlayer* CallFunc_CreateLevelSequencePlayer_ReturnValue, LevelSequencePlayer* CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 void CreateSeq(int Type, out Object* NewParam, bool K2Node_SwitchInteger_CmpSuccess, Object* CallFunc_GetAssetByAssetReference_ReturnValue, bool CallFunc_IsValid_ReturnValue, Object* CallFunc_GetAssetByAssetReference_ReturnValue2, bool CallFunc_IsValid_ReturnValue2, Object* CallFunc_GetAssetByAssetReference_ReturnValue3, Object* CallFunc_GetAssetByAssetReference_ReturnValue4, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4, Object* CallFunc_GetAssetByAssetReference_ReturnValue5, Object* CallFunc_GetAssetByAssetReference_ReturnValue6, bool CallFunc_IsValid_ReturnValue5, bool CallFunc_IsValid_ReturnValue6);// 0x2b33460 void TriggerRotate(float Delta);// 0x2b33460 void NeedRotate(float X, float Y, out bool need, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, Vector2D CallFunc_MakeVector2D_ReturnValue, float CallFunc_VSize2D_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue);// 0x2b33460 void TickRotate(Rotator CallFunc_K2_GetComponentRotation_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, bool CallFunc_NeedRotate_need, float CallFunc_Multiply_FloatFloat_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw, float CallFunc_FClamp_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue2, FString CallFunc_Conv_FloatToString_ReturnValue, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_FloatToString_ReturnValue2, float CallFunc_FClamp_ReturnValue2, FString CallFunc_Conv_FloatToString_ReturnValue3, Rotator CallFunc_MakeRotator_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue2, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult2, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue4);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void Timeline_0__FinishedFunc();// 0x2b33460 void Timeline_0__UpdateFunc();// 0x2b33460 void ReceiveTick(float DeltaSeconds);// 0x2b33460 void BndEvt__Capsule_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchBeginSignature__DelegateSignature(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void BndEvt__Capsule_K2Node_ComponentBoundEvent_1_ComponentOnInputTouchEndSignature__DelegateSignature(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x2b33460 void RotateSpecificAngle(float Delta);// 0x2b33460 void StopRotate();// 0x2b33460 void ExecuteUbergraph_Lobby_Koenigsegg_Mesh_Bottom(int EntryPoint, bool CallFunc_K2_SetActorRotation_ReturnValue, float K2Node_Event_DeltaSeconds, byte K2Node_ComponentBoundEvent_FingerIndex2, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent2, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, byte K2Node_ComponentBoundEvent_FingerIndex, PrimitiveComponent* K2Node_ComponentBoundEvent_TouchedComponent, float K2Node_CustomEvent_Delta, float CallFunc_Multiply_FloatFloat_ReturnValue, Rotator CallFunc_K2_GetActorRotation_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw, float CallFunc_Add_FloatFloat_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, bool CallFunc_K2_SetActorRotation_ReturnValue2);// 0x2b33460 ActorSequenceComponent* Switch car;//[Offset: 0x370, Size: 4] StaticMeshComponent* SM_Lobby_Koenigsegg_Open_A;//[Offset: 0x374, Size: 4] StaticMeshComponent* SM_Lobby_Koenigsegg_Open_B;//[Offset: 0x378, Size: 4] StaticMeshComponent* SM_Lobby_Koenigsegg_Open_C;//[Offset: 0x37c, Size: 4] StaticMeshComponent* SM_Lobby_Koenigsegg_Open_D;//[Offset: 0x380, Size: 4] StaticMeshComponent* StaticMesh;//[Offset: 0x384, Size: 4] StaticMeshComponent* SM_Lobby_Koenigsegg_Platform;//[Offset: 0x388, Size: 4] ActorSequenceComponent* entrance;//[Offset: 0x38c, Size: 4] SceneComponent* Scene;//[Offset: 0x390, Size: 4] CapsuleComponent* Capsule;//[Offset: 0x394, Size: 4] float Timeline_0_Alpha_ACB8AE614DFE050CA246E7B034D5967B;//[Offset: 0x398, Size: 4] byte Timeline_0__Direction_ACB8AE614DFE050CA246E7B034D5967B;//[Offset: 0x39c, Size: 1] TimelineComponent* Timeline;//[Offset: 0x3a0, Size: 4] float LocationX;//[Offset: 0x3a4, Size: 4] float LocationY;//[Offset: 0x3a8, Size: 4] byte FingerIndex;//[Offset: 0x3ac, Size: 1] bool RotateOnlyZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ad, Size: 1] bool Touching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ae, Size: 1] float OriginTouchX;//[Offset: 0x3b0, Size: 4] float OriginTouchY;//[Offset: 0x3b4, Size: 4] Rotator CurRotator;//[Offset: 0x3b8, Size: 12] SoftObjectPath Normal;//[Offset: 0x3c8, Size: 24] SoftObjectPath NormalSwitchCar;//[Offset: 0x3e0, Size: 24] SoftObjectPath NormalIdle;//[Offset: 0x3f8, Size: 24] SoftObjectPath NormalFullIdle;//[Offset: 0x410, Size: 24] SoftObjectPath TopIdle;//[Offset: 0x428, Size: 24] SoftObjectPath TopFullIdle;//[Offset: 0x440, Size: 24] LevelSequenceActors;//[Offset: 0x458, Size: 60] LvelSequencePlayers;//[Offset: 0x494, Size: 60] -------------------------------- Class: BP_ScriptBinder_C.LuaActor.Actor.Object void UserConstructionScript();// 0x2b33460 SceneComponent* DefaultSceneRoot;//[Offset: 0x368, Size: 4] -------------------------------- Class: ActorSequenceComponent.ActorComponent.Object MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0xbc, Size: 32] ActorSequence* Sequence;//[Offset: 0xdc, Size: 4] ActorSequencePlayer* SequencePlayer;//[Offset: 0xe0, Size: 4] bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] bool bRunOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5, Size: 1] bool bEnableOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe6, Size: 1] void StopPlay();// 0x54529ec void StartPlay(float StartTime);// 0x5452974 void OnStopOrFinsh();// 0x5452960 float GetLength();// 0x5452938 -------------------------------- Class: ActorSequence.MovieSceneSequence.MovieSceneSignedObject.Object MovieScene* MovieScene;//[Offset: 0x220, Size: 4] ActorSequenceObjectReferenceMap ObjectReferences;//[Offset: 0x224, Size: 24] -------------------------------- Class: ActorSequenceObjectReferenceMap Guid[] BindingIds;//[Offset: 0x0, Size: 12] ActorSequenceObjectReferences[] References;//[Offset: 0xc, Size: 12] -------------------------------- Class: ActorSequenceObjectReferences ActorSequenceObjectReference[] Array;//[Offset: 0x0, Size: 12] -------------------------------- Class: ActorSequenceObjectReference enum Type;//[Offset: 0x0, Size: 1] Guid ActorId;//[Offset: 0x4, Size: 16] FString PathToComponent;//[Offset: 0x14, Size: 12] -------------------------------- Class: ActorSequencePlayer.MovieSceneSequencePlayer.Object -------------------------------- Class: LobbyModelCommonActorBP_C.LobbyModelCommonActor.LuaActor.Actor.Object void UserConstructionScript();// 0x2b33460 SceneComponent* DefaultSceneRoot;//[Offset: 0x3b0, Size: 4] int commonActorResId;//[Offset: 0x3b4, Size: 4] -------------------------------- Class: LobbyModelCommonActor.LuaActor.Actor.Object MeshComponent* MeshComponent;//[Offset: 0x364, Size: 4] SlotNameMap;//[Offset: 0x368, Size: 60] delegate OnCommonActorLoaded;//[Offset: 0x3a4, Size: 12] void ShowByResId(out const ItemDefineID ItemDefineID, bool bSync);// 0x1fd7fdc void ShowByHandle(BattleItemHandleBase* InHandle, bool bSync);// 0x1fd7f18 MeshComponent* SetupMeshComponent(MeshComponent* MeshComp);// 0x1fd7e98 void SetMeshAndMaterial(BattleItemHandleBase* BattleItemHandleBase, MeshComponent* MeshComp);// 0x1fd7ddc void OnCommonActorLoaded__DelegateSignature();// 0x2b33460 bool NeedUseUpgradeMat();// 0x2b33460 StaticMeshComponent* InitStaticMesh();// 0x1fd7db4 SkeletalMeshComponent* InitSkeletalMesh();// 0x1fd7d8c StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x1fd7cd8 SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x1fd7c24 MaterialInterface*[] GetMeshAppliedMaterials(BackpackAvatarHandle* AvatarHandle, MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x1fd7a4c void ApplyMaterialByIdx(MeshComponent* MeshComp, MaterialInstance* Material, int idx);// 0x1fd794c -------------------------------- Class: Backpack3DIconHandle.BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object Texture2D* attachTex;//[Offset: 0xa48, Size: 40] -------------------------------- Class: BP_STRUCT_WeaponMatParamCfg_type int ID_0_01306C0006E69B6C5E6CBB190B10ADC4;//[Offset: 0x0, Size: 4] FString RotateMax_1_34BDAE003728AED6240ED2BB0B806958;//[Offset: 0x4, Size: 12] FString RotateMin_2_2CDAAD805AF7CA44240ED7AF0B80692E;//[Offset: 0x10, Size: 12] FString ShakeMax_3_5CDAED403E5A84016FD5821105714F08;//[Offset: 0x1c, Size: 12] FString ShakeMin_4_54F7ECC024AD0C3F6FD58F7905714F7E;//[Offset: 0x28, Size: 12] FString RotateStartMax_5_1B3031800163A6B0438B0A0A07319588;//[Offset: 0x34, Size: 12] FString RotateStartMin_6_134D310064C8066E438B0902073195FE;//[Offset: 0x40, Size: 12] -------------------------------- Class: BP_LobbyRefitVehicle_C.BP_LobbyVehicle_C.STExtraLobbyVehicle.Pawn.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x430, Size: 4] void CanAutoPlayLua(out bool Param);// 0x2b33460 void CheckRefitTipsFadeLua(float Yaw, bool showAllTips);// 0x2b33460 void ShowLoading(bool Show);// 0x2b33460 void ResetCameraRotation(Controller* CallFunc_GetController_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void CreateDefaultRefitVehicleMesh(FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue4, BP_STRUCT_VehicleRefitInfo_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue5, Object* CallFunc_GetAssetByAssetReference_ReturnValue, StaticMesh* K2Node_DynamicCast_AsStatic_Mesh, bool K2Node_DynamicCast_bSuccess, bool CallFunc_SetStaticMesh_ReturnValue);// 0x2b33460 void HasRefitVehicleDownloaded(out bool HasDownloaded, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_IsBattleItemHandleExist_ReturnValue);// 0x2b33460 void ChangeGroundShadow(FString Path, StaticMeshActor* Actor, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, Object* CallFunc_GetAssetByAssetReference_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, Texture* K2Node_DynamicCast_AsTexture, bool K2Node_DynamicCast_bSuccess, Actor*[] CallFunc_GetActorsByTag_Targets, Actor* CallFunc_Array_Get_Item, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, StaticMeshActor* K2Node_DynamicCast_AsStatic_Mesh_Actor, bool K2Node_DynamicCast_bSuccess2, int CallFunc_Array_Length_ReturnValue, bool CallFunc_GreaterEqual_IntInt_ReturnValue);// 0x2b33460 void GetRefitVehicleHandle(int VehicleID, out RefitVehicleHandle* RefitVehicleHandle, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_VehicleRefitInfo_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_VehicleRefitBPConfig_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, class Object CallFunc_GetClassByAssetReference_ReturnValue, class RefitVehicleHandle K2Node_ClassDynamicCast_AsRefit_Vehicle_Handle, bool K2Node_ClassDynamicCast_bSuccess, RefitVehicleHandle* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 void InitSlotSocket( slotSocket, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int[] CallFunc_Map_Keys_Keys, int CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, FString CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, FName CallFunc_Conv_StringToName_ReturnValue);// 0x2b33460 void TryResetCloseUp();// 0x2b33460 void SetCastShadow(bool CastShadow, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, MeshComponent*[] CallFunc_GetComponentsByClass_ReturnValue, int CallFunc_Array_Length_ReturnValue, MeshComponent* CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue);// 0x2b33460 void EnableCameraRotationLag(bool Enable);// 0x2b33460 void UpdateLastAutoPlayTime(float CallFunc_GetTimeSeconds_ReturnValue);// 0x2b33460 void CheckAutoPlay(bool CallFunc_CanAutoPlayLua_param, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_BooleanOR_ReturnValue, float CallFunc_GetTimeSeconds_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue);// 0x2b33460 void TryRotateSceneByTouch(out bool rotated, float CallFunc_InterpVelocity_velocity, float CallFunc_InterpVelocity_velocity2, float CallFunc_Subtract_FloatFloat_ReturnValue, bool CallFunc_NotEqual_FloatFloat_ReturnValue, float CallFunc_Subtract_FloatFloat_ReturnValue2, bool CallFunc_NotEqual_FloatFloat_ReturnValue2, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed);// 0x2b33460 void TryStopAutoPlay();// 0x2b33460 Transform GetSlotSocketTransform(int inInt, FString CallFunc_Conv_IntToString_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FName CallFunc_Conv_StringToName_ReturnValue, Transform CallFunc_GetSocketTransform_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void GetVectorAngle(out float degree, Vector CallFunc_BreakTransform_Location, Rotator CallFunc_BreakTransform_Rotation, Vector CallFunc_BreakTransform_Scale, Vector CallFunc_BreakTransform_Location2, Rotator CallFunc_BreakTransform_Rotation2, Vector CallFunc_BreakTransform_Scale2, Vector CallFunc_GetForwardVector_ReturnValue, Vector CallFunc_GetForwardVector_ReturnValue2, float CallFunc_BreakVector_X, float CallFunc_BreakVector_Y, float CallFunc_BreakVector_Z, float CallFunc_BreakVector_X2, float CallFunc_BreakVector_Y2, float CallFunc_BreakVector_Z2, float CallFunc_DegAtan2_ReturnValue, float CallFunc_DegAtan2_ReturnValue2, float CallFunc_Subtract_FloatFloat_ReturnValue, bool CallFunc_Less_FloatFloat_ReturnValue, float CallFunc_Add_FloatFloat_ReturnValue);// 0x2b33460 void DestroyFreeCamera(bool CallFunc_IsValid_ReturnValue);// 0x2b33460 float GetYawToMesh(Vector Location, Vector CallFunc_K2_GetComponentLocation_ReturnValue, Rotator CallFunc_FindLookAtRotation_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw);// 0x2b33460 void CheckRefitTipsFade(bool forceShowAll, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue, Vector CallFunc_K2_GetComponentLocation_ReturnValue, float CallFunc_GetYawToMesh_ReturnValue);// 0x2b33460 void InterpVelocity(float New, float Old, out float Velocity, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_FClamp_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_FInterpEaseInOut_ReturnValue);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void TimeLine_LerpRotator__FinishedFunc();// 0x2b33460 void TimeLine_LerpRotator__UpdateFunc();// 0x2b33460 void TimeLine_LerpPosition__FinishedFunc();// 0x2b33460 void TimeLine_LerpPosition__UpdateFunc();// 0x2b33460 void Timeline_AutoPlay__FinishedFunc();// 0x2b33460 void Timeline_AutoPlay__UpdateFunc();// 0x2b33460 void TimeLine_BlendCamera__FinishedFunc();// 0x2b33460 void TimeLine_BlendCamera__UpdateFunc();// 0x2b33460 void Timeline_Vehicle_Update_Zoom_out__FinishedFunc();// 0x2b33460 void Timeline_Vehicle_Update_Zoom_out__UpdateFunc();// 0x2b33460 void Timeline_Vehicle_Update_Zoom_in__FinishedFunc();// 0x2b33460 void Timeline_Vehicle_Update_Zoom_in__UpdateFunc();// 0x2b33460 void ReceiveTick(float DeltaSeconds);// 0x2b33460 void ReceivePossessed(Controller* NewController);// 0x2b33460 void SwitchCloseupCameraEllipse(int SlotID);// 0x2b33460 void AutoPlay();// 0x2b33460 void BlendCameraActor(SceneComponent* CameraActor, Transform toTransform);// 0x2b33460 void SwitchCloseUpCameraLinear(int SlotID);// 0x2b33460 void OnVehicleUpgradeSuccess();// 0x2b33460 void ResetCloseUpCamera();// 0x2b33460 void EventOnAllMeshLoad();// 0x2b33460 void ShowLoadingForTime(float Time);// 0x2b33460 void SetHighLight(float invincible, float FreExp, float Speed);// 0x2b33460 void TrySetHilight(float invincible, float Freq, float Speed);// 0x2b33460 void LuaBeginPlay();// 0x2b33460 void ExecuteUbergraph_BP_LobbyRefitVehicle(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int ___int_Loop_Counter_Variable2, int CallFunc_Add_IntInt_ReturnValue2, int ___int_Array_Index_Variable2, float K2Node_Event_DeltaSeconds, PlayerCameraManager* CallFunc_GetPlayerCameraManager_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, Controller* K2Node_Event_NewController, int K2Node_CustomEvent_SlotID2, Vector CallFunc_BreakTransform_Location, Rotator CallFunc_BreakTransform_Rotation, Vector CallFunc_BreakTransform_Scale, Vector CallFunc_BreakTransform_Location2, Rotator CallFunc_BreakTransform_Rotation2, Vector CallFunc_BreakTransform_Scale2, Vector CallFunc_BreakTransform_Location3, Rotator CallFunc_BreakTransform_Rotation3, Vector CallFunc_BreakTransform_Scale3, Vector CallFunc_BreakTransform_Location4, Rotator CallFunc_BreakTransform_Rotation4, Vector CallFunc_BreakTransform_Scale4, SceneComponent* CallFunc_K2_GetRootComponent_ReturnValue, Vector CallFunc_Subtract_VectorVector_ReturnValue, bool CallFunc_IsValid_ReturnValue, float CallFunc_VSize_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue, bool CallFunc_IsValid_ReturnValue2, Vector CallFunc_BreakTransform_Location5, Rotator CallFunc_BreakTransform_Rotation5, Vector CallFunc_BreakTransform_Scale5, Vector CallFunc_BreakTransform_Location6, Rotator CallFunc_BreakTransform_Rotation6, Vector CallFunc_BreakTransform_Scale6, Vector CallFunc_Add_VectorVector_ReturnValue, Vector CallFunc_Divide_VectorFloat_ReturnValue, Vector CallFunc_MakeVector_ReturnValue, Vector CallFunc_Cross_VectorVector_ReturnValue, Vector CallFunc_BreakTransform_Location7, Rotator CallFunc_BreakTransform_Rotation7, Vector CallFunc_BreakTransform_Scale7, Vector CallFunc_Normal_ReturnValue, Vector CallFunc_Subtract_VectorVector_ReturnValue2, Vector CallFunc_Normal_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue, Vector CallFunc_MakeVector_ReturnValue2, Vector CallFunc_Cross_VectorVector_ReturnValue2, Vector CallFunc_Normal_ReturnValue3, Transform CallFunc_K2_GetComponentToWorld_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, BP_LobbyRefitCloseUp_C* CallFunc_FinishSpawningActor_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, float CallFunc_GetVectorAngle_degree, bool CallFunc_Greater_FloatFloat_ReturnValue, int ___int_Array_Index_Variable3, PlayerController* CallFunc_GetPlayerController_ReturnValue2, SceneComponent* K2Node_CustomEvent_cameraActor, Transform K2Node_CustomEvent_toTransform, bool CallFunc_IsValid_ReturnValue3, Transform CallFunc_K2_GetComponentToWorld_ReturnValue2, int K2Node_CustomEvent_SlotID, Transform CallFunc_GetSlotSocketTransform_ReturnValue, VehicleRefitTips_C*[] CallFunc_GetAllActorsOfClass_OutActors, VehicleRefitTips_C* CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, Vector CallFunc_BreakTransform_Location8, Rotator CallFunc_BreakTransform_Rotation8, Vector CallFunc_BreakTransform_Scale8, bool CallFunc_IsValid_ReturnValue4, Vector CallFunc_K2_GetComponentLocation_ReturnValue, Vector CallFunc_Subtract_VectorVector_ReturnValue3, float CallFunc_VSize_ReturnValue2, bool CallFunc_IsValid_ReturnValue5, bool CallFunc_LessEqual_FloatFloat_ReturnValue, SceneComponent* CallFunc_K2_GetRootComponent_ReturnValue2, bool CallFunc_IsValid_ReturnValue6, Transform CallFunc_GetTransform_ReturnValue, bool CallFunc_TryRotateSceneByTouch_rotated, VehicleRefitTips_C*[] CallFunc_GetAllActorsOfClass_OutActors2, int CallFunc_Array_Length_ReturnValue2, Rotator CallFunc_GetControlRotation_ReturnValue, float CallFunc_BreakRotator_Roll, float CallFunc_BreakRotator_Pitch, float CallFunc_BreakRotator_Yaw, float CallFunc_Add_FloatFloat_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue2, float CallFunc_BreakVector_X, float CallFunc_BreakVector_Y, float CallFunc_BreakVector_Z, Vector CallFunc_MakeVector_ReturnValue3, HitResult CallFunc_K2_SetRelativeLocation_SweepHitResult, PlayerController* CallFunc_GetPlayerController_ReturnValue3, float CallFunc_BreakVector_X2, float CallFunc_BreakVector_Y2, float CallFunc_BreakVector_Z2, Vector CallFunc_MakeVector_ReturnValue4, Transform CallFunc_GetTransform_ReturnValue2, HitResult CallFunc_K2_SetRelativeLocation_SweepHitResult2, PlayerController* CallFunc_GetPlayerController_ReturnValue4, Rotator CallFunc_GetControlRotation_ReturnValue2, float CallFunc_BreakRotator_Roll2, float CallFunc_BreakRotator_Pitch2, float CallFunc_BreakRotator_Yaw2, PlayerController* CallFunc_GetPlayerController_ReturnValue5, Rotator CallFunc_MakeRotator_ReturnValue3, SceneComponent* CallFunc_K2_GetRootComponent_ReturnValue3, Transform CallFunc_K2_GetComponentToWorld_ReturnValue3, Vector CallFunc_BreakTransform_Location9, Rotator CallFunc_BreakTransform_Rotation9, Vector CallFunc_BreakTransform_Scale9, float CallFunc_BreakRotator_Roll3, float CallFunc_BreakRotator_Pitch3, float CallFunc_BreakRotator_Yaw3, float CallFunc_BreakVector_X3, float CallFunc_BreakVector_Y3, float CallFunc_BreakVector_Z3, Rotator CallFunc_MakeRotator_ReturnValue4, Vector CallFunc_MakeVector_ReturnValue5, HitResult CallFunc_K2_SetRelativeLocation_SweepHitResult3, PlayerController* CallFunc_GetPlayerController_ReturnValue6, Transform CallFunc_K2_GetComponentToWorld_ReturnValue4, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue2, BP_LobbyRefitCloseUp_C* CallFunc_FinishSpawningActor_ReturnValue2, float CallFunc_DegCos_ReturnValue, float CallFunc_DegSin_ReturnValue, float CallFunc_Multiply_FloatFloat_ReturnValue, float CallFunc_Multiply_FloatFloat_ReturnValue2, Vector CallFunc_Multiply_VectorFloat_ReturnValue, Vector CallFunc_Multiply_VectorFloat_ReturnValue2, Vector CallFunc_Add_VectorVector_ReturnValue2, Transform CallFunc_TLerp_ReturnValue, Vector CallFunc_Add_VectorVector_ReturnValue3, HitResult CallFunc_K2_SetWorldTransform_SweepHitResult, float CallFunc_BreakVector_X4, float CallFunc_BreakVector_Y4, float CallFunc_BreakVector_Z4, Vector CallFunc_MakeVector_ReturnValue6, PlayerController* CallFunc_GetPlayerController_ReturnValue7, HitResult CallFunc_K2_SetActorLocation_SweepHitResult, bool CallFunc_K2_SetActorLocation_ReturnValue, int ___int_Loop_Counter_Variable3, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue3, bool CallFunc_IsValid_ReturnValue7, Transform CallFunc_K2_GetComponentToWorld_ReturnValue5, Vector CallFunc_BreakTransform_Location10, Rotator CallFunc_BreakTransform_Rotation10, Vector CallFunc_BreakTransform_Scale10, float CallFunc_BreakRotator_Roll4, float CallFunc_BreakRotator_Pitch4, float CallFunc_BreakRotator_Yaw4, Rotator CallFunc_MakeRotator_ReturnValue5, Transform CallFunc_K2_GetComponentToWorld_ReturnValue6, PlayerController* CallFunc_GetPlayerController_ReturnValue8, Transform CallFunc_K2_GetComponentToWorld_ReturnValue7, int ___int_Array_Index_Variable4, Vector CallFunc_BreakTransform_Location11, Rotator CallFunc_BreakTransform_Rotation11, Vector CallFunc_BreakTransform_Scale11, VehicleRefitTips_C* CallFunc_Array_Get_Item2, float CallFunc_BreakRotator_Roll5, float CallFunc_BreakRotator_Pitch5, float CallFunc_BreakRotator_Yaw5, bool K2Node_SwitchInteger_CmpSuccess, PlayerController* CallFunc_GetPlayerController_ReturnValue9, float CallFunc_GetInputTouchState_LocationX, float CallFunc_GetInputTouchState_LocationY, bool CallFunc_GetInputTouchState_bIsCurrentlyPressed, float CallFunc_Multiply_FloatFloat_ReturnValue3, Transform CallFunc_MakeTransform_ReturnValue, bool CallFunc_NearlyEqual_TransformTransform_ReturnValue, Transform CallFunc_GetSlotSocketTransform_ReturnValue2, bool CallFunc_BooleanOR_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue2, VehicleRefitTips_C*[] CallFunc_GetAllActorsOfClass_OutActors3, bool CallFunc_NearlyEqual_TransformTransform_ReturnValue2, VehicleRefitTips_C* CallFunc_Array_Get_Item3, int CallFunc_Array_Length_ReturnValue3, bool CallFunc_Less_IntInt_ReturnValue2, bool CallFunc_IsValid_ReturnValue8, Transform CallFunc_K2_GetComponentToWorld_ReturnValue8, PlayerController* CallFunc_GetPlayerController_ReturnValue10, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue3, BP_LobbyRefitCloseUp_C* CallFunc_FinishSpawningActor_ReturnValue3, Global_Bp_C* CallFunc_GetLobbyGlobalBp_AsGlobal_Bp, Global_Bp_C* CallFunc_GetLobbyGlobalBp_AsGlobal_Bp2, float CallFunc_GetTimelineLength_ReturnValue, float CallFunc_GetTimelineLength_ReturnValue2, Global_Bp_C* CallFunc_GetLobbyGlobalBp_AsGlobal_Bp3, Global_Bp_C* CallFunc_GetLobbyGlobalBp_AsGlobal_Bp4, float CallFunc_GetTimelineLength_ReturnValue3, Global_Bp_C* CallFunc_GetLobbyGlobalBp_AsGlobal_Bp5, Global_Bp_C* CallFunc_GetLobbyGlobalBp_AsGlobal_Bp6, float CallFunc_GetTimelineLength_ReturnValue4, float CallFunc_GetTimelineLength_ReturnValue5, float K2Node_CustomEvent_time, Rotator CallFunc_RLerp_ReturnValue, float K2Node_Event_Invincible, float K2Node_Event_FreExp, float K2Node_Event_Speed, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult, float K2Node_CustomEvent_Invincible, float K2Node_CustomEvent_Freq, float K2Node_CustomEvent_speed, UAEMeshComponent*[] CallFunc_GetComponentsByClass_ReturnValue, UAEMeshComponent* CallFunc_Array_Get_Item4, int CallFunc_Array_Length_ReturnValue4, bool CallFunc_IsValid_ReturnValue9, bool CallFunc_Less_IntInt_ReturnValue3, MaterialInterface*[] CallFunc_GetMaterials_ReturnValue, MaterialInterface* CallFunc_Array_Get_Item5, bool CallFunc_Less_IntInt_ReturnValue4, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, bool CallFunc_IsValid_ReturnValue10, int CallFunc_Add_IntInt_ReturnValue4, int ___int_Loop_Counter_Variable4, bool CallFunc_Less_IntInt_ReturnValue5, int CallFunc_Add_IntInt_ReturnValue5);// 0x2b33460 StaticMeshComponent* DefaultStaticMesh;//[Offset: 0x434, Size: 4] CameraComponent* Camera;//[Offset: 0x438, Size: 4] SpringArmComponent* SpringArm;//[Offset: 0x43c, Size: 4] float TimeLine_LerpPosition_degree_BC84527D4F1E3F8A299259BA82D05CD5;//[Offset: 0x440, Size: 4] byte TimeLine_LerpPosition__Direction_BC84527D4F1E3F8A299259BA82D05CD5;//[Offset: 0x444, Size: 1] TimelineComponent* TimeLine_LerpPosition;//[Offset: 0x448, Size: 4] float Timeline_AutoPlay_yaw_87093ECB435381EB481155BD1C007A5B;//[Offset: 0x44c, Size: 4] float Timeline_AutoPlay_pitch_87093ECB435381EB481155BD1C007A5B;//[Offset: 0x450, Size: 4] byte Timeline_AutoPlay__Direction_87093ECB435381EB481155BD1C007A5B;//[Offset: 0x454, Size: 1] TimelineComponent* Timeline_AutoPlay;//[Offset: 0x458, Size: 4] float TimeLine_BlendCamera_time_16B4579C4F72C1371A81BFBE1D6CF40B;//[Offset: 0x45c, Size: 4] byte TimeLine_BlendCamera__Direction_16B4579C4F72C1371A81BFBE1D6CF40B;//[Offset: 0x460, Size: 1] TimelineComponent* TimeLine_BlendCamera;//[Offset: 0x464, Size: 4] float Timeline_Vehicle_Update_Zoom_in_cameraX_4617DA274820636AAC83688C648EE214;//[Offset: 0x468, Size: 4] byte Timeline_Vehicle_Update_Zoom_in__Direction_4617DA274820636AAC83688C648EE214;//[Offset: 0x46c, Size: 1] TimelineComponent* Timeline_Vehicle_Update_Zoom_in;//[Offset: 0x470, Size: 4] float Timeline_Vehicle_Update_Zoom_out_cameraX_C9815D554EBF979651AC3BA48613EE7F;//[Offset: 0x474, Size: 4] byte Timeline_Vehicle_Update_Zoom_out__Direction_C9815D554EBF979651AC3BA48613EE7F;//[Offset: 0x478, Size: 1] TimelineComponent* Timeline_Vehicle_Update_Zoom_out;//[Offset: 0x47c, Size: 4] float TimeLine_LerpRotator_time_88CF9F274BE419FD7F606D9F8C5776A8;//[Offset: 0x480, Size: 4] byte TimeLine_LerpRotator__Direction_88CF9F274BE419FD7F606D9F8C5776A8;//[Offset: 0x484, Size: 1] TimelineComponent* TimeLine_LerpRotator;//[Offset: 0x488, Size: 4] byte inputFingerIndex;//[Offset: 0x48c, Size: 1] float initX;//[Offset: 0x490, Size: 4] float initY;//[Offset: 0x494, Size: 4] float tempX;//[Offset: 0x498, Size: 4] float tempY;//[Offset: 0x49c, Size: 4] bool isCloseUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a0, Size: 1] bool isTickRefitTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a1, Size: 1] Transform tempTransform_ForBlendCameraActor;//[Offset: 0x4b0, Size: 48] Transform initTransform;//[Offset: 0x4e0, Size: 48] Transform TargetTransform;//[Offset: 0x510, Size: 48] float shortRadius;//[Offset: 0x540, Size: 4] float longRadius;//[Offset: 0x544, Size: 4] BP_LobbyRefitCloseUp_C* cameraCloseUp;//[Offset: 0x548, Size: 4] Vector centerPoint;//[Offset: 0x54c, Size: 12] Vector shortVector;//[Offset: 0x558, Size: 12] Vector longVector;//[Offset: 0x564, Size: 12] int ellipseRotateDirection;//[Offset: 0x570, Size: 4] int targetCloseUpSlotId;//[Offset: 0x574, Size: 4] bool canAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x578, Size: 1] float lastAutoPlayTime;//[Offset: 0x57c, Size: 4] bool showAllTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1] float autoPlayInitRotateYaw;//[Offset: 0x584, Size: 4] bool isPlayingUpgradeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588, Size: 1] bool isAutoPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x589, Size: 1] bool isResetingCloseUpCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58a, Size: 1] bool isSwitchCameraEllipse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58b, Size: 1] bool isAllMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58c, Size: 1] float MeshScale;//[Offset: 0x590, Size: 4] RefitVehicleHandle* vehicleHandle;//[Offset: 0x594, Size: 4] MaterialInstance* vehicleGroundMaterialInterface;//[Offset: 0x598, Size: 4] LobbyModelShowActorBP_C* refitVehicleShowActor;//[Offset: 0x59c, Size: 4] StaticMesh*[] RefitVehicleSTMesh;//[Offset: 0x5a0, Size: 12] int TryTime;//[Offset: 0x5ac, Size: 4] bool HightlightSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b0, Size: 1] -------------------------------- Class: BP_LobbyVehicle_C.STExtraLobbyVehicle.Pawn.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x378, Size: 4] void SetHighLight(float invincible, float FreExp, float Speed, MaterialInstanceDynamic* DynamicMat);// 0x2b33460 int GetDefaultAvatarID(int InAvatarID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_VehiclePlaneSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 void SetDMIParam(MaterialInstanceDynamic* Target, FName Name, float Value, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void GetVehicleMasterPath(int VehicleSkinID, out FString MeshBasePath, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_VehicleBPTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_VehicleShapeTable_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2);// 0x2b33460 bool ClearAllVehicleItems();// 0x2b33460 bool PreChangeVehicleAvatar_Old(int InAvatarID, int InAdvanceAvatarID, FString CallFunc_GetNewVehicleMasterAnimBPPath_AnimBPPath, FString CallFunc_GetNewVehilceMasterPath_MeshBasePath, bool CallFunc_PreChangeVehicleAvatar_Old_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_PreChangeVehicleAvatar_Old_ReturnValue2);// 0x2b33460 bool PutOffVehicleSlot(enum InSlotType, bool CallFunc_PutOffSlotInLobby_result);// 0x2b33460 bool PutOffVehicleItem(int InModelID, bool CallFunc_PutOffItemIDInLobby_result);// 0x2b33460 bool PutOnVehicleItem(int InModelID, int ColorID, int PatternID, int ParticleID, bool CallFunc_PutOnItemIDInLobby_result);// 0x2b33460 void GetNewVehicleMasterAnimBPPath(int InSkinID, out FString AnimBpPath, UAEDataTable* CallFunc_GetDataTable_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, UAEDataTable* CallFunc_GetDataTable_ReturnValue2, FName CallFunc_Conv_StringToName_ReturnValue, BP_STRUCT_VehicleRefitInfo_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FName CallFunc_Conv_StringToName_ReturnValue2, BP_STRUCT_VehicleShapeTable_type CallFunc_GetDataTableRowFromName_OutRow2, bool CallFunc_GetDataTableRowFromName_ReturnValue2);// 0x2b33460 void GetNewVehilceMasterPath(int VehicleSkinID, out FString MeshBasePath, UAEDataTable* CallFunc_GetDataTable_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, UAEDataTable* CallFunc_GetDataTable_ReturnValue2, FName CallFunc_Conv_StringToName_ReturnValue, BP_STRUCT_VehicleRefitInfo_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FName CallFunc_Conv_StringToName_ReturnValue2, BP_STRUCT_VehicleShapeTable_type CallFunc_GetDataTableRowFromName_OutRow2, bool CallFunc_GetDataTableRowFromName_ReturnValue2);// 0x2b33460 bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID, bool CallFunc_PreChangeVehicleAvatar_ReturnValue, FString CallFunc_GetNewVehilceMasterPath_MeshBasePath, bool CallFunc_PreChangeVehicleAvatar_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue, FString CallFunc_GetVehicleMasterPath_MeshBasePath);// 0x2b33460 bool ClearAllVehicleStyleID();// 0x2b33460 bool PutOffVehicleStyleID(int InStyleID, bool CallFunc_HandleUnequipStyle_ReturnValue);// 0x2b33460 bool PutOnVehicleStyleID(int InStyleID, bool CallFunc_HandleEquipStyle_ReturnValue);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void TrySetHighlight(float invincible, float Freq, float Speed);// 0x2b33460 void ExecuteUbergraph_BP_LobbyVehicle(int EntryPoint, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue2, bool CallFunc_IsValid_ReturnValue, MaterialInterface*[] CallFunc_GetMaterials_ReturnValue, float K2Node_CustomEvent_Invincible, float K2Node_CustomEvent_Freq, float K2Node_CustomEvent_speed, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int CallFunc_Array_Length_ReturnValue2, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue2, int ___int_Array_Index_Variable, MaterialInterface* CallFunc_Array_Get_Item, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, bool CallFunc_IsValid_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 VehicleAdvanceAvatarComp_BP_C* VehicleAdvanceAvatarComp_BP;//[Offset: 0x37c, Size: 4] VehicleAvatarComponent_BP_C* VehicleAvatarComponent_BP;//[Offset: 0x380, Size: 4] MaterialInstanceDynamic* DMI;//[Offset: 0x384, Size: 4] MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0x388, Size: 4] FName TailLightParamName;//[Offset: 0x390, Size: 8] FName FrontLightParamName;//[Offset: 0x398, Size: 8] FName FPPBoostLightParamName;//[Offset: 0x3a0, Size: 8] int vehicleResId;//[Offset: 0x3a8, Size: 4] MaterialInstanceDynamic* DMI_TailLight;//[Offset: 0x3ac, Size: 4] MaterialInstanceDynamic* DMI_AdvanceVehicle;//[Offset: 0x3b0, Size: 4] int HighlightTryTime;//[Offset: 0x3b4, Size: 4] SkyMotors;//[Offset: 0x3b8, Size: 60] SpecialMotors;//[Offset: 0x3f4, Size: 60] -------------------------------- Class: STExtraLobbyVehicle.Pawn.Actor.Object SkeletalMeshComponent* Mesh;//[Offset: 0x35c, Size: 4] VehicleAvatarComponent* VehicleAvatar;//[Offset: 0x360, Size: 4] VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0x364, Size: 4] FString LuaFilePath;//[Offset: 0x368, Size: 12] bool PutOnVehicleStyleID(int InStyleID);// 0x2142874 bool PutOnVehicleItem(int InModelID, int ColorID, int PatternID, int ParticleID);// 0x214f4f4 bool PutOffVehicleStyleID(int InStyleID);// 0x214f46c bool PutOffVehicleSlot(enum InSlotType);// 0x214f3e4 bool PutOffVehicleItem(int InModelID);// 0x214f35c bool PreChangeVehicleFPPAvatar();// 0x214f32c bool PreChangeVehicleBrokenMat();// 0x214f2fc bool PreChangeVehicleAvatar_Old(int InAvatarID, int InAdvanceAvatarID);// 0x214f230 bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x214f164 VehicleAvatarComponent* GetVehicleAvatar();// 0x214f13c VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x214f114 MaterialInstanceDynamic* GetTailLightDIM();// 0x214f0ec MaterialInstanceDynamic* GetFrontLightDIM();// 0x214f0c4 MaterialInstanceDynamic* GetFFPLightDIM();// 0x214f09c int GetDefaultAvatarID(int InAvatarID);// 0x214f014 bool ClearAllVehicleStyleID();// 0x214efe4 bool ClearAllVehicleItems();// 0x214efb4 -------------------------------- Class: BP_STRUCT_VehiclePlaneSkinMapping_type int OrginalID_0_035F8000705EAFE8164A73BF05CF7C94;//[Offset: 0x0, Size: 4] int SkinID_1_2D869240386FF4E567A70940014D8664;//[Offset: 0x4, Size: 4] FString iconURL_2_025050C0368B0D852A82EE78056E714C;//[Offset: 0x8, Size: 12] -------------------------------- Class: BP_STRUCT_VehicleBPTable_type int ID_0_0D9DF74051BBD583279703B701F172E4;//[Offset: 0x0, Size: 4] FString Path_2_2F72974026FE3BC32110651501735958;//[Offset: 0x4, Size: 12] FString CName_3_138BC5001BE2FE5E5E66B36807255925;//[Offset: 0x10, Size: 12] int VehicleShapeID_4_2C43E38070C85DC025E56CC303F69884;//[Offset: 0x1c, Size: 4] FString LobbyPath_5_4594B5404A7DACE145FA22A607895AE8;//[Offset: 0x20, Size: 12] -------------------------------- Class: BP_STRUCT_VehicleShapeTable_type FString MeshBasePath_0_417CD1001B80DC1E44CCF1BC0A899508;//[Offset: 0x0, Size: 12] FString BPPath_1_04FA93804ECCC4B06DEB74AB015A0988;//[Offset: 0xc, Size: 12] int ID_2_63908F0075AF39C00FB6A5F00F6121F4;//[Offset: 0x18, Size: 4] FString AnimBPPath_3_12EBB4C05FB48819333454CC00540308;//[Offset: 0x1c, Size: 12] -------------------------------- Class: BP_STRUCT_VehicleRefitInfo_type int cost_num1_0_206D9D404A460C770DD906380BC58481;//[Offset: 0x0, Size: 4] FString unlock_part_list_1_154E4640205F8CA9261052710E193D64;//[Offset: 0x4, Size: 12] int cost_num2_5_206E9D804A460C780DD9063F0BC58482;//[Offset: 0x10, Size: 4] int cost_id2_6_69AB5CC07C73718975D5265F08BC42F2;//[Offset: 0x14, Size: 4] int vehicle_group_id_8_28A4BD0014BDAA3A35B5E24106F2D5E4;//[Offset: 0x18, Size: 4] int level_9_406ABD00274B124A3D84959D01EC2D9C;//[Offset: 0x1c, Size: 4] int cost_id1_11_69AA5C807C73718875D5265808BC42F1;//[Offset: 0x20, Size: 4] int vehicle_id_14_12DD9A006C12A260363420170D9E9004;//[Offset: 0x24, Size: 4] int VehicleShapeID_15_1C46A68016CA3E7862FCD8770C15F554;//[Offset: 0x28, Size: 4] FString DefaultStyleList_16_42E513804A54486A3C87203A06970FC4;//[Offset: 0x2c, Size: 12] int CameraMapID_17_008BD40017FB573E1D5C69DF09B42634;//[Offset: 0x38, Size: 4] FString des_18_2CE9E60030AFF29C7BC43AC30121D423;//[Offset: 0x3c, Size: 12] int levelShowedInStore_19_0F3E688048D05E406085DB75090EB705;//[Offset: 0x48, Size: 4] FString levelIcon_20_3B181F40595EF03B0759382D0DA1167E;//[Offset: 0x4c, Size: 12] int levelShowRefit_21_62A703C06E7AA2A73D47FB960412BC34;//[Offset: 0x58, Size: 4] FString big_icon_22_6C9A25804E63836E6E62E43101E7E53E;//[Offset: 0x5c, Size: 12] FString StaticMeshPath_23_08D3F7804FBB3CE866105B0D080582D8;//[Offset: 0x68, Size: 12] -------------------------------- Class: VehicleAdvanceAvatarComp_BP_C.VehicleAdvanceAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x768, Size: 4] FName GetReflectionCubeName_Lobby();// 0x2b33460 enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle, byte CallFunc_Conv_IntToByte_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess);// 0x2b33460 bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID, bool CallFunc_InitVehicleAvatarBySkinID_Old_ReturnValue, bool CallFunc_GenerateDefaultAvatarConfig_ReturnValue, VehicleAvatarData K2Node_MakeStruct_VehicleAvatarData, bool CallFunc_InitVehicleAvatar_ReturnValue);// 0x2b33460 void PutOffItemIDInLobby(int InItemID, out bool Result, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_HandleUnEquipItem_ReturnValue);// 0x2b33460 void PutOnItemIDInLobby(int InItemID, int ColorID, int PatternID, int Particle ID, out bool Result, FString CallFunc_Conv_IntToString_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, FName CallFunc_Conv_StringToName_ReturnValue, BP_STRUCT_VehicleRefitBPTable_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_HandleEquipItem_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2);// 0x2b33460 void PutOffSlotInLobby(byte InSlotType, out bool Result, int CallFunc_Conv_ByteToInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_HandleUnequipSlot_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2);// 0x2b33460 void BP_ProcessStyleUnequipped(int OldStyleID, VehicleStyleData CallFunc_MakeVehicleStyleData_ReturnValue, bool ___bool_True_if_break_was_hit_Variable, int CallFunc_IsStyleHasModelConfig_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int CallFunc_Array_Length_ReturnValue, int CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_HandleEquipStyle_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, VehicleStyleData CallFunc_MakeVehicleStyleData_ReturnValue2, int CallFunc_IsStyleHasModelConfig_ReturnValue2, bool CallFunc_Conv_IntToBool_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue2);// 0x2b33460 void Bp_ProcessAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x2b33460 void BP_ProcessStyleEquipped(int NewStyleID, int OldStyleID);// 0x2b33460 void Bp_ProcessAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2b33460 void BPCreateAvatarCustomHandle(int SlotID, int ItemId, out AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle, class VAH_Pattern_BP_Base_C K2Node_ClassDynamicCast_AsVAH_Pattern_BP_Base, bool K2Node_ClassDynamicCast_bSuccess, FString CallFunc_Conv_IntToString_ReturnValue, VAH_Pattern_BP_Base_C* CallFunc_SpawnObject_ReturnValue, BP_STRUCT_VehicleRefitPatternTable_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_IsValid_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, BP_STRUCT_VehicleRefitColorTable_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, float CallFunc_Conv_IntToFloat_ReturnValue, float CallFunc_Conv_IntToFloat_ReturnValue2, float CallFunc_Conv_IntToFloat_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, bool CallFunc_IsLobbyAvatar_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, class Object CallFunc_GetClass_ReturnValue, class VAH_Particle_BP_Base_C K2Node_ClassDynamicCast_AsVAH_Particle_BP_Base, bool K2Node_ClassDynamicCast_bSuccess2, VAH_Particle_BP_Base_C* CallFunc_SpawnObject_ReturnValue2, class VAH_Color_BP_Base_C K2Node_ClassDynamicCast_AsVAH_Color_BP_Base, bool K2Node_ClassDynamicCast_bSuccess3, bool CallFunc_IsValid_ReturnValue2, VAH_Color_BP_Base_C* CallFunc_SpawnObject_ReturnValue3, bool CallFunc_IsValid_ReturnValue3, AvatarCustomBase*[] K2Node_MakeArray_Array);// 0x2b33460 VehicleStyleData MakeVehicleStyleData(int InStyleID, VehicleStyle[] Temp, FString CallFunc_Conv_IntToString_ReturnValue, FName CallFunc_Conv_StringToName_ReturnValue, BP_STRUCT_VehicleRefitStyle_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, byte CallFunc_Conv_IntToByte_ReturnValue2, byte CallFunc_GetValidValue_ReturnValue2, VehicleStyle K2Node_MakeStruct_VehicleStyle, int CallFunc_Array_Add_ReturnValue, VehicleStyle K2Node_MakeStruct_VehicleStyle2, byte CallFunc_Conv_IntToByte_ReturnValue3, int CallFunc_Array_Add_ReturnValue2, byte CallFunc_GetValidValue_ReturnValue3, VehicleStyleData K2Node_MakeStruct_VehicleStyleData);// 0x2b33460 bool GenerateDefaultAvatarConfig(int InBaseSkinID, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, AvatarBPUtils* CallFunc_GetBPUtils_ReturnValue, int[] CallFunc_GetVehicleDefaultStyleID_OutStyleIDList, bool CallFunc_GetVehicleDefaultStyleID_ReturnValue, int CallFunc_Array_Get_Item, VehicleStyleData CallFunc_MakeVehicleStyleData_ReturnValue, int CallFunc_IsStyleHasModelConfig_ReturnValue, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Conv_IntToBool_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID);// 0x2b33460 bool InitVehicleAvatarBySkinID(int InVehicleSkinID, bool CallFunc_InitVehicleAvatarBySkinID_ReturnValue);// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void Bp_EventAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x2b33460 void Bp_EventAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x2b33460 void BP_EventStyleEquipped(int NewStyleID, int OldStyleID);// 0x2b33460 void BP_EventStyleUnequipped(int OldStyleID);// 0x2b33460 void ExecuteUbergraph_VehicleAdvanceAvatarComp_BP(int EntryPoint, int K2Node_CustomEvent_OldStyleID, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3, delegate K2Node_CreateDelegate_OutputDelegate4, int K2Node_CustomEvent_SlotID2, ItemDefineID K2Node_CustomEvent_NewItemID, ItemDefineID K2Node_CustomEvent_OldItemID2, int K2Node_CustomEvent_SlotID, ItemDefineID K2Node_CustomEvent_OldItemID, int K2Node_CustomEvent_NewStyleID, int K2Node_CustomEvent_OldStyleID2);// 0x2b33460 int[] DefaultStyleIDList;//[Offset: 0x76c, Size: 12] -------------------------------- Class: BP_STRUCT_VehicleRefitBPTable_type FString Path_0_367735C04445450711936E2507D65338;//[Offset: 0x0, Size: 12] int SkinID_1_178D3B00586DF4A03398AF2E06BA7504;//[Offset: 0xc, Size: 4] int TemplateID_2_188844C035CA84B912116AE102FE3804;//[Offset: 0x10, Size: 4] int ID_3_7E5115C05AFA7931402A62180B97D7E4;//[Offset: 0x14, Size: 4] FString LobbyPath_6_1DD513C07D99921F4DE3874A01E3EA48;//[Offset: 0x18, Size: 12] -------------------------------- Class: VAH_Pattern_BP_Base_C.AvatarCustomPattern_BP_C.AvatarCustomPattern.AvatarCustomBase.CustomBase.Object -------------------------------- Class: AvatarCustomPattern_BP_C.AvatarCustomPattern.AvatarCustomBase.CustomBase.Object -------------------------------- Class: AvatarCustomPattern.AvatarCustomBase.CustomBase.Object void InitPatternInfo(float Scale1, float Scale2, FString Path1, FString Path2, FString Offset);// 0x1f1e020 -------------------------------- Class: BP_STRUCT_VehicleRefitPatternTable_type int IconScale2_0_46572E4071F9B3293BE305FF087656B2;//[Offset: 0x0, Size: 4] FString IconPath2_1_024EF7804CE8216627C3CAFF038879F2;//[Offset: 0x4, Size: 12] int IconScale1_2_46562E0071F9B3283BE305F8087656B1;//[Offset: 0x10, Size: 4] FString IconPath1_3_024DF7404CE8216527C3CAFC038879F1;//[Offset: 0x14, Size: 12] int ID_4_3B4768C07AEB475737EB9B560A7BEF14;//[Offset: 0x20, Size: 4] FString IconOffset_5_59F5A18037D665B02424026A0AB3EDF4;//[Offset: 0x24, Size: 12] FString PatternBPPath_6_4B5944C06FBA413D7EB727A808597AD8;//[Offset: 0x30, Size: 12] -------------------------------- Class: BP_STRUCT_VehicleRefitColorTable_type int ID_0_7607F1003C307130785E051708091744;//[Offset: 0x0, Size: 4] int Gray_1_23C2528073E753A86CAE45C709177089;//[Offset: 0x4, Size: 4] FString Color3_2_133F1A40217781872E65F412071E3F43;//[Offset: 0x8, Size: 12] FString Color2_3_133E1A00217781862E65F413071E3F42;//[Offset: 0x14, Size: 12] FString Color1_4_133D19C0217781852E65F410071E3F41;//[Offset: 0x20, Size: 12] FString ColorBPPath_5_507BD54027F0DEF913818BAA07048B58;//[Offset: 0x2c, Size: 12] -------------------------------- Class: VAH_Particle_BP_Base_C.AvatarCustomParticle_BP_C.AvatarCustomParticle.AvatarCustomBase.CustomBase.Object -------------------------------- Class: AvatarCustomParticle_BP_C.AvatarCustomParticle.AvatarCustomBase.CustomBase.Object -------------------------------- Class: AvatarCustomParticle.AvatarCustomBase.CustomBase.Object ParticleAsset[] ParticleDataList;//[Offset: 0x3c, Size: 12] ParticleGroup ParticleGroup;//[Offset: 0x48, Size: 36] bool ClearCustomInfo();// 0x1f1dc50 void AsyncLoadCustomParticleDone();// 0x1f1dc3c bool ApplyCustomInfo();// 0x1f1dc0c -------------------------------- Class: VAH_Color_BP_Base_C.AvatarCustomColor_BP_C.AvatarCustomColor.AvatarCustomBase.CustomBase.Object -------------------------------- Class: AvatarCustomColor_BP_C.AvatarCustomColor.AvatarCustomBase.CustomBase.Object -------------------------------- Class: AvatarCustomColor.AvatarCustomBase.CustomBase.Object void InitColorInfo(float Gray, FString Color1, FString Color2, FString Color3);// 0x1f1d408 -------------------------------- Class: BP_STRUCT_VehicleRefitStyle_type int cost_id1_21_40D3BDC00FA1EC252A325218091B0AE1;//[Offset: 0x0, Size: 4] int cost_id2_2_40D4BE000FA1EC262A325219091B0AE2;//[Offset: 0x4, Size: 4] int auto_unlock_3_70A1E14054C1515F34AD00AA03FE271B;//[Offset: 0x8, Size: 4] int part_id_19_2960F1004F796BBC287325E80772B0B4;//[Offset: 0xc, Size: 4] int part_group_id_20_580314001313FC7E5037A1C0001EF544;//[Offset: 0x10, Size: 4] int style_id_6_3334EF8009D542BA023C1EFF04520144;//[Offset: 0x14, Size: 4] int vehicle_group_id_7_2FA91E401396E1572443357005BAE444;//[Offset: 0x18, Size: 4] int cost_num2_8_567B5EC042ECFAD5581D19B001B10392;//[Offset: 0x1c, Size: 4] int cost_num1_9_567A5E8042ECFAD4581D19B101B10391;//[Offset: 0x20, Size: 4] FString style_icon_10_2B88068062961F24124419A202014E0E;//[Offset: 0x24, Size: 12] FString part_name_11_242D66002BB47CD41AA53D3702B10145;//[Offset: 0x30, Size: 12] FString part_group_icon_12_75E1AB0010031F6A4A4800D10EF54A4E;//[Offset: 0x3c, Size: 12] FString style_name_13_7772E4800830FFC6124AFDB20202F465;//[Offset: 0x48, Size: 12] int value1_14_12B54BC05132BBB9260C3FBC04D988D1;//[Offset: 0x54, Size: 4] int value2_15_12B64C005132BBBA260C3FBF04D988D2;//[Offset: 0x58, Size: 4] int real_part_16_420F46C07AAD2FE77C0DB8570D3321D4;//[Offset: 0x5c, Size: 4] int type2_17_243BF54066D327F75079C483054BFDB2;//[Offset: 0x60, Size: 4] int type1_18_243AF50066D327F65079C482054BFDB1;//[Offset: 0x64, Size: 4] int can_fit_22_68F7CD4000E30BD17923736E08996A54;//[Offset: 0x68, Size: 4] FString part_group_tab_icon_23_089B9080591DEC3273FD6659077B104E;//[Offset: 0x6c, Size: 12] int real_part2_24_0189F34001B6E9815CB7C17003321DA2;//[Offset: 0x78, Size: 4] int type21_25_7B46618009DF2DB0732EC53204BFDB01;//[Offset: 0x7c, Size: 4] int value21_26_048158402E894EF74D0737BF0D988D11;//[Offset: 0x80, Size: 4] -------------------------------- Class: AvatarBPUtils.Object CreateAvatarHandleAsyncRequest[] PendingAsyncRequests;//[Offset: 0xf0, Size: 12] PendingAsyncRequestList;//[Offset: 0xfc, Size: 60] WeaponAttachmentsTableRowMap;//[Offset: 0x1b0, Size: 60] FString InitedUpWeaponTableName;//[Offset: 0x1ec, Size: 12] UpWeaponTableRowMap;//[Offset: 0x1f8, Size: 60] UpWeaponBPIDMap;//[Offset: 0x234, Size: 60] FString InitedUpWeaponAttachmentTableName;//[Offset: 0x270, Size: 12] UpWeaponAttachmentTableRowMap;//[Offset: 0x27c, Size: 60] FString InitedUpBulletTableName;//[Offset: 0x2b8, Size: 12] UpBulletTableRowMap;//[Offset: 0x2c4, Size: 60] AvailableBulletsMap;//[Offset: 0x300, Size: 60] FString InitedChipSupportTableName;//[Offset: 0x33c, Size: 12] ChipSupportDataRowMap;//[Offset: 0x348, Size: 60] ChipSupportItemMap;//[Offset: 0x384, Size: 60] FString InitedChipTableName;//[Offset: 0x3c0, Size: 12] ChipDataRowMap;//[Offset: 0x3cc, Size: 60] bool bEditorMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408, Size: 1] OverrideTemplateMap_EditorMode;//[Offset: 0x40c, Size: 60] void StringToArrayString(FString str, out FString[] OutArray, FString Sign);// 0x1e9eccc void StringToArrayName(FString str, out FName[] OutArray, FString Sign);// 0x1e9ea58 void StringToArray(FString str, out int[] OutArray, FString Sign);// 0x1e9e7e4 void SetEditorMode(bool bOpen);// 0x1e9e768 void RefreshWeaponAttachmentsTableRowMap(int WeaponId, out const WeaponAttachmentsDataRow RowData);// 0x1e9e650 void OnPostSwitchGameStatut(FString InGameStatus);// 0x1e9e594 void InitWeaponAttrBPTable();// 0x1e9e580 void InitWeaponAttachmentsTable();// 0x1e9e56c void InitUpWeaponTable(FString tableName);// 0x1e9e4b0 void InitUpWeaponAttachmentsTable(FString tableName);// 0x1e9e3f4 void InitUpBulletTable(FString tableName);// 0x1e9e338 void Initialize();// 0x1e9e324 void InitChipTable(FString tableName);// 0x1e9e268 void InitChipSupportTable(FString tableName);// 0x1e9e1ac int GetVehicleShapeBySkinID(int InVehicleSkinID);// 0x1e9e124 bool GetVehicleDefaultStyleID(int InVehicleSkinID, out int[] OutStyleIDList);// 0x1e9e004 FString GetVehicleBPPathBySkinID(int InVehicleSkinID);// 0x1e9def4 int GetVehicleAvatarTemplateID(out const ItemDefineID ItemDefineID);// 0x1e9de54 void GetVehicleAvatarModifyEnterSocket(int InVehicleSkinID, out FName[] OutSocketList);// 0x1e9dd3c int GetClothAvatarTemplateID(out const ItemDefineID ItemDefineID);// 0x1e9dc9c void GetClothAvatarSuits(int gender, out const ItemDefineID ItemDefineID, out int[] OutClothSuits);// 0x1e9db28 int GetBPIDByResID(int resID);// 0x1e9daa0 FString GetAvatarHandlePath(ItemDefineID DefineID, bool bLobby);// 0x1e9d930 void GetAvatarDataFromTable(int itemType, int TemplateID, out AvatarTableData OutAvatarTableData);// 0x1e9d7c4 int GetAdjustWeaponBPID_Lobby(int WeaponId);// 0x1e9d73c ItemHandleBase* CreateAvatarHandle(ItemDefineID DefineID, Object* Outer, bool bLobby);// 0x1e9d610 void ConstructAvatarDataFromTable(int itemType, int TemplateID, out AvatarTableData OutAvatarTableData);// 0x1e9d49c void AddOverrideTemplateID(int TypeSpecificID, int TemplateID);// 0x1e9d3e0 -------------------------------- Class: CreateAvatarHandleAsyncRequest ItemDefineID DefineID;//[Offset: 0x0, Size: 24] Object* Outer;//[Offset: 0x18, Size: 4] FString Path;//[Offset: 0x1c, Size: 12] delegate Callback;//[Offset: 0x28, Size: 16] -------------------------------- Class: CreateAvatarHandleListAsyncRequest ItemDefineID[] DefineIDList;//[Offset: 0x0, Size: 12] FString[] PathList;//[Offset: 0xc, Size: 12] Object* Outer;//[Offset: 0x18, Size: 4] delegate Callback;//[Offset: 0x20, Size: 16] -------------------------------- Class: WeaponAttachmentsDataRow int WeaponId;//[Offset: 0x0, Size: 4] int BulletID;//[Offset: 0x4, Size: 4] int ProposeBulletNum;//[Offset: 0x8, Size: 4] int AIMinAttackDist;//[Offset: 0xc, Size: 4] int AIMaxAttackDist;//[Offset: 0x10, Size: 4] int[] MuzzleIDList;//[Offset: 0x14, Size: 12] int[] UpperIDList;//[Offset: 0x20, Size: 12] int[] StockIDList;//[Offset: 0x2c, Size: 12] int[] MagazineIDList;//[Offset: 0x38, Size: 12] int[] LowerIDList;//[Offset: 0x44, Size: 12] int[] UpperSideIDList;//[Offset: 0x50, Size: 12] -------------------------------- Class: UpWeaponDataRow -------------------------------- Class: UpWeaponAttachmentDataRow -------------------------------- Class: UpBulletTableDataRow int MiltiBulletID;//[Offset: 0x0, Size: 4] int ParentBulletID;//[Offset: 0x4, Size: 4] float BulletImpactDamagePerc;//[Offset: 0x8, Size: 4] int BulletImpactDamageAddVal;//[Offset: 0xc, Size: 4] float BulletMomentumPerc;//[Offset: 0x10, Size: 4] int BulletMomentumAddVal;//[Offset: 0x14, Size: 4] int DefaultPriority;//[Offset: 0x18, Size: 4] int[] BulletHitBuffIdList;//[Offset: 0x1c, Size: 12] -------------------------------- Class: SupportUpBullets SupportUpBullet[] SupportUpBulletList;//[Offset: 0x0, Size: 12] -------------------------------- Class: ChipSupportDataRow int ItemId;//[Offset: 0x0, Size: 4] int[] SupportChipSupTypeList;//[Offset: 0x4, Size: 12] int SupportChipNum;//[Offset: 0x10, Size: 4] -------------------------------- Class: ChipSupportItem int ChipSubType;//[Offset: 0x0, Size: 4] SupportItemDic;//[Offset: 0x4, Size: 60] -------------------------------- Class: ChipDataRow int ItemId;//[Offset: 0x0, Size: 4] AttrModifyData[] AttrModifyList;//[Offset: 0x4, Size: 12] -------------------------------- Class: AttrModifyData -------------------------------- Class: VehicleAvatarComponent_BP_C.VehicleAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x458, Size: 4] FName GetReflectionCubeName_Lobby();// 0x2b33460 void TryAddLightEffect(BackpackCommonAvatarHandle* CallFunc_GetValidAvatarHandle_ReturnValue, BackpackVehicleAvatarHandle* K2Node_DynamicCast_AsBackpack_Vehicle_Avatar_Handle, bool K2Node_DynamicCast_bSuccess, class BackpackVehicleAvatarHandle CallFunc_GetObjectClass_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValidSoftObjectReference_ReturnValue);// 0x2b33460 FString GetItemAvatarHandlePath(int ItemId, ItemRecordData CallFunc_GetItemRecord_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, FString CallFunc_GetPath_ReturnValue, FString CallFunc_GetPath_ReturnValue2, bool CallFunc_IsBattleItemHandlePathExist_ReturnValue);// 0x2b33460 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemId, bool NewLocalVar, ItemRecordData CallFunc_GetItemRecord_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_IsLobbyAvatar_ReturnValue, bool CallFunc_IsLobbyAvatar_ReturnValue2, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class Object CallFunc_GetClass_ReturnValue2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base2, bool K2Node_ClassDynamicCast_bSuccess2, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue2, BackpackCommonAvatarHandle* K2Node_DynamicCast_AsBackpack_Common_Avatar_Handle, bool K2Node_DynamicCast_bSuccess, BackpackCommonAvatarHandle* K2Node_DynamicCast_AsBackpack_Common_Avatar_Handle2, bool K2Node_DynamicCast_bSuccess2);// 0x2b33460 void OnLoaded_F4972C3D46F3CFC0E0742D8E88D4527B(Object* Loaded);// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void VehicleAvatarEquiped();// 0x2b33460 void OnAddLightEffect(ParticleSystem* LightEffect);// 0x2b33460 void VehicleFPPMeshLoaded();// 0x2b33460 void LoadedBrokenMat();// 0x2b33460 void ClearVehicleLightEffect();// 0x2b33460 void ExecuteUbergraph_VehicleAvatarComponent_BP(int EntryPoint, Object* K2Node_CustomEvent_Loaded, delegate K2Node_CreateDelegate_OutputDelegate, Object* ___object_Variable, ParticleSystem* K2Node_DynamicCast_AsParticle_System, bool K2Node_DynamicCast_bSuccess, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3, ParticleSystem* K2Node_CustomEvent_LightEffect, delegate K2Node_CreateDelegate_OutputDelegate4, ParticleSystemComponent* CallFunc_SpawnEmitterAttached_ReturnValue, bool CallFunc_EqualEqual_SoftObjectReference_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x2b33460 ParticleSystem* CurLightEffect;//[Offset: 0x460, Size: 40] ParticleSystemComponent* LightEffect;//[Offset: 0x488, Size: 4] bool VehicleBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48c, Size: 1] -------------------------------- Class: RefitVehicleHandle.Object SlotConfig;//[Offset: 0x1c, Size: 60] float Scale;//[Offset: 0x58, Size: 4] Vector Location;//[Offset: 0x5c, Size: 12] Texture2D* GroundTexture;//[Offset: 0x68, Size: 40] -------------------------------- Class: BP_STRUCT_VehicleRefitBPConfig_type int ID_0_5B2431405FE6DA5350C148B308CCED84;//[Offset: 0x0, Size: 4] FString path_1_6C12D940780BE1834EB793700CEE3068;//[Offset: 0x4, Size: 12] -------------------------------- Class: BP_LobbyRefitCloseUp_C.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8, Size: 4] void GetCameraWorldLocation(out Vector cameraWorldLocation, Vector CallFunc_K2_GetComponentLocation_ReturnValue);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void öeô•t_();// 0x2b33460 void öeô•t_();// 0x2b33460 void ChanTransformWithBlend(out const Transform B);// 0x2b33460 void ExecuteUbergraph_BP_LobbyRefitCloseUp(int EntryPoint, const Transform K2Node_CustomEvent_B, Transform CallFunc_GetTransform_ReturnValue, Transform CallFunc_TLerp_ReturnValue, HitResult CallFunc_K2_SetWorldTransform_SweepHitResult);// 0x2b33460 CameraComponent* Camera;//[Offset: 0x2dc, Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2e0, Size: 4] float ____0_time_5C46C2804013FEE671133C8FDC77B8D4;//[Offset: 0x2e4, Size: 4] byte ____0__Direction_5C46C2804013FEE671133C8FDC77B8D4;//[Offset: 0x2e8, Size: 1] TimelineComponent* öeô•t;//[Offset: 0x2ec, Size: 4] int closeUpSlotId;//[Offset: 0x2f0, Size: 4] BP_LobbyRefitCloseUp_C* tempCameraCloseUp;//[Offset: 0x2f4, Size: 4] -------------------------------- Class: VehicleRefitTips_C.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8, Size: 4] void UpdateTipImage(FString imgPath, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void AttachToRefitSocket(LobbyModelShowActorBP_C* ShowActor, int SlotID, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FName CallFunc_Conv_StringToName_ReturnValue);// 0x2b33460 void SetRefitSlot(int SlotID, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void HideOutTipFrom1To0();// 0x2b33460 void HideTip();// 0x2b33460 void FadeInToTransparent();// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void FadeOut();// 0x2b33460 void FadeIn();// 0x2b33460 void HideoutTipFromTransparentTo0();// 0x2b33460 void ExecuteUbergraph_VehicleRefitTips(int EntryPoint, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue2, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI, bool K2Node_DynamicCast_bSuccess, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI2, bool K2Node_DynamicCast_bSuccess2, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue3, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI3, bool K2Node_DynamicCast_bSuccess3, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue4, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI4, bool K2Node_DynamicCast_bSuccess4, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue5, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI5, bool K2Node_DynamicCast_bSuccess5, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue6, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI6, bool K2Node_DynamicCast_bSuccess6, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, bool CallFunc_EqualEqual_IntInt_ReturnValue4, bool CallFunc_EqualEqual_IntInt_ReturnValue5, bool CallFunc_BooleanOR_ReturnValue, UserWidget* CallFunc_GetUserWidgetObject_ReturnValue7, VehicleRefitTipsUI_C* K2Node_DynamicCast_AsVehicle_Refit_Tips_UI7, bool K2Node_DynamicCast_bSuccess7, bool CallFunc_EqualEqual_IntInt_ReturnValue6);// 0x2b33460 WidgetComponent* Widget;//[Offset: 0x2dc, Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2e0, Size: 4] VehicleRefitTipsUI_C* tempTipsUI;//[Offset: 0x2e4, Size: 4] int tipState;//[Offset: 0x2e8, Size: 4] -------------------------------- Class: VehicleRefitTipsUI_C.UserWidget.Widget.Visual.Object WidgetAnimation* Animation_FadeInToTransparent;//[Offset: 0x1b8, Size: 4] WidgetAnimation* Animation_HideOutFromTransparent;//[Offset: 0x1bc, Size: 4] WidgetAnimation* Animation_Hide;//[Offset: 0x1c0, Size: 4] WidgetAnimation* Animation_FadeOutToTransparent;//[Offset: 0x1c4, Size: 4] WidgetAnimation* Animation_FadeInFromTransparent;//[Offset: 0x1c8, Size: 4] WidgetAnimation* Animation_HideOutFrom1To0;//[Offset: 0x1cc, Size: 4] WidgetAnimation* TipsBling;//[Offset: 0x1d0, Size: 4] Button* Button;//[Offset: 0x1d4, Size: 4] Image* Image;//[Offset: 0x1d8, Size: 4] Image* Image;//[Offset: 0x1dc, Size: 4] Image* Image;//[Offset: 0x1e0, Size: 4] int SlotID;//[Offset: 0x1e4, Size: 4] -------------------------------- Class: Button.ContentWidget.PanelWidget.Widget.Visual.Object SlateWidgetStyleAsset* Style;//[Offset: 0xdc, Size: 4] ButtonStyle WidgetStyle;//[Offset: 0xe0, Size: 696] LinearColor ColorAndOpacity;//[Offset: 0x398, Size: 16] LinearColor BackgroundColor;//[Offset: 0x3a8, Size: 16] byte ClickMethod;//[Offset: 0x3b8, Size: 1] byte TouchMethod;//[Offset: 0x3b9, Size: 1] bool IsFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ba, Size: 1] bool IsPassMouseEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bb, Size: 1] float nClickCd;//[Offset: 0x3bc, Size: 4] bool bTouchPass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0, Size: 1] delegate OnClicked;//[Offset: 0x3c4, Size: 12] delegate OnPressed;//[Offset: 0x3d0, Size: 12] delegate OnReleased;//[Offset: 0x3dc, Size: 12] delegate OnHovered;//[Offset: 0x3e8, Size: 12] delegate OnUnhovered;//[Offset: 0x3f4, Size: 12] delegate OnPressedParam;//[Offset: 0x400, Size: 12] delegate OnMouseButtonDownEvent;//[Offset: 0x410, Size: 16] enum OnClickSoundType;//[Offset: 0x420, Size: 1] void SetTouchMethod(byte InTouchMethod);// 0x3809234 void SetStyle(out const ButtonStyle InStyle);// 0x3809134 static void SetOnClickSound(delegate onSound);// 0x3809098 void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x380901c void SetClickSoundType(enum onSoundType);// 0x3808fa4 void SetClickMethod(byte InClickMethod);// 0x3808f2c void SetBackgroundColor(LinearColor InBackgroundColor);// 0x3808eb0 void Release();// 0x3808e9c void OnButtonSoundEvent__DelegateSignature(byte Sound);// 0x2b33460 bool IsPressed();// 0x3808e74 -------------------------------- Class: ContentWidget.PanelWidget.Widget.Visual.Object PanelSlot* SetContent(Widget* Content);// 0x380cf2c PanelSlot* GetContentSlot();// 0x380cf04 Widget* GetContent();// 0x380cedc -------------------------------- Class: SlateWidgetStyleAsset.Object SlateWidgetStyleContainerBase* CustomStyle;//[Offset: 0x1c, Size: 4] -------------------------------- Class: SlateWidgetStyleContainerBase.Object -------------------------------- Class: ButtonStyle.SlateWidgetStyle SlateBrush Normal;//[Offset: 0x8, Size: 152] SlateBrush Hovered;//[Offset: 0xa0, Size: 152] SlateBrush Pressed;//[Offset: 0x138, Size: 152] SlateBrush Disabled;//[Offset: 0x1d0, Size: 152] Margin NormalPadding;//[Offset: 0x268, Size: 16] Margin PressedPadding;//[Offset: 0x278, Size: 16] SlateSound PressedSlateSound;//[Offset: 0x288, Size: 24] SlateSound HoveredSlateSound;//[Offset: 0x2a0, Size: 24] -------------------------------- Class: SlateWidgetStyle -------------------------------- Class: SlateSound Object* ResourceObject;//[Offset: 0x0, Size: 4] -------------------------------- Class: Global_Bp_C.UAEUserWidget.UserWidget.Widget.Visual.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x308, Size: 4] void InitFireGyroSensibilitySettingData(SettingConfig_C* ServerSettingConfig);// 0x2b33460 void MapFromCBToESBH(SettingConfig_C* SettingConfig, bool K2Node_SwitchInteger_CmpSuccess);// 0x2b33460 void InitMirrorObjMapPickupSetting(SettingConfig_C* ServerSettingConfig, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5);// 0x2b33460 void InitThrowObjMapPickupSetting(SettingConfig_C* ServerSettingConfig, int CallFunc_Clamp_ReturnValue, int CallFunc_Clamp_ReturnValue2, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4);// 0x2b33460 void InitDrugMapPickupSetting(SettingConfig_C* ServerSettingConfig, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5, int ___int_Variable6, int ___int_Variable7);// 0x2b33460 void InitBasicSettingData(SettingConfig_C* ServerSettingConfig);// 0x2b33460 void InitPickupSettingData_XT(SettingConfig_C* SettingConfig);// 0x2b33460 void InitPickupSettingData(SettingConfig_C* ServerSettingConfig, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, FString CallFunc_Conv_BoolToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2b33460 void InitSensibilitySettingData(SettingConfig_C* ServerSettingConfig);// 0x2b33460 void SetGrenadeDefaultPickValue(int ___int_Variable, int ___int_Variable2, int ___int_Variable3, int ___int_Variable4, int ___int_Variable5, int ___int_Variable6, int ___int_Variable7, int ___int_Variable8, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void InitMapFromCBToES(GameBackendHUD* CallFunc_GetInstance_ReturnValue, FString CallFunc_GetPublishRegion_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, bool K2Node_SwitchString_CmpSuccess);// 0x2b33460 void MapFromCBToESGlobal(SettingConfig_C* SettingConfig, bool K2Node_SwitchInteger_CmpSuccess, bool K2Node_SwitchInteger2_CmpSuccess);// 0x2b33460 void MapFromCBToESJK(SettingConfig_C* SettingConfig, bool K2Node_SwitchInteger_CmpSuccess, bool K2Node_SwitchInteger2_CmpSuccess, bool CallFunc_GetRedBloodSwitch_ReturnValue, bool K2Node_SwitchInteger3_CmpSuccess, FString CallFunc_GetAccountRegion_ReturnValue, FString CallFunc_GetPublishRegion_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue2, bool CallFunc_EqualEqual_StrStr_ReturnValue3, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 void MapFromCBToESVN(SettingConfig_C* SettingConfig, bool K2Node_SwitchInteger_CmpSuccess);// 0x2b33460 void LoadSettingConfigFromSlot(bool CallFunc_DoesSaveGameExist_ReturnValue, SaveGame* CallFunc_LoadGameFromSlot_ReturnValue, bool CallFunc_IsValid_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void UpdateBigHandOperateRedPoint(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void SetPostProcessSettings(int ID, float Time, bool isReverse, bool isClosing, int queryTableID);// 0x2b33460 void DestroyLobbyCameras();// 0x2b33460 void GetShadowDistanceScale(float CallFunc_GetConsoleVariableFloatValue_ReturnValue);// 0x2b33460 void SetShadowDistanceScale(FString CallFunc_Conv_FloatToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2b33460 void ShowItemPreviewPress();// 0x2b33460 void ShowItemPreviewClick(int ItemId);// 0x2b33460 void TryLoadAdvertise(IMSDKHelper* CallFunc_GetInstance_ReturnValue, bool CallFunc_GetIsAdvertiseLoad_ReturnValue);// 0x2b33460 void SaveAnniversaryNeedShow(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue2, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue2);// 0x2b33460 void GetAnniversaryNeedShow();// 0x2b33460 void SaveResidentEvilNeedShow(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue2, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue2);// 0x2b33460 void GetResidentEvilNeedShow();// 0x2b33460 void SaveLobbySkinID(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue2, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue2);// 0x2b33460 void SaveChristmasNeedShow(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue2, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue2);// 0x2b33460 void GetChristmasNeedShow();// 0x2b33460 void SaveRechargePayPos(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue2, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue2);// 0x2b33460 void GetRechargePayPos();// 0x2b33460 void SaveMallShow10Animation(GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, GameBackendHUD* CallFunc_GetInstance_ReturnValue2, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue2);// 0x2b33460 void GetMallShow10Animation();// 0x2b33460 void GetLocalizeStringWithNum(FString CallFunc_GetLocalizeStringWithNum_ReturnValue);// 0x2b33460 void GetLobbySkinIDAndBgmID();// 0x2b33460 void SwitchLobbyMeshBg();// 0x2b33460 void SwitchWarzoneCamera(bool CallFunc_SwitchLobbyCameraByIndex_success);// 0x2b33460 void LoadAdvertise(IMSDKHelper* CallFunc_GetInstance_ReturnValue);// 0x2b33460 void PlayAdvertise(IMSDKHelper* CallFunc_GetInstance_ReturnValue);// 0x2b33460 void SetGlobalConfigData(FString opKey, PlayerPrefs_C* playerprefs, bool CallFunc_SaveData_SaveDataState, bool K2Node_SwitchInteger_CmpSuccess, PlayerPrefs_C* CallFunc_CreateSaveGameObject_ReturnValue, PlayerPrefs_C* CallFunc_GetPlayerPrefs_bp_playerprefs, bool CallFunc_IsValid_ReturnValue);// 0x2b33460 void GetGlobalConfigData(FString opKey, PlayerPrefs_C* playerprefs, bool CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, FString CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, float CallFunc_Map_Find_Value3, bool CallFunc_Map_Find_ReturnValue3, int CallFunc_Map_Find_Value4, bool CallFunc_Map_Find_ReturnValue4, PlayerPrefs_C* CallFunc_CreateSaveGameObject_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, PlayerPrefs_C* CallFunc_GetPlayerPrefs_bp_playerprefs);// 0x2b33460 void SwitchCameraFarImmediate(bool CallFunc_SwitchLobbyCameraByIndex_success);// 0x2b33460 void SwitchWarzoneBG();// 0x2b33460 void GetDragDropWidget(int dragDropType);// 0x2b33460 void GetRankTexture(int rankIntegral, out Texture2D* Output, FString ___string_Variable, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, FString CallFunc_LVarToString_ReturnValue, FString CallFunc_LVarToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue, BP_STRUCT_RankIntegralLevel_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, FString CallFunc_GetRankIntegralSmallIcon_ReturnValue, Object* CallFunc_UIGetResWithPath_ReturnValue, Texture2D* K2Node_DynamicCast_AsTexture_2D, bool K2Node_DynamicCast_bSuccess, Texture2D* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void SetCorpsShopRedPoint(PlayerPrefs_C* CallFunc_GetPlayerPrefs_bp_playerprefs);// 0x2b33460 void GetCorpsIconTexture(int IconID, out Texture2D* Value, FString CallFunc_Conv_IntToString_ReturnValue, FName CallFunc_Conv_StringToName_ReturnValue, UAEDataTable* CallFunc_GetDataTable_ReturnValue, BP_STRUCT_CorpsBadge_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, Texture2D* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, Object* CallFunc_UIGetResWithPath_ReturnValue, Texture2D* K2Node_DynamicCast_AsTexture_2D, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void GetFrameTexture(int frameLevel, out Texture2D* Output, frameTextureMap, UAEDataTable* CallFunc_GetDataTable_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_IsValid_ReturnValue, FName CallFunc_Conv_StringToName_ReturnValue, BP_STRUCT_AvatarFrame_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, Object* CallFunc_UIGetResWithPath_ReturnValue, Texture2D* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, Texture2D* K2Node_DynamicCast_AsTexture_2D, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void EnterCreateRoleDelay(FrontendHUD* CallFunc_GetOwningFrontendHUD_ReturnValue);// 0x2b33460 void EnterCreateRole(TimerHandle CallFunc_K2_SetTimer_ReturnValue);// 0x2b33460 void EnterFightStopMusic(int CallFunc_PostEventAtLocation_ReturnValue);// 0x2b33460 void EventAndroidQuitGame(LuaClassObj* CallFunc_UIGetLuaManager_ReturnValue, bp_global_C* K2Node_DynamicCast_AsBp_Global, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void QuitGame(GameInstance* CallFunc_GetGameInstance_ReturnValue, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void EnterLobby(FrontendHUD* CallFunc_GetOwningFrontendHUD_ReturnValue);// 0x2b33460 void EnterLogin(FrontendHUD* CallFunc_GetOwningFrontendHUD_ReturnValue);// 0x2b33460 void Construct();// 0x2b33460 void LockLobbyMaxFps();// 0x2b33460 void RecoverMaxFps();// 0x2b33460 void SwitchLobbySkin();// 0x2b33460 void ExecuteUbergraph_Global_Bp(int EntryPoint, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, bool CallFunc_LessEqual_IntInt_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, bool K2Node_SwitchInteger_CmpSuccess, bool CallFunc_GreaterEqual_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, LuaClassObj* CallFunc_UIGetLuaManager_ReturnValue, bp_global_C* K2Node_DynamicCast_AsBp_Global, bool K2Node_DynamicCast_bSuccess2, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FName CallFunc_Conv_StringToName_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue3, FName CallFunc_Conv_StringToName_ReturnValue2, UAEDataTable* CallFunc_GetDataTable_ReturnValue, BP_STRUCT_LobbySceneSkinTable_type CallFunc_GetDataTableRowFromName_OutRow, bool CallFunc_GetDataTableRowFromName_ReturnValue, UAEDataTable* CallFunc_GetDataTable_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue2, BP_STRUCT_LobbySceneSkinTable_type CallFunc_GetDataTableRowFromName_OutRow2, bool CallFunc_GetDataTableRowFromName_ReturnValue2, FName CallFunc_Conv_StringToName_ReturnValue3, bool CallFunc_NotEqual_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue3, FName CallFunc_Conv_StringToName_ReturnValue4, FrontendHUD* CallFunc_GetOwningFrontendHUD_ReturnValue);// 0x2b33460 SettingConfig_C* SettingConfigObject;//[Offset: 0x30c, Size: 4] corpsIconTextureMap;//[Offset: 0x310, Size: 60] bp_global_C* bp_global;//[Offset: 0x34c, Size: 4] rankTextureMap;//[Offset: 0x350, Size: 60] dragDropItemMap;//[Offset: 0x38c, Size: 60] bool isPostProcessVolumeInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8, Size: 1] PostProcessVolume* postProcessClassic;//[Offset: 0x3cc, Size: 4] CameraPostProcessActor_C* cameraPostProcessActor;//[Offset: 0x3d0, Size: 4] -------------------------------- Class: IMSDKHelper.Object bool isBindFB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool isBindGPGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] bool isBindGP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e, Size: 1] bool isBindGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f, Size: 1] bool isBindVK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool isBindTwitter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] bool isBindWeChat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22, Size: 1] bool isBindLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23, Size: 1] bool isBindQQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool isBindApple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool isBindUnifiedAccount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] bool isBindHMS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27, Size: 1] bool isBindDiscord;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] int iBindFBRetCode;//[Offset: 0x2c, Size: 4] int iBindFBThirdRetCode;//[Offset: 0x30, Size: 4] FString strBindFBUserName;//[Offset: 0x34, Size: 12] int iBindGPGCRetCode;//[Offset: 0x40, Size: 4] int iBindGPGCThirdRetCode;//[Offset: 0x44, Size: 4] FString strBindGPGCUserName;//[Offset: 0x48, Size: 12] FString strBindTwitterUserName;//[Offset: 0x54, Size: 12] FString strBindWeChatUserName;//[Offset: 0x60, Size: 12] FString strBindVKUserName;//[Offset: 0x6c, Size: 12] FString strBindLineUserName;//[Offset: 0x78, Size: 12] FString strBindQQUserName;//[Offset: 0x84, Size: 12] FString strBindAppleUserName;//[Offset: 0x90, Size: 12] FString strBindUnifiedAccountUserName;//[Offset: 0x9c, Size: 12] FString strBindHMSUserName;//[Offset: 0xa8, Size: 12] FString strBindDiscordUserName;//[Offset: 0xb4, Size: 12] int iDeleteAccountRetCode;//[Offset: 0xc0, Size: 4] int iGenerateTransferCodeRetCode;//[Offset: 0xc4, Size: 4] FString GeneratedTransferCode;//[Offset: 0xc8, Size: 12] int iTransferRetCode;//[Offset: 0xd4, Size: 4] int iTransferThirdRetCode;//[Offset: 0xd8, Size: 4] FString inputTransferCode;//[Offset: 0xdc, Size: 12] int iSwitchAccountFBRetCode;//[Offset: 0xe8, Size: 4] int iSwitchAccountFBThirdRetCode;//[Offset: 0xec, Size: 4] int iSwitchAccountGPGCRetCode;//[Offset: 0xf0, Size: 4] int iSwitchAccountGPGCThirdRetCode;//[Offset: 0xf4, Size: 4] bool bGCQuietSwitchAccount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] void Transfer();// 0x1e7fd1c void StartNewGame();// 0x1e7fd1c void SetUserID(FString userId);// 0x265bd48 void SetNoAuthOpenid(FString OpenID);// 0x265bbf0 void SetIMSDKEnv(int iEnv);// 0x265bb78 void SetAdvertiseUnit(FString unitID);// 0x265ba20 void SaveLastIMSDKChannelID(int channelId);// 0x265b9a8 void RequestVerifyCode(FString InPhoneOrEmail, int InAccountType, int InUseForType, FString InPhoneAreaCode, FString InLanuageCode, FString InExtraJson);// 0x265b6cc void ReqBindInfo();// 0x1e7fd1c bool RecoverGuest(FString channelUserId);// 0x265b608 void PlayAdvertise();// 0x265b5f4 void ModifyAccountInfo(FString InAccount, int InAccountType, int InVerifyType, FString InVerifyData, FString InPhoneAreaCode, FString InLanuageCode, FString InMondifyToAccount, int InModifyAccountType, FString InModifyVerifyCode, FString InModifyPhoneAreaCode, FString InExtraJson);// 0x265b0b8 void LoadAdvertise();// 0x265b0a4 bool IsEqualCurLoginPlatform(FString strChannel);// 0x265af44 bool isBindFBOrGPGC();// 0x265af1c bool IsAlreadyBindWeChat();// 0x265aef4 bool IsAlreadyBindVK();// 0x265aecc bool IsAlreadyBindUnifiedAccount();// 0x265aea4 bool IsAlreadyBindTwitter();// 0x265ae7c bool IsAlreadyBindQQ();// 0x265ae54 bool IsAlreadyBindLine();// 0x265ae2c bool IsAlreadyBindHMS();// 0x265ae04 bool IsAlreadyBindGPGC();// 0x265addc bool IsAlreadyBindGooglePlay();// 0x265adb4 bool IsAlreadyBindGameCenter();// 0x265ad8c bool IsAlreadyBindFB();// 0x265ad64 bool IsAlreadyBindDiscord();// 0x265ad3c bool IsAlreadyBindApple();// 0x265ad14 void GetShortUrl(FString URL, FString Mask, FString extra);// 0x265a98c enum GetPlatformType();// 0x265a964 FString GetOpenId();// 0x265a8a4 int GetLastIMSDKChannelID();// 0x265a87c bool GetIsAdvertiseVaild();// 0x265a854 bool GetIsAdvertiseLoadSuccess();// 0x265a82c bool GetIsAdvertiseLoad();// 0x265a804 static IMSDKHelper* GetInstance();// 0x265a7dc int GetGCloudChannelID();// 0x265a7b4 FString GetCurLoginPlatform();// 0x265a6f4 FString GetChannelNickname();// 0x265a634 void GetBindInfo();// 0x265a620 void GetBindFBRetCode();// 0x265a60c int GetBindCount();// 0x265a5e4 void GenerateTransferCode();// 0x1e7fd1c void CopyTransferCodeToClipboard();// 0x265a5d0 int ConvertStrToIMSDKChannel(FString strChannel);// 0x265a470 FString ConvertIMSDKChannelToStr(int imsdkChannel);// 0x265a368 void CheckVerifyCodeValid(FString InAccount, int InAccountType, FString InPhoneAreaCode, FString InVerifyCode, int InCodeType, FString InLanuageCode, FString InExtraJson);// 0x265a008 void CheckIsRegisted(FString InAccount, int InAccountType, FString InPhoneAreaCode, FString InLanuageCode, FString InExtraJson);// 0x2659d74 void ChangePassword(FString InAccount, int InAccountType, FString InVerifyCode, FString InNewPassword, FString InAreaCode, FString InLangType, FString InExtraJson);// 0x26599d0 void BuglySetAppVersion(FString Version);// 0x2659878 void BuglyPutUserData(FString Key, FString Value);// 0x2659608 void BuglyPostException(const int Category, FString Name, FString Reason, FString[] stacks, extras, bool Exit);// 0x2658fbc void BuglyLog(int Level, FString Tag, FString Log);// 0x2658d04 void BindWeChat();// 0x2658cf0 void BindVK();// 0x2658cdc void BindUnifiedAccount(FString InExtraJson);// 0x2658c20 void BindTwitter();// 0x2658c0c void BindQQ();// 0x2658bf8 void BindLine();// 0x2658be4 void BindHMS();// 0x2658bd0 void BindGPGC();// 0x2658bbc void BindFB();// 0x2658ba8 void BindDiscord();// 0x2658b94 void BindApple();// 0x2658b80 -------------------------------- Class: PlayerPrefs_C.SaveGame.Object void SetPopupPolicyVersion(int PolicyVersion, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetGuaranteeFlag(bool clicked, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetGuaranteeClickFlag(out bool clicked);// 0x2b33460 void GetDecomposeIndexTriggerTime(out int DecomposeTriggerTim);// 0x2b33460 void SetDecomposeIndexTriggerTime(int TimeStamp, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetClickTimeAnniversary(FString UId, int Time, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetClickTimeAnniversary(FString UId, out int Value, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void GetCliickVehicleAcitivtyGuideExchange(FString Key, out bool hasClick, bool CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void SetCliickVehicleAcitivtyGuideExchange(FString Key, bool isClick, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetClickTimeIceLucky(int Time, FString UUID, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetClickTimeIceLucky(FString UUID, out int Value, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void SetIsVNGAdult(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetIsFirstTimeShowPrime(out bool IsfirstTimeOpenPrime);// 0x2b33460 void SetIsFirstTimeShowPrime(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetHasClickHalloweenExchange(bool isClick, FString UUID, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetHasClickHalloweenExchange(FString UUID, out bool hasClick, bool CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void SetClickTimeHalloweenVehicle(int Time, FString UUID, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetClickTimeHalloweenVehicle(FString UUID, out int Value, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void GetFaceInfoClickedIDAndTime(FString Faceid, out FString TimeStamp, FString CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void SetFaceInfoClickedIDAndTime(FString Faceid, FString ___string_Variable, bool CallFunc_SaveData_SaveDataState, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, int CallFunc_LVarToInt_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue);// 0x2b33460 void GetCursorFaceInfoID(out int CursorFaceInfoID);// 0x2b33460 void SetCursorFaceInfoID(int LastFace, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetHasClickInviteTeamAct(bool isClick, FString UUID, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetHasClickInviteTeamAct(FString UUID, out bool hasClick, bool CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void GetHasClickUPassAct(FString UUID, out bool hasClick, bool CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void SetHasClickUPassAct(bool isClick, FString UUID, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetShowSwitchSecondLanguageNextTime(DateTime DateTime, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetShowSwitchSecondLanguageNextTime(out DateTime DateTime);// 0x2b33460 void GetLoginFrequency(out int loginfreq);// 0x2b33460 void SetLoginFrequency(int CurrentDay, bool CallFunc_SaveData_SaveDataState, bool CallFunc_EqualEqual_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue, bool CallFunc_SaveData_SaveDataState2);// 0x2b33460 void GetAirDropTime(FString UId, out int outAirDropTime, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x2b33460 void SetAirDropTime(int InTime, FString UId, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetMystery2LastTime(int Time, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetStoreGiftBoxList(out int[] BoxList, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void GetClickTimeAboutBind(FString UId, out int TimeNotBind, out int TimeBind, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, int CallFunc_Map_Find_Value2, bool CallFunc_Map_Find_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x2b33460 void SetClickTimeAboutBind(int TimeNotBind, int TimeBind, FString UId, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void IsEqualCurID(int ids, out bool Has, bool CallFunc_EqualEqual_IntInt_ReturnValue);// 0x2b33460 void SetNewsIds(int ids, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetMallSeeDict( Dict, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetStoreBosList(out int[] BoxList, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetCorpsShopRedPoint(int coprsLevel, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetFirstEnterMall(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetMysteryLastTime(int Time, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void RejectUserAgreement(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void AcceptUserAgreement(int newVersion, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void ServerListClick(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void HasCloseLocation(bool UId, out bool Has, FString CallFunc_Conv_BoolToString_ReturnValue, bool CallFunc_Set_Contains_ReturnValue);// 0x2b33460 void SetCloseLocation(bool CloseLocation, FString UId, bool CallFunc_SaveData_SaveDataState, bool CallFunc_Set_Contains_ReturnValue, bool CallFunc_Set_Remove_ReturnValue);// 0x2b33460 void HasNearByNewTips(FString UId, out bool Has, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, int CallFunc_Array_Length_ReturnValue, FString CallFunc_Array_Get_Item, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue);// 0x2b33460 void SetNearByNewTipsRead(FString UId, bool CallFunc_HasNearByNewTips_Has, int CallFunc_Array_Add_ReturnValue, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetYXXYRedPoint(int isRed, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void AcceptGuestWarning(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void RejectPolicy(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void AcceptPolicy(int newVersion, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetFirstInLobby(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetTime(int arg, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void ClearCount(bool CallFunc_SaveData_SaveDataState);// 0x2b33460 void SetCount(int Count, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_SaveData_SaveDataState);// 0x2b33460 SaveGame* LoadData(SaveGame* CallFunc_LoadGameFromSlot_ReturnValue);// 0x2b33460 void SaveData(out bool SaveDataState, bool CallFunc_SaveGameToSlot_ReturnValue);// 0x2b33460 int LoginCount;//[Offset: 0x20, Size: 4] int LoginTime;//[Offset: 0x24, Size: 4] bool FirstInLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] bool GuestWarningAccepted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] int YXXYRedPoint;//[Offset: 0x2c, Size: 4] FString[] NearByNewTipsList;//[Offset: 0x30, Size: 12] CloseLocationList;//[Offset: 0x3c, Size: 60] bool QuestionDone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78, Size: 1] bool ServerListClicked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x79, Size: 1] int MysteryLastTime;//[Offset: 0x7c, Size: 4] bool notFirstEnterMall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1] int CoprsShopLevelRedPoint;//[Offset: 0x84, Size: 4] int[] StoreBoxList;//[Offset: 0x88, Size: 12] HasSeeShopItemDict;//[Offset: 0x94, Size: 60] int NewsIds;//[Offset: 0xd0, Size: 4] int LobbyNoticeID;//[Offset: 0xd4, Size: 4] int UserAgreementAcceptedVersion;//[Offset: 0xd8, Size: 4] int PrivacyPolicyAcceptedVersion;//[Offset: 0xdc, Size: 4] int ClickTimeNotBind;//[Offset: 0xe0, Size: 4] int ClickTimeBind;//[Offset: 0xe4, Size: 4] UidClickTimeNotBind;//[Offset: 0xe8, Size: 60] UidClickTimeBind;//[Offset: 0x124, Size: 60] int[] StoreGiftBoxList;//[Offset: 0x160, Size: 12] bool AchievementInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1] int Mystery2LastTime;//[Offset: 0x170, Size: 4] ConfigStringMap;//[Offset: 0x174, Size: 60] ConfigIntMap;//[Offset: 0x1b0, Size: 60] ConfigFloatMap;//[Offset: 0x1ec, Size: 60] ConfigBoolMap;//[Offset: 0x228, Size: 60] UidAirDropTime;//[Offset: 0x264, Size: 60] int LoginFrequency;//[Offset: 0x2a0, Size: 4] int CurrentDay;//[Offset: 0x2a4, Size: 4] FString[] SecondLanguage;//[Offset: 0x2a8, Size: 12] DateTime ShowSwitchSecondLanguageNextTime;//[Offset: 0x2b8, Size: 8] HasClickUPassAct;//[Offset: 0x2c0, Size: 60] HasClickInviteTeamAct;//[Offset: 0x2fc, Size: 60] int CursorFaceInfoID;//[Offset: 0x338, Size: 4] FaceInfoClickedIDAndTime;//[Offset: 0x33c, Size: 60] bool LanguagePromptState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378, Size: 1] bool HasTipLeagueGameSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379, Size: 1] ClickTimeHalloweenVehicle;//[Offset: 0x37c, Size: 60] HasClickHalloweenExchange;//[Offset: 0x3b8, Size: 60] FString primeClicktimestamp;//[Offset: 0x3f4, Size: 12] bool isVNGadult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1] ClickTimeIceLucky;//[Offset: 0x404, Size: 60] bool IsFirstTimeShowPrime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440, Size: 1] HasCliickVehicleAcitivtyGuide;//[Offset: 0x444, Size: 60] ClickTimeAnniversary;//[Offset: 0x480, Size: 60] int DecomposeTriggerTime;//[Offset: 0x4bc, Size: 4] bool haveClickGuaranteeTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c0, Size: 1] int LastEnterExcitingTourTimeSec;//[Offset: 0x4c4, Size: 4] bool IfHasShowExcitingTourTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c8, Size: 1] int PrivacyPolicyPopupVersion;//[Offset: 0x4cc, Size: 4] -------------------------------- Class: BP_STRUCT_RankIntegralLevel_type int IntegralType_0_5DB652C74A6C2C5E4B1123A62ADC38A8;//[Offset: 0x0, Size: 4] FString IntegralTypeName_1_37066B404ACB346A9C01D683DD3A29FB;//[Offset: 0x4, Size: 12] FString FrameID_2_FA51FC0F47FB8AEB41067AB1A00E044D;//[Offset: 0x10, Size: 12] int MinIntegral_3_8BCC404B4E31165611A2F3A5DCA7F9EB;//[Offset: 0x1c, Size: 4] int Level_4_4248BF2F4F85F33AF1FFF8B269550E92;//[Offset: 0x20, Size: 4] int IntegralTypeOrder_5_E1D966464BA0136A4682EA8533722D30;//[Offset: 0x24, Size: 4] FString Name_6_B98FA8AA4955E5E532285FA0BC38606D;//[Offset: 0x28, Size: 12] int NextIntegralScore_7_194CC840003BFCBD1B7B7E14029BE565;//[Offset: 0x34, Size: 4] int StarNum_8_045B8680677A2C3C3C50D91C069A9F6D;//[Offset: 0x38, Size: 4] FString BigIcon_9_55E7FAC04C1A035F0AEAB48904C9149E;//[Offset: 0x3c, Size: 12] FString SmallIcon_10_3B6D3480778CAC664F339B4106DA305E;//[Offset: 0x48, Size: 12] FString SubIcon_11_5BB640C031E57E65018BD3BD0684148E;//[Offset: 0x54, Size: 12] int NextSeasonIntegralScore_12_010B22802CC106BA61EB81370B236155;//[Offset: 0x60, Size: 4] FString BigMesh_13_2B197BC07A689F070AE3691404CAD658;//[Offset: 0x64, Size: 12] FString SubMaterial_14_0B216A40672064491BC4738C027A0AAC;//[Offset: 0x70, Size: 12] FString SubMesh_15_30E7C1C060341A0D018996830685D648;//[Offset: 0x7c, Size: 12] int IntegralTypeNew_18_76AFF480454B93902AC82C870452E0B7;//[Offset: 0x88, Size: 4] FString JoinTeamLimitType_19_2FA6420071F62D9A08E21DFC04624C55;//[Offset: 0x8c, Size: 12] FString SmallIcon128_20_03BF1B4074ADDC5B1E97EFE8030679F8;//[Offset: 0x98, Size: 12] -------------------------------- Class: BP_STRUCT_CorpsBadge_type FString BigIconPath_0_10CC26002C2272C4426923F90B6405C8;//[Offset: 0x0, Size: 12] int ID_1_5727FF4053D9C66568AE85A909693024;//[Offset: 0xc, Size: 4] FString IconPath_2_038F818050E2694643DA924F014A58A8;//[Offset: 0x10, Size: 12] FString Name_3_56563C4042608BF33377F2DB0931BF55;//[Offset: 0x1c, Size: 12] int TabPosi_4_17AFE880638188BE77062DBF05E20589;//[Offset: 0x28, Size: 4] int UnLockLv_5_04857F8051FE2B7A53B16D630C5CAF66;//[Offset: 0x2c, Size: 4] -------------------------------- Class: BP_STRUCT_AvatarFrame_type int Type_0_1A0A9F0743331BBE49AADB988DC87C90;//[Offset: 0x0, Size: 4] FString Desc_1_AC45D7034D7DDDC90D52E19BF6D66EF9;//[Offset: 0x4, Size: 12] FString Name_2_401DF90F47F3FF259DF5AD890925B071;//[Offset: 0x10, Size: 12] int ID_3_831225F64111B05931B2D0B74884A6BD;//[Offset: 0x1c, Size: 4] FString DescGet_4_E78748484096828FA71D5E85901FD57B;//[Offset: 0x20, Size: 12] FString IconBig_5_82F9A60A40DA032B376321A0896F07F2;//[Offset: 0x2c, Size: 12] FString Icon_6_7C7ADBE24A1E2C45A54BC7BD91D84759;//[Offset: 0x38, Size: 12] FString DescTime_7_684743074A1D090755252DAA2F6832B5;//[Offset: 0x44, Size: 12] int AppleAuditHide_8_C3DCAE874E4C89FB670303A48501283C;//[Offset: 0x50, Size: 4] int DefaultDisplay_9_43871EC03BAE8EB1607A95390AB61819;//[Offset: 0x54, Size: 4] FString ShowTime_10_6F3484001A56164C305DF94C07184815;//[Offset: 0x58, Size: 12] -------------------------------- Class: LuaClassObj.LuaContext.Actor.Object GameBusinessManager* pManager;//[Offset: 0x2e0, Size: 4] bool bClearSourceCodeAfterInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e6, Size: 1] void SubUIWidgetList(out const GameWidgetConfig[] InWidgetConfigList, out const FString[] GameStatusStrList, bool bPersistentUI, bool InStatusConcern, bool bDynamicWidget, bool bKeepDynamicWidget);// 0x25c109c void SubShowHideEvent(out const FString[] WidgetPathList);// 0x25c0f68 void SubDefaultSceneCamera(const int sceneCameraIndex);// 0x25c0ef0 void SubDefaultChildUI(out const FString[] childList);// 0x25c0dbc void SubDefaultBaseUI(FString baseUI);// 0x25c0d00 void SubCollapseWidgetList(FString RootWidgetName, out FString[] ChildWidgetNames);// 0x25c0b48 void SetWidgetZorder(const int Index, const int ZOrder);// 0x25c0a8c void RestoreWidgetZorder(const int Index);// 0x25c0a14 void RestoreAllWidgetZorder();// 0x25c0a00 bool IsTopStackPanel();// 0x25c09d8 bool IsPushedPanel();// 0x25c09b0 bool InCombatState();// 0x25c0988 void HandleUIMessageNoFetch(FString UIMessage);// 0x25c08cc void HandleUIMessage(FString UIMessage);// 0x25c0810 void HandleStopAsyncLoad();// 0x25c07fc void HandleDynamicDestroy();// 0x25c07e8 void HandleDynamicCreationInternal(bool isAsyncLoad);// 0x25c0768 void HandleDynamicCreation(bool isAsyncLoad);// 0x25c06e8 void HandleCollapseWidgetList(FString RootWidgetName);// 0x25c062c FString GetTopStackPanelSrcTag();// 0x25c056c FString GetTopStackPanelDstTag();// 0x25c04ac FString GetGameStatus();// 0x25c03ec void ChangeSubUIWidgetList(out const GameWidgetConfig[] InWidgetConfigList);// 0x25c0340 void AddToTopStackPanel();// 0x25c032c -------------------------------- Class: LuaContext.Actor.Object LuaStateWrapper* OwningLuaStateWrapper;//[Offset: 0x2d4, Size: 4] Object* OwningObject;//[Offset: 0x2d8, Size: 4] ScriptContextComponent* ScriptContextComponent;//[Offset: 0x2dc, Size: 4] -------------------------------- Class: GameBusinessManager.LogicManagerBase.Object GameWidgetConfig[] WidgetConfigList;//[Offset: 0xb0, Size: 12] UAEPlayerController* OwningController;//[Offset: 0xf8, Size: 4] LuaClassObj* LuaObject;//[Offset: 0x100, Size: 4] UAEUserWidget* GetWidget(int Index);// 0x25a4a58 LuaClassObj* GetLuaObject();// 0x1ffe5e8 GameFrontendHUD* GetGameFrontendHUD();// 0x25a4a30 -------------------------------- Class: GameWidgetConfig FString Path;//[Offset: 0x0, Size: 12] FString Container;//[Offset: 0xc, Size: 12] int ZOrder;//[Offset: 0x18, Size: 4] class Object* WidgetClass;//[Offset: 0x1c, Size: 4] -------------------------------- Class: ScriptContextComponent.ActorComponent.Object LuaStateWrapper* OwningLuaStateWrapper;//[Offset: 0xc0, Size: 4] void PushScriptArrayIndexData(FString ParamName, int Index);// 0x4e57538 void PushOneScriptPropertyValues(FString ParamName);// 0x4e573d8 void PushAllScriptPropertyValues();// 0x2001394 void FetchScriptArrayIndexData(FString ParamName, int Index);// 0x4e5723c void FetchOneScriptPropertyValues(FString ParamName);// 0x4e570dc void FetchAllScriptPropertyValues();// 0x1f1c0fc void CallScriptFunctionWithoutFetch(FString FunctionName);// 0x4e56f84 void CallScriptFunction(FString FunctionName);// 0x4e56e2c -------------------------------- Class: bp_global_C.LuaClassObj.LuaContext.Actor.Object void EventSendClickGemReport_NoFetch();// 0x2b33460 void EventSendClickGemReport();// 0x2b33460 void EventJumpUrl_NoFetch();// 0x2b33460 void EventJumpUrl();// 0x2b33460 void EventSlapJumpUrl_NoFetch();// 0x2b33460 void EventSlapJumpUrl();// 0x2b33460 void EventFetchNationSwitch_NoFetch();// 0x2b33460 void EventFetchNationSwitch();// 0x2b33460 void EventGlobalUseItem_NoFetch();// 0x2b33460 void EventGlobalUseItem();// 0x2b33460 void EventFetchInfo_NoFetch();// 0x2b33460 void EventFetchInfo();// 0x2b33460 void EventShowPlatIconTips_NoFetch();// 0x2b33460 void EventShowPlatIconTips();// 0x2b33460 void EventShowLoadAdvertiseError_NoFetch();// 0x2b33460 void EventShowLoadAdvertiseError();// 0x2b33460 void EventCheckEUChatRestriction_NoFetch();// 0x2b33460 void EventCheckEUChatRestriction();// 0x2b33460 void EventGlobalShowItemTips_Push_NoFetch();// 0x2b33460 void EventGlobalShowItemTips_Push();// 0x2b33460 void EventSwitchLobbySkinCompleted_NoFetch();// 0x2b33460 void EventSwitchLobbySkinCompleted();// 0x2b33460 void EventChatCheckBan_NoFetch();// 0x2b33460 void EventChatCheckBan();// 0x2b33460 void EventGotoItemPreviewClick_NoFetch();// 0x2b33460 void EventGotoItemPreviewClick();// 0x2b33460 void EventGotoItemPreviewPress_NoFetch();// 0x2b33460 void EventGotoItemPreviewPress();// 0x2b33460 void EventComMsgBoxSluaClickUrl_NoFetch();// 0x2b33460 void EventComMsgBoxSluaClickUrl();// 0x2b33460 void EventSetInfo_Push_NoFetch();// 0x2b33460 void EventSetInfo_Push();// 0x2b33460 void EventShowPlatQQStartup_NoFetch();// 0x2b33460 void EventShowPlatQQStartup();// 0x2b33460 void EventChatBanInfo_NoFetch();// 0x2b33460 void EventChatBanInfo();// 0x2b33460 void EventGlobalCloseItemTips_NoFetch();// 0x2b33460 void EventGlobalCloseItemTips();// 0x2b33460 void EventAndroidQuitGame_NoFetch();// 0x2b33460 void EventAndroidQuitGame();// 0x2b33460 void EventShowPlatWXStartup_NoFetch();// 0x2b33460 void EventShowPlatWXStartup();// 0x2b33460 void EventClickLobbyEventGemReport_NoFetch();// 0x2b33460 void EventClickLobbyEventGemReport();// 0x2b33460 void EventOnLobbyRecoverCamera_NoFetch();// 0x2b33460 void EventOnLobbyRecoverCamera();// 0x2b33460 void EventSendBAReport_NoFetch();// 0x2b33460 void EventSendBAReport();// 0x2b33460 void EventCheckIfMenuOpen_NoFetch();// 0x2b33460 void EventCheckIfMenuOpen();// 0x2b33460 void EventSetPlayedCG_NoFetch();// 0x2b33460 void EventSetPlayedCG();// 0x2b33460 void EventOnLobbyCoverCamera_NoFetch();// 0x2b33460 void EventOnLobbyCoverCamera();// 0x2b33460 void UserConstructionScript();// 0x2b33460 ScriptContextComponent* Generated_ScriptContext;//[Offset: 0x308, Size: 4] int BP_Global_CorpsShopLevelForRedPiont;//[Offset: 0x30c, Size: 4] int BP_GameGender;//[Offset: 0x310, Size: 4] FString BP_Global_AdvertiseUnitID;//[Offset: 0x314, Size: 12] FString BP_GlobalConfigTempStringValue;//[Offset: 0x320, Size: 12] int BP_Global_Setting_LobbySkinId;//[Offset: 0x32c, Size: 4] float BP_Global_ShadowDistanceScale_Current_f;//[Offset: 0x330, Size: 4] bool BP_Global_AndroidKey_IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] int BP_Global_BackpackAvatarPreviewID;//[Offset: 0x338, Size: 4] FString BP_GlobalConfigOperateKey;//[Offset: 0x33c, Size: 12] FString BP_Global_Url;//[Offset: 0x348, Size: 12] BP_STRUCT_GlobalTips_Pos BP_STRUCT_GlobalTips_Pos;//[Offset: 0x354, Size: 8] FString BP_GEM_REPORT_SUBEVENT;//[Offset: 0x35c, Size: 12] FString BP_Global_TouchTitleString;//[Offset: 0x368, Size: 12] int BP_GlobalTips_PatternID;//[Offset: 0x374, Size: 4] int BP_StartUpType;//[Offset: 0x378, Size: 4] BP_STRUCT_GlobalTips_TimeInfo BP_STRUCT_GlobalTips_TimeInfo;//[Offset: 0x37c, Size: 16] int BP_BA_BUTTON_TYPE;//[Offset: 0x38c, Size: 4] FString BP_Localize_StringWithNum_String3;//[Offset: 0x390, Size: 12] int BP_played_cg;//[Offset: 0x39c, Size: 4] int BP_Share_Platform;//[Offset: 0x3a0, Size: 4] bool BP_HadPlayAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] bool BP_CHECK_MENU_OPEN_RESULT;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a5, Size: 1] BP_STRUCT_NATION_SWITCH BP_STRUCT_NATION_SWITCH;//[Offset: 0x3a6, Size: 4] bool BP_GlobalTips_ShowLimitIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3aa, Size: 1] int BP_GlobalTips_ItemID;//[Offset: 0x3ac, Size: 4] BP_STRUCT_GlobalHelpTips_Pos BP_STRUCT_GlobalHelpTips_Pos;//[Offset: 0x3b0, Size: 8] FString BP_GLOBAL_USE_ITEM;//[Offset: 0x3b8, Size: 12] int BP_GlobalSwitchLobbyMeshBgIndex;//[Offset: 0x3c4, Size: 4] int BP_Localize_StringWithNum_id;//[Offset: 0x3c8, Size: 4] int BP_Global_Cur_Lobby_Skin_Id;//[Offset: 0x3cc, Size: 4] int BP_CurSceneCameraIndex;//[Offset: 0x3d0, Size: 4] FString BP_Global_TouchTipString;//[Offset: 0x3d4, Size: 12] FString BP_GEM_REPORT_PARA2;//[Offset: 0x3e0, Size: 12] FString BP_Global_RechargePayPos;//[Offset: 0x3ec, Size: 12] bool BP_GlobalConfigOperateResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f8, Size: 1] int BP_GlobalConfigOperateType;//[Offset: 0x3fc, Size: 4] bool BP_Global_Shop_Animation_Open;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1] int BP_CHECK_MENU_OPEN_ID;//[Offset: 0x404, Size: 4] float BP_Global_ShadowDistanceScale_f;//[Offset: 0x408, Size: 4] FString BP_Localize_StringWithNum_String1;//[Offset: 0x40c, Size: 12] int BP_Global_Setting_LobbyBgmId;//[Offset: 0x418, Size: 4] FString BP_Localize_StringWithNum_String2;//[Offset: 0x41c, Size: 12] int BP_Global_PreviewItemId;//[Offset: 0x428, Size: 4] int BP_BA_REASON;//[Offset: 0x42c, Size: 4] bool BP_Global_HasPufferID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430, Size: 1] bool BP_ShouldRequestChatPrivacy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x431, Size: 1] bool BP_EUChatRestriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x432, Size: 1] FString BP_Localize_StringWithNum_String4;//[Offset: 0x434, Size: 12] FString BP_Localize_StringWithNum_ReturnStr;//[Offset: 0x440, Size: 12] bool BP_IOS_CHECK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44c, Size: 1] int BP_GlobalTips_ItemCount;//[Offset: 0x450, Size: 4] FString BP_Global_SelfUID;//[Offset: 0x454, Size: 12] int BP_GlobalTips_ColorID;//[Offset: 0x460, Size: 4] bool BP_GlobalConfigTempBooleanValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x464, Size: 1] bool BP_Global_AdvertiseNeedShowtask;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x465, Size: 1] FString BP_GEM_REPORT_PARA1;//[Offset: 0x468, Size: 12] int BP_Global_AvatarPreviewTarget;//[Offset: 0x474, Size: 4] bool BP_Global_IsResidentEvilNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x478, Size: 1] bool BP_Global_IsChristmasNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x479, Size: 1] bool BP_Global_IsAnniversaryNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47a, Size: 1] int BP_GlobalHelpTips_StringID;//[Offset: 0x47c, Size: 4] int BP_Global_Last_Lobby_Skin_Id;//[Offset: 0x480, Size: 4] int BP_Localize_StringWithNum_NumStringIndex;//[Offset: 0x484, Size: 4] bool BP_IS_EXTERNAL_CHANNEL;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488, Size: 1] int BP_Platform;//[Offset: 0x48c, Size: 4] int BP_GlobalConfigTempIntValue;//[Offset: 0x490, Size: 4] float BP_GlobalConfigTempFloatValue_f;//[Offset: 0x494, Size: 4] int BP_GlobalSwitchCameraIndex;//[Offset: 0x498, Size: 4] bool BP_Global_IS_Show_10Animation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49c, Size: 1] int BP_ChatBan;//[Offset: 0x4a0, Size: 4] bool BP_IsAppleAudit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a4, Size: 1] SceneComponent* DefaultSceneRoot;//[Offset: 0x4a8, Size: 4] -------------------------------- Class: BP_STRUCT_GlobalTips_Pos int x_0_BC95162242299DF7575384BF3165B2D9;//[Offset: 0x0, Size: 4] int y_1_7244EB0D4A9825ADADE0B99F4A4761CB;//[Offset: 0x4, Size: 4] -------------------------------- Class: BP_STRUCT_GlobalTips_TimeInfo bool is_limit_0_C44FFA274459A428B4E947B664175E8A;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FString time_s_1_F3B38E0D4CA07B5A44179194CBB4AC32;//[Offset: 0x4, Size: 12] -------------------------------- Class: BP_STRUCT_NATION_SWITCH bool NationRankSwitch_0_90EC58964A07013E18D9C4A0C24C6D72;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool NationAllSwitch_1_FFDC7E7C4281022AAE40A5B03DD5CE4A;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool NationBattleSwitch_2_DCD8C0084AAD46192D3CA48FD5FCC651;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] bool Updated_3_5B3974684ED721353E91AA966D7347A5;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] -------------------------------- Class: BP_STRUCT_GlobalHelpTips_Pos int y_0_4DBA1E404EED75A173CEF46903C67CB9;//[Offset: 0x0, Size: 4] int x_1_4DB91E004EED75A073CEF46803C67CB8;//[Offset: 0x4, Size: 4] -------------------------------- Class: BP_STRUCT_LobbySceneSkinTable_type FString SkinStreamLevelName_0_3781FCC026A707C5085B0B8D0763C135;//[Offset: 0x0, Size: 12] int SkinID_1_11FAE6C0633AFB313233DCF907356724;//[Offset: 0xc, Size: 4] int SkinStyleKey1_6_3E24BE404C85800940BF19450D807901;//[Offset: 0x10, Size: 4] int SkinStyleKey2_7_3E25BE804C85800A40BF19440D807902;//[Offset: 0x14, Size: 4] int SkinStyleKey3_8_3E26BEC04C85800B40BF19470D807903;//[Offset: 0x18, Size: 4] int SkinStyleKey4_9_3E27BF004C85800C40BF19460D807904;//[Offset: 0x1c, Size: 4] int SkinStyleKey5_10_3E28BF404C85800D40BF19410D807905;//[Offset: 0x20, Size: 4] int SkinStyleKey6_11_3E29BF804C85800E40BF19400D807906;//[Offset: 0x24, Size: 4] FString hallMaskPic1_12_547A3CC06D45501D04D1A1C60CD4F9A1;//[Offset: 0x28, Size: 12] FString hallMaskPic2_13_547B3D006D45501E04D1A1C50CD4F9A2;//[Offset: 0x34, Size: 12] FString hallMaskPic3_14_547C3D406D45501F04D1A1C40CD4F9A3;//[Offset: 0x40, Size: 12] int SkinStreamLevelSequence_15_44C54AC019B77F5B7D933C0F0B8CE785;//[Offset: 0x4c, Size: 4] -------------------------------- Class: CameraPostProcessActor_C.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2d8, Size: 4] void UserConstructionScript();// 0x2b33460 void Timeline_LerpPPSettings__FinishedFunc();// 0x2b33460 void Timeline_LerpPPSettings__UpdateFunc();// 0x2b33460 void Event LerpPostProcessSettings(PostProcessVolume* currentPPVolumn, BP_STRUCT_CameraPostProcessSettings_type targetPPSettingsStruct, float Time, int ID, bool isReverse);// 0x2b33460 void ExecuteUbergraph_CameraPostProcessActor(int EntryPoint, PostProcessVolume* K2Node_CustomEvent_currentPPVolumn, BP_STRUCT_CameraPostProcessSettings_type K2Node_CustomEvent_targetPPSettingsStruct, float K2Node_CustomEvent_time, int K2Node_CustomEvent_id, bool K2Node_CustomEvent_isReverse, bool K2Node_SwitchInteger_CmpSuccess, float CallFunc_Divide_FloatFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue2, float CallFunc_Conv_StringToFloat_ReturnValue3, float CallFunc_Conv_StringToFloat_ReturnValue4, float CallFunc_Conv_StringToFloat_ReturnValue5, float CallFunc_Conv_StringToFloat_ReturnValue6, float CallFunc_Conv_StringToFloat_ReturnValue7, FString CallFunc_Conv_FloatToString_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue8, float CallFunc_Conv_StringToFloat_ReturnValue9, float CallFunc_Conv_StringToFloat_ReturnValue10, float CallFunc_Conv_StringToFloat_ReturnValue11, FString CallFunc_Conv_FloatToString_ReturnValue2, float CallFunc_Subtract_FloatFloat_ReturnValue, PostProcessSettings K2Node_MakeStruct_PostProcessSettings, float CallFunc_Lerp_ReturnValue, float CallFunc_Lerp_ReturnValue2, float CallFunc_Lerp_ReturnValue3, float CallFunc_Lerp_ReturnValue4, float CallFunc_Lerp_ReturnValue5, FString CallFunc_Conv_FloatToString_ReturnValue3, float CallFunc_Lerp_ReturnValue6, float CallFunc_Lerp_ReturnValue7, FString CallFunc_Conv_FloatToString_ReturnValue4, float CallFunc_Lerp_ReturnValue8, FString CallFunc_Concat_StrStr_ReturnValue, float CallFunc_Lerp_ReturnValue9, FString CallFunc_Concat_StrStr_ReturnValue2, float CallFunc_Lerp_ReturnValue10, FString CallFunc_Concat_StrStr_ReturnValue3, float CallFunc_Lerp_ReturnValue11, FString CallFunc_Concat_StrStr_ReturnValue4, FString CallFunc_Concat_StrStr_ReturnValue5, FString CallFunc_Concat_StrStr_ReturnValue6, FString CallFunc_Concat_StrStr_ReturnValue7);// 0x2b33460 SceneComponent* DefaultSceneRoot;//[Offset: 0x2dc, Size: 4] float Timeline_LerpPPSettings_104_7E99B53D425173C51E1B2D83BB82148A;//[Offset: 0x2e0, Size: 4] float Timeline_LerpPPSettings_103_7E99B53D425173C51E1B2D83BB82148A;//[Offset: 0x2e4, Size: 4] float Timeline_LerpPPSettings_102_7E99B53D425173C51E1B2D83BB82148A;//[Offset: 0x2e8, Size: 4] float Timeline_LerpPPSettings_101_7E99B53D425173C51E1B2D83BB82148A;//[Offset: 0x2ec, Size: 4] byte Timeline_LerpPPSettings__Direction_7E99B53D425173C51E1B2D83BB82148A;//[Offset: 0x2f0, Size: 1] TimelineComponent* Timeline_LerpPPSettings;//[Offset: 0x2f4, Size: 4] PostProcessVolume* currentPostProcessVolumn;//[Offset: 0x2f8, Size: 4] int isLerp;//[Offset: 0x2fc, Size: 4] byte[] depthOfFieldMethodArray;//[Offset: 0x300, Size: 12] float LerpAlpha;//[Offset: 0x30c, Size: 4] bool isReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] PostProcessSettings previousPPSettingsStruct;//[Offset: 0x320, Size: 1328] -------------------------------- Class: BP_STRUCT_CameraPostProcessSettings_type int ID_9_6DDED0804ABABB7E21825CAE0BFB83A4;//[Offset: 0x0, Size: 4] int Method_19_7777E5806E9E62D27DA90767044756D4;//[Offset: 0x4, Size: 4] bool HighQualityGaussianDoFOnMobile_8_767B59C049AE0B4B17E35358027731A5;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] FString ApertureFstop_0_3C9D42407298D18B4EC4D6B2074E8A90;//[Offset: 0xc, Size: 12] FString FocalDistance_6_1FF851400B99AE5F6695D1370C4CBC35;//[Offset: 0x18, Size: 12] FString DepthBlurkmfor50_2_42A970C02AC0115B3D32FC2901718E90;//[Offset: 0x24, Size: 12] FString DepthBlurRadius_3_33EB49C0524E798F3CEE7CE20F937E73;//[Offset: 0x30, Size: 12] FString FocalRegion_7_782F7F8054963A12397464B409B73A8E;//[Offset: 0x3c, Size: 12] FString NearTransitionRegion_12_1B2B52803A553DC02302A3AD06774C4E;//[Offset: 0x48, Size: 12] FString FarTransitionRegion_5_528FD7405048D389193787430D33704E;//[Offset: 0x54, Size: 12] FString Scale_14_0CAF0740551A369F06C987A3082E2995;//[Offset: 0x60, Size: 12] FString MaxBokehSize_10_2B8677C059F3F4C101764A6805FEB5E5;//[Offset: 0x6c, Size: 12] FString NearBlurSize_11_43B99AC01DFD3E1B69D786E507F7FE15;//[Offset: 0x78, Size: 12] FString FarBlurSize_4_51911F8012AC9A8A40FAFE4C0BFCBA45;//[Offset: 0x84, Size: 12] FString Shape_15_26F1A9800A01877806E6CE8C082E57D5;//[Offset: 0x90, Size: 12] FString Occlusion_13_54D7390038BB10D2131FD7620784DE7E;//[Offset: 0x9c, Size: 12] FString ColorThreshold_1_21AC78403E9774ED643A78EC07242D24;//[Offset: 0xa8, Size: 12] FString SizeThreshold_16_1B4ADF4029CA57D70523D5C7070708F4;//[Offset: 0xb4, Size: 12] FString SkyDistance_17_00C0C5C07A9D118B796380C10885F6B5;//[Offset: 0xc0, Size: 12] FString VignetteSize_18_60EC6580565041B043CE534A091EC045;//[Offset: 0xcc, Size: 12] -------------------------------- Class: UAEMeshComponent.SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: ShowActorData float XOffset_15_335B6FB64E64691029499DB91D53AA1B;//[Offset: 0x0, Size: 4] FString XRotateLimit_16_7DCE96BC4B110EFA0168E382CB6609C3;//[Offset: 0x4, Size: 12] FString YRotateLimit_17_0404EC6E4BADBFF829934994775B2098;//[Offset: 0x10, Size: 12] bool NeedResetRotation_7_684BD15842498260989021B083E180BD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] Rotator Rotator_10_F22B16E84D6EB79AB51C6C9294C0A08E;//[Offset: 0x20, Size: 12] Rotator InitRotate_12_2D3D2DC74733E25DF25F1E8EA6AD9A16;//[Offset: 0x2c, Size: 12] -------------------------------- Class: BP_STRUCT_LobbyCameraInfo_type FString FieldOfView_0_774965C01E82608B78610A1F0CEEDE07;//[Offset: 0x0, Size: 12] FString CameraLocationWidth_1_2795B9402C37D69925FC607507CC5AB8;//[Offset: 0xc, Size: 12] FString CameraLocation_2_337EB9401C40211F6EB5E73A0F1A116E;//[Offset: 0x18, Size: 12] FString CameraScale_3_187545000777A7B8563DCE430BD94005;//[Offset: 0x24, Size: 12] FString CameraLocationX_4_0D8E2F407AB6F6691CDF865C01A117C8;//[Offset: 0x30, Size: 12] int CameraID_5_2E8DAE400C973D5F0716503A0A82BED4;//[Offset: 0x3c, Size: 4] FString BlendTime_6_48FF35C029EC8B7B17E35E2A01AA1EF5;//[Offset: 0x40, Size: 12] FString ProjectMode_7_05044FC04CBC5C8904E0C53F08075A45;//[Offset: 0x4c, Size: 12] FString CameraRotation_8_1901DF00292BF94210F0DE080C2A13CE;//[Offset: 0x58, Size: 12] FString CameraAnimationPath_9_4B7A7640586729291B2F6F2408CB7BE8;//[Offset: 0x64, Size: 12] FString CameraAnimationPathLong_10_3EB85A40709683A7360F690B0BE5FF37;//[Offset: 0x70, Size: 12] FString AvatarPosition_11_2DCEE5C039B936A35A436F3D04B414DE;//[Offset: 0x7c, Size: 12] FString AvatarPositionWidth_12_699EA5C07AF9251538B9AA9D0E76BAE8;//[Offset: 0x88, Size: 12] FString AvatarPositionLong_13_2F4DC9C079A02A0560B7794104E7A257;//[Offset: 0x94, Size: 12] FString LightLevelName_14_4980F50004BC70381F310B1E0DE28A45;//[Offset: 0xa0, Size: 12] FString SceneName_15_3B50D48067150C2E7CDC093801ABE845;//[Offset: 0xac, Size: 12] FString LightLevelNameLow_16_42AEE18036CF9E14443D542508A45D47;//[Offset: 0xb8, Size: 12] -------------------------------- Class: BP_PlaneCharacter_C.PlaneCharacter.Character.Pawn.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x740, Size: 4] void AsyncChangePlaneAvatar(int InItemID);// 0x2b33460 void ChangePlaneAvatar(int InItemID);// 0x2b33460 void UserConstructionScript();// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void ExecuteUbergraph_BP_PlaneCharacter(int EntryPoint, int CallFunc_PostAkEvent_ReturnValue);// 0x2b33460 PlaneAvatarComponent_BP_C* PlaneAvatarComponent_BP;//[Offset: 0x744, Size: 4] SceneComponent* Scene;//[Offset: 0x748, Size: 4] CameraComponent* PlaneCamera;//[Offset: 0x74c, Size: 4] SpringArmComponent* PlaneSpringArm;//[Offset: 0x750, Size: 4] StaticMeshComponent* StaticMesh;//[Offset: 0x754, Size: 4] ParticleSystemComponent* ParticleSystem7;//[Offset: 0x758, Size: 4] ParticleSystemComponent* ParticleSystem6;//[Offset: 0x75c, Size: 4] ParticleSystemComponent* ParticleSystem5;//[Offset: 0x760, Size: 4] ParticleSystemComponent* ParticleSystem4;//[Offset: 0x764, Size: 4] ParticleSystemComponent* ParticleSystem3;//[Offset: 0x768, Size: 4] ParticleSystemComponent* P_Plan_tail_01;//[Offset: 0x76c, Size: 4] ParticleSystemComponent* P_Plan_light_green_01;//[Offset: 0x770, Size: 4] ParticleSystemComponent* P_Plan_light_red_02;//[Offset: 0x774, Size: 4] ParticleSystemComponent* P_Plan_light_red_01;//[Offset: 0x778, Size: 4] ParticleSystemComponent* P_Plan_light_blue_01;//[Offset: 0x77c, Size: 4] ParticleSystemComponent* ParticleSystem2;//[Offset: 0x780, Size: 4] ParticleSystemComponent* ParticleSystem1;//[Offset: 0x784, Size: 4] ParticleSystemComponent* ParticleSystem;//[Offset: 0x788, Size: 4] ParticleSystemComponent* P_Plan_Propeller_01;//[Offset: 0x78c, Size: 4] AkComponent* Ak;//[Offset: 0x790, Size: 4] int planeResId;//[Offset: 0x794, Size: 4] -------------------------------- Class: PlaneCharacter.Character.Pawn.Actor.Object SceneComponent* BannerRoot;//[Offset: 0x5f0, Size: 4] Texture2D* BannerTexture;//[Offset: 0x68c, Size: 4] int FlightNo;//[Offset: 0x690, Size: 4] FrontendHUD* FrontendHUD;//[Offset: 0x694, Size: 4] SkeletalMesh* BannerSkeletalMesh;//[Offset: 0x698, Size: 40] AnimationAsset* BannerAnim;//[Offset: 0x6c0, Size: 40] StaticMesh* BannerStaticMesh;//[Offset: 0x6e8, Size: 40] SkeletalMeshComponent* BannerComp;//[Offset: 0x710, Size: 4] StaticMeshComponent* BannerStaticComp;//[Offset: 0x714, Size: 4] MaterialInstanceDynamic* DynamicMaterial;//[Offset: 0x718, Size: 4] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71c, Size: 1] FString HttpPlaneBannerLeftImgPath;//[Offset: 0x720, Size: 12] FString HttpPlaneBannerRightImgPath;//[Offset: 0x72c, Size: 12] int PlayerNum;//[Offset: 0x738, Size: 4] void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);// 0x202df84 void OnRep_PlayerNum();// 0x202df70 void OnRep_GetHttpPlaneBannerRightImg();// 0x1e7fd1c void OnRep_GetHttpPlaneBannerLeftImg();// 0x1e7fd1c void OnRep_EnableBanner();// 0x1e7fd1c -------------------------------- Class: PlaneAvatarComponent_BP_C.PlaneAvatarComponent.AvatarComponentBase.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x2e8, Size: 4] BattleItemHandleBase* CreateItemAvatarHandle(int InItemID, bool CallFunc_IsLobbyAvatar_ReturnValue, ItemRecordData CallFunc_GetItemRecord_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue);// 0x2b33460 void BP_SetMatDissolve(float NewParam, CurveFloat* DissolveCurve, int ___int_Array_Index_Variable, bool CallFunc_LessEqual_FloatFloat_ReturnValue, float CallFunc_GetFloatValue_ReturnValue, float CallFunc_Multiply_FloatFloat_ReturnValue, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, MaterialInterface*[] CallFunc_GetMaterials_ReturnValue, bool CallFunc_IsValid_ReturnValue, MaterialInterface* CallFunc_Array_Get_Item, MaterialInstanceDynamic* K2Node_DynamicCast_AsMaterial_Instance_Dynamic, bool K2Node_DynamicCast_bSuccess, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue);// 0x2b33460 void BP_OnPlaneAvatarChanged();// 0x2b33460 BackpackPlaneAvatarHandle* GetPlaneAvatarHandle(int ItemId, BattleItemHandleBase* CallFunc_CreateItemAvatarHandle_ReturnValue, bool CallFunc_IsValid_ReturnValue, BackpackPlaneAvatarHandle* K2Node_DynamicCast_AsBackpack_Plane_Avatar_Handle, bool K2Node_DynamicCast_bSuccess);// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void ReceiveTick(float DeltaSeconds);// 0x2b33460 void PlaneAvatarChanged();// 0x2b33460 void ExecuteUbergraph_PlaneAvatarComponent_BP(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate, float K2Node_Event_DeltaSeconds, float CallFunc_Add_FloatFloat_ReturnValue);// 0x2b33460 float ChangeDissolveTime;//[Offset: 0x2ec, Size: 4] bool BOpenDissolve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] float DissolveValue;//[Offset: 0x2f4, Size: 4] -------------------------------- Class: PlaneAvatarComponent.AvatarComponentBase.ActorComponent.Object ItemDefineID DefaultPlaneCfg;//[Offset: 0x1e8, Size: 24] delegate PlaneAvatarEqiuped;//[Offset: 0x200, Size: 12] class Object[] PlaneAvatarClassCache;//[Offset: 0x220, Size: 12] MeshComponent* PlaneBodyMesh;//[Offset: 0x22c, Size: 4] ItemDefineID synData;//[Offset: 0x230, Size: 24] BackpackPlaneAvatarHandle* PlaneAvatarHandle;//[Offset: 0x2e0, Size: 4] void PreChangePlaneAvatar(int InItemID);// 0x202da38 void PostChangePlaneAvatar();// 0x202da24 void PlaneChangeAvatarAsyncLoadComplete(class Object InLoadClass, int InItemID);// 0x202d968 void OnRep_PlaneAvatarChanged();// 0x202d954 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x1fc6944 BackpackPlaneAvatarHandle* GetPlaneAvatarHandle(int ItemId);// 0x2b33460 MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance);// 0x202d8d4 void AsyncLoadPlaneAvatarDone(int InItemID);// 0x202d85c void AsyncChangePlaneAvatar(int InItemID);// 0x202d7e4 -------------------------------- Class: BackpackPlaneAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object PlaneAvatarData[] PlaneAvatarMats;//[Offset: 0xf0, Size: 12] SkeletalMesh* PlaneSkletalMesh;//[Offset: 0x100, Size: 40] StaticMesh* PlaneStaticMesh;//[Offset: 0x128, Size: 40] FName[] NeedDestroyEffectNames;//[Offset: 0x150, Size: 12] PlaneEffectData[] PlaneEffectDataList;//[Offset: 0x15c, Size: 12] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x1ea36a0 bool HandlePickup(out const interface classByteProperty ItemContainer, BattleItemPickupInfo pickupInfo, enum Reason);// 0x1ea327c bool HandleDrop(int InCount, enum Reason);// 0x1ea2c98 bool HandleDisuse(enum Reason);// 0x1e93afc BackpackComponent* GetBackpackComponent();// 0x1ea5c14 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x1ea5b50 -------------------------------- Class: PlaneAvatarData FName SlotID;//[Offset: 0x0, Size: 8] MaterialInterface* MatInstance;//[Offset: 0x8, Size: 40] -------------------------------- Class: PlaneEffectData Transform Transform;//[Offset: 0x0, Size: 48] ParticleSystem* ParticleSystem;//[Offset: 0x30, Size: 40] FName AttachSocket;//[Offset: 0x58, Size: 8] ParticleSysParam[] InstanceParameters;//[Offset: 0x60, Size: 12] -------------------------------- Class: PlaneAvatarHandleBase_BP_C.BackpackPlaneAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object class Character* PlaneActorClass;//[Offset: 0x168, Size: 4] -------------------------------- Class: BP_Lobby_Grenade_C.Actor.Object void SetAvatarReady();// 0x2b33460 void UserConstructionScript();// 0x2b33460 GrenadeAvatarComponent_BP_C* GrenadeAvatarComponent_BP;//[Offset: 0x2d8, Size: 4] StaticMeshComponent* StaticMesh;//[Offset: 0x2dc, Size: 4] bool IsAvatarReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0, Size: 1] int grenadeResId;//[Offset: 0x2e4, Size: 4] -------------------------------- Class: GrenadeAvatarComponent_BP_C.GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x378, Size: 4] int GetDefaultAvatarID(int InAvatarID, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x2b33460 FString GetItemAvatarHandlePath(int ItemId, ItemRecordData CallFunc_GetItemRecord_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, FString CallFunc_GetPath_ReturnValue, FString CallFunc_GetPath_ReturnValue2, bool CallFunc_IsBattleItemHandlePathExist_ReturnValue);// 0x2b33460 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemId, ItemRecordData CallFunc_GetItemRecord_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_IsLobbyAvatar_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, class Object CallFunc_GetClass_ReturnValue2, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base, bool K2Node_ClassDynamicCast_bSuccess, class BattleItemHandleBase K2Node_ClassDynamicCast_AsBattle_Item_Handle_Base2, bool K2Node_ClassDynamicCast_bSuccess2, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue2, BackpackCommonAvatarHandle* K2Node_DynamicCast_AsBackpack_Common_Avatar_Handle, bool K2Node_DynamicCast_bSuccess, BackpackCommonAvatarHandle* K2Node_DynamicCast_AsBackpack_Common_Avatar_Handle2, bool K2Node_DynamicCast_bSuccess2);// 0x2b33460 void GrenadeAvatarEquiped();// 0x2b33460 void ReceiveBeginPlay();// 0x2b33460 void ExecuteUbergraph_GrenadeAvatarComponent_BP(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate);// 0x2b33460 ParticleSystem* ExplodeEffect;//[Offset: 0x380, Size: 40] AkAudioEvent* ExplodeSound;//[Offset: 0x3a8, Size: 40] AkAudioEvent* GrenadeFuzeAkSoundEvent;//[Offset: 0x3d0, Size: 40] AkAudioEvent* GrenadeThrowAkSoundEvent;//[Offset: 0x3f8, Size: 40] AkAudioEvent* GrenadeWallCollideAkSoundEvent;//[Offset: 0x420, Size: 40] -------------------------------- Class: BackpackWeaponAttachHandle.BattleItemHandleBase.ItemHandleBase.Object WeaponAttachmentConfig WeaponAttachmentConfig;//[Offset: 0x100, Size: 496] class AnimInstance* animBP;//[Offset: 0x2f0, Size: 4] class AnimInstance* animBPClass;//[Offset: 0x2f8, Size: 40] WeaponPendantSocket[] PendantConfigList;//[Offset: 0x320, Size: 12] WeaponPendantMap[] WeaponPendantMap;//[Offset: 0x32c, Size: 12] BackpackComponent* BackpackComp;//[Offset: 0x338, Size: 4] void ReturnWeaponAdditionalBulletsToBackpack(STExtraShootWeapon* Weapon, int BulletNum);// 0x1ebabdc void ResetNeedReturnBulletsWhenDisuseExtendMaxBulletDJ();// 0x1ec1bb8 bool IsVirtualAvatarHandle();// 0x1ec1b88 void HandleDisuseReplaceByNew(BackpackWeaponAttachHandle* NewHandle);// 0x1ec1b10 void GetWidgetList(out UIWidgetRes[] UIList);// 0x1ec1a3c int GetSubSlotID();// 0x1ec1a0c int GetSlotID();// 0x1ec19dc WeaponMeshCfg GetMeshPackCfgCopy();// 0x1ec1970 void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x1ec17a8 WeaponAttachmentConfig GetAttachmentConfig();// 0x1ec173c class Object GetAnimationBP();// 0x1ec170c bool EquipOrUnEuipAttachment(STExtraShootWeapon* InWeapon, bool IsEquip, enum Reason);// 0x1ec15f8 -------------------------------- Class: WeaponAttachmentConfig FText AttachmentName;//[Offset: 0x0, Size: 12] enum AttachmentSocketType;//[Offset: 0xc, Size: 1] enum SubSlot;//[Offset: 0xd, Size: 1] enum SightType;//[Offset: 0xe, Size: 1] bool IsExtendMaxBulletNumInOneClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf, Size: 1] bool IsSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool IsFireSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] bool IsCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] WeaponAttachmentAttrModify[] WeaponAttachmentAttrModifys;//[Offset: 0x14, Size: 12] WeaponAttachmentDesc[] WeaponAttachmentDescs;//[Offset: 0x20, Size: 12] socketTypeToName;//[Offset: 0x2c, Size: 60] WeaponMeshCfg MeshPackage;//[Offset: 0x68, Size: 328] WeaponMeshCfg[] ExtMeshList;//[Offset: 0x1b0, Size: 12] ReplacedAttament[] replacementWeapon;//[Offset: 0x1bc, Size: 12] AnimationAsset*[] AttachmentAnimList;//[Offset: 0x1c8, Size: 12] ItemDefineID ParentID;//[Offset: 0x1d8, Size: 24] -------------------------------- Class: WeaponAttachmentAttrModify FString ModifyAttr;//[Offset: 0x0, Size: 12] enum Op;//[Offset: 0xc, Size: 1] bool bModifyResource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] float ModifyValue;//[Offset: 0x10, Size: 4] Object* ModifyResValue;//[Offset: 0x18, Size: 40] -------------------------------- Class: WeaponAttachmentDesc FText Desc;//[Offset: 0x0, Size: 12] FText DescValue;//[Offset: 0xc, Size: 12] -------------------------------- Class: ReplacedAttament ItemDefineID[] targetWeaponIDList;//[Offset: 0x0, Size: 12] WeaponMeshCfg replacedAttachmentCfg;//[Offset: 0x10, Size: 328] WeaponMeshCfg[] ExtReplacedAttachmentCfgList;//[Offset: 0x158, Size: 12] int replacedAttachmentMatIndex;//[Offset: 0x164, Size: 4] -------------------------------- Class: WeaponPendantSocket enum PendantSocketType;//[Offset: 0x0, Size: 1] int PendantIndex;//[Offset: 0x4, Size: 4] bool IsOpenConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] AvatarPendantConfig AnimConstraint;//[Offset: 0x10, Size: 96] -------------------------------- Class: WeaponPendantMap int WeaponId;//[Offset: 0x0, Size: 4] WeaponPendantSocket[] PendantInfoList;//[Offset: 0x4, Size: 12] -------------------------------- Class: BP_Rifle_AKM_10000_C.BP_LobbyWeapon_C.STExtraLobbyWeapon.STExtraWeapon.Actor.Object void UserConstructionScript();// 0x2b33460 LobbyWeaponAnimList_Rifle_C* LobbyWeaponAnimList_Rifle;//[Offset: 0x868, Size: 4] -------------------------------- Class: LobbyWeaponAnimList_Rifle_C.AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object --------------------------------