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: 132] PhysicsVolume* DefaultPhysicsVolume;//[Offset: 0x104, Size: 4] Object*[] SyncPreLoadSet;//[Offset: 0x108, Size: 12] NavigationSystem* NavigationSystem;//[Offset: 0x130, Size: 4] GameModeBase* AuthorityGameMode;//[Offset: 0x134, Size: 4] GameStateBase* GameState;//[Offset: 0x138, Size: 4] AISystemBase* AISystem;//[Offset: 0x13c, Size: 4] AvoidanceManager* AvoidanceManager;//[Offset: 0x140, Size: 4] Level*[] Levels;//[Offset: 0x144, Size: 12] LevelCollection[] LevelCollections;//[Offset: 0x150, Size: 12] Level* CurrentLevel;//[Offset: 0x160, Size: 4] GameInstance* OwningGameInstance;//[Offset: 0x164, Size: 4] MaterialParameterCollectionInstance*[] ParameterCollectionInstances;//[Offset: 0x168, Size: 12] Canvas* CanvasForRenderingToTarget;//[Offset: 0x174, Size: 4] Canvas* CanvasForDrawMaterialToRenderTarget;//[Offset: 0x178, Size: 4] WorldComposition* WorldComposition;//[Offset: 0x6dc, Size: 4] bool bAreConstraintsDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x722, Size: 1] -------------------------------- Class: Object void ExecuteUbergraph(int EntryPoint);// 0x40a6134 -------------------------------- 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: 0x250, Size: 1] Guid LevelBuildDataId;//[Offset: 0x254, Size: 16] MapBuildDataRegistry* MapBuildData;//[Offset: 0x264, Size: 4] IntVector LightBuildLevelOffset;//[Offset: 0x268, Size: 12] bool bTextureStreamingRotationChanged;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x274, Size: 1] bool bIsVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x274, Size: 1] bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x274, Size: 1] int HighDeviceMemoryTotalSize;//[Offset: 0x2c8, Size: 4] int LowDeviceMemoryTotalSize;//[Offset: 0x2cc, Size: 4] WorldSettings* WorldSettings;//[Offset: 0x308, Size: 4] AssetUserData*[] AssetUserData;//[Offset: 0x310, Size: 12] -------------------------------- Class: Model.Object -------------------------------- Class: ModelComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object BodySetup* ModelBodySetup;//[Offset: 0x614, Size: 4] -------------------------------- Class: PrimitiveComponent.SceneComponent.ActorComponent.Object float CullingScreenSize;//[Offset: 0x264, Size: 4] float MinDrawDistance;//[Offset: 0x268, Size: 4] float LDMaxDrawDistance;//[Offset: 0x26c, Size: 4] float MaxDrawDistanceOffset;//[Offset: 0x270, Size: 4] float CachedMaxDrawDistance;//[Offset: 0x274, Size: 4] bool UseScopeDistanceCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x278, Size: 1] byte DepthPriorityGroup;//[Offset: 0x279, Size: 1] byte ViewOwnerDepthPriorityGroup;//[Offset: 0x27a, Size: 1] enum LightmapType;//[Offset: 0x27b, Size: 1] bool bBulletCanBreakThrough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27c, Size: 1] bool bAlwaysCreatePhysicsState;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27c, Size: 1] bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27c, Size: 1] bool bAsyncGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27c, Size: 1] bool bMultiBodyOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27d, Size: 1] bool bCheckAsyncSceneOnMove;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27d, Size: 1] bool bTraceComplexOnMove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27d, Size: 1] bool bReturnMaterialOnMove;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27d, Size: 1] bool bUseViewOwnerDepthPriorityGroup;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27d, Size: 1] bool bAllowCullDistanceVolume;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27d, Size: 1] bool bAllowCullDistanceVolumeMovable;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27d, Size: 1] bool bHasMotionBlurVelocityMeshes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27d, Size: 1] bool bVisibleInReflectionCaptures;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27e, Size: 1] bool bRenderInMainPass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27e, Size: 1] bool bRenderInMono;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27e, Size: 1] bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27e, Size: 1] bool bOwnerNoSee;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27e, Size: 1] bool bOnlyOwnerSee;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x27e, Size: 1] bool bTreatAsBackgroundForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x27e, Size: 1] bool bDrawIdeaOutline;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x27e, Size: 1] bool bIdeaOutlineUseNormalInVertexColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x27f, Size: 1] bool bIdeaOutlineNew;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x27f, Size: 1] bool bIdeaOutlineOcclusionHighlight;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x27f, Size: 1] bool bIdeaOverrideOutlineAndOcclusion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x27f, Size: 1] bool bOverrideIdeaOutlineColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x27f, Size: 1] LinearColor IdeaOutlineColor;//[Offset: 0x280, Size: 16] LinearColor IdeaOutlineOcclusionColor;//[Offset: 0x290, Size: 16] bool bOverrideIdeaOutlineThickness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a0, Size: 1] float IdeaOutlineThickness;//[Offset: 0x2a4, Size: 4] bool bDrawDyeing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a8, Size: 1] enum DrawDyeingMode;//[Offset: 0x2a9, Size: 1] LinearColor VisibleDyeingColor;//[Offset: 0x2ac, Size: 16] LinearColor OccludedDyeingColor;//[Offset: 0x2bc, Size: 16] bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2cc, Size: 1] bool bEnableTransparentZWrite;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2cc, Size: 1] bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2cc, Size: 1] bool bUseAsOccluder;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2cc, Size: 1] bool bOnlyAsOccluder;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2cc, Size: 1] bool bSelectable;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2cc, Size: 1] bool bForceMipStreaming;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2cc, Size: 1] bool bHasPerInstanceHitProxies;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2cc, Size: 1] bool CastShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2cd, Size: 1] bool bAffectDynamicIndirectLighting;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2cd, Size: 1] bool bAffectDistanceFieldLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2cd, Size: 1] bool bCastDynamicShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2cd, Size: 1] bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2cd, Size: 1] bool bCastVolumetricTranslucentShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2cd, Size: 1] bool bSelfShadowOnly;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2cd, Size: 1] bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2cd, Size: 1] bool bCastInsetShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2ce, Size: 1] bool bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2ce, Size: 1] bool bNearCascade;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2ce, Size: 1] bool bCastCinematicShadow;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2ce, Size: 1] bool bCastHiddenShadow;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2ce, Size: 1] bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2ce, Size: 1] bool bLightAsIfStatic;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2ce, Size: 1] bool bLightAttachmentsAsGroup;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2ce, Size: 1] bool bReceiveCombinedCSMAndStaticShadowsFromStationaryLights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2cf, Size: 1] bool bReceiveLandscapeShadows;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2cf, Size: 1] bool bSingleSampleShadowFromStationaryLights;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2cf, Size: 1] bool bIgnoreRadialImpulse;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2cf, Size: 1] bool bIgnoreRadialForce;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2cf, Size: 1] bool bApplyImpulseOnDamage;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2cf, Size: 1] bool AlwaysLoadOnClient;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2cf, Size: 1] bool AlwaysLoadOnServer;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2cf, Size: 1] bool bUseEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d0, Size: 1] bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d0, Size: 1] byte bHasCustomNavigableGeometry;//[Offset: 0x2d1, Size: 1] byte CanCharacterStepUpOn;//[Offset: 0x2d3, Size: 1] LightingChannels LightingChannels;//[Offset: 0x2d4, Size: 1] enum CustomDepthStencilWriteMask;//[Offset: 0x2d5, Size: 1] int CustomDepthStencilValue;//[Offset: 0x2d8, Size: 4] int TranslucencySortPriority;//[Offset: 0x2dc, Size: 4] int TranslucencySortGroupPriority;//[Offset: 0x2e0, Size: 4] int VisibilityId;//[Offset: 0x2e4, Size: 4] byte PrimitiveShadingStrategy;//[Offset: 0x2ec, Size: 1] byte ShadingRate;//[Offset: 0x2ed, Size: 1] float FOVAdaptiveShadingFactor;//[Offset: 0x2f0, Size: 4] bool bUnderWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f4, Size: 1] float OverrideCylinderMaxDrawHeight;//[Offset: 0x2fc, Size: 4] float BoundsScale;//[Offset: 0x304, Size: 4] float OCBoundsScale;//[Offset: 0x308, Size: 4] int OCBoundsExtent;//[Offset: 0x30c, Size: 4] float LastSubmitTime;//[Offset: 0x310, Size: 4] float LastRenderTime;//[Offset: 0x314, Size: 4] float LastRenderTimeOnScreen;//[Offset: 0x318, Size: 4] float ShadowLastRenderTime;//[Offset: 0x31c, Size: 4] bool bFreezeMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320, Size: 1] Actor*[] MoveIgnoreActors;//[Offset: 0x324, Size: 12] PrimitiveComponent*[] MoveIgnoreComponents;//[Offset: 0x330, Size: 12] MaterialInterface*[] LODDefault;//[Offset: 0x344, Size: 12] BodyInstance BodyInstance;//[Offset: 0x398, Size: 320] delegate OnComponentHit;//[Offset: 0x4d8, Size: 12] delegate OnComponentBeginOverlap;//[Offset: 0x4e4, Size: 12] delegate OnComponentEndOverlap;//[Offset: 0x4f0, Size: 12] delegate OnComponentWake;//[Offset: 0x4fc, Size: 12] delegate OnComponentSleep;//[Offset: 0x508, Size: 12] delegate OnBeginCursorOver;//[Offset: 0x520, Size: 12] delegate OnEndCursorOver;//[Offset: 0x52c, Size: 12] delegate OnClicked;//[Offset: 0x538, Size: 12] delegate OnReleased;//[Offset: 0x544, Size: 12] delegate OnInputTouchBegin;//[Offset: 0x550, Size: 12] delegate OnInputTouchEnd;//[Offset: 0x55c, Size: 12] delegate OnInputTouchEnter;//[Offset: 0x568, Size: 12] delegate OnInputTouchLeave;//[Offset: 0x574, Size: 12] LowLevelLODMaterial;//[Offset: 0x58c, Size: 60] PrimitiveComponent* LODParentPrimitive;//[Offset: 0x5c8, Size: 4] PrimitiveComponentPostPhysicsTickFunction PostPhysicsComponentTick;//[Offset: 0x5cc, Size: 60] bool WasRecentlyRendered(float Tolerance);// 0x5d7c1f8 void WakeRigidBody(FName BoneName);// 0x5d7c178 void WakeAllRigidBodies();// 0x5d7c15c void SetWalkableSlopeOverride(out const WalkableSlopeOverride NewOverride);// 0x5d7c0c4 void SetVisibleDyeingColor(out const LinearColor InColor);// 0x5d7c040 void SetUnderWater(bool bNewUnderWater);// 0x5d7bfc0 void SetTranslucentSortPriority(int NewTranslucentSortPriority);// 0x5d7bf48 void SetTranslucentSortGroupPriority(int NewTranslucentSortGroupPriority);// 0x5d7bed0 void SetSingleSampleShadowFromStationaryLights(bool bNewSingleSampleShadowFromStationaryLights);// 0x5d7be50 void SetSimulatePhysics(bool bSimulate);// 0x5d7bdc8 void SetRenderInMono(bool bValue);// 0x5d7bd48 void SetRenderInMainPass(bool bValue);// 0x5d7bcc8 void SetRenderCustomDepth(bool bValue);// 0x5d7bc48 void SetReceivesDecals(bool bNewReceivesDecals);// 0x5d7bbc8 void SetPhysMaterialOverride(PhysicalMaterial* NewPhysMaterial);// 0x5d7bb48 void SetPhysicsMaxAngularVelocityInRadians(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x5d7ba34 void SetPhysicsMaxAngularVelocityInDegrees(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x5d7b910 void SetPhysicsMaxAngularVelocity(float NewMaxAngVel, bool bAddToCurrent, FName BoneName);// 0x5d7b910 void SetPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent, FName BoneName);// 0x5d7b7fc void SetPhysicsAngularVelocityInRadians(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x5d7b6e8 void SetPhysicsAngularVelocityInDegrees(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x5d7b5b0 void SetPhysicsAngularVelocity(Vector NewAngVel, bool bAddToCurrent, FName BoneName);// 0x5d7b5b0 void SetOwnerNoSee(bool bNewOwnerNoSee);// 0x5d7b530 void SetOnlyOwnerSee(bool bNewOnlyOwnerSee);// 0x5d7b4b0 void SetOccludedDyeingColor(out const LinearColor InColor);// 0x5d7b42c void SetNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision);// 0x5d7b3a4 void SetMaterialByNameAsyncCallBack(FName MaterialSlotName, MaterialInterface* AssetPtr);// 0x5d7b1d4 void SetMaterialByNameAsync(FName MaterialSlotName, FString MaterialPath);// 0x5d7b028 void SetMaterialByName(FName MaterialSlotName, MaterialInterface* Material);// 0x5d7af64 void SetMaterial(int ElementIndex, MaterialInterface* Material);// 0x5d7aea0 void SetMassScale(FName BoneName, float InMassScale);// 0x5d7add4 void SetMassOverrideInKg(FName BoneName, float MassInKg, bool bOverrideMass);// 0x5d7acb8 void SetMaskFilter(int InMaskFilter);// 0x5d7ac40 void SetLODDefault(int LODIndex, MaterialInterface* LODMat);// 0x5d7ab84 void SetLockedAxis(byte LockedAxis);// 0x5d7ab04 void SetLinearDamping(float InDamping);// 0x3559c00 void SetIdeaOverrideOutlineAndOcclusion(bool bOutlineAndOcclusion);// 0x317f3c4 void SetIdeaOutlineUseNormalInVertexColor(bool bNewUseNormalInVertexColor);// 0x317f3c4 void SetIdeaOutlineOcclusionHighlight(bool bOcclusionHighlight);// 0x317f3c4 void SetIdeaOutlineOcclusionColor(out const LinearColor InOcclusionColor);// 0x5d7aa80 void SetIdeaOutlineNew(bool bNew);// 0x317f3c4 void SetEnableGravity(bool bGravityEnabled);// 0x5d7a9f8 void SetDrawIdeaOutline(bool bNewDrawOutline);// 0x5d7a978 void SetDrawDyeingMode(enum InDrawDyeingMode);// 0x5d7a900 void SetDrawDyeing(bool bNewDrawOutline);// 0x5d7a880 void SetCustomDepthStencilWriteMask(enum WriteMaskBit);// 0x5d7a808 void SetCustomDepthStencilValue(int Value);// 0x5d7a790 void SetCullDistance(float NewCullDistance);// 0x5d7a718 void SetConstraintMode(byte ConstraintMode);// 0x5d7a698 void SetCollisionResponseToChannel(byte Channel, byte NewResponse);// 0x5d7a5d4 void SetCollisionResponseToAllChannels(byte NewResponse);// 0x5d7a554 void SetCollisionProfileName(FName InCollisionProfileName);// 0x5c9896c void SetCollisionObjectType(byte Channel);// 0x5d7a4d4 void SetCollisionEnabled(byte NewType);// 0x5d7a454 void SetCenterOfMass(Vector CenterOfMassOffset, FName BoneName);// 0x5d7a394 void SetCastShadow(bool NewCastShadow);// 0x5d2862c void SetCastPhotonShadow(bool bNewCastPhotonShadow);// 0x5d7a314 void SetBoundsScale(float NewBoundsScale);// 0x5d7a29c void SetAngularDamping(float InDamping);// 0x5d7a21c void SetAllPhysicsLinearVelocity(Vector NewVel, bool bAddToCurrent);// 0x5d7a150 void SetAllPhysicsAngularVelocityInRadians(out const Vector NewAngVel, bool bAddToCurrent);// 0x5d7a074 void SetAllPhysicsAngularVelocityInDegrees(out const Vector NewAngVel, bool bAddToCurrent);// 0x5d79f6c void SetAllPhysicsAngularVelocity(out const Vector NewAngVel, bool bAddToCurrent);// 0x5d79e90 void SetAllMassScale(float InMassScale);// 0x5d79e10 Vector ScaleByMomentOfInertia(Vector InputVector, FName BoneName);// 0x5d79d24 void PutRigidBodyToSleep(FName BoneName);// 0x5d79cac void OverrideIdeaOutlineThickness(bool bOverride, const float InThickness);// 0x5d79be4 void OverrideIdeaOutlineColor(bool bOverride, out const LinearColor InOutlineColor);// 0x5d79b10 void K2_SetMoveIgnoreMask(int InIgnoreMask);// 0x5d79a9c bool K2_LineTraceComponent(Vector TraceStart, Vector TraceEnd, bool bTraceComplex, bool bShowTrace, out Vector HitLocation, out Vector HitNormal, out FName BoneName, out HitResult OutHit);// 0x5d797ac bool K2_IsQueryCollisionEnabled();// 0x5d7976c bool K2_IsPhysicsCollisionEnabled();// 0x5d7972c bool K2_IsCollisionEnabled();// 0x5d796f4 int K2_GetMoveIgnoreMask();// 0x5d796d8 bool IsOverlappingComponent(const PrimitiveComponent* OtherComp);// 0x5d79658 bool IsOverlappingActor(const Actor* Other);// 0x5d795d8 bool IsGravityEnabled();// 0x34c0068 bool IsAnyRigidBodyAwake();// 0x35223f0 void IgnoreComponentWhenMoving(PrimitiveComponent* Component, bool bShouldIgnore);// 0x5d79514 void IgnoreActorWhenMoving(Actor* Actor, bool bShouldIgnore);// 0x5d79450 WalkableSlopeOverride GetWalkableSlopeOverride();// 0x5d79414 Vector GetPhysicsLinearVelocityAtPoint(Vector Point, FName BoneName);// 0x5d79330 Vector GetPhysicsLinearVelocity(FName BoneName);// 0x5d7929c Vector GetPhysicsAngularVelocityInRadians(FName BoneName);// 0x5d79208 Vector GetPhysicsAngularVelocityInDegrees(FName BoneName);// 0x5d7915c Vector GetPhysicsAngularVelocity(FName BoneName);// 0x5d7915c void GetOverlappingComponents(out PrimitiveComponent*[] InOverlappingComponents);// 0x5d79090 void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x5d78f7c int GetNumMaterials();// 0x5c4c898 MaterialInterface* GetMaterialFromCollisionFaceIndex(int FaceIndex, out int SectionIndex);// 0x5d78ea0 MaterialInterface* GetMaterialAsync(int ElementIndex, delegate MaterialCallback);// 0x5d78da8 MaterialInterface* GetMaterial(int ElementIndex);// 0x5d78d20 float GetMassScale(FName BoneName);// 0x5d78c98 float GetMass();// 0x5d78c68 int GetMaskFilter();// 0x5d78c4c float GetLinearDamping();// 0x34b7e54 Vector GetInertiaTensor(FName BoneName);// 0x5d78bb0 byte GetCollisionResponseToChannel(byte Channel);// 0x5d78b28 FName GetCollisionProfileName();// 0x5d78ae8 byte GetCollisionObjectType();// 0x5d78ab8 byte GetCollisionEnabled();// 0x35cbbb8 float GetClosestPointOnCollision(out const Vector Point, out Vector OutPointOnBody, FName BoneName);// 0x5d78988 Vector GetCenterOfMass(FName BoneName);// 0x5d788f4 float GetAngularDamping();// 0x5d788c4 MaterialInstanceDynamic* CreateDynamicMaterialInstanceAsync(int ElementIndex, delegate MaterialInstCallback, MaterialInterface* SourceMaterial);// 0x5d78788 MaterialInstanceDynamic* CreateDynamicMaterialInstance(int ElementIndex, MaterialInterface* SourceMaterial);// 0x5d786bc MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterialAsync(int ElementIndex, MaterialInterface* Parent, delegate MaterialInstCallback);// 0x5d78580 MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicFromMaterial(int ElementIndex, MaterialInterface* Parent);// 0x5d784b4 MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamicAsync(int ElementIndex, delegate MaterialInstCallback);// 0x5d783bc MaterialInstanceDynamic* CreateAndSetMaterialInstanceDynamic(int ElementIndex);// 0x5d78334 PrimitiveComponent*[] CopyArrayOfMoveIgnoreComponents();// 0x5d78274 Actor*[] CopyArrayOfMoveIgnoreActors();// 0x5d781b4 void ClearMoveIgnoreComponents();// 0x5d78184 void ClearMoveIgnoreActors();// 0x5d78170 bool CanCharacterStepUp(Pawn* Pawn);// 0x5d780e8 void AddTorqueInRadians(Vector Torque, FName BoneName, bool bAccelChange);// 0x5d77ea4 void AddTorqueInDegrees(Vector Torque, FName BoneName, bool bAccelChange);// 0x5d77fb4 void AddTorque(Vector Torque, FName BoneName, bool bAccelChange);// 0x5d77ea4 void AddRadialImpulse(Vector Origin, float Radius, float Strength, byte Falloff, bool bVelChange);// 0x5d77d00 void AddRadialForce(Vector Origin, float Radius, float Strength, byte Falloff, bool bAccelChange);// 0x5d77b5c void AddImpulseAtLocation(Vector Impulse, Vector Location, FName BoneName);// 0x5d77a44 void AddImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x5d7792c void AddForceAtLocationLocal(Vector force, Vector Location, FName BoneName);// 0x5d77814 void AddForceAtLocation(Vector force, Vector Location, FName BoneName);// 0x5d776fc void AddForce(Vector force, FName BoneName, bool bAccelChange);// 0x5d775e4 void AddAngularImpulseInRadians(Vector Impulse, FName BoneName, bool bVelChange);// 0x5d774cc void AddAngularImpulseInDegrees(Vector Impulse, FName BoneName, bool bVelChange);// 0x5d77390 void AddAngularImpulse(Vector Impulse, FName BoneName, bool bVelChange);// 0x5d77278 -------------------------------- 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);// 0x5d927f4 bool SnapTo(SceneComponent* InParent, FName InSocketName);// 0x5d92730 void SetWorldScale3D(Vector NewScale);// 0x5d926c0 void SetVisibility(bool bNewVisibility, bool bPropagateToChildren);// 0x5d925e8 void SetSkipUpdateChildTransforms(bool EnableSkipUpdateChildTransforms);// 0x5d9256c void SetRelativeScale3D(Vector NewScale3D);// 0x5d924f4 void SetHiddenInGame(bool NewHidden, bool bPropagateToChildren);// 0x5d92420 void SetAbsolute(bool bNewAbsoluteLocation, bool bNewAbsoluteRotation, bool bNewAbsoluteScale);// 0x5d92300 void ResetRelativeTransform();// 0x5d922ec void OnRep_Visibility(bool OldValue);// 0x5d9226c void OnRep_Transform();// 0x5d92258 void OnRep_AttachSocketName();// 0x5d92244 void OnRep_AttachParent();// 0x5d92244 void OnRep_AttachChildren();// 0x5d92230 void K2_SetWorldTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d92050 void K2_SetWorldRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d91ec8 void K2_SetWorldLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d91d0c void K2_SetWorldLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d91b90 void K2_SetRelativeTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d919b0 void K2_SetRelativeRotation(Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d91834 void K2_SetRelativeLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d91678 void K2_SetRelativeLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d914fc Transform K2_GetComponentToWorld();// 0x5d9149c Vector K2_GetComponentScale();// 0x5d91454 Rotator K2_GetComponentRotation();// 0x5d9140c Vector K2_GetComponentLocation();// 0x5d913c4 void K2_DetachFromComponent(enum LocationRule, enum RotationRule, enum ScaleRule, bool bCallModify);// 0x5d91274 bool K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x5d9108c bool K2_AttachTo(SceneComponent* InParent, FName InSocketName, byte AttachType, bool bWeldSimulatedBodies);// 0x5d90f30 void K2_AddWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d90d50 void K2_AddWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d90bd4 void K2_AddWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d90a58 void K2_AddRelativeRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d908dc void K2_AddRelativeLocation(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d90760 void K2_AddLocalTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d90580 void K2_AddLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d903fc void K2_AddLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5d90280 bool IsVisible();// 0x319e858 bool IsSimulatingPhysics(FName BoneName);// 0x5d901f8 bool IsAnySimulatingPhysics();// 0x3613cb8 Vector GetUpVector();// 0x5d901b0 Transform GetSocketTransform(FName InSocketName, byte TransformSpace);// 0x5d900b4 Rotator GetSocketRotation(FName InSocketName);// 0x5d90018 Quat GetSocketQuaternion(FName InSocketName);// 0x5d8ff7c Vector GetSocketLocation(FName InSocketName);// 0x5d8fee0 Vector GetRightVector();// 0x5d8fe98 Transform GetRelativeTransform();// 0x5d8fe38 PhysicsVolume* GetPhysicsVolume();// 0x5d8fe10 void GetParentComponents(out SceneComponent*[] Parents);// 0x5d8fd44 int GetNumChildrenComponents();// 0x5d8fd1c Vector GetForwardVector();// 0x5d5fdbc Vector GetComponentVelocity();// 0x5d8fccc Transform GetComponentTransformViewTranslatedBP();// 0x5d8fc90 Transform GetComponentLocal(out const Transform LocalTransform);// 0x5d8fb90 void GetChildrenComponents(bool bIncludeAllDescendants, out SceneComponent*[] Children);// 0x5d8fa74 SceneComponent* GetChildComponent(int ChildIndex);// 0x5d8f9f4 FName GetAttachSocketName();// 0x5d8f9d8 SceneComponent* GetAttachParent();// 0x3c767d4 FName[] GetAllSocketNames();// 0x5d8f918 bool DoesSocketExist(FName InSocketName);// 0x5d8f890 void DetachFromParent(bool bMaintainWorldPosition, bool bCallModify);// 0x5d8f7b8 -------------------------------- 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: 1, FieldMask: 1)[Offset: 0x88, Size: 1] bool bIsEditorOnly;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x88, Size: 1] bool bIsClientOnly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x88, Size: 1] enum CreationMethod;//[Offset: 0x8a, Size: 1] SimpleMemberReference[] UCSModifiedProperties;//[Offset: 0x8c, Size: 12] delegate OnComponentActivated;//[Offset: 0x9c, Size: 12] delegate OnComponentDeactivated;//[Offset: 0xa8, Size: 12] void ToggleActive();// 0x33206d4 void SetTickGroup(byte NewTickGroup);// 0x5c0d4cc void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x5c0d44c void SetIsReplicated(bool ShouldReplicate);// 0x5c0d3cc void SetComponentTickInterval(float TickInterval);// 0x5c0d354 void SetComponentTickEnabled(bool bEnabled);// 0x3a6f448 void SetAutoActivate(bool bNewAutoActivate);// 0x30f03a8 void SetActive(bool bNewActive, bool bReset);// 0x5c0d27c void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x5c0d1fc void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x5c0d17c void ReceiveTick(float DeltaSeconds);// 0x40a6134 void ReceiveEndPlay(byte EndPlayReason);// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void OnRep_Replicates();// 0x5c0d168 void OnRep_IsActive();// 0x5c0d154 void K2_DestroyComponent(Object* Object);// 0x5c0d0dc bool IsComponentTickEnabled();// 0x5c0d0b4 bool IsBeingDestroyed();// 0x5c0d094 bool IsActive();// 0x373fc54 Actor* GetOwner();// 0x5c0d078 float GetComponentTickInterval();// 0x5c0d050 void ForceNetUpdate();// 0x332aa60 void Deactivate();// 0x332069c bool ComponentHasTag(FName Tag);// 0x5c0cfd0 void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x5c0cf50 void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x5c0ced0 void Activate(bool bReset);// 0x30f0320 -------------------------------- Class: PhysicsVolume.Volume.Brush.Actor.Object float TerminalVelocity;//[Offset: 0x310, Size: 4] int Priority;//[Offset: 0x314, Size: 4] float FluidFriction;//[Offset: 0x318, Size: 4] bool bWaterVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x31c, Size: 1] bool bPhysicsOnContact;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x31c, Size: 1] -------------------------------- Class: Volume.Brush.Actor.Object -------------------------------- Class: Brush.Actor.Object byte BrushType;//[Offset: 0x2e9, Size: 1] Color BrushColor;//[Offset: 0x2ec, Size: 4] int PolyFlags;//[Offset: 0x2f0, Size: 4] bool bColored;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f4, Size: 1] bool bSolidWhenSelected;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f4, Size: 1] bool bPlaceableFromClassBrowser;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2f4, Size: 1] bool bNotForClientOrServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2f4, Size: 1] Model* Brush;//[Offset: 0x2f8, Size: 4] BrushComponent* BrushComponent;//[Offset: 0x2fc, Size: 4] bool bInManipulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] GeomSelection[] SavedSelections;//[Offset: 0x304, 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: 2, FieldMask: 2)[Offset: 0x61, Size: 1] bool bTearOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x61, Size: 1] bool bExchangedRoles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x61, Size: 1] bool bNetLoadOnClient;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x61, Size: 1] bool bNetUseOwnerRelevancy;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x61, Size: 1] bool bBlockInput;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x61, Size: 1] bool bAllowTickBeforeBeginPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x62, Size: 1] bool bActorEnableCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x62, Size: 1] bool bReplicates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x62, Size: 1] byte RemoteRole;//[Offset: 0x63, Size: 1] Actor* Owner;//[Offset: 0x64, Size: 4] byte WorldParallelismID;//[Offset: 0x68, Size: 1] FName NetDriverName;//[Offset: 0x70, Size: 8] RepMovement ReplicatedMovement;//[Offset: 0x78, Size: 72] float InitialLifeSpan;//[Offset: 0xc0, Size: 4] RepAttachment AttachmentReplication;//[Offset: 0xc8, Size: 56] byte Role;//[Offset: 0x100, Size: 1] byte NetDormancy;//[Offset: 0x101, Size: 1] byte AutoReceiveInput;//[Offset: 0x102, Size: 1] int InputPriority;//[Offset: 0x104, Size: 4] InputComponent* InputComponent;//[Offset: 0x108, Size: 4] float NetCullDistanceSquared;//[Offset: 0x10c, Size: 4] int NetTag;//[Offset: 0x110, Size: 4] float NetConsiderFrequency;//[Offset: 0x118, Size: 4] float NetUpdateFrequency;//[Offset: 0x11c, Size: 4] float MinNetUpdateFrequency;//[Offset: 0x120, Size: 4] byte ActorReplicateFreqLODGroupID;//[Offset: 0x124, Size: 1] byte ActorRepNetNotRelevantLODGroupID;//[Offset: 0x125, Size: 1] bool bLowRepFreqOptimizedNAK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x126, Size: 1] int NetUpdateGroupID;//[Offset: 0x128, Size: 4] float NetPriority;//[Offset: 0x12c, Size: 4] bool bAutoDestroyWhenFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x134, Size: 1] bool bCanBeDamaged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x134, Size: 1] bool bActorIsBeingDestroyed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x134, Size: 1] bool bCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x134, Size: 1] bool bFindCameraComponentWhenViewTarget;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x134, Size: 1] bool bRelevantForNetworkReplays;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x134, Size: 1] bool bLowUpdateRateForReplay;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x134, Size: 1] bool bGenerateOverlapEventsDuringLevelStreaming;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x134, Size: 1] bool bCanBeInCluster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x135, Size: 1] bool bAllowReceiveTickEventOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x135, Size: 1] bool bActorSeamlessTraveled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x135, Size: 1] bool bIgnoresOriginShifting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x135, Size: 1] bool bEnableAutoLODGeneration;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x135, Size: 1] enum SpawnCollisionHandlingMethod;//[Offset: 0x136, Size: 1] Pawn* Instigator;//[Offset: 0x144, Size: 4] Actor*[] Children;//[Offset: 0x148, Size: 12] SceneComponent* RootComponent;//[Offset: 0x154, Size: 4] MatineeActor*[] ControllingMatineeActors;//[Offset: 0x158, Size: 12] FName[] Layers;//[Offset: 0x170, Size: 12] ChildActorComponent* ParentComponent;//[Offset: 0x17c, Size: 8] FName[] Tags;//[Offset: 0x184, Size: 12] uint64 HiddenEditorViews;//[Offset: 0x190, Size: 8] delegate OnTakeAnyDamage;//[Offset: 0x198, Size: 12] delegate OnTakePointDamage;//[Offset: 0x1a4, Size: 12] delegate OnActorBeginOverlap;//[Offset: 0x1b0, Size: 12] delegate OnActorEndOverlap;//[Offset: 0x1bc, Size: 12] delegate OnBeginCursorOver;//[Offset: 0x1c8, Size: 12] delegate OnEndCursorOver;//[Offset: 0x1d4, Size: 12] delegate OnClicked;//[Offset: 0x1e0, Size: 12] delegate OnReleased;//[Offset: 0x1ec, Size: 12] delegate OnInputTouchBegin;//[Offset: 0x1f8, Size: 12] delegate OnInputTouchEnd;//[Offset: 0x204, Size: 12] delegate OnInputTouchEnter;//[Offset: 0x210, Size: 12] delegate OnInputTouchLeave;//[Offset: 0x21c, Size: 12] delegate OnActorHit;//[Offset: 0x228, Size: 12] delegate OnDestroyed;//[Offset: 0x234, Size: 12] delegate OnEndPlay;//[Offset: 0x240, Size: 12] ActorComponent*[] BlueprintCreatedComponents;//[Offset: 0x2c4, Size: 12] ActorComponent*[] InstanceComponents;//[Offset: 0x2d0, Size: 12] bool WasRecentlyRendered(float Tolerance);// 0x5c094fc void UserConstructionScript();// 0x40a6134 void TearOff();// 0x3122800 void SnapRootComponentTo(Actor* InParentActor, FName InSocketName);// 0x5c09440 void SetTickGroup(byte NewTickGroup);// 0x5c093c8 void SetTickableWhenPaused(bool bTickableWhenPaused);// 0x5c09348 void SetReplicates(bool bInReplicates);// 0x5c092c8 void SetReplicateMovement(bool bInReplicateMovement);// 0x34cc558 void SetOwner(Actor* NewOwner);// 0x31885cc void SetNetUpdateGroupID(int InGroupID);// 0x5c09248 void SetNetUpdateGroup(Actor* InConnectionActor);// 0x318e834 void SetNetDormancy(byte NewDormancy);// 0x5c091d0 void SetLifeSpan(float InLifespan);// 0x5c09150 void SetActorTickInterval(float TickInterval);// 0x5c090d8 void SetActorTickEnabled(bool bEnabled);// 0x5c09058 void SetActorScale3D(Vector NewScale3D);// 0x5c08fe8 void SetActorRelativeScale3D(Vector NewRelativeScale);// 0x5c08f78 void SetActorHiddenInGame(bool bNewHidden);// 0x3a6f7f0 void SetActorEnableCollision(bool bNewActorEnableCollision);// 0x5c08ef8 void RemoveTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x3195ea4 void RemoveTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x3195f24 void ReceiveTick(float DeltaSeconds);// 0x40a6134 void ReceiveReInitForReplay();// 0x40a6134 void ReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser);// 0x40a6134 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);// 0x40a6134 void ReceiveHit(PrimitiveComponent* MyComp, Actor* Other, PrimitiveComponent* OtherComp, bool bSelfMoved, Vector HitLocation, Vector HitNormal, Vector NormalImpulse, out const HitResult Hit);// 0x40a6134 void ReceiveEndPlay(byte EndPlayReason);// 0x40a6134 void ReceiveDestroyed();// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void ReceiveAnyDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x40a6134 void ReceiveActorOnReleased(Key ButtonReleased);// 0x40a6134 void ReceiveActorOnInputTouchLeave(const byte FingerIndex);// 0x40a6134 void ReceiveActorOnInputTouchEnter(const byte FingerIndex);// 0x40a6134 void ReceiveActorOnInputTouchEnd(const byte FingerIndex);// 0x40a6134 void ReceiveActorOnInputTouchBegin(const byte FingerIndex);// 0x40a6134 void ReceiveActorOnClicked(Key ButtonPressed);// 0x40a6134 void ReceiveActorEndOverlap(Actor* OtherActor);// 0x40a6134 void ReceiveActorEndCursorOver();// 0x40a6134 void ReceiveActorBeginOverlap(Actor* OtherActor);// 0x40a6134 void ReceiveActorBeginCursorOver();// 0x40a6134 void PrestreamTextures(float Seconds, bool bEnableStreaming, int CinematicTextureGroups);// 0x5c08de4 void OnRep_ReplicateMovement();// 0x32c7a28 void OnRep_ReplicatedMovement();// 0x31db434 void OnRep_Owner();// 0x33206d4 void OnRep_Instigator();// 0x3121fe0 void OnRep_AttachmentReplication();// 0x31fc7d8 void MakeNoise(float Loudness, Pawn* NoiseInstigator, Vector NoiseLocation, float MaxRange, FName Tag);// 0x5c08c48 MaterialInstanceDynamic* MakeMIDForMaterial(MaterialInterface* Parent);// 0x3745648 bool K2_TeleportTo(Vector DestLocation, Rotator DestRotation);// 0x5c08b80 bool K2_SetActorTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c08990 bool K2_SetActorRotation(Rotator NewRotation, bool bTeleportPhysics);// 0x5c088c0 void K2_SetActorRelativeTransform(out const Transform NewRelativeTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c086e0 void K2_SetActorRelativeRotation(Rotator NewRelativeRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c08564 void K2_SetActorRelativeLocation(Vector NewRelativeLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c083e8 bool K2_SetActorLocationAndRotation(Vector NewLocation, Rotator NewRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c08218 bool K2_SetActorLocation(Vector NewLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c08098 void K2_OnReset();// 0x40a6134 void K2_OnEndViewTarget(PlayerController* PC);// 0x40a6134 void K2_OnBecomeViewTarget(PlayerController* PC);// 0x40a6134 SceneComponent* K2_GetRootComponent();// 0x35ffacc Rotator K2_GetActorRotation();// 0x5c07fa4 Vector K2_GetActorLocation();// 0x5c07ee0 void K2_DetachFromActor(enum LocationRule, enum RotationRule, enum ScaleRule);// 0x5c07de0 void K2_DestroyComponent(ActorComponent* Component);// 0x5c07d68 void K2_DestroyActor();// 0x30eb1dc void K2_AttachToComponent(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x5c07b88 void K2_AttachToActor(Actor* ParentActor, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule, bool bWeldSimulatedBodies);// 0x5c079a8 void K2_AttachRootComponentToActor(Actor* InParentActor, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x5c07854 void K2_AttachRootComponentTo(SceneComponent* InParent, FName InSocketName, byte AttachLocationType, bool bWeldSimulatedBodies);// 0x5c07700 void K2_AddActorWorldTransform(out const Transform DeltaTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c07520 void K2_AddActorWorldRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c0739c void K2_AddActorWorldOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c07220 void K2_AddActorLocalTransform(out const Transform NewTransform, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c07040 void K2_AddActorLocalRotation(Rotator DeltaRotation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c06ebc void K2_AddActorLocalOffset(Vector DeltaLocation, bool bSweep, out HitResult SweepHitResult, bool bTeleport);// 0x5c06d40 bool IsOverlappingActor(const Actor* Other);// 0x5c06cc0 bool IsChildActor();// 0x5c06c98 bool IsActorTickEnabled();// 0x5c06c70 bool IsActorBeingDestroyed();// 0x5c06c4c bool HasAuthority();// 0x5c06c24 float GetVerticalDistanceTo(const Actor* OtherActor);// 0x5c06ba4 Vector GetVelocity();// 0x353e9f8 Transform GetTransform();// 0x5c06b58 bool GetTickableWhenPaused();// 0x5c06b30 float GetSquaredDistanceTo(const Actor* OtherActor);// 0x5c06ab0 byte GetRole();// 0x5c06a88 byte GetRemoteRole();// 0x5c06a6c ChildActorComponent* GetParentComponent();// 0x5c06a44 Actor* GetParentActor();// 0x5c06a1c Actor* GetOwner();// 0x5c06a00 void GetOverlappingComponents(out PrimitiveComponent*[] OverlappingComponents);// 0x5c06934 void GetOverlappingActors(out Actor*[] OverlappingActors, class Actor ClassFilter);// 0x5c06820 float GetLifeSpan();// 0x5c067f0 Controller* GetInstigatorController();// 0x5c067c8 Pawn* GetInstigator();// 0x32ebef4 Vector GetInputVectorAxisValue(const Key InputAxisKey);// 0x5c064c4 float GetInputAxisValue(const FName InputAxisName);// 0x5c06444 float GetInputAxisKeyValue(const Key InputAxisKey);// 0x5c0614c float GetHorizontalDotProductTo(const Actor* OtherActor);// 0x5c060cc float GetHorizontalDistanceTo(const Actor* OtherActor);// 0x5c0604c float GetGameTimeSinceCreation();// 0x5c06024 float GetDotProductTo(const Actor* OtherActor);// 0x5c05fa4 float GetDistanceTo(const Actor* OtherActor);// 0x5c05f24 ActorComponent*[] GetComponentsByTag(class ActorComponent ComponentClass, FName Tag);// 0x5c05dd0 ActorComponent*[] GetComponentsByClass(class ActorComponent ComponentClass);// 0x5c05cc8 ActorComponent* GetComponentByClass(class ActorComponent ComponentClass);// 0x5c05c48 FName GetAttachParentSocketName();// 0x5c05c08 Actor* GetAttachParentActor();// 0x5c05be0 void GetAttachedActors(out Actor*[] OutActors);// 0x5c05b14 void GetAllChildActors(out Actor*[] ChildActors, bool bIncludeDescendants);// 0x5c059f8 Vector GetActorUpVector();// 0x5c05984 float GetActorTimeDilation();// 0x5c0595c float GetActorTickInterval();// 0x5c05934 Vector GetActorScale3D();// 0x5c058ec Vector GetActorRightVector();// 0x5c05878 Vector GetActorRelativeScale3D();// 0x5c05830 Vector GetActorForwardVector();// 0x5c057bc void GetActorEyesViewPoint(out Vector OutLocation, out Rotator OutRotation);// 0x5c056dc bool GetActorEnableCollision();// 0x5c056bc void GetActorBounds(bool bOnlyCollidingComponents, out Vector Origin, out Vector BoxExtent);// 0x5c05594 void ForceNetUpdate();// 0x332aa60 void ForceNetConsider();// 0x35cc054 void FlushNetDormancy();// 0x5c05580 void EnableInput(PlayerController* PlayerController);// 0x5c05500 void DisableInput(PlayerController* PlayerController);// 0x5c05480 void DetachRootComponentFromParent(bool bMaintainWorldPosition);// 0x5c05400 void AddTickPrerequisiteComponent(ActorComponent* PrerequisiteComponent);// 0x5c05380 void AddTickPrerequisiteActor(Actor* PrerequisiteActor);// 0x5c05300 ActorComponent* AddComponent(FName TemplateName, bool bManualAttachment, out const Transform RelativeTransform, const Object* ComponentTemplateContext);// 0x5c05140 bool ActorHasTag(FName Tag);// 0x5c050b8 -------------------------------- Class: Color byte B;//[Offset: 0x0, Size: 1] byte G;//[Offset: 0x1, Size: 1] byte R;//[Offset: 0x2, Size: 1] byte A;//[Offset: 0x3, Size: 1] -------------------------------- Class: BrushComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Model* Brush;//[Offset: 0x608, Size: 4] BodySetup* BrushBodySetup;//[Offset: 0x60c, Size: 4] Vector PrePivot;//[Offset: 0x610, Size: 12] -------------------------------- Class: BodySetup.Object KAggregateGeom AggGeom;//[Offset: 0x1c, Size: 52] FName BoneName;//[Offset: 0x50, Size: 8] byte PhysicsType;//[Offset: 0x58, Size: 1] bool bAlwaysFullAnimWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59, Size: 1] bool bConsiderForBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x59, Size: 1] bool bMeshCollideAll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x59, Size: 1] bool bDoubleSidedGeometry;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x59, Size: 1] bool bGenerateNonMirroredCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x59, Size: 1] bool bSharedCookedData;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x59, Size: 1] bool bGenerateMirroredCollision;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x59, Size: 1] PhysicalMaterial* PhysMaterial;//[Offset: 0x5c, Size: 4] bool bUsedPhysSimpleStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1] StaticMesh*[] PhysSimpleStaticMeshList;//[Offset: 0x64, Size: 12] byte CollisionReponse;//[Offset: 0x70, Size: 1] bool bCollisionPerShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x71, Size: 1] byte[] SphereCollisionEnabledList;//[Offset: 0x74, Size: 12] byte[] CapsuleCollisionEnabledList;//[Offset: 0x80, Size: 12] byte[] BoxCollisionEnabledList;//[Offset: 0x8c, Size: 12] byte[] ConvexCollisionEnabledList;//[Offset: 0x98, Size: 12] byte[] TriMeshesCollisionEnabledList;//[Offset: 0xa4, Size: 12] byte CollisionTraceFlag;//[Offset: 0xb0, Size: 1] BodyInstance DefaultInstance;//[Offset: 0xb8, Size: 320] WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0x1f8, Size: 16] float BuildScale;//[Offset: 0x208, Size: 4] Vector BuildScale3D;//[Offset: 0x20c, Size: 12] -------------------------------- Class: KAggregateGeom KSphereElem[] SphereElems;//[Offset: 0x0, Size: 12] KBoxElem[] BoxElems;//[Offset: 0xc, Size: 12] KSphylElem[] SphylElems;//[Offset: 0x18, Size: 12] KConvexElem[] ConvexElems;//[Offset: 0x24, Size: 12] -------------------------------- Class: KSphereElem.KShapeElem Matrix TM;//[Offset: 0x10, Size: 64] Vector Center;//[Offset: 0x50, Size: 12] float Radius;//[Offset: 0x5c, Size: 4] -------------------------------- Class: KShapeElem -------------------------------- Class: Matrix Plane XPlane;//[Offset: 0x0, Size: 16] Plane YPlane;//[Offset: 0x10, Size: 16] Plane ZPlane;//[Offset: 0x20, Size: 16] Plane WPlane;//[Offset: 0x30, Size: 16] -------------------------------- Class: Plane.Vector float W;//[Offset: 0xc, Size: 4] -------------------------------- Class: Vector float X;//[Offset: 0x0, Size: 4] float Y;//[Offset: 0x4, Size: 4] float Z;//[Offset: 0x8, Size: 4] -------------------------------- Class: KBoxElem.KShapeElem Matrix TM;//[Offset: 0x10, Size: 64] Quat Orientation;//[Offset: 0x50, Size: 16] Vector Center;//[Offset: 0x60, Size: 12] Rotator Rotation;//[Offset: 0x6c, Size: 12] float X;//[Offset: 0x78, Size: 4] float Y;//[Offset: 0x7c, Size: 4] float Z;//[Offset: 0x80, Size: 4] -------------------------------- Class: Quat float X;//[Offset: 0x0, Size: 4] float Y;//[Offset: 0x4, Size: 4] float Z;//[Offset: 0x8, Size: 4] float W;//[Offset: 0xc, Size: 4] -------------------------------- Class: Rotator float Pitch;//[Offset: 0x0, Size: 4] float Yaw;//[Offset: 0x4, Size: 4] float Roll;//[Offset: 0x8, Size: 4] -------------------------------- Class: KSphylElem.KShapeElem Matrix TM;//[Offset: 0x10, Size: 64] Quat Orientation;//[Offset: 0x50, Size: 16] Vector Center;//[Offset: 0x60, Size: 12] Rotator Rotation;//[Offset: 0x6c, Size: 12] float Radius;//[Offset: 0x78, Size: 4] float Length;//[Offset: 0x7c, Size: 4] -------------------------------- Class: KConvexElem.KShapeElem Vector[] VertexData;//[Offset: 0x10, Size: 12] Box ElemBox;//[Offset: 0x1c, Size: 28] Transform Transform;//[Offset: 0x40, Size: 48] -------------------------------- Class: Box Vector Min;//[Offset: 0x0, Size: 12] Vector Max;//[Offset: 0xc, Size: 12] byte IsValid;//[Offset: 0x18, Size: 1] -------------------------------- Class: Transform Quat Rotation;//[Offset: 0x0, Size: 16] Vector Translation;//[Offset: 0x10, Size: 12] Vector Scale3D;//[Offset: 0x20, Size: 12] -------------------------------- Class: PhysicalMaterial.Object float Friction;//[Offset: 0x1c, Size: 4] byte FrictionCombineMode;//[Offset: 0x20, Size: 1] bool bOverrideFrictionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] float Restitution;//[Offset: 0x24, Size: 4] byte RestitutionCombineMode;//[Offset: 0x28, Size: 1] bool bOverrideRestitutionCombineMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] Color MaterialColor;//[Offset: 0x2c, Size: 4] float Density;//[Offset: 0x30, Size: 4] float RaiseMassToPower;//[Offset: 0x34, Size: 4] float DestructibleDamageThresholdScale;//[Offset: 0x38, Size: 4] PhysicalMaterialPropertyBase* PhysicalMaterialProperty;//[Offset: 0x3c, Size: 4] byte SurfaceType;//[Offset: 0x40, Size: 1] float TireFrictionScale;//[Offset: 0x44, Size: 4] TireFrictionScalePair[] TireFrictionScales;//[Offset: 0x48, Size: 12] -------------------------------- Class: PhysicalMaterialPropertyBase.Object -------------------------------- Class: TireFrictionScalePair TireType* TireType;//[Offset: 0x0, Size: 4] float FrictionScale;//[Offset: 0x4, Size: 4] -------------------------------- Class: TireType.DataAsset.Object float FrictionScale;//[Offset: 0x20, Size: 4] -------------------------------- Class: DataAsset.Object class DataAsset* NativeClass;//[Offset: 0x1c, Size: 4] -------------------------------- Class: StaticMesh.Object bool bHasROCData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] int MinLOD;//[Offset: 0x2c, Size: 4] MaterialInterface*[] Materials;//[Offset: 0x30, Size: 12] StaticMaterial[] StaticMaterials;//[Offset: 0x3c, Size: 12] float LightmapUVDensity;//[Offset: 0x48, Size: 4] int LightMapResolution;//[Offset: 0x4c, Size: 4] int LightMapCoordinateIndex;//[Offset: 0x50, Size: 4] float DistanceFieldSelfShadowBias;//[Offset: 0x54, Size: 4] bool bGenerateMeshDistanceField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1] BodySetup* BodySetup;//[Offset: 0x5c, Size: 4] int LODForCollision;//[Offset: 0x60, Size: 4] float CullingScreenSize;//[Offset: 0x64, Size: 4] bool bUseScreenSizeModifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] bool bLazyLoadBulkData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x69, Size: 1] bool bIsGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a, Size: 1] bool bIsTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b, Size: 1] bool bEnableTransparentRenderOpt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1] bool bStripComplexCollisionForConsole;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6d, Size: 1] bool bHasNavigationData;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6d, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e, 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);// 0x5db7a80 int GetNumLODs();// 0x5db7a58 int GetMaterialIndex(FName MaterialSlotName);// 0x5db79d8 MaterialInterface* GetMaterial(int MaterialIndex);// 0x5db7958 BoxSphereBounds GetBounds();// 0x5db7904 Box GetBoundingBox();// 0x5db78b0 -------------------------------- 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);// 0x5d231ac void SetForceMipLevelsToBeResident(bool OverrideForceMiplevelsToBeResident, bool bForceMiplevelsToBeResidentValue, float ForceDuration, int CinematicTextureGroups);// 0x5d23044 PhysicalMaterial* GetPhysicalMaterial();// 0x39f9280 Material* GetBaseMaterial();// 0x5d2301c -------------------------------- Class: SubsurfaceProfile.Object SubsurfaceProfileStruct Settings;//[Offset: 0x1c, Size: 36] -------------------------------- Class: SubsurfaceProfileStruct float ScatterRadius;//[Offset: 0x0, Size: 4] LinearColor SubsurfaceColor;//[Offset: 0x4, Size: 16] LinearColor FalloffColor;//[Offset: 0x14, Size: 16] -------------------------------- Class: LinearColor float R;//[Offset: 0x0, Size: 4] float G;//[Offset: 0x4, Size: 4] float B;//[Offset: 0x8, Size: 4] float A;//[Offset: 0xc, Size: 4] -------------------------------- Class: LightmassMaterialInterfaceSettings bool bCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] float EmissiveBoost;//[Offset: 0x4, Size: 4] float DiffuseBoost;//[Offset: 0x8, Size: 4] float ExportResolutionScale;//[Offset: 0xc, Size: 4] bool bOverrideCastShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] bool bOverrideEmissiveBoost;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10, Size: 1] bool bOverrideDiffuseBoost;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10, Size: 1] bool bOverrideExportResolutionScale;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10, Size: 1] -------------------------------- Class: MaterialTextureInfo float SamplingScale;//[Offset: 0x0, Size: 4] int UVChannelIndex;//[Offset: 0x4, Size: 4] FName TextureName;//[Offset: 0x8, Size: 8] -------------------------------- Class: Material.MaterialInterface.Object PhysicalMaterial* PhysMaterial;//[Offset: 0x50, Size: 4] ColorMaterialInput DiffuseColor;//[Offset: 0x58, Size: 56] ColorMaterialInput SpecularColor;//[Offset: 0x90, Size: 56] ColorMaterialInput BaseColor;//[Offset: 0xc8, Size: 56] ScalarMaterialInput Metallic;//[Offset: 0x100, Size: 56] ScalarMaterialInput Specular;//[Offset: 0x138, Size: 56] ScalarMaterialInput Roughness;//[Offset: 0x170, Size: 56] VectorMaterialInput Normal;//[Offset: 0x1a8, Size: 64] ColorMaterialInput EmissiveColor;//[Offset: 0x1e8, Size: 56] ScalarMaterialInput Opacity;//[Offset: 0x220, Size: 56] ScalarMaterialInput OpacityMask;//[Offset: 0x258, Size: 56] byte MaterialDomain;//[Offset: 0x290, Size: 1] byte BlendMode;//[Offset: 0x291, Size: 1] byte DecalBlendMode;//[Offset: 0x292, Size: 1] byte MaterialDecalResponse;//[Offset: 0x293, Size: 1] byte ShadingModel;//[Offset: 0x294, Size: 1] byte ShadingRate;//[Offset: 0x295, Size: 1] float OpacityMaskClipValue;//[Offset: 0x298, Size: 4] float VertexOffsetAlongNormal;//[Offset: 0x29c, Size: 4] bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2a0, Size: 1] byte OITBlendMode;//[Offset: 0x2a1, Size: 1] VectorMaterialInput WorldPositionOffset;//[Offset: 0x2a8, Size: 64] VectorMaterialInput WorldDisplacement;//[Offset: 0x2e8, Size: 64] ScalarMaterialInput TessellationMultiplier;//[Offset: 0x328, Size: 56] ColorMaterialInput SubsurfaceColor;//[Offset: 0x360, Size: 56] ScalarMaterialInput ClearCoat;//[Offset: 0x398, Size: 56] ScalarMaterialInput ClearCoatRoughness;//[Offset: 0x3d0, Size: 56] ScalarMaterialInput AmbientOcclusion;//[Offset: 0x408, Size: 56] ScalarMaterialInput Refraction;//[Offset: 0x440, Size: 56] Vector2MaterialInput CustomizedUVs;//[Offset: 0x478, Size: 64] MaterialAttributesInput MaterialAttributes;//[Offset: 0x678, Size: 56] ScalarMaterialInput PixelDepthOffset;//[Offset: 0x6b0, Size: 56] Vector4MaterialInput CustomizedVertexColor;//[Offset: 0x6f0, Size: 80] Vector4MaterialInput PlanarReflectionOffsetScale;//[Offset: 0x740, Size: 80] bool bEnableSeparateTranslucency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x790, Size: 1] bool bEnableMobileSeparateTranslucency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x790, Size: 1] bool bEnableResponsiveAA;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x790, Size: 1] bool bScreenSpaceReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x790, Size: 1] bool TwoSided;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x790, Size: 1] bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x790, Size: 1] bool DitherOpacityMask;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x790, Size: 1] bool bAllowNegativeEmissiveColor;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x790, Size: 1] int NumCustomizedUVs;//[Offset: 0x794, Size: 4] byte TranslucencyLightingMode;//[Offset: 0x798, Size: 1] float TranslucencyDirectionalLightingIntensity;//[Offset: 0x79c, Size: 4] bool AllowTranslucentCustomDepthWrites;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a0, Size: 1] float TranslucentShadowDensityScale;//[Offset: 0x7a4, Size: 4] float TranslucentSelfShadowDensityScale;//[Offset: 0x7a8, Size: 4] float TranslucentSelfShadowSecondDensityScale;//[Offset: 0x7ac, Size: 4] float TranslucentSelfShadowSecondOpacity;//[Offset: 0x7b0, Size: 4] float TranslucentBackscatteringExponent;//[Offset: 0x7b4, Size: 4] LinearColor TranslucentMultipleScatteringExtinction;//[Offset: 0x7b8, Size: 16] float TranslucentShadowStartOffset;//[Offset: 0x7c8, Size: 4] bool bDisableDepthTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cc, Size: 1] bool bGenerateSphericalParticleNormals;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cc, Size: 1] bool bTangentSpaceNormal;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cc, Size: 1] bool bUseEmissiveForDynamicAreaLighting;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cc, Size: 1] bool bBlockGI;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cc, Size: 1] bool bUsedAsSpecialEngineMaterial;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cc, Size: 1] bool bUsedWithSkeletalMesh;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cc, Size: 1] bool bUsedWithGFur;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cc, Size: 1] bool bUsedWithEditorCompositing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cd, Size: 1] bool bUsedWithParticleSprites;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cd, Size: 1] bool bUsedWithBeamTrails;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cd, Size: 1] bool bUsedWithMeshParticles;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cd, Size: 1] bool bUsedWithNiagaraSprites;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cd, Size: 1] bool bUsedWithNiagaraRibbons;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cd, Size: 1] bool bUsedWithNiagaraMeshParticles;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cd, Size: 1] bool bUsedWithIBL;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cd, Size: 1] bool bUsedWithStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ce, Size: 1] bool bUsedWithMorphTargets;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ce, Size: 1] bool bUsedWithSplineMeshes;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ce, Size: 1] bool bUsedWithQuantizedMeshes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ce, Size: 1] bool bUsedWithInstancedStaticMeshes;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ce, Size: 1] bool bUsedWithInstancedPDSurface;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ce, Size: 1] bool bUsesDistortion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7ce, Size: 1] bool bUsedWithClothing;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7ce, Size: 1] bool bUsedWithUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7cf, Size: 1] bool bUsedWithPPRBackgroud;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7cf, Size: 1] bool bUsedWithSurfelInjectColor;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7cf, Size: 1] bool bAutomaticallySetUsageInEditor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7cf, Size: 1] bool bFullyRough;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7cf, Size: 1] bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7cf, Size: 1] bool bForceMaterialFloat;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7cf, Size: 1] bool bUseLightmapDirectionality;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7cf, Size: 1] bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d0, Size: 1] bool bUseSimplestShader;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d0, Size: 1] bool bBypassSystemMaterialQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d0, Size: 1] bool bBypassMobilePointLight;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d0, Size: 1] bool bUseAsEarlyZ;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d0, Size: 1] bool bForceOutputLinearSpace;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d0, Size: 1] bool bUseAsDrawToRenderTarget;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d0, Size: 1] bool bRenderInTwoPass;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d0, Size: 1] bool bShadowUseTentFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d1, Size: 1] bool bUseLightmap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d1, Size: 1] bool bUseIndirectLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d1, Size: 1] bool bShadowOnEmissiveColor;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d1, Size: 1] bool bUsedGrassInstnaceColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d1, Size: 1] bool bUsedVertexPointLight;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d1, Size: 1] bool bUsedWithLandscapeShadow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d1, Size: 1] bool bUseLandscapeMultiLayer;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d1, Size: 1] bool bUsedWithPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d2, Size: 1] bool bUsedWithPhotonShadowPCSS;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d2, Size: 1] bool bUsedDynamicObjectVertexLighting;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d2, Size: 1] byte ShadowOverride;//[Offset: 0x7d3, Size: 1] byte SimpleVertexNormalSituation;//[Offset: 0x7d4, Size: 1] bool bZForceFar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d5, Size: 1] bool bWettable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d5, Size: 1] bool bUseLegacySpecular;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d5, Size: 1] bool bCorrectBlendingColorInHDR;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d5, Size: 1] bool bUseAsTranslucentEarlyZ;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d5, Size: 1] bool bLiteRough;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d5, Size: 1] bool bUseSimpleSkyLight;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d5, Size: 1] bool bACESOff;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7d5, Size: 1] bool bEmissionOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d6, Size: 1] bool bInstL2WOnlyTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d6, Size: 1] bool bUseLiteFog;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7d6, Size: 1] bool bUseHQForwardReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7d6, Size: 1] bool bUsePlanarForwardReflections;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7d6, Size: 1] bool bApplyVertexFog;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7d6, Size: 1] bool bNormalCurvatureToRoughness;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7d6, Size: 1] byte D3D11TessellationMode;//[Offset: 0x7d7, Size: 1] bool bEnableCrackFreeDisplacement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d8, Size: 1] bool bEnableAdaptiveTessellation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d8, Size: 1] float MaxDisplacement;//[Offset: 0x7dc, Size: 4] bool Wireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7e0, Size: 1] bool bOutputVelocityOnBasePass;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7e0, Size: 1] bool bUnlitOutputAllMTOnBasePass;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7e0, Size: 1] int EditorX;//[Offset: 0x7e4, Size: 4] int EditorY;//[Offset: 0x7e8, Size: 4] int EditorPitch;//[Offset: 0x7ec, Size: 4] int EditorYaw;//[Offset: 0x7f0, Size: 4] MaterialExpression*[] Expressions;//[Offset: 0x7f4, Size: 12] MaterialFunctionInfo[] MaterialFunctionInfos;//[Offset: 0x800, Size: 12] MaterialParameterCollectionInfo[] MaterialParameterCollectionInfos;//[Offset: 0x80c, Size: 12] bool bCanMaskedBeAssumedOpaque;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x818, Size: 1] bool bIsMasked;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x818, Size: 1] bool bIsPreviewMaterial;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x818, Size: 1] bool bUseMaterialAttributes;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x818, Size: 1] bool bIsSky;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x818, Size: 1] bool bComputeFogPerPixel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x818, Size: 1] bool bDisableDirectionalLighting;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x818, Size: 1] bool bAllowDevelopmentShaderCompile;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x818, Size: 1] bool bIsMaterialEditorStatsMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x819, Size: 1] bool bUseLandscapeVertexAO;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x819, Size: 1] bool bUseLandscapeVertexHole;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x819, Size: 1] uint32 UsageFlagWarnings;//[Offset: 0x81c, Size: 4] byte BlendableLocation;//[Offset: 0x820, Size: 1] int BlendablePriority;//[Offset: 0x824, Size: 4] bool BlendableOutputAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x828, Size: 1] byte RefractionMode;//[Offset: 0x829, Size: 1] float RefractionDepthBias;//[Offset: 0x82c, Size: 4] bool bOceanFoam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x830, Size: 1] bool bEnableMeshClip;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x830, Size: 1] bool bEnableMeshDiscard;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x830, Size: 1] bool bEnableMeshArcPlaneClip;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x830, Size: 1] bool bIsEnhancedUImage;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x830, Size: 1] Guid StateID;//[Offset: 0x834, Size: 16] Texture*[] ExpressionTextureReferences;//[Offset: 0x8dc, Size: 12] -------------------------------- Class: ColorMaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] Color Constant;//[Offset: 0x34, Size: 4] -------------------------------- Class: MaterialInput int OutputIndex;//[Offset: 0x0, Size: 4] FString InputName;//[Offset: 0x4, Size: 12] int Mask;//[Offset: 0x10, Size: 4] int MaskR;//[Offset: 0x14, Size: 4] int MaskG;//[Offset: 0x18, Size: 4] int MaskB;//[Offset: 0x1c, Size: 4] int MaskA;//[Offset: 0x20, Size: 4] FName ExpressionName;//[Offset: 0x28, Size: 8] -------------------------------- Class: ScalarMaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] float Constant;//[Offset: 0x34, Size: 4] -------------------------------- Class: VectorMaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] Vector Constant;//[Offset: 0x34, Size: 12] -------------------------------- Class: Vector2MaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] float ConstantX;//[Offset: 0x34, Size: 4] float ConstantY;//[Offset: 0x38, Size: 4] -------------------------------- Class: MaterialAttributesInput.ExpressionInput int PropertyConnectedBitmask;//[Offset: 0x30, Size: 4] -------------------------------- Class: ExpressionInput int OutputIndex;//[Offset: 0x0, Size: 4] FString InputName;//[Offset: 0x4, Size: 12] int Mask;//[Offset: 0x10, Size: 4] int MaskR;//[Offset: 0x14, Size: 4] int MaskG;//[Offset: 0x18, Size: 4] int MaskB;//[Offset: 0x1c, Size: 4] int MaskA;//[Offset: 0x20, Size: 4] FName ExpressionName;//[Offset: 0x28, Size: 8] -------------------------------- Class: Vector4MaterialInput.MaterialInput bool UseConstant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] Vector4 Constant;//[Offset: 0x40, Size: 16] -------------------------------- Class: Vector4 float X;//[Offset: 0x0, Size: 4] float Y;//[Offset: 0x4, Size: 4] float Z;//[Offset: 0x8, Size: 4] float W;//[Offset: 0xc, Size: 4] -------------------------------- Class: MaterialExpression.Object Material* Material;//[Offset: 0x1c, Size: 4] MaterialFunction* Function;//[Offset: 0x20, Size: 4] FString Desc;//[Offset: 0x24, Size: 12] Color BorderColor;//[Offset: 0x30, Size: 4] bool bRealtimePreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1] bool bNeedToUpdatePreview;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x34, Size: 1] bool bIsParameterExpression;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x34, Size: 1] bool bCommentBubbleVisible;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x34, Size: 1] bool bShowOutputNameOnPin;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x34, Size: 1] bool bShowMaskColorsOnPin;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x34, Size: 1] bool bHidePreviewWindow;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x34, Size: 1] bool bCollapsed;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x34, Size: 1] bool bShaderInputData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x35, Size: 1] bool bShowInputs;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x35, Size: 1] bool bShowOutputs;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x35, Size: 1] ExpressionOutput[] Outputs;//[Offset: 0x38, Size: 12] -------------------------------- Class: MaterialFunction.Object Guid StateID;//[Offset: 0x1c, Size: 16] FString Description;//[Offset: 0x2c, Size: 12] bool bExposeToLibrary;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1] bool bUseFullPrecision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1] MaterialExpression*[] FunctionExpressions;//[Offset: 0x3c, Size: 12] bool bReentrantFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] -------------------------------- Class: Guid int A;//[Offset: 0x0, Size: 4] int B;//[Offset: 0x4, Size: 4] int C;//[Offset: 0x8, Size: 4] int D;//[Offset: 0xc, Size: 4] -------------------------------- Class: ExpressionOutput FString OutputName;//[Offset: 0x0, Size: 12] int Mask;//[Offset: 0xc, Size: 4] int MaskR;//[Offset: 0x10, Size: 4] int MaskG;//[Offset: 0x14, Size: 4] int MaskB;//[Offset: 0x18, Size: 4] int MaskA;//[Offset: 0x1c, Size: 4] -------------------------------- Class: MaterialFunctionInfo Guid StateID;//[Offset: 0x0, Size: 16] MaterialFunction* Function;//[Offset: 0x10, Size: 4] -------------------------------- Class: MaterialParameterCollectionInfo Guid StateID;//[Offset: 0x0, Size: 16] MaterialParameterCollection* ParameterCollection;//[Offset: 0x10, Size: 4] -------------------------------- Class: MaterialParameterCollection.Object Guid StateID;//[Offset: 0x1c, Size: 16] CollectionScalarParameter[] ScalarParameters;//[Offset: 0x2c, Size: 12] CollectionVectorParameter[] VectorParameters;//[Offset: 0x38, Size: 12] -------------------------------- Class: CollectionScalarParameter.CollectionParameterBase float DefaultValue;//[Offset: 0x18, Size: 4] -------------------------------- Class: CollectionParameterBase FName ParameterName;//[Offset: 0x0, Size: 8] Guid ID;//[Offset: 0x8, Size: 16] -------------------------------- Class: CollectionVectorParameter.CollectionParameterBase LinearColor DefaultValue;//[Offset: 0x18, Size: 16] -------------------------------- Class: Texture.Object Guid LightingGuid;//[Offset: 0x20, Size: 16] int LODBias;//[Offset: 0x30, Size: 4] int NumCinematicMipLevels;//[Offset: 0x34, Size: 4] bool SRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1] bool bNotUsedInHighQuality;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x38, Size: 1] bool bNotUsedInMediumQuality;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x38, Size: 1] bool bNotUsedInLowQuality;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x38, Size: 1] bool NeverStream;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x38, Size: 1] bool bNoTiling;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x38, Size: 1] bool bUseCinematicMipLevels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x38, Size: 1] AssetUserData*[] AssetUserData;//[Offset: 0x48, Size: 12] int CachedCombinedLODBias;//[Offset: 0x54, Size: 4] bool bAsyncResourceReleaseHasBeenStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1] byte CompressionSettings;//[Offset: 0x59, Size: 1] byte Filter;//[Offset: 0x5a, Size: 1] byte LODGroup;//[Offset: 0x5b, Size: 1] byte CrunchSetting;//[Offset: 0x5c, Size: 1] bool bOverrideCrunchCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d, Size: 1] float CrunchCompressionAmount;//[Offset: 0x60, Size: 4] byte BasisSetting;//[Offset: 0x64, Size: 1] bool bOverrideBasisCompressionAmount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x65, Size: 1] float BasisCompressionAmount;//[Offset: 0x68, Size: 4] -------------------------------- Class: AssetUserData.Object -------------------------------- Class: StaticMaterial MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 4] FName MaterialSlotName;//[Offset: 0x8, Size: 8] MeshUVChannelInfo UVChannelData;//[Offset: 0x10, Size: 20] SoftObjectPath MaterialSoftRef;//[Offset: 0x28, Size: 24] -------------------------------- Class: MeshUVChannelInfo bool bInitialized;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bOverrideDensities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] float LocalUVDensities;//[Offset: 0x4, Size: 4] -------------------------------- Class: SoftObjectPath FName AssetPathName;//[Offset: 0x0, Size: 8] FString SubPathString;//[Offset: 0x8, Size: 12] -------------------------------- Class: StaticMeshSocket.Object FName SocketName;//[Offset: 0x20, Size: 8] Vector RelativeLocation;//[Offset: 0x28, Size: 12] Rotator RelativeRotation;//[Offset: 0x34, Size: 12] Vector RelativeScale;//[Offset: 0x40, Size: 12] FString Tag;//[Offset: 0x4c, Size: 12] -------------------------------- Class: BoxSphereBounds Vector Origin;//[Offset: 0x0, Size: 12] Vector BoxExtent;//[Offset: 0xc, Size: 12] float SphereRadius;//[Offset: 0x18, Size: 4] -------------------------------- Class: NavCollision.Object NavCollisionCylinder[] CylinderCollision;//[Offset: 0x58, Size: 12] NavCollisionBox[] BoxCollision;//[Offset: 0x64, Size: 12] class NavArea* AreaClass;//[Offset: 0x70, Size: 4] bool bIsDynamicObstacle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x74, Size: 1] bool bGatherConvexGeometry;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x74, Size: 1] -------------------------------- Class: NavCollisionCylinder Vector Offset;//[Offset: 0x0, Size: 12] float Radius;//[Offset: 0xc, Size: 4] float Height;//[Offset: 0x10, Size: 4] -------------------------------- Class: NavCollisionBox Vector Offset;//[Offset: 0x0, Size: 12] Vector Extent;//[Offset: 0xc, Size: 12] -------------------------------- Class: NavArea.Object float DefaultCost;//[Offset: 0x1c, Size: 4] float FixedAreaEnteringCost;//[Offset: 0x20, Size: 4] Color DrawColor;//[Offset: 0x24, Size: 4] NavAgentSelector SupportedAgents;//[Offset: 0x28, Size: 4] bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c, Size: 1] bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2c, Size: 1] bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2c, Size: 1] bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2c, Size: 1] bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2c, Size: 1] bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2c, Size: 1] bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2c, Size: 1] bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2d, Size: 1] bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2d, Size: 1] bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2d, Size: 1] bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2d, Size: 1] bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2d, Size: 1] bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2d, Size: 1] bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2d, Size: 1] bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2d, Size: 1] -------------------------------- Class: NavAgentSelector bool bSupportsAgent0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bSupportsAgent1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bSupportsAgent2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bSupportsAgent3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bSupportsAgent4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] bool bSupportsAgent5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1] bool bSupportsAgent6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1] bool bSupportsAgent7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1] bool bSupportsAgent8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1] bool bSupportsAgent9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1] bool bSupportsAgent10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1] bool bSupportsAgent11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1] bool bSupportsAgent12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1] bool bSupportsAgent13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1] bool bSupportsAgent14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1] bool bSupportsAgent15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1] -------------------------------- Class: BodyInstance enum SleepFamily;//[Offset: 0x19, Size: 1] byte DOFMode;//[Offset: 0x1a, Size: 1] byte CollisionEnabled;//[Offset: 0x1b, Size: 1] FName CollisionProfileName;//[Offset: 0x20, Size: 8] CollisionResponse CollisionResponses;//[Offset: 0x28, Size: 44] bool bUseCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55, Size: 1] bool bNotifyRigidBodyCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55, Size: 1] bool bSimulatePhysics;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55, Size: 1] bool bOverrideMass;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55, Size: 1] bool bEnableGravity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x55, Size: 1] bool bAutoWeld;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x55, Size: 1] bool bStartAwake;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x55, Size: 1] bool bGenerateWakeEvents;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x55, Size: 1] bool bUpdateMassWhenScaleChanges;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x56, Size: 1] bool bLockTranslation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x56, Size: 1] bool bLockRotation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x56, Size: 1] bool bLockXTranslation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x56, Size: 1] bool bLockYTranslation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x56, Size: 1] bool bLockZTranslation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x56, Size: 1] bool bLockXRotation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x56, Size: 1] bool bLockYRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x56, Size: 1] bool bLockZRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57, Size: 1] bool bOverrideMaxAngularVelocity;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x57, Size: 1] bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x57, Size: 1] bool bOverrideMaxDepenetrationVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x57, Size: 1] bool bOverrideWalkableSlopeOnInstance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x57, Size: 1] float MaxDepenetrationVelocity;//[Offset: 0x58, Size: 4] float MassInKgOverride;//[Offset: 0x64, Size: 4] float LinearDamping;//[Offset: 0x68, Size: 4] float AngularDamping;//[Offset: 0x6c, Size: 4] Vector CustomDOFPlaneNormal;//[Offset: 0x70, Size: 12] Vector COMNudge;//[Offset: 0x7c, Size: 12] float MassScale;//[Offset: 0x88, Size: 4] Vector InertiaTensorScale;//[Offset: 0x8c, Size: 12] byte ObjectType;//[Offset: 0x98, Size: 1] WalkableSlopeOverride WalkableSlopeOverride;//[Offset: 0xa4, Size: 16] PhysicalMaterial* PhysMaterialOverride;//[Offset: 0xb4, Size: 4] float MaxAngularVelocity;//[Offset: 0xb8, Size: 4] float CustomSleepThresholdMultiplier;//[Offset: 0xbc, Size: 4] float StabilizationThresholdMultiplier;//[Offset: 0xc0, Size: 4] float PhysicsBlendWeight;//[Offset: 0xc4, Size: 4] int PositionSolverIterationCount;//[Offset: 0xc8, Size: 4] uint64 RigidActorSyncId;//[Offset: 0xe0, Size: 8] uint64 RigidActorAsyncId;//[Offset: 0xe8, Size: 8] int VelocitySolverIterationCount;//[Offset: 0xf0, Size: 4] -------------------------------- Class: CollisionResponse CollisionResponseContainer ResponseToChannels;//[Offset: 0x0, Size: 32] ResponseChannel[] ResponseArray;//[Offset: 0x20, Size: 12] -------------------------------- Class: CollisionResponseContainer byte WorldStatic;//[Offset: 0x0, Size: 1] byte WorldDynamic;//[Offset: 0x1, Size: 1] byte Pawn;//[Offset: 0x2, Size: 1] byte Visibility;//[Offset: 0x3, Size: 1] byte Camera;//[Offset: 0x4, Size: 1] byte PhysicsBody;//[Offset: 0x5, Size: 1] byte Vehicle;//[Offset: 0x6, Size: 1] byte Destructible;//[Offset: 0x7, Size: 1] byte EngineTraceChannel1;//[Offset: 0x8, Size: 1] byte EngineTraceChannel2;//[Offset: 0x9, Size: 1] byte EngineTraceChannel3;//[Offset: 0xa, Size: 1] byte EngineTraceChannel4;//[Offset: 0xb, Size: 1] byte EngineTraceChannel5;//[Offset: 0xc, Size: 1] byte EngineTraceChannel6;//[Offset: 0xd, Size: 1] byte GameTraceChannel1;//[Offset: 0xe, Size: 1] byte GameTraceChannel2;//[Offset: 0xf, Size: 1] byte GameTraceChannel3;//[Offset: 0x10, Size: 1] byte GameTraceChannel4;//[Offset: 0x11, Size: 1] byte GameTraceChannel5;//[Offset: 0x12, Size: 1] byte GameTraceChannel6;//[Offset: 0x13, Size: 1] byte GameTraceChannel7;//[Offset: 0x14, Size: 1] byte GameTraceChannel8;//[Offset: 0x15, Size: 1] byte GameTraceChannel9;//[Offset: 0x16, Size: 1] byte GameTraceChannel10;//[Offset: 0x17, Size: 1] byte GameTraceChannel11;//[Offset: 0x18, Size: 1] byte GameTraceChannel12;//[Offset: 0x19, Size: 1] byte GameTraceChannel13;//[Offset: 0x1a, Size: 1] byte GameTraceChannel14;//[Offset: 0x1b, Size: 1] byte GameTraceChannel15;//[Offset: 0x1c, Size: 1] byte GameTraceChannel16;//[Offset: 0x1d, Size: 1] byte GameTraceChannel17;//[Offset: 0x1e, Size: 1] byte GameTraceChannel18;//[Offset: 0x1f, Size: 1] -------------------------------- Class: ResponseChannel FName Channel;//[Offset: 0x0, Size: 8] byte Response;//[Offset: 0x8, Size: 1] -------------------------------- Class: WalkableSlopeOverride byte WalkableSlopeBehavior;//[Offset: 0x0, Size: 1] float WalkableSlopeAngle;//[Offset: 0x4, Size: 4] -------------------------------- Class: ActorTickFunction.TickFunction -------------------------------- Class: TickFunction byte TickGroup;//[Offset: 0x4, Size: 1] byte EndTickGroup;//[Offset: 0x5, Size: 1] bool bTickEvenWhenPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1] bool bCanEverTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8, Size: 1] bool bStartWithTickEnabled;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x8, Size: 1] bool bAllowTickOnDedicatedServer;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x8, Size: 1] float TickInterval;//[Offset: 0x30, Size: 4] -------------------------------- Class: RepMovement Vector LinearVelocity;//[Offset: 0x0, Size: 12] Vector AngularVelocity;//[Offset: 0xc, Size: 12] Vector Location;//[Offset: 0x18, Size: 12] Rotator Rotation;//[Offset: 0x24, Size: 12] bool bSimulatedPhysicSleep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30, Size: 1] bool bRepPhysics;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30, Size: 1] enum LocationQuantizationLevel;//[Offset: 0x31, Size: 1] enum VelocityQuantizationLevel;//[Offset: 0x32, Size: 1] enum RotationQuantizationLevel;//[Offset: 0x33, Size: 1] bool LocationQuantizationLODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x34, Size: 1] FName LocationQuantizationLODGroup;//[Offset: 0x38, Size: 8] byte ForcedLocationQuantizationLOD;//[Offset: 0x40, Size: 1] -------------------------------- Class: RepAttachment Actor* AttachParent;//[Offset: 0x0, Size: 4] Vector_NetQuantize100 LocationOffset;//[Offset: 0x4, Size: 12] Vector_NetQuantize100 RelativeScale3D;//[Offset: 0x10, Size: 12] Rotator RotationOffset;//[Offset: 0x1c, Size: 12] FName AttachSocket;//[Offset: 0x28, Size: 8] SceneComponent* AttachComponent;//[Offset: 0x30, Size: 4] byte ExtraData;//[Offset: 0x34, Size: 1] -------------------------------- Class: Vector_NetQuantize100.Vector -------------------------------- Class: InputComponent.ActorComponent.Object bool WasControllerKeyJustReleased(Key Key);// 0x5c9e8ac bool WasControllerKeyJustPressed(Key Key);// 0x5c9e8ac bool IsControllerKeyDown(Key Key);// 0x5c9e8ac void GetTouchState(int FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x5c9e72c Vector GetControllerVectorKeyState(Key Key);// 0x5c9e428 void GetControllerMouseDelta(out float DeltaX, out float DeltaY);// 0x5c9e348 float GetControllerKeyTimeDown(Key Key);// 0x5c9df2c void GetControllerAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x5c9e224 float GetControllerAnalogKeyState(Key Key);// 0x5c9df2c -------------------------------- Class: Key FName KeyName;//[Offset: 0x0, Size: 8] -------------------------------- Class: Pawn.Actor.Object bool bUseControllerRotationPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] bool bUseControllerRotationYaw;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f0, Size: 1] bool bUseControllerRotationRoll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2f0, Size: 1] bool bCanAffectNavigationGeneration;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2f0, Size: 1] bool bUseViewTranslatedTransform;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2f0, Size: 1] float BaseEyeHeight;//[Offset: 0x2f4, Size: 4] byte AutoPossessPlayer;//[Offset: 0x2f8, Size: 1] enum AutoPossessAI;//[Offset: 0x2f9, Size: 1] class Controller* AIControllerClass;//[Offset: 0x2fc, Size: 4] PlayerState* PlayerState;//[Offset: 0x300, Size: 4] byte RemoteViewPitch;//[Offset: 0x304, Size: 1] Controller* LastHitBy;//[Offset: 0x308, Size: 4] Controller* Controller;//[Offset: 0x30c, Size: 4] Vector ControlInputVector;//[Offset: 0x318, Size: 12] Vector LastControlInputVector;//[Offset: 0x324, Size: 12] void SpawnDefaultController();// 0x35f6894 void SetUseViewTranslatedTransform(bool bNewUseViewTranslatedTransform);// 0x3646870 void SetCanAffectNavigationGeneration(bool bNewValue, bool bForceUpdate);// 0x5d58340 void ReceiveUnpossessed(Controller* OldController);// 0x40a6134 void ReceivePossessed(Controller* NewController);// 0x40a6134 void PawnMakeNoise(float Loudness, Vector NoiseLocation, bool bUseNoiseMakerLocation, Actor* NoiseMaker);// 0x5d581ec void OnRep_PlayerState();// 0x31aeab8 void OnRep_Controller();// 0x33a4184 void LaunchPawn(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x5d580d8 Vector K2_GetMovementInputVector();// 0x5d58038 bool IsPlayerControlled();// 0x5d580a8 bool IsMoveInputIgnored();// 0x5c54f24 bool IsLocallyControlled();// 0x3644acc bool IsControlled();// 0x5d58080 Vector GetPendingMovementInputVector();// 0x5d58038 Vector GetNavAgentLocation();// 0x5c54e30 PawnMovementComponent* GetMovementComponent();// 0x3538744 static Actor* GetMovementBaseActor(const Pawn* Pawn);// 0x5d57fc0 Vector GetLastMovementInputVector();// 0x5d57f78 Rotator GetControlRotation();// 0x5d57f28 Controller* GetController();// 0x5d57f0c Rotator GetBaseAimRotation();// 0x5d57ebc void DetachFromControllerPendingDestroy();// 0x3bfbcbc Vector ConsumeMovementInputVector();// 0x5d57e6c void AddMovementInput(Vector WorldDirection, float ScaleValue, bool bForce);// 0x5d57d58 void AddControllerYawInput(float Val);// 0x5d57cd8 void AddControllerRollInput(float Val);// 0x3141c70 void AddControllerPitchInput(float Val);// 0x5d57c58 -------------------------------- Class: Controller.Actor.Object Pawn* Pawn;//[Offset: 0x2f0, Size: 4] Character* Character;//[Offset: 0x2fc, Size: 4] PlayerState* PlayerState;//[Offset: 0x300, Size: 4] SceneComponent* TransformComponent;//[Offset: 0x304, Size: 4] Rotator ControlRotation;//[Offset: 0x308, Size: 12] bool bAttachToPawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x314, Size: 1] bool bIsPlayerController;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x314, Size: 1] FName StateName;//[Offset: 0x320, Size: 8] Actor* ObservedActor;//[Offset: 0x328, Size: 4] delegate OnInstigatedAnyDamage;//[Offset: 0x32c, Size: 12] void UnPossess();// 0x350db04 void StopMovement();// 0x318f7d4 void SetInitialLocationAndRotation(out const Vector NewLocation, out const Rotator NewRotation);// 0x5c5520c void SetIgnoreMoveInput(bool bNewMoveInput);// 0x3509f34 void SetIgnoreLookInput(bool bNewLookInput);// 0x5c55184 void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x350967c void ResetIgnoreMoveInput();// 0x34fc928 void ResetIgnoreLookInput();// 0x35240fc void ResetIgnoreInputFlags();// 0x5c55168 void ReceiveInstigatedAnyDamage(float Damage, const DamageType* DamageType, Actor* DamagedActor, Actor* DamageCauser);// 0x40a6134 void Possess(Pawn* InPawn);// 0x5c550e8 void OnRep_PlayerState();// 0x31aeab8 void OnRep_Pawn();// 0x33a4184 bool LineOfSightTo(const Actor* Other, Vector ViewPoint, bool bAlternateChecks);// 0x5c54fcc Pawn* K2_GetPawn();// 0x5c54fa4 bool IsPlayerController();// 0x5c54f84 bool IsMoveInputIgnored();// 0x5c54f54 bool IsLookInputIgnored();// 0x5c54f24 bool IsLocalPlayerController();// 0x5c54ee0 bool IsLocalController();// 0x5c54eb0 Actor* GetViewTarget();// 0x5c54e80 Rotator GetDesiredRotation();// 0x5c54e30 Rotator GetControlRotation();// 0x5c54de0 void ClientSetRotation(Rotator NewRotation, bool bResetCamera);// 0x5c54d14 void ClientSetLocation(Vector NewLocation, Rotator NewRotation);// 0x5c54c4c PlayerController* CastToPlayerController();// 0x5c54c24 -------------------------------- Class: Character.Pawn.Actor.Object SkeletalMeshComponent* Mesh;//[Offset: 0x330, Size: 4] CharacterMovementComponent* CharacterMovement;//[Offset: 0x334, Size: 4] CapsuleComponent* CapsuleComponent;//[Offset: 0x338, Size: 4] BasedMovementInfo BasedMovement;//[Offset: 0x340, Size: 48] BasedMovementInfo ReplicatedBasedMovement;//[Offset: 0x370, Size: 48] float AnimRootMotionTranslationScale;//[Offset: 0x3a0, Size: 4] Vector BaseTranslationOffset;//[Offset: 0x3a4, Size: 12] Quat BaseRotationOffset;//[Offset: 0x3b0, Size: 16] float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0x3c0, Size: 4] byte ReplicatedMovementMode;//[Offset: 0x3d0, Size: 1] bool bInBaseReplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d1, Size: 1] int MiddleDeviceAllowedParticleNum;//[Offset: 0x3d4, Size: 4] float MiddleDeviceAllowedParticleDistance;//[Offset: 0x3d8, Size: 4] int LowDeviceAllowedParticleNum;//[Offset: 0x3dc, Size: 4] float LowDeviceAllowedParticleDistance;//[Offset: 0x3e0, Size: 4] float CrouchedEyeHeight;//[Offset: 0x3e8, Size: 4] bool bIsCrouched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ec, Size: 1] byte Ping;//[Offset: 0x3ed, Size: 1] bool bPressedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ee, Size: 1] bool bClientUpdating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3ee, Size: 1] bool bClientWasFalling;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3ee, Size: 1] bool bClientResimulateRootMotion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3ee, Size: 1] bool bClientResimulateRootMotionSources;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3ee, Size: 1] bool bSimGravityDisabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3ee, Size: 1] bool bClientCheckEncroachmentOnNetUpdate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3ee, Size: 1] bool bServerMoveIgnoreRootMotion;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3ee, Size: 1] float JumpKeyHoldTime;//[Offset: 0x3f0, Size: 4] float JumpMaxHoldTime;//[Offset: 0x3f4, Size: 4] int JumpMaxCount;//[Offset: 0x3f8, Size: 4] int JumpCurrentCount;//[Offset: 0x3fc, Size: 4] bool bWasJumping;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x400, Size: 1] delegate OnReachedJumpApex;//[Offset: 0x404, Size: 12] delegate MovementModeChangedDelegate;//[Offset: 0x41c, Size: 12] delegate OnCharacterMovementUpdated;//[Offset: 0x428, Size: 12] RootMotionSourceGroup SavedRootMotion;//[Offset: 0x434, Size: 144] RootMotionMovementParams ClientRootMotionParams;//[Offset: 0x4d0, Size: 64] SimulatedRootMotionReplicatedMove[] RootMotionRepMoves;//[Offset: 0x510, Size: 12] RepRootMotionMontage RepRootMotion;//[Offset: 0x520, Size: 224] void UnCrouch(bool bClientSimulation);// 0x5c4a2a8 void StopJumping();// 0x5c4a28c void StopAnimMontage(AnimMontage* AnimMontage);// 0x3522270 void SetReplicateMovement(bool bInReplicateMovement);// 0x34cc558 void RootMotionDebugClientPrintOnScreen(FString inString);// 0x5c4a1c8 float PlayAnimMontage(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName);// 0x5c4a0b0 void OnWalkingOffLedge(out const Vector PreviousFloorImpactNormal, out const Vector PreviousFloorContactNormal, out const Vector PreviousLocation, float TimeDelta);// 0x5c49f30 void OnRep_ServerLastTransformUpdateTimeStamp();// 0x5c49f1c void OnRep_RootMotion();// 0x5c49f08 void OnRep_ReplicatedBasedMovement();// 0x5c49eec void OnRep_IsCrouched();// 0x340b2f0 void OnLaunched(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x40a6134 void OnLanded(out const HitResult Hit);// 0x40a6134 void OnJumped();// 0x5c49ed0 void LaunchCharacter(Vector LaunchVelocity, bool bXYOverride, bool bZOverride);// 0x5c49db4 void K2_UpdateCustomMovement(float DeltaTime);// 0x40a6134 void K2_OnStartCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x40a6134 void K2_OnMovementModeChanged(byte PrevMovementMode, byte NewMovementMode, byte PrevCustomMode, byte NewCustomMode);// 0x40a6134 void K2_OnEndCrouch(float HalfHeightAdjust, float ScaledHalfHeightAdjust);// 0x40a6134 void Jump();// 0x318f2f8 bool IsPlayingRootMotion();// 0x5c49d8c bool IsPlayingNetworkedRootMotionMontage();// 0x5c49d64 bool IsJumpProvidingForce();// 0x5c49d34 AnimMontage* GetCurrentMontage();// 0x5c49d0c Vector GetBaseTranslationOffset();// 0x5c49ce8 Rotator GetBaseRotationOffsetRotator();// 0x5c49c84 float GetAnimRootMotionTranslationScale();// 0x5c49c5c void Crouch(bool bClientSimulation);// 0x5c49bd4 void ClientCheatWalk();// 0x3524b30 void ClientCheatGhost();// 0x336dc88 void ClientCheatFly();// 0x35227c0 bool CanJumpInternal();// 0x318c658 bool CanJump();// 0x5c49bac void CacheInitialMeshOffset(Vector MeshRelativeLocation, Rotator MeshRelativeRotation);// 0x5c49ae4 -------------------------------- Class: SkeletalMeshComponent.SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object byte AnimationMode;//[Offset: 0x764, Size: 1] class Object* AnimBlueprintGeneratedClass;//[Offset: 0x768, Size: 4] class AnimInstance* AnimClass;//[Offset: 0x76c, Size: 4] AnimInstance* AnimScriptInstance;//[Offset: 0x770, Size: 4] AnimInstance*[] SubInstances;//[Offset: 0x774, Size: 12] AnimInstance* PostProcessAnimInstance;//[Offset: 0x780, Size: 4] SingleAnimationPlayData AnimationData;//[Offset: 0x784, Size: 16] Transform[] CachedBoneSpaceTransforms;//[Offset: 0x7b8, Size: 12] Transform[] CachedComponentSpaceTransforms;//[Offset: 0x7c4, Size: 12] float GlobalAnimRateScale;//[Offset: 0x7e4, Size: 4] enum UseAsyncScene;//[Offset: 0x7e8, Size: 1] bool bHasValidBodies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7e9, Size: 1] byte KinematicBonesUpdateType;//[Offset: 0x7ea, Size: 1] byte PhysicsTransformUpdateMode;//[Offset: 0x7eb, Size: 1] bool bBlendPhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7ec, Size: 1] bool bEnablePhysicsOnDedicatedServer;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7ec, Size: 1] bool bUpdateJointsFromAnimation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7ec, Size: 1] bool bDisableClothSimulation;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7ec, Size: 1] bool bAllowAnimCurveEvaluation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7ec, Size: 1] bool bDisableAnimCurves;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7ec, Size: 1] FName[] DisallowedAnimCurves;//[Offset: 0x7f0, Size: 12] bool bCollideWithEnvironment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7fc, Size: 1] bool bCollideWithAttachedChildren;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7fc, Size: 1] bool bLocalSpaceSimulation;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7fc, Size: 1] bool bClothMorphTarget;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7fc, Size: 1] bool bResetAfterTeleport;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7fc, Size: 1] float ClothBlendWeight;//[Offset: 0x800, Size: 4] Vector RootBoneTranslation;//[Offset: 0x808, Size: 12] bool bDeferMovementFromSceneQueries;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x814, Size: 1] bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x814, Size: 1] bool bPauseAnims;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x814, Size: 1] bool bUseRefPoseOnInitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x815, Size: 1] bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x816, Size: 1] BodySetup* BodySetup;//[Offset: 0x818, Size: 4] bool bForceRefpose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81c, Size: 1] bool bOnlyAllowAutonomousTickPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x81d, Size: 1] bool bIsAutonomousTickPose;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x81d, Size: 1] bool bOldForceRefPose;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x81d, Size: 1] bool bShowPrePhysBones;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x81d, Size: 1] bool bRequiredBonesUpToDate;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x81d, Size: 1] bool bAnimTreeInitialised;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x81d, Size: 1] bool bIncludeComponentLocationIntoBounds;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x81d, Size: 1] bool bEnableLineCheckWithBounds;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x81d, Size: 1] uint16 CachedAnimCurveUidVersion;//[Offset: 0x81e, Size: 2] Vector LineCheckBoundsScale;//[Offset: 0x820, Size: 12] delegate OnConstraintBroken;//[Offset: 0x830, Size: 12] class ClothingSimulationFactory* ClothingSimulationFactory;//[Offset: 0x8f8, Size: 4] float TeleportDistanceThreshold;//[Offset: 0x8fc, Size: 4] float TeleportRotationThreshold;//[Offset: 0x900, Size: 4] delegate OnAnimInitialized;//[Offset: 0x9f0, Size: 12] AnimSequence* SequenceToPlay;//[Offset: 0xa84, Size: 4] AnimationAsset* AnimToPlay;//[Offset: 0xa88, Size: 4] bool bDefaultLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa8c, Size: 1] bool bDefaultPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa8c, Size: 1] float DefaultPosition;//[Offset: 0xa90, Size: 4] float DefaultPlayRate;//[Offset: 0xa94, Size: 4] uint32 LastPoseTickFrame;//[Offset: 0xa98, Size: 4] float LastPoseTickTime;//[Offset: 0xa9c, Size: 4] bool bNeedsQueuedAnimEventsDispatched;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac8, Size: 1] bool bIsNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaca, Size: 1] void UnbindClothFromMasterPoseComponent(bool bRestoreSimulationSpace);// 0x5d9b2ec void SuspendClothingSimulation();// 0x5d9b2d8 void Stop();// 0x5d9b2c4 void SnapshotPose(out PoseSnapshot Snapshot);// 0x5d9b1b4 void SetUpdateAnimationInEditor(const bool NewUpdateState);// 0x317f3c4 void SetTeleportRotationThreshold(float Threshold);// 0x5d9b13c void SetTeleportDistanceThreshold(float Threshold);// 0x5d9b0c4 void SetPosition(float InPos, bool bFireNotifies);// 0x5d9b000 void SetPlayRate(float Rate);// 0x5d9af88 void SetPhysicsBlendWeight(float PhysicsBlendWeight);// 0x5d9af10 void SetNotifyRigidBodyCollisionBelow(bool bNewNotifyRigidBodyCollision, FName BoneName, bool bIncludeSelf);// 0x5d9adec void SetMorphTarget(FName MorphTargetName, float Value, bool bRemoveZeroWeight);// 0x5d9acd8 void SetEnablePhysicsBlending(bool bNewBlendPhysics);// 0x5d9ac58 void SetEnableGravityOnAllBodiesBelow(bool bEnableGravity, FName BoneName, bool bIncludeSelf);// 0x5d9ab3c void SetEnableBodyGravity(bool bEnableGravity, FName BoneName);// 0x5d9aa74 void SetDisableAnimCurves(bool bInDisableAnimCurves);// 0x5d9a9f4 void SetConstraintProfileForAll(FName ProfileName, bool bDefaultIfNotFound);// 0x5d9a928 void SetConstraintProfile(FName JointName, FName ProfileName, bool bDefaultIfNotFound);// 0x5d9a80c void SetClothMaxDistanceScale(float Scale);// 0x5d9a794 void SetBodyNotifyRigidBodyCollision(bool bNewNotifyRigidBodyCollision, FName BoneName);// 0x5d9a6c4 void SetAnimInstanceClass(class Object NewClass);// 0x5d9a64c void SetAnimationMode(byte InAnimationMode);// 0x5d9a5d4 void SetAnimation(AnimationAsset* NewAnimToPlay);// 0x5d9a55c void SetAngularLimits(FName InBoneName, float Swing1LimitAngle, float TwistLimitAngle, float Swing2LimitAngle);// 0x5d9a408 void SetAllowedAnimCurvesEvaluation(out const FName[] List, bool bAllow);// 0x5d9a2ec void SetAllowAnimCurveEvaluation(bool bInAllow);// 0x5d9a26c void SetAllMotorsAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x5d9a14c void SetAllMotorsAngularPositionDrive(bool bEnableSwingDrive, bool bEnableTwistDrive, bool bSkipCustomPhysicsType);// 0x5d9a02c void SetAllMotorsAngularDriveParams(float InSpring, float InDamping, float InForceLimit, bool bSkipCustomPhysicsType);// 0x5d99edc void SetAllBodiesSimulatePhysics(bool bNewSimulate);// 0x5d99e5c void SetAllBodiesPhysicsBlendWeight(float PhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x5d99d98 void SetAllBodiesBelowSimulatePhysics(out const FName InBoneName, bool bNewSimulate, bool bIncludeSelf);// 0x5d99c6c void SetAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float PhysicsBlendWeight, bool bSkipCustomPhysicsType, bool bIncludeSelf);// 0x5d99af8 void ResumeClothingSimulation();// 0x5d99ae4 void ResetClothTeleportMode();// 0x5d99ad0 void ResetAllowedAnimCurveEvaluation();// 0x5d99abc void ResetAllBodiesSimulatePhysics();// 0x5d99aa8 void PlayAnimation(AnimationAsset* NewAnimToPlay, bool bLooping);// 0x5d999e4 void Play(bool bLooping);// 0x5d99964 void OverrideAnimationData(AnimationAsset* InAnimToPlay, bool bIsLooping, bool bIsPlaying, float Position, float PlayRate);// 0x5d997bc bool K2_GetClosestPointOnPhysicsAsset(out const Vector WorldPosition, out Vector ClosestWorldPosition, out Vector Normal, out FName BoneName, out float Distance);// 0x5d995d0 bool IsPlaying();// 0x5d995a8 bool IsClothingSimulationSuspended();// 0x5d99580 bool IsBodyGravityEnabled(FName BoneName);// 0x5d99500 float GetTeleportRotationThreshold();// 0x5d994d8 float GetTeleportDistanceThreshold();// 0x5d994d8 AnimInstance*[] GetSubAnimInstances();// 0x5d99418 Vector GetSkeletalCenterOfMass();// 0x5d993d0 AnimInstance* GetPostProcessInstance();// 0x5d993a8 float GetPosition();// 0x5d99380 float GetPlayRate();// 0x5d99358 float GetMorphTarget(FName MorphTargetName);// 0x5d992d8 bool GetDisableAnimCurves();// 0x5d992b4 void GetCurrentJointAngles(FName InBoneName, out float Swing1Angle, out float TwistAngle, out float Swing2Angle);// 0x5d99134 float GetClothMaxDistanceScale();// 0x5d9910c float GetBoneMass(FName BoneName, bool bScaleMass);// 0x5d99038 AnimInstance* GetAnimInstance();// 0x5d99010 byte GetAnimationMode();// 0x5d98fe8 bool GetAllowedAnimCurveEvaluate();// 0x5d98fc8 void ForceClothNextUpdateTeleportAndReset();// 0x5d98fb4 void ForceClothNextUpdateTeleport();// 0x5d98fa0 FName FindConstraintBoneName(int ConstraintIndex);// 0x5d98f18 void ClearMorphTargets();// 0x5d98f04 void BreakConstraint(Vector Impulse, Vector HitLocation, FName InBoneName);// 0x5d98df4 void BindClothToMasterPoseComponent();// 0x5d98de0 void AllowAnimCurveEvaluation(FName NameOfCurve, bool bAllow);// 0x5d98d14 void AddImpulseToAllBodiesBelow(Vector Impulse, FName BoneName, bool bVelChange, bool bIncludeSelf);// 0x5d98bac void AddForceToAllBodiesBelow(Vector force, FName BoneName, bool bAccelChange, bool bIncludeSelf);// 0x5d98a44 void AccumulateAllBodiesBelowPhysicsBlendWeight(out const FName InBoneName, float AddPhysicsBlendWeight, bool bSkipCustomPhysicsType);// 0x5d98924 -------------------------------- Class: SkinnedMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SkeletalMesh* SkeletalMesh;//[Offset: 0x628, Size: 4] SkinnedMeshComponent* MasterPoseComponent;//[Offset: 0x62c, Size: 8] bool bUseBoundsFromMasterPoseComponent;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x678, Size: 1] PhysicsAsset* PhysicsAssetOverride;//[Offset: 0x694, Size: 4] int ForcedLodModel;//[Offset: 0x698, Size: 4] int MinLodModel;//[Offset: 0x69c, Size: 4] SkelMeshComponentLODInfo[] LODInfo;//[Offset: 0x6ac, Size: 12] float StreamingDistanceMultiplier;//[Offset: 0x6b8, Size: 4] Color WireframeColor;//[Offset: 0x6bc, Size: 4] bool bForceWireframe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6c0, Size: 1] bool bDisplayBones;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6c0, Size: 1] bool bDisableMorphTarget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6c0, Size: 1] bool bHideSkin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x6c0, Size: 1] bool bPerBoneMotionBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6d0, Size: 1] bool bComponentUseFixedSkelBounds;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6d0, Size: 1] bool bConsiderAllBodiesForBounds;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x6d0, Size: 1] byte MeshComponentUpdateFlag;//[Offset: 0x6d1, Size: 1] bool NeedUpdateEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d2, Size: 1] bool bDisableAnimOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6d3, Size: 1] bool bForceMeshObjectUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6d3, Size: 1] bool bCanHighlightSelectedSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6e0, Size: 1] bool bRecentlyRendered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6e0, Size: 1] byte CustomSortAlternateIndexMode;//[Offset: 0x6e1, Size: 1] bool bCastCapsuleDirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6e2, Size: 1] bool bCastCapsuleIndirectShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x6e2, Size: 1] float CapsuleIndirectShadowMinVisibility;//[Offset: 0x6e4, Size: 4] bool bCPUSkinning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x6e8, Size: 1] BoxSphereBounds CachedLocalBounds;//[Offset: 0x6fc, Size: 28] bool bCachedLocalBoundsUpToDate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x718, Size: 1] bool bEnableUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738, Size: 1] bool bEnableUpdateRateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x739, Size: 1] bool bDisplayDebugUpdateRateOptimizations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x73a, Size: 1] void UnloadSkinWeightProfile(FName InProfileName);// 0x5d9f1b4 void UnHideBoneByName(FName BoneName);// 0x5d9f13c void TransformToBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x5d9ef78 void TransformFromBoneSpace(FName BoneName, Vector InPosition, Rotator InRotation, out Vector OutPosition, out Rotator OutRotation);// 0x5d9edb4 void SetVertexColorOverride_LinearColor(int LODIndex, out const LinearColor[] VertexColors);// 0x5d9eca4 bool SetSkinWeightProfile(FName InProfileName);// 0x5d9ec24 void SetSkinWeightOverride(int LODIndex, out const SkelMeshSkinWeightInfo[] SkinWeights);// 0x5d9eb14 void SetSkeletalMesh(SkeletalMesh* NewMesh, bool bReinitPose);// 0x5d9ea48 void SetPhysicsAsset(PhysicsAsset* NewPhysicsAsset, bool bForceReinit);// 0x5d9e97c void SetMinLOD(int InNewMinLOD);// 0x5d9e904 void SetMasterPoseComponent(SkinnedMeshComponent* NewMasterBoneComponent);// 0x5d9e88c void SetForcedLOD(int InNewForcedLOD);// 0x5d9e814 void SetCastCapsuleIndirectShadow(bool bNewValue);// 0x5d9e794 void SetCastCapsuleDirectShadow(bool bNewValue);// 0x5d9e714 void SetCapsuleIndirectShadowMinVisibility(float NewValue);// 0x5d9e69c void ResetAnimUROParams(float[] DistanceFactors, int MaxEvalRateForInterpolation);// 0x5d9e500 bool IsUsingSkinWeightProfile();// 0x5d9e4e0 bool IsBoneHiddenByName(FName BoneName);// 0x5d9e460 void HideBoneByName(FName BoneName, byte PhysBodyOption);// 0x5d9e39c FName GetSocketBoneName(FName InSocketName);// 0x5d9e310 FName GetParentBone(FName BoneName);// 0x5d9e284 int GetNumLODs();// 0x5d9e25c int GetNumBones();// 0x5d9e234 FName GetCurrentSkinWeightProfileName();// 0x5d9e210 FName GetBoneName(int BoneIndex);// 0x5d9e188 int GetBoneIndex(FName BoneName);// 0x5d9e108 FName FindClosestBone_K2(Vector TestLocation, out Vector BoneLocation, float IgnoreScale, bool bRequirePhysicsAsset);// 0x5d9df90 void EnableMeshClipPlane(out const Plane ClipPlane, int PlaneIndex);// 0x5d28090 void EnableMeshClipArc(out const Plane ClipPlane, out const Vector4 ClipSphere);// 0x5d27f80 void EnableMeshClip4Planes(out const Plane[] ClipPlanes, bool bBox);// 0x5d27e58 void DisableMeshClipPlane(int PlaneIndex);// 0x314e30c void DisableMeshClipArc();// 0x5d27e3c void DisableMeshClip4Planes();// 0x3372808 void ClearVertexColorOverride(int LODIndex);// 0x5d9df18 void ClearSkinWeightProfile();// 0x30cf50c void ClearSkinWeightOverride(int LODIndex);// 0x5d9dea0 bool BoneIsChildOf(FName BoneName, FName ParentBoneName);// 0x5d9ddd4 -------------------------------- Class: MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object MaterialInterface*[] OverrideMaterials;//[Offset: 0x608, Size: 12] void SetVectorParameterValueOnMaterials(const FName ParameterName, const Vector ParameterValue);// 0x5d28ac0 void SetScalarParameterValueOnMaterials(const FName ParameterName, const float ParameterValue);// 0x5d289fc void SetLayerVisibilityValue(byte Layer, bool Visible, bool bPropagateToChildren);// 0x5d288e0 void SetLayerVisibilityEnable(bool Enable, bool bPropagateToChildren);// 0x5d28808 void SetLayerCastShadowValue(byte Layer, bool NewCastShadow);// 0x5d2873c void SetLayerCastShadowEnable(bool Enable);// 0x5d286b4 void SetCastShadow(bool NewCastShadow);// 0x5d2862c void PrestreamTextures(float Seconds, bool bPrioritizeCharacterTextures, int CinematicTextureGroups);// 0x5d28518 bool IsMaterialSlotNameValid(FName MaterialSlotName);// 0x5d28490 FName[] GetMaterialSlotNames();// 0x5d283c8 MaterialInterface*[] GetMaterials();// 0x5d28300 int GetMaterialIndex(FName MaterialSlotName);// 0x5d28278 bool GetLayerVisibilityValue(byte Layer);// 0x5d281f0 bool GetLayerCastShadowValue(byte Layer);// 0x5d28168 void EnableMeshClipPlane(out const Plane ClipPlane, int PlaneIndex);// 0x5d28090 void EnableMeshClipArc(out const Plane ClipPlane, out const Vector4 ClipSphere);// 0x5d27f80 void EnableMeshClip4Planes(out const Plane[] ClipPlanes, bool bBox);// 0x5d27e58 void DisableMeshClipPlane(int PlaneIndex);// 0x314e30c void DisableMeshClipArc();// 0x5d27e3c void DisableMeshClip4Planes();// 0x3372808 -------------------------------- 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] bool bDispatchQueuedAnimEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ec, Size: 1] void UnlockAIResources(bool bUnlockMovement, bool UnlockAILogic);// 0x5c184c8 Pawn* TryGetPawnOwner();// 0x354f98c void StopSlotAnimation(float InBlendOutTime, FName SlotNodeName);// 0x5c1840c void SnapshotPose(out PoseSnapshot Snapshot);// 0x5c182f4 bool SetSubAnimNodeAnimInstance(FName SubInstanceSlotName, AnimInstance* AnimInstance);// 0x5c18230 void SetRootMotionMode(byte Value);// 0x5c181b0 void SetMorphTarget(FName MorphTargetName, float Value);// 0x5c180ec void SavePoseSnapshot(FName SnapshotName);// 0x5c1806c bool ResetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x5c17fec AnimMontage* PlaySlotAnimationAsDynamicMontage(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount, float BlendOutTriggerTime, float InTimeToStartMontageAt);// 0x5c17d74 float PlaySlotAnimation(AnimSequenceBase* Asset, FName SlotNodeName, float BlendInTime, float BlendOutTime, float InPlayRate, int LoopCount);// 0x5c17b8c void Montage_Stop(float InBlendOutTime, const AnimMontage* Montage);// 0x5c17ad0 void Montage_SetPosition(const AnimMontage* Montage, float NewPosition);// 0x5c17a14 void Montage_SetPlayRate(const AnimMontage* Montage, float NewPlayRate);// 0x5c17958 void Montage_SetNextSection(FName SectionNameToChange, FName NextSection, const AnimMontage* Montage);// 0x5c17850 void Montage_Resume(const AnimMontage* Montage);// 0x5c177d8 float Montage_Play(AnimMontage* MontageToPlay, float InPlayRate, enum ReturnValueType, float InTimeToStartMontageAt);// 0x35545f0 void Montage_Pause(const AnimMontage* Montage);// 0x5c17760 void Montage_JumpToSectionsEnd(FName SectionName, const AnimMontage* Montage);// 0x5c176a4 void Montage_JumpToSection(FName SectionName, const AnimMontage* Montage);// 0x5c175e8 bool Montage_IsPlaying(const AnimMontage* Montage);// 0x5c17568 bool Montage_IsActive(const AnimMontage* Montage);// 0x5c174e8 float Montage_GetPosition(const AnimMontage* Montage);// 0x5c17468 float Montage_GetPlayRate(const AnimMontage* Montage);// 0x5c173e8 FName Montage_GetNextSection(const AnimMontage* Montage, FName SectionName);// 0x5c17310 bool Montage_GetIsStopped(const AnimMontage* Montage);// 0x5c17290 FName Montage_GetCurrentSection(const AnimMontage* Montage);// 0x5c17208 float Montage_GetBlendTime(const AnimMontage* Montage);// 0x5c17188 void LockAIResources(bool bLockMovement, bool LockAILogic);// 0x5c170b8 bool IsSyncGroupBetweenMarkers(FName InSyncGroupName, FName PreviousMarker, FName NextMarker, bool bRespectMarkerOrder);// 0x5c16f48 bool IsPlayingSlotAnimation(const AnimSequenceBase* Asset, FName SlotNodeName);// 0x5c16e84 bool IsAnyMontagePlaying();// 0x5c16e5c bool HasMarkerBeenHitThisFrame(FName SyncGroup, FName MarkerName);// 0x5c16d90 bool GetTimeToClosestMarker(FName SyncGroup, FName MarkerName, out float OutMarkerTime);// 0x5c16c60 MarkerSyncAnimPosition GetSyncGroupPosition(FName InSyncGroupName);// 0x5c16bc8 AnimInstance* GetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x5c16b48 float GetRelevantAnimTimeRemainingFraction(int MachineIndex, int StateIndex);// 0x5c16a84 float GetRelevantAnimTimeRemaining(int MachineIndex, int StateIndex);// 0x5c169c0 float GetRelevantAnimTimeFraction(int MachineIndex, int StateIndex);// 0x5c168fc float GetRelevantAnimTime(int MachineIndex, int StateIndex);// 0x5c16838 float GetRelevantAnimLength(int MachineIndex, int StateIndex);// 0x5c16774 SkeletalMeshComponent* GetOwningComponent();// 0x5c1674c Actor* GetOwningActor();// 0x5c16724 float GetInstanceTransitionTimeElapsedFraction(int MachineIndex, int TransitionIndex);// 0x5c16660 float GetInstanceTransitionTimeElapsed(int MachineIndex, int TransitionIndex);// 0x5c1659c float GetInstanceTransitionCrossfadeDuration(int MachineIndex, int TransitionIndex);// 0x5c164d8 float GetInstanceStateWeight(int MachineIndex, int StateIndex);// 0x5c16414 float GetInstanceMachineWeight(int MachineIndex);// 0x5c16394 float GetInstanceCurrentStateElapsedTime(int MachineIndex);// 0x5c16314 float GetInstanceAssetPlayerTimeFromEndFraction(int AssetPlayerIndex);// 0x5c16294 float GetInstanceAssetPlayerTimeFromEnd(int AssetPlayerIndex);// 0x5c16214 float GetInstanceAssetPlayerTimeFraction(int AssetPlayerIndex);// 0x5c16194 float GetInstanceAssetPlayerTime(int AssetPlayerIndex);// 0x5c16114 float GetInstanceAssetPlayerLength(int AssetPlayerIndex);// 0x5c16094 float GetCurveValue(FName CurveName);// 0x5c16014 FName GetCurrentStateName(int MachineIndex);// 0x5c15f8c AnimMontage* GetCurrentActiveMontage();// 0x5c15f64 bool DestroySubAnimInstance(AnimInstance* AnimInstance);// 0x5c15ee4 void DestroyAllSubAnimInstances();// 0x5c15ed0 AnimInstance* CreateSubAnimInstance(class AnimInstance InstanceClass, FName InstanceName);// 0x5c15e0c void ClearMorphTargets();// 0x5c15df8 float CalculateDirection(out const Vector Velocity, out const Rotator BaseRotation);// 0x5c15d18 void BlueprintUpdateAnimation(float DeltaTimeX);// 0x40a6134 void BlueprintPostEvaluateAnimation();// 0x40a6134 void BlueprintInitializeAnimation();// 0x40a6134 void BlueprintBeginPlay();// 0x40a6134 -------------------------------- 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);// 0x5d9cdb8 Vector GetSocketLocation(const SkeletalMeshComponent* SkelComp);// 0x5d9cd28 -------------------------------- Class: SmartNameContainer -------------------------------- Class: BlendProfile.Object Skeleton* OwningSkeleton;//[Offset: 0x20, Size: 4] BlendProfileBoneEntry[] ProfileEntries;//[Offset: 0x24, Size: 12] -------------------------------- Class: BlendProfileBoneEntry BoneReference BoneReference;//[Offset: 0x0, Size: 24] float BlendScale;//[Offset: 0x18, Size: 4] -------------------------------- Class: BoneReference FName BoneName;//[Offset: 0x0, Size: 8] -------------------------------- Class: AnimSlotGroup FName GroupName;//[Offset: 0x0, Size: 8] FName[] SlotNames;//[Offset: 0x8, Size: 12] -------------------------------- Class: AnimNotifyEvent.AnimLinkableElement float DisplayTime;//[Offset: 0x24, Size: 4] float TriggerTimeOffset;//[Offset: 0x28, Size: 4] float EndTriggerTimeOffset;//[Offset: 0x2c, Size: 4] float TriggerWeightThreshold;//[Offset: 0x30, Size: 4] FName NotifyName;//[Offset: 0x38, Size: 8] AnimNotify* Notify;//[Offset: 0x40, Size: 4] AnimNotifyState* NotifyStateClass;//[Offset: 0x44, Size: 4] float Duration;//[Offset: 0x48, Size: 4] AnimLinkableElement EndLink;//[Offset: 0x4c, Size: 36] bool bConvertedFromBranchingPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1] byte MontageTickType;//[Offset: 0x71, Size: 1] float NotifyTriggerChance;//[Offset: 0x74, Size: 4] byte NotifyFilterType;//[Offset: 0x78, Size: 1] int NotifyFilterLOD;//[Offset: 0x7c, Size: 4] bool bTriggerOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1] int TrackIndex;//[Offset: 0x84, Size: 4] -------------------------------- Class: AnimLinkableElement AnimMontage* LinkedMontage;//[Offset: 0x4, Size: 4] int SlotIndex;//[Offset: 0x8, Size: 4] int SegmentIndex;//[Offset: 0xc, Size: 4] byte LinkMethod;//[Offset: 0x10, Size: 1] byte CachedLinkMethod;//[Offset: 0x11, Size: 1] float SegmentBeginTime;//[Offset: 0x14, Size: 4] float SegmentLength;//[Offset: 0x18, Size: 4] float LinkValue;//[Offset: 0x1c, Size: 4] AnimSequenceBase* LinkedSequence;//[Offset: 0x20, Size: 4] -------------------------------- Class: AnimNotify.Object bool Received_Notify(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x40a6134 FString GetNotifyName();// 0x5c1fb50 -------------------------------- 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();// 0x5c21b34 -------------------------------- Class: AnimationAsset.Object Skeleton* Skeleton;//[Offset: 0x20, Size: 4] AnimMetaData*[] MetaData;//[Offset: 0x44, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x50, Size: 12] -------------------------------- Class: AnimMetaData.Object -------------------------------- Class: RawCurveTracks FloatCurve[] FloatCurves;//[Offset: 0x0, Size: 12] -------------------------------- Class: FloatCurve.AnimCurveBase RichCurve FloatCurve;//[Offset: 0x1c, Size: 84] -------------------------------- Class: AnimCurveBase FName LastObservedName;//[Offset: 0x0, Size: 8] SmartName Name;//[Offset: 0x8, Size: 16] int CurveTypeFlags;//[Offset: 0x18, Size: 4] -------------------------------- Class: RichCurve.IndexedCurve byte PreInfinityExtrap;//[Offset: 0x40, Size: 1] byte PostInfinityExtrap;//[Offset: 0x41, Size: 1] float DefaultValue;//[Offset: 0x44, Size: 4] RichCurveKey[] Keys;//[Offset: 0x48, Size: 12] -------------------------------- Class: IndexedCurve KeyHandleMap KeyHandlesToIndices;//[Offset: 0x4, Size: 60] -------------------------------- Class: KeyHandleMap -------------------------------- Class: RichCurveKey byte InterpMode;//[Offset: 0x0, Size: 1] byte TangentMode;//[Offset: 0x1, Size: 1] byte TangentWeightMode;//[Offset: 0x2, Size: 1] float Time;//[Offset: 0x4, Size: 4] float Value;//[Offset: 0x8, Size: 4] float ArriveTangent;//[Offset: 0xc, Size: 4] float ArriveTangentWeight;//[Offset: 0x10, Size: 4] float LeaveTangent;//[Offset: 0x14, Size: 4] float LeaveTangentWeight;//[Offset: 0x18, Size: 4] -------------------------------- Class: SmartName FName DisplayName;//[Offset: 0x0, Size: 8] -------------------------------- Class: AnimNotifyState.Object bool Received_NotifyTick(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float FrameDeltaTime);// 0x40a6134 bool Received_NotifyEnd(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation);// 0x40a6134 bool Received_NotifyBegin(SkeletalMeshComponent* MeshComp, AnimSequenceBase* Animation, float TotalDuration);// 0x40a6134 FString GetNotifyName();// 0x5c1fb50 -------------------------------- 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);// 0x5c58d18 -------------------------------- Class: CurveBase.Object void GetValueRange(out float MinValue, out float MaxValue);// 0x5c58754 void GetTimeRange(out float MinTime, out float MaxTime);// 0x5c58674 -------------------------------- Class: MarkerSyncData AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x0, Size: 12] -------------------------------- Class: AnimSyncMarker FName MarkerName;//[Offset: 0x0, Size: 8] float Time;//[Offset: 0x8, Size: 4] -------------------------------- Class: CompositeSection.AnimLinkableElement FName SectionName;//[Offset: 0x28, Size: 8] float StartTime;//[Offset: 0x30, Size: 4] FName NextSectionName;//[Offset: 0x38, Size: 8] AnimMetaData*[] MetaData;//[Offset: 0x40, Size: 12] -------------------------------- Class: SlotAnimationTrack FName SlotName;//[Offset: 0x0, Size: 8] AnimTrack AnimTrack;//[Offset: 0x8, Size: 12] -------------------------------- Class: AnimTrack AnimSegment[] AnimSegments;//[Offset: 0x0, Size: 12] -------------------------------- Class: AnimSegment AnimSequenceBase* AnimReference;//[Offset: 0x0, Size: 4] float StartPos;//[Offset: 0x4, Size: 4] float AnimStartTime;//[Offset: 0x8, Size: 4] float AnimEndTime;//[Offset: 0xc, Size: 4] float AnimPlayRate;//[Offset: 0x10, Size: 4] int LoopingCount;//[Offset: 0x14, Size: 4] -------------------------------- Class: BranchingPoint.AnimLinkableElement FName EventName;//[Offset: 0x28, Size: 8] float DisplayTime;//[Offset: 0x30, Size: 4] float TriggerTimeOffset;//[Offset: 0x34, Size: 4] -------------------------------- Class: BranchingPointMarker int NotifyIndex;//[Offset: 0x0, Size: 4] float TriggerTime;//[Offset: 0x4, Size: 4] byte NotifyEventType;//[Offset: 0x8, Size: 1] -------------------------------- Class: TimeStretchCurve float SamplingRate;//[Offset: 0x0, Size: 4] float CurveValueMinPrecision;//[Offset: 0x4, Size: 4] TimeStretchCurveMarker[] Markers;//[Offset: 0x8, Size: 12] float Sum_dT_i_by_C_i;//[Offset: 0x14, Size: 4] -------------------------------- Class: TimeStretchCurveMarker float Time;//[Offset: 0x0, Size: 4] float Alpha;//[Offset: 0xc, Size: 4] -------------------------------- Class: PoseSnapshot Transform[] LocalTransforms;//[Offset: 0x0, Size: 12] FName[] BoneNames;//[Offset: 0xc, Size: 12] FName SkeletalMeshName;//[Offset: 0x18, Size: 8] FName SnapshotName;//[Offset: 0x20, Size: 8] bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] -------------------------------- Class: MarkerSyncAnimPosition FName PreviousMarkerName;//[Offset: 0x0, Size: 8] FName NextMarkerName;//[Offset: 0x8, Size: 8] float PositionBetweenMarkers;//[Offset: 0x10, Size: 4] -------------------------------- Class: SkeletalMesh.Object Skeleton* Skeleton;//[Offset: 0x2c, Size: 4] bool bAllowCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31, Size: 1] BoxSphereBounds ImportedBounds;//[Offset: 0x5c, Size: 28] BoxSphereBounds ExtendedBounds;//[Offset: 0x78, Size: 28] Vector PositiveBoundsExtension;//[Offset: 0x94, Size: 12] Vector NegativeBoundsExtension;//[Offset: 0xa0, Size: 12] Vector IndirectLightingCachePositionOffset;//[Offset: 0xac, Size: 12] SkeletalMaterial[] Materials;//[Offset: 0xb8, Size: 12] BoneMirrorInfo[] SkelMirrorTable;//[Offset: 0xc4, Size: 12] byte SkelMirrorAxis;//[Offset: 0xd0, Size: 1] byte SkelMirrorFlipAxis;//[Offset: 0xd1, Size: 1] SkeletalMeshLODInfo[] LODInfo;//[Offset: 0xd4, Size: 12] bool bUseFullPrecisionUVs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe0, Size: 1] bool bUsedWithDynamicInstancing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xe0, Size: 1] bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xe0, Size: 1] bool bHasVertexColors;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xe0, Size: 1] bool bEnablePerPolyCollision;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xe0, Size: 1] bool bEnableSelfCollision;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xe0, Size: 1] BodySetup* BodySetup;//[Offset: 0xe4, Size: 4] PhysicsAsset* PhysicsAsset;//[Offset: 0xe8, Size: 4] PhysicsAsset* ShadowPhysicsAsset;//[Offset: 0xec, Size: 4] NodeMappingContainer*[] NodeMappingData;//[Offset: 0xf0, Size: 12] MorphTarget*[] MorphTargets;//[Offset: 0xfc, Size: 12] ClothingAssetData_Legacy[] ClothingAssets;//[Offset: 0x218, Size: 12] class AnimInstance* PostProcessAnimBlueprint;//[Offset: 0x224, Size: 4] ClothingAssetBase*[] MeshClothingAssets;//[Offset: 0x228, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x234, Size: 12] SkeletalMeshSocket*[] Sockets;//[Offset: 0x244, Size: 12] SkinWeightProfileInfo[] SkinWeightProfiles;//[Offset: 0x25c, Size: 12] int NumSockets();// 0x5d95858 bool IsSectionUsingCloth(int InSectionIndex, bool bCheckCorrespondingSections);// 0x5d9578c SkeletalMeshSocket* GetSocketByIndex(int Index);// 0x5d9570c NodeMappingContainer* GetNodeMappingContainer(Blueprint* SourceAsset);// 0x5d9568c BoxSphereBounds GetImportedBounds();// 0x5d95638 BoxSphereBounds GetBounds();// 0x5d955e4 SkeletalMeshSocket* FindSocketAndIndex(FName InSocketName, out int OutIndex);// 0x5d95508 SkeletalMeshSocket* FindSocket(FName InSocketName);// 0x5d95488 -------------------------------- Class: SkeletalMaterial MaterialInterface* MaterialInterface;//[Offset: 0x0, Size: 4] bool bEnableShadowCasting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bRecomputeTangent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] FName MaterialSlotName;//[Offset: 0x8, Size: 8] MeshUVChannelInfo UVChannelData;//[Offset: 0x10, Size: 20] SoftObjectPath MaterialSoftRef;//[Offset: 0x28, Size: 24] -------------------------------- Class: BoneMirrorInfo int SourceIndex;//[Offset: 0x0, Size: 4] byte BoneFlipAxis;//[Offset: 0x4, Size: 1] -------------------------------- Class: SkeletalMeshLODInfo float ScreenSize;//[Offset: 0x0, Size: 4] float LODHysteresis;//[Offset: 0x4, Size: 4] int[] LODMaterialMap;//[Offset: 0x8, Size: 12] bool[] bEnableShadowCasting;//[Offset: 0x14, Size: 12] TriangleSortSettings[] TriangleSortSettings;//[Offset: 0x20, Size: 12] bool bHasBeenSimplified;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x30, Size: 328] SimplygonRemeshingSettings RemeshingSettings;//[Offset: 0x178, Size: 140] GroupedSkeletalOptimizationSettings OptimizationSettings;//[Offset: 0x204, Size: 532] FName[] RemovedBones;//[Offset: 0x418, Size: 12] BoneReference[] BonesToRemove;//[Offset: 0x424, Size: 12] AnimSequence* BakePose;//[Offset: 0x430, Size: 4] FString SourceImportFilename;//[Offset: 0x434, Size: 12] bool bHasPerLODVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x440, Size: 1] -------------------------------- Class: TriangleSortSettings byte TriangleSorting;//[Offset: 0x0, Size: 1] byte CustomLeftRightAxis;//[Offset: 0x1, Size: 1] FName CustomLeftRightBoneName;//[Offset: 0x8, Size: 8] -------------------------------- Class: SkeletalMeshOptimizationSettings byte ReductionMethod;//[Offset: 0x0, Size: 1] float NumOfTrianglesPercentage;//[Offset: 0x4, Size: 4] float MaxDeviationPercentage;//[Offset: 0x8, Size: 4] int ScreenSize;//[Offset: 0xc, Size: 4] float WeldingThreshold;//[Offset: 0x10, Size: 4] bool bRecalcNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float NormalsThreshold;//[Offset: 0x18, Size: 4] byte SilhouetteImportance;//[Offset: 0x1c, Size: 1] byte TextureImportance;//[Offset: 0x1d, Size: 1] byte ShadingImportance;//[Offset: 0x1e, Size: 1] byte SkinningImportance;//[Offset: 0x1f, Size: 1] float BoneReductionRatio;//[Offset: 0x20, Size: 4] int MaxBonesPerVertex;//[Offset: 0x24, Size: 4] bool bTransferMorphTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] BoneReference[] BonesToRemove;//[Offset: 0x2c, Size: 12] int BaseLOD;//[Offset: 0x38, Size: 4] int LODChainLastIndex;//[Offset: 0x3c, Size: 4] bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] bool bUseVertexWeightsForMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1] bool bSimplifyMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42, Size: 1] SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x44, Size: 104] MaterialProxySettings MaterialSettings;//[Offset: 0xac, Size: 148] bool bForceRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140, Size: 1] AnimSequence* BakePose;//[Offset: 0x144, Size: 4] -------------------------------- Class: SimplygonMaterialLODSettings bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] byte MaterialLODType;//[Offset: 0x1, Size: 1] bool bUseAutomaticSizes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] byte TextureWidth;//[Offset: 0x3, Size: 1] byte TextureHeight;//[Offset: 0x4, Size: 1] byte SamplingQuality;//[Offset: 0x5, Size: 1] int GutterSpace;//[Offset: 0x8, Size: 4] byte TextureStrech;//[Offset: 0xc, Size: 1] bool bReuseExistingCharts;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] SimplygonChannelCastingSettings[] ChannelsToCast;//[Offset: 0x10, Size: 12] bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bBakeActorData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] bool bAllowMultiMaterial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e, Size: 1] bool bPreferTwoSideMaterials;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f, Size: 1] bool bUseVertexWeights;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] OutputMaterialInfo OutputMaterialInfo;//[Offset: 0x24, Size: 68] -------------------------------- Class: SimplygonChannelCastingSettings byte MaterialChannel;//[Offset: 0x0, Size: 1] byte Caster;//[Offset: 0x1, Size: 1] bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] byte ColorChannels;//[Offset: 0x3, Size: 1] int BitsPerChannel;//[Offset: 0x4, Size: 4] bool bUseSRGB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bBakeVertexColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] bool bFlipBackfacingNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa, Size: 1] bool bUseTangentSpaceNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb, Size: 1] bool bFlipGreenChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: OutputMaterialInfo -------------------------------- Class: MaterialProxySettings IntPoint TextureSize;//[Offset: 0x0, Size: 8] byte TextureSizingType;//[Offset: 0x8, Size: 1] float GutterSpace;//[Offset: 0xc, Size: 4] enum SamplingQuality;//[Offset: 0x10, Size: 1] enum UVStrech;//[Offset: 0x11, Size: 1] bool bSplitProxyMaterialBasedOnType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] bool bUseTangentSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13, Size: 1] bool bNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] bool bMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1] float MetallicConstant;//[Offset: 0x18, Size: 4] bool bRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] float RoughnessConstant;//[Offset: 0x20, Size: 4] bool bSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] float SpecularConstant;//[Offset: 0x28, Size: 4] bool bEmissiveMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1] bool bOpacityMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d, Size: 1] float OpacityConstant;//[Offset: 0x30, Size: 4] float AOConstant;//[Offset: 0x34, Size: 4] bool bOpacityMaskMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] float OpacityMaskConstant;//[Offset: 0x3c, Size: 4] bool bAmbientOcclusionMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] float AmbientOcclusionConstant;//[Offset: 0x44, Size: 4] IntPoint DiffuseTextureSize;//[Offset: 0x48, Size: 8] IntPoint NormalTextureSize;//[Offset: 0x50, Size: 8] IntPoint MetallicTextureSize;//[Offset: 0x58, Size: 8] IntPoint RoughnessTextureSize;//[Offset: 0x60, Size: 8] IntPoint SpecularTextureSize;//[Offset: 0x68, Size: 8] IntPoint EmissiveTextureSize;//[Offset: 0x70, Size: 8] IntPoint OpacityTextureSize;//[Offset: 0x78, Size: 8] IntPoint OpacityMaskTextureSize;//[Offset: 0x80, Size: 8] IntPoint AmbientOcclusionTextureSize;//[Offset: 0x88, Size: 8] byte MaterialMergeType;//[Offset: 0x90, Size: 1] byte BlendMode;//[Offset: 0x91, Size: 1] -------------------------------- Class: IntPoint int X;//[Offset: 0x0, Size: 4] int Y;//[Offset: 0x4, Size: 4] -------------------------------- Class: AnimSequence.AnimSequenceBase.AnimationAsset.Object int NumFrames;//[Offset: 0x7c, Size: 4] TrackToSkeletonMap[] TrackToSkeletonMapTable;//[Offset: 0x80, Size: 12] float StreamableFirstChunkSecond;//[Offset: 0x98, Size: 4] float StreamableFollowingChunkSecond;//[Offset: 0x9c, Size: 4] bool bUseStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] byte AdditiveAnimType;//[Offset: 0x108, Size: 1] byte RefPoseType;//[Offset: 0x109, Size: 1] AnimSequence* RefPoseSeq;//[Offset: 0x10c, Size: 4] int RefFrameIndex;//[Offset: 0x110, Size: 4] int EncodingPkgVersion;//[Offset: 0x114, Size: 4] FName RetargetSource;//[Offset: 0x118, Size: 8] enum Interpolation;//[Offset: 0x120, Size: 1] bool bEnableRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x121, Size: 1] byte RootMotionRootLock;//[Offset: 0x122, Size: 1] bool bForceRootLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x123, Size: 1] bool bRootMotionSettingsCopiedFromMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124, Size: 1] AnimSyncMarker[] AuthoredSyncMarkers;//[Offset: 0x128, Size: 12] -------------------------------- Class: TrackToSkeletonMap int BoneTreeIndex;//[Offset: 0x0, Size: 4] -------------------------------- Class: SimplygonRemeshingSettings bool bActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int ScreenSize;//[Offset: 0x4, Size: 4] bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float HardAngleThreshold;//[Offset: 0xc, Size: 4] int MergeDistance;//[Offset: 0x10, Size: 4] bool bUseClippingPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float ClippingLevel;//[Offset: 0x18, Size: 4] int AxisIndex;//[Offset: 0x1c, Size: 4] bool bPlaneNegativeHalfspace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool bUseMassiveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] bool bUseAggregateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22, Size: 1] SimplygonMaterialLODSettings MaterialLODSettings;//[Offset: 0x24, Size: 104] -------------------------------- Class: GroupedSkeletalOptimizationSettings bool bAutoComputeLODDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] enum LevelOfDetailType;//[Offset: 0x1, Size: 1] SkeletalMeshOptimizationSettings ReductionSettings;//[Offset: 0x4, Size: 328] MeshProxySettings ProxySettings;//[Offset: 0x14c, Size: 196] bool bForceLODRebuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] -------------------------------- Class: MeshProxySettings int ScreenSize;//[Offset: 0x0, Size: 4] MaterialProxySettings MaterialSettings;//[Offset: 0x4, Size: 148] int TextureWidth;//[Offset: 0x98, Size: 4] int TextureHeight;//[Offset: 0x9c, Size: 4] bool bExportNormalMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] bool bExportMetallicMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1, Size: 1] bool bExportRoughnessMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2, Size: 1] bool bExportSpecularMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa3, Size: 1] bool bCalculateCorrectLODModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1] float MergeDistance;//[Offset: 0xa8, Size: 4] float HardAngleThreshold;//[Offset: 0xac, Size: 4] int LightMapResolution;//[Offset: 0xb0, Size: 4] bool bComputeLightMapResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1] bool bRecalculateNormals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb5, Size: 1] bool bBakeVertexData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb6, Size: 1] bool bUseLandscapeCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb7, Size: 1] byte LandscapeCullingPrecision;//[Offset: 0xb8, Size: 1] bool bAssignLODGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9, Size: 1] int LODGroupIndex;//[Offset: 0xbc, Size: 4] bool bAggregateMeshes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] enum AggregatorMode;//[Offset: 0xc1, Size: 1] bool bUseCustomHemisphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2, Size: 1] -------------------------------- Class: PhysicsAsset.Object int[] BoundsBodies;//[Offset: 0x1c, Size: 12] SkeletalBodySetup*[] SkeletalBodySetups;//[Offset: 0x28, Size: 12] PhysicsConstraintTemplate*[] ConstraintSetup;//[Offset: 0x34, Size: 12] bool bUseAsyncScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1] ThumbnailInfo* ThumbnailInfo;//[Offset: 0xbc, Size: 4] BodySetup*[] BodySetup;//[Offset: 0xc0, Size: 12] -------------------------------- Class: SkeletalBodySetup.BodySetup.Object PhysicalAnimationProfile[] PhysicalAnimationData;//[Offset: 0x2a8, Size: 12] -------------------------------- Class: PhysicalAnimationProfile FName ProfileName;//[Offset: 0x0, Size: 8] PhysicalAnimationData PhysicalAnimationData;//[Offset: 0x8, Size: 40] -------------------------------- Class: PhysicalAnimationData FName BodyName;//[Offset: 0x0, Size: 8] bool bIsLocalSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1] float OrientationStrength;//[Offset: 0xc, Size: 4] float AngularVelocityStrength;//[Offset: 0x10, Size: 4] float PositionStrength;//[Offset: 0x14, Size: 4] float VelocityStrength;//[Offset: 0x18, Size: 4] float MaxLinearForce;//[Offset: 0x1c, Size: 4] float MaxAngularForce;//[Offset: 0x20, Size: 4] -------------------------------- Class: PhysicsConstraintTemplate.Object ConstraintInstance DefaultInstance;//[Offset: 0x20, Size: 416] PhysicsConstraintProfileHandle[] ProfileHandles;//[Offset: 0x1c0, Size: 12] ConstraintProfileProperties DefaultProfile;//[Offset: 0x1cc, Size: 260] -------------------------------- Class: ConstraintInstance FName JointName;//[Offset: 0x10, Size: 8] FName ConstraintBone1;//[Offset: 0x18, Size: 8] FName ConstraintBone2;//[Offset: 0x20, Size: 8] Vector Pos1;//[Offset: 0x28, Size: 12] Vector PriAxis1;//[Offset: 0x34, Size: 12] Vector SecAxis1;//[Offset: 0x40, Size: 12] Vector Pos2;//[Offset: 0x4c, Size: 12] Vector PriAxis2;//[Offset: 0x58, Size: 12] Vector SecAxis2;//[Offset: 0x64, Size: 12] Rotator AngularRotationOffset;//[Offset: 0x70, Size: 12] bool bScaleLinearLimits;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] ConstraintProfileProperties ProfileInstance;//[Offset: 0x84, Size: 260] -------------------------------- Class: ConstraintProfileProperties float ProjectionLinearTolerance;//[Offset: 0x0, Size: 4] float ProjectionAngularTolerance;//[Offset: 0x4, Size: 4] float LinearBreakThreshold;//[Offset: 0x8, Size: 4] float AngularBreakThreshold;//[Offset: 0xc, Size: 4] LinearConstraint LinearLimit;//[Offset: 0x10, Size: 28] ConeConstraint ConeLimit;//[Offset: 0x2c, Size: 32] TwistConstraint TwistLimit;//[Offset: 0x4c, Size: 28] LinearDriveConstraint LinearDrive;//[Offset: 0x68, Size: 76] AngularDriveConstraint AngularDrive;//[Offset: 0xb4, Size: 76] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x100, Size: 1] bool bParentDominates;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x100, Size: 1] bool bEnableProjection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x100, Size: 1] bool bAngularBreakable;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x100, Size: 1] bool bLinearBreakable;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x100, Size: 1] -------------------------------- Class: LinearConstraint.ConstraintBaseParams float Limit;//[Offset: 0x14, Size: 4] byte XMotion;//[Offset: 0x18, Size: 1] byte YMotion;//[Offset: 0x19, Size: 1] byte ZMotion;//[Offset: 0x1a, Size: 1] -------------------------------- Class: ConstraintBaseParams float Stiffness;//[Offset: 0x0, Size: 4] float Damping;//[Offset: 0x4, Size: 4] float Restitution;//[Offset: 0x8, Size: 4] float ContactDistance;//[Offset: 0xc, Size: 4] bool bSoftConstraint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] -------------------------------- Class: ConeConstraint.ConstraintBaseParams float Swing1LimitDegrees;//[Offset: 0x14, Size: 4] float Swing2LimitDegrees;//[Offset: 0x18, Size: 4] byte Swing1Motion;//[Offset: 0x1c, Size: 1] byte Swing2Motion;//[Offset: 0x1d, Size: 1] -------------------------------- Class: TwistConstraint.ConstraintBaseParams float TwistLimitDegrees;//[Offset: 0x14, Size: 4] byte TwistMotion;//[Offset: 0x18, Size: 1] -------------------------------- Class: LinearDriveConstraint Vector PositionTarget;//[Offset: 0x0, Size: 12] Vector VelocityTarget;//[Offset: 0xc, Size: 12] ConstraintDrive XDrive;//[Offset: 0x18, Size: 16] ConstraintDrive YDrive;//[Offset: 0x28, Size: 16] ConstraintDrive ZDrive;//[Offset: 0x38, Size: 16] bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] -------------------------------- Class: ConstraintDrive float Stiffness;//[Offset: 0x0, Size: 4] float Damping;//[Offset: 0x4, Size: 4] float MaxForce;//[Offset: 0x8, Size: 4] bool bEnablePositionDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] bool bEnableVelocityDrive;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1] -------------------------------- Class: AngularDriveConstraint ConstraintDrive TwistDrive;//[Offset: 0x0, Size: 16] ConstraintDrive SwingDrive;//[Offset: 0x10, Size: 16] ConstraintDrive SlerpDrive;//[Offset: 0x20, Size: 16] Rotator OrientationTarget;//[Offset: 0x30, Size: 12] Vector AngularVelocityTarget;//[Offset: 0x3c, Size: 12] byte AngularDriveMode;//[Offset: 0x48, Size: 1] -------------------------------- Class: PhysicsConstraintProfileHandle ConstraintProfileProperties ProfileProperties;//[Offset: 0x0, Size: 260] FName ProfileName;//[Offset: 0x108, Size: 8] -------------------------------- Class: ThumbnailInfo.Object -------------------------------- Class: NodeMappingContainer.Object NodeMapping;//[Offset: 0x1c, Size: 60] Blueprint* SourceAsset;//[Offset: 0x58, Size: 40] -------------------------------- Class: NodeMap FName TargetNodeName;//[Offset: 0x0, Size: 8] Transform SourceToTargetTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: Blueprint.BlueprintCore.Object bool bRecompileOnLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38, Size: 1] class Object* ParentClass;//[Offset: 0x3c, Size: 4] Object* PRIVATE_InnermostPreviousCDO;//[Offset: 0x40, Size: 4] bool bHasBeenRegenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x44, Size: 1] bool bIsRegeneratingOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x44, Size: 1] SimpleConstructionScript* SimpleConstructionScript;//[Offset: 0x48, Size: 4] ActorComponent*[] ComponentTemplates;//[Offset: 0x4c, Size: 12] TimelineTemplate*[] Timelines;//[Offset: 0x58, Size: 12] InheritableComponentHandler* InheritableComponentHandler;//[Offset: 0x64, Size: 4] byte BlueprintType;//[Offset: 0x68, Size: 1] int BlueprintSystemVersion;//[Offset: 0x6c, Size: 4] bool bNativize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98, Size: 1] -------------------------------- Class: BlueprintCore.Object class Object* SkeletonGeneratedClass;//[Offset: 0x1c, Size: 4] class Object* GeneratedClass;//[Offset: 0x20, Size: 4] bool bLegacyNeedToPurgeSkelRefs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool bLegacyGeneratedClassIsAuthoritative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] Guid BlueprintGuid;//[Offset: 0x28, Size: 16] -------------------------------- Class: SimpleConstructionScript.Object SCS_Node*[] RootNodes;//[Offset: 0x1c, Size: 12] SCS_Node*[] AllNodes;//[Offset: 0x28, Size: 12] SCS_Node* DefaultSceneRootNode;//[Offset: 0x34, Size: 4] SCS_Node* RootNode;//[Offset: 0x38, Size: 4] SCS_Node*[] ActorComponentNodes;//[Offset: 0x3c, Size: 12] -------------------------------- Class: SCS_Node.Object class Object* ComponentClass;//[Offset: 0x1c, Size: 4] ActorComponent* ComponentTemplate;//[Offset: 0x20, Size: 4] BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28, Size: 56] FName VariableName;//[Offset: 0x60, Size: 8] FName AttachToName;//[Offset: 0x68, Size: 8] FName ParentComponentOrVariableName;//[Offset: 0x70, Size: 8] FName ParentComponentOwnerClassName;//[Offset: 0x78, Size: 8] bool bIsParentComponentNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x80, Size: 1] SCS_Node*[] ChildNodes;//[Offset: 0x84, Size: 12] BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x90, Size: 12] Guid VariableGuid;//[Offset: 0x9c, Size: 16] bool bIsFalseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] bool bIsNative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xad, Size: 1] FName NativeComponentName;//[Offset: 0xb0, Size: 8] bool bVariableNameAutoGenerated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1] FName InternalVariableName;//[Offset: 0xc0, Size: 8] -------------------------------- Class: BlueprintCookedComponentInstancingData bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] BlueprintComponentChangedPropertyInfo[] ChangedPropertyList;//[Offset: 0x4, Size: 12] -------------------------------- Class: BlueprintComponentChangedPropertyInfo FName PropertyName;//[Offset: 0x0, Size: 8] int ArrayIndex;//[Offset: 0x8, Size: 4] Struct* PropertyScope;//[Offset: 0xc, Size: 4] -------------------------------- Class: Struct.Field.Object -------------------------------- Class: Field.Object -------------------------------- Class: BPVariableMetaDataEntry FName DataKey;//[Offset: 0x0, Size: 8] FString DataValue;//[Offset: 0x8, Size: 12] -------------------------------- Class: TimelineTemplate.Object float TimelineLength;//[Offset: 0x1c, Size: 4] byte LengthMode;//[Offset: 0x20, Size: 1] bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21, Size: 1] bool bLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21, Size: 1] bool bReplicated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x21, Size: 1] bool bValidatedAsWired;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x21, Size: 1] bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x21, Size: 1] TTEventTrack[] EventTracks;//[Offset: 0x24, Size: 12] TTFloatTrack[] FloatTracks;//[Offset: 0x30, Size: 12] TTVectorTrack[] VectorTracks;//[Offset: 0x3c, Size: 12] TTLinearColorTrack[] LinearColorTracks;//[Offset: 0x48, Size: 12] BPVariableMetaDataEntry[] MetaDataArray;//[Offset: 0x54, Size: 12] Guid TimelineGuid;//[Offset: 0x60, Size: 16] -------------------------------- Class: TTEventTrack.TTTrackBase CurveFloat* CurveKeys;//[Offset: 0xc, Size: 4] -------------------------------- Class: TTTrackBase FName TrackName;//[Offset: 0x0, Size: 8] bool bIsExternalCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: TTFloatTrack.TTTrackBase CurveFloat* CurveFloat;//[Offset: 0xc, Size: 4] -------------------------------- Class: TTVectorTrack.TTTrackBase CurveVector* CurveVector;//[Offset: 0xc, Size: 4] -------------------------------- Class: CurveVector.CurveBase.Object RichCurve FloatCurves;//[Offset: 0x20, Size: 84] Vector GetVectorValue(float InTime);// 0x5c59f88 -------------------------------- Class: TTLinearColorTrack.TTTrackBase CurveLinearColor* CurveLinearColor;//[Offset: 0xc, Size: 4] -------------------------------- Class: CurveLinearColor.CurveBase.Object RichCurve FloatCurves;//[Offset: 0x20, Size: 84] LinearColor GetLinearColorValue(float InTime);// 0x5c59100 -------------------------------- Class: InheritableComponentHandler.Object ComponentOverrideRecord[] Records;//[Offset: 0x1c, Size: 12] ActorComponent*[] UnnecessaryComponents;//[Offset: 0x28, Size: 12] -------------------------------- Class: ComponentOverrideRecord class Object* ComponentClass;//[Offset: 0x0, Size: 4] ActorComponent* ComponentTemplate;//[Offset: 0x4, Size: 4] ComponentKey ComponentKey;//[Offset: 0x8, Size: 32] BlueprintCookedComponentInstancingData CookedComponentInstancingData;//[Offset: 0x28, Size: 56] -------------------------------- Class: ComponentKey class Object* OwnerClass;//[Offset: 0x0, Size: 4] FName SCSVariableName;//[Offset: 0x8, Size: 8] Guid AssociatedGuid;//[Offset: 0x10, Size: 16] -------------------------------- Class: MorphTarget.Object SkeletalMesh* BaseSkelMesh;//[Offset: 0x1c, Size: 4] -------------------------------- Class: ClothingAssetData_Legacy FName AssetName;//[Offset: 0x0, Size: 8] FString ApexFileName;//[Offset: 0x8, Size: 12] bool bClothPropertiesChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] ClothPhysicsProperties_Legacy PhysicsProperties;//[Offset: 0x18, Size: 80] -------------------------------- Class: ClothPhysicsProperties_Legacy float VerticalResistance;//[Offset: 0x0, Size: 4] float HorizontalResistance;//[Offset: 0x4, Size: 4] float BendResistance;//[Offset: 0x8, Size: 4] float ShearResistance;//[Offset: 0xc, Size: 4] float Friction;//[Offset: 0x10, Size: 4] float Damping;//[Offset: 0x14, Size: 4] float TetherStiffness;//[Offset: 0x18, Size: 4] float TetherLimit;//[Offset: 0x1c, Size: 4] float Drag;//[Offset: 0x20, Size: 4] float StiffnessFrequency;//[Offset: 0x24, Size: 4] float GravityScale;//[Offset: 0x28, Size: 4] float MassScale;//[Offset: 0x2c, Size: 4] float InertiaBlend;//[Offset: 0x30, Size: 4] float SelfCollisionThickness;//[Offset: 0x34, Size: 4] float SelfCollisionSquashScale;//[Offset: 0x38, Size: 4] float SelfCollisionStiffness;//[Offset: 0x3c, Size: 4] float SolverFrequency;//[Offset: 0x40, Size: 4] float FiberCompression;//[Offset: 0x44, Size: 4] float FiberExpansion;//[Offset: 0x48, Size: 4] float FiberResistance;//[Offset: 0x4c, Size: 4] -------------------------------- Class: ClothingAssetBase.Object FString ImportedFilePath;//[Offset: 0x1c, Size: 12] Guid AssetGuid;//[Offset: 0x28, Size: 16] -------------------------------- Class: SkinWeightProfileInfo FName Name;//[Offset: 0x0, Size: 8] bool DefaultProfile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] int DefaultProfileFromLODIndex;//[Offset: 0xc, Size: 4] -------------------------------- Class: SingleAnimationPlayData AnimationAsset* AnimToPlay;//[Offset: 0x0, Size: 4] bool bSavedLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] bool bSavedPlaying;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4, Size: 1] float SavedPosition;//[Offset: 0x8, Size: 4] float SavedPlayRate;//[Offset: 0xc, Size: 4] -------------------------------- Class: ClothingSimulationFactory.Object -------------------------------- Class: SkelMeshComponentLODInfo bool[] HiddenMaterials;//[Offset: 0x0, Size: 12] -------------------------------- Class: SkelMeshSkinWeightInfo int Bones;//[Offset: 0x0, Size: 4] byte Weights;//[Offset: 0x20, Size: 1] -------------------------------- Class: CharacterMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object Character* CharacterOwner;//[Offset: 0x12c, Size: 4] bool bApplyGravityWhileJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x130, Size: 1] float GravityScale;//[Offset: 0x134, Size: 4] float MaxStepHeight;//[Offset: 0x138, Size: 4] float JumpZVelocity;//[Offset: 0x13c, Size: 4] float JumpOffJumpZFactor;//[Offset: 0x140, Size: 4] float WalkableFloorAngle;//[Offset: 0x144, Size: 4] float WalkableFloorZ;//[Offset: 0x148, Size: 4] byte MovementMode;//[Offset: 0x14c, Size: 1] byte CustomMovementMode;//[Offset: 0x14d, Size: 1] float GroundFriction;//[Offset: 0x170, Size: 4] float MaxWalkSpeed;//[Offset: 0x174, Size: 4] float MaxWalkSpeedCrouched;//[Offset: 0x178, Size: 4] float MaxSwimSpeed;//[Offset: 0x17c, Size: 4] float MaxFlySpeed;//[Offset: 0x180, Size: 4] float MaxCustomMovementSpeed;//[Offset: 0x184, Size: 4] float MaxAcceleration;//[Offset: 0x188, Size: 4] float MinAnalogWalkSpeed;//[Offset: 0x18c, Size: 4] float BrakingFrictionFactor;//[Offset: 0x190, Size: 4] float BrakingFriction;//[Offset: 0x194, Size: 4] bool bUseSeparateBrakingFriction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x198, Size: 1] float BrakingDecelerationWalking;//[Offset: 0x19c, Size: 4] float BrakingDecelerationFalling;//[Offset: 0x1a0, Size: 4] float BrakingDecelerationSwimming;//[Offset: 0x1a4, Size: 4] float BrakingDecelerationFlying;//[Offset: 0x1a8, Size: 4] float AirControl;//[Offset: 0x1ac, Size: 4] float AirControlBoostMultiplier;//[Offset: 0x1b0, Size: 4] float AirControlBoostVelocityThreshold;//[Offset: 0x1b4, Size: 4] float FallingLateralFriction;//[Offset: 0x1b8, Size: 4] float CrouchedHalfHeight;//[Offset: 0x1bc, Size: 4] float Buoyancy;//[Offset: 0x1c0, Size: 4] float PerchRadiusThreshold;//[Offset: 0x1c4, Size: 4] float PerchAdditionalHeight;//[Offset: 0x1c8, Size: 4] Rotator RotationRate;//[Offset: 0x1cc, Size: 12] bool bUseControllerDesiredRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d8, Size: 1] bool bOrientRotationToMovement;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d8, Size: 1] bool bSweepWhileNavWalking;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d8, Size: 1] bool bMovementInProgress;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1d8, Size: 1] bool bEnableScopedMovementUpdates;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d8, Size: 1] bool bForceMaxAccel;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d8, Size: 1] bool bRunPhysicsWithNoController;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1d8, Size: 1] bool bForceNextFloorCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d9, Size: 1] bool bShrinkProxyCapsule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d9, Size: 1] bool bCanWalkOffLedges;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d9, Size: 1] bool bCanWalkOffLedgesWhenCrouching;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d9, Size: 1] bool bNetworkSkipProxyPredictionOnNetUpdate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1d9, Size: 1] bool bDeferUpdateMoveComponent;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1d9, Size: 1] SceneComponent* DeferredUpdatedMoveComponent;//[Offset: 0x1dc, Size: 4] float MaxOutOfWaterStepHeight;//[Offset: 0x1e0, Size: 4] float OutofWaterZ;//[Offset: 0x1e4, Size: 4] float Mass;//[Offset: 0x1e8, Size: 4] bool bEnablePhysicsInteraction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec, Size: 1] bool bTouchForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ed, Size: 1] bool bPushForceScaledToMass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ee, Size: 1] bool bPushForceUsingZOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ef, Size: 1] bool bScalePushForceToVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0, Size: 1] float StandingDownwardForceScale;//[Offset: 0x1f4, Size: 4] float InitialPushForceFactor;//[Offset: 0x1f8, Size: 4] float PushForceFactor;//[Offset: 0x1fc, Size: 4] float PushForcePointZOffsetFactor;//[Offset: 0x200, Size: 4] float TouchForceFactor;//[Offset: 0x204, Size: 4] float MinTouchForce;//[Offset: 0x208, Size: 4] float MaxTouchForce;//[Offset: 0x20c, Size: 4] float RepulsionForce;//[Offset: 0x210, Size: 4] bool bForceBraking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x214, Size: 1] float CrouchedSpeedMultiplier;//[Offset: 0x218, Size: 4] float UpperImpactNormalScale;//[Offset: 0x21c, Size: 4] Vector Acceleration;//[Offset: 0x220, Size: 12] Vector LastUpdateLocation;//[Offset: 0x22c, Size: 12] Quat LastUpdateRotation;//[Offset: 0x240, Size: 16] Vector LastUpdateVelocity;//[Offset: 0x250, Size: 12] float ServerLastTransformUpdateTimeStamp;//[Offset: 0x25c, Size: 4] Vector PendingImpulseToApply;//[Offset: 0x260, Size: 12] Vector PendingForceToApply;//[Offset: 0x26c, Size: 12] float AnalogInputModifier;//[Offset: 0x278, Size: 4] float MaxSimulationTimeStep;//[Offset: 0x284, Size: 4] int MaxSimulationIterations;//[Offset: 0x288, Size: 4] float MaxDepenetrationWithGeometry;//[Offset: 0x28c, Size: 4] float MaxDepenetrationWithGeometryAsProxy;//[Offset: 0x290, Size: 4] float MaxDepenetrationWithPawn;//[Offset: 0x294, Size: 4] float MaxDepenetrationWithPawnAsProxy;//[Offset: 0x298, Size: 4] float NetworkSimulatedSmoothLocationTime;//[Offset: 0x29c, Size: 4] float NetworkSimulatedSmoothRotationTime;//[Offset: 0x2a0, Size: 4] float ListenServerNetworkSimulatedSmoothLocationTime;//[Offset: 0x2a4, Size: 4] float ListenServerNetworkSimulatedSmoothRotationTime;//[Offset: 0x2a8, Size: 4] float NetProxyShrinkRadius;//[Offset: 0x2ac, Size: 4] float NetProxyShrinkHalfHeight;//[Offset: 0x2b0, Size: 4] float NetworkMaxSmoothUpdateDistance;//[Offset: 0x2b4, Size: 4] float NetworkNoSmoothUpdateDistance;//[Offset: 0x2b8, Size: 4] bool bReplaySmoothUseInterp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bc, Size: 1] enum NetworkSmoothingMode;//[Offset: 0x2bd, Size: 1] float LedgeCheckThreshold;//[Offset: 0x2c0, Size: 4] float JumpOutOfWaterPitch;//[Offset: 0x2c4, Size: 4] FindFloorResult CurrentFloor;//[Offset: 0x2c8, Size: 152] byte DefaultLandMovementMode;//[Offset: 0x360, Size: 1] byte DefaultWaterMovementMode;//[Offset: 0x361, Size: 1] byte GroundMovementMode;//[Offset: 0x362, Size: 1] bool bMaintainHorizontalGroundVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x363, Size: 1] bool bImpartBaseVelocityX;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x363, Size: 1] bool bImpartBaseVelocityY;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x363, Size: 1] bool bImpartBaseVelocityZ;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x363, Size: 1] bool bImpartBaseAngularVelocity;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x363, Size: 1] bool bJustTeleported;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x363, Size: 1] bool bNetworkUpdateReceived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x368, Size: 1] bool bNetworkMovementModeChanged;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x368, Size: 1] bool bIgnoreClientMovementErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x368, Size: 1] bool bNotifyApex;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x368, Size: 1] bool bCheatFlying;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x368, Size: 1] bool bWantsToCrouch;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x368, Size: 1] bool bCrouchMaintainsBaseLocation;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x368, Size: 1] bool bIgnoreBaseRotation;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x368, Size: 1] bool bFastAttachedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x369, Size: 1] bool bAlwaysCheckFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x369, Size: 1] bool bUseFlatBaseForFloorChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x369, Size: 1] bool bPerformingJumpOff;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x369, Size: 1] bool bWantsToLeaveNavWalking;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x369, Size: 1] bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x369, Size: 1] bool bRequestedMoveUseAcceleration;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x369, Size: 1] bool bHasRequestedVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x36a, Size: 1] bool bRequestedMoveWithMaxSpeed;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x36a, Size: 1] bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x36a, Size: 1] bool bProjectNavMeshWalking;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x36a, Size: 1] bool bProjectNavMeshOnBothWorldChannels;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x36a, Size: 1] float AvoidanceConsiderationRadius;//[Offset: 0x37c, Size: 4] Vector RequestedVelocity;//[Offset: 0x380, Size: 12] int AvoidanceUID;//[Offset: 0x38c, Size: 4] NavAvoidanceMask AvoidanceGroup;//[Offset: 0x390, Size: 4] NavAvoidanceMask GroupsToAvoid;//[Offset: 0x394, Size: 4] NavAvoidanceMask GroupsToIgnore;//[Offset: 0x398, Size: 4] float AvoidanceWeight;//[Offset: 0x39c, Size: 4] Vector PendingLaunchVelocity;//[Offset: 0x3a0, Size: 12] float NavMeshProjectionInterval;//[Offset: 0x450, Size: 4] float NavMeshProjectionTimer;//[Offset: 0x454, Size: 4] float NavMeshProjectionInterpSpeed;//[Offset: 0x458, Size: 4] float NavMeshProjectionHeightScaleUp;//[Offset: 0x45c, Size: 4] float NavMeshProjectionHeightScaleDown;//[Offset: 0x460, Size: 4] float NavWalkingFloorDistTolerance;//[Offset: 0x464, Size: 4] CharacterMovementComponentPostPhysicsTickFunction PostPhysicsTickFunction;//[Offset: 0x468, Size: 60] float MinTimeBetweenTimeStampResets;//[Offset: 0x4ac, Size: 4] RootMotionSourceGroup CurrentRootMotion;//[Offset: 0x4b0, 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);// 0x5c4e078 void SetWalkableFloorAngle(float InWalkableFloorAngle);// 0x5c4e000 void SetMovementMode(byte NewMovementMode, byte NewCustomMode);// 0x5c4df3c void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x5c4deb8 void SetGroupsToIgnore(int GroupFlags);// 0x5c4de40 void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x5c4ddbc void SetGroupsToAvoid(int GroupFlags);// 0x5c4dd44 void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x5c4dcc0 void SetAvoidanceGroup(int GroupFlags);// 0x5c4dc48 void SetAvoidanceEnabled(bool bEnable);// 0x5c4dbc8 void ServerMoveOld(float OldTimeStamp, Vector_NetQuantize10 OldAccel, byte OldMoveFlags);// 0x5c4da74 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);// 0x5c4d53c 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);// 0x5c4d004 void ServerMove(float TimeStamp, Vector_NetQuantize10 InAccel, Vector_NetQuantize100 ClientLoc, byte CompressedMoveFlags, byte ClientRoll, uint32 View, PrimitiveComponent* ClientMovementBase, FName ClientBaseBoneName, byte ClientMovementMode);// 0x5c4cc78 float K2_GetWalkableFloorZ();// 0x32ebf1c float K2_GetWalkableFloorAngle();// 0x32ebef4 float K2_GetModifiedMaxAcceleration();// 0x5c4cc48 void K2_FindFloor(Vector CapsuleLocation, out FindFloorResult FloorResult);// 0x5c4cb60 void K2_ComputeFloorDist(Vector CapsuleLocation, float LineDistance, float SweepDistance, float SweepRadius, out FindFloorResult FloorResult);// 0x5c4c9a0 bool IsWalking();// 0x34d12e8 bool IsWalkable(out const HitResult Hit);// 0x3414d40 float GetValidPerchRadius();// 0x5c4c978 float GetPerchRadiusThreshold();// 0x5c4c950 PrimitiveComponent* GetMovementBase();// 0x5c4c928 float GetMinAnalogSpeed();// 0x5c4c8f8 float GetMaxJumpHeightWithJumpTime();// 0x5c4c8c8 float GetMaxJumpHeight();// 0x34b65c0 float GetMaxBrakingDeceleration();// 0x5c4c898 float GetMaxAcceleration();// 0x5c4c868 Vector GetImpartedMovementBaseVelocity();// 0x5c4c818 Vector GetCurrentAcceleration();// 0x3414888 Character* GetCharacterOwner();// 0x341aa70 float GetAnalogInputModifier();// 0x5c4c7f0 void DisableMovement();// 0x5c4c7d4 void ClientVeryShortAdjustPosition(float TimeStamp, Vector NewLoc, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x5c4c594 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);// 0x5c4c18c void ClientAdjustRootMotionPosition(float TimeStamp, float ServerMontageTrackPosition, Vector ServerLoc, Vector_NetQuantizeNormal ServerRotation, float ServerVelZ, PrimitiveComponent* ServerBase, FName ServerBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x5c4be68 void ClientAdjustPosition(float TimeStamp, Vector NewLoc, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x5c4bbc0 void ClientAckGoodMove(float TimeStamp);// 0x3be4c20 void ClearAccumulatedForces();// 0x5c4bba4 void CapsuleTouched(PrimitiveComponent* OverlappedComp, Actor* Other, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x5c4b9a0 void CalcVelocity(float DeltaTime, float Friction, bool bFluid, float BrakingDeceleration);// 0x5c4b844 void AddImpulse(Vector Impulse, bool bVelocityChange);// 0x5c4b778 void AddForce(Vector force);// 0x5c4b700 -------------------------------- Class: PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object Pawn* PawnOwner;//[Offset: 0x120, Size: 4] Vector K2_GetInputVector();// 0x5d58fdc bool IsMoveInputIgnored();// 0x5d59024 Vector GetPendingInputVector();// 0x5d58fdc Pawn* GetPawnOwner();// 0x5d58fb4 Vector GetLastInputVector();// 0x5d58f6c Vector ConsumeInputVector();// 0x5d58f1c void AddInputVector(Vector WorldVector, bool bForce);// 0x3232f78 -------------------------------- 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();// 0x5d37b0c void StopActiveMovement();// 0x31bc6c4 bool IsSwimming();// 0x5d37adc bool IsMovingOnGround();// 0x34d12e8 bool IsFlying();// 0x5d37aac bool IsFalling();// 0x5c2cc24 bool IsCrouching();// 0x3bd7990 -------------------------------- 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();// 0x3411074 void SnapUpdatedComponentToPlane();// 0x5d2b3a4 void SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x30e6a60 void SetPlaneConstraintOrigin(Vector PlaneOrigin);// 0x5d2b32c void SetPlaneConstraintNormal(Vector PlaneNormal);// 0x5d2b2b4 void SetPlaneConstraintFromVectors(Vector Forward, Vector Up);// 0x5d2b1ec void SetPlaneConstraintEnabled(bool bEnabled);// 0x5d2b164 void SetPlaneConstraintAxisSetting(enum NewAxisSetting);// 0x5d2b0e4 void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x33b82fc bool K2_MoveUpdatedComponent(Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x5d2af20 float K2_GetModifiedMaxSpeed();// 0x5d2aef0 float K2_GetMaxSpeedModifier();// 0x5d2aec0 bool IsExceedingMaxSpeed(float MaxSpeed);// 0x31a662c Vector GetPlaneConstraintOrigin();// 0x5d2ae8c Vector GetPlaneConstraintNormal();// 0x5d2ae58 enum GetPlaneConstraintAxisSetting();// 0x5d2ae3c PhysicsVolume* GetPhysicsVolume();// 0x314dec8 float GetMaxSpeed();// 0x5d2ae0c float GetGravityZ();// 0x5d2addc Vector ConstrainNormalToPlane(Vector Normal);// 0x5d2ad40 Vector ConstrainLocationToPlane(Vector Location);// 0x5d2aca4 Vector ConstrainDirectionToPlane(Vector Direction);// 0x5d2ac08 -------------------------------- Class: HitResult bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bStartPenetrating;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] float Time;//[Offset: 0x4, Size: 4] float Distance;//[Offset: 0x8, Size: 4] Vector_NetQuantize Location;//[Offset: 0xc, Size: 12] Vector_NetQuantize ImpactPoint;//[Offset: 0x18, Size: 12] Vector_NetQuantizeNormal Normal;//[Offset: 0x24, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x30, Size: 12] Vector_NetQuantize TraceStart;//[Offset: 0x3c, Size: 12] Vector_NetQuantize TraceEnd;//[Offset: 0x48, Size: 12] float PenetrationDepth;//[Offset: 0x54, Size: 4] int Item;//[Offset: 0x58, Size: 4] PhysicalMaterial* PhysMaterial;//[Offset: 0x5c, Size: 8] Actor* Actor;//[Offset: 0x64, Size: 8] PrimitiveComponent* Component;//[Offset: 0x6c, Size: 8] FName BoneName;//[Offset: 0x78, Size: 8] int FaceIndex;//[Offset: 0x80, Size: 4] -------------------------------- Class: Vector_NetQuantize.Vector -------------------------------- Class: Vector_NetQuantizeNormal.Vector -------------------------------- Class: NavAgentProperties.MovementProperties float AgentRadius;//[Offset: 0x4, Size: 4] float AgentHeight;//[Offset: 0x8, Size: 4] float AgentStepHeight;//[Offset: 0xc, Size: 4] float NavWalkingSearchHeightScale;//[Offset: 0x10, Size: 4] class NavigationData* PreferredNavData;//[Offset: 0x14, Size: 4] -------------------------------- Class: MovementProperties bool bCanCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bCanJump;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bCanWalk;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bCanSwim;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bCanFly;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] -------------------------------- Class: NavigationData.Actor.Object PrimitiveComponent* RenderingComp;//[Offset: 0x2ec, Size: 4] NavDataConfig NavDataConfig;//[Offset: 0x2f0, Size: 80] bool bEnableDrawing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x340, Size: 1] bool bForceRebuildOnLoad;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x340, Size: 1] bool bCanBeMainNavData;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x340, Size: 1] bool bCanSpawnOnRebuild;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x340, Size: 1] bool bRebuildAtRuntime;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x340, Size: 1] enum RuntimeGeneration;//[Offset: 0x341, Size: 1] float ObservedPathsTickInterval;//[Offset: 0x344, Size: 4] uint32 DataVersion;//[Offset: 0x348, Size: 4] SupportedAreaData[] SupportedAreas;//[Offset: 0x3d4, Size: 12] -------------------------------- Class: NavDataConfig.NavAgentProperties.MovementProperties FName Name;//[Offset: 0x18, Size: 8] Color Color;//[Offset: 0x20, Size: 4] Vector DefaultQueryExtent;//[Offset: 0x24, Size: 12] class NavigationData* NavigationDataClass;//[Offset: 0x30, Size: 4] SoftClassPath NavigationDataClassName;//[Offset: 0x38, Size: 24] -------------------------------- Class: SoftClassPath.SoftObjectPath -------------------------------- Class: SupportedAreaData FString AreaClassName;//[Offset: 0x0, Size: 12] int AreaID;//[Offset: 0xc, Size: 4] class Object* AreaClass;//[Offset: 0x10, Size: 4] -------------------------------- Class: FindFloorResult bool bBlockingHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bWalkableFloor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bLineTrace;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] float FloorDist;//[Offset: 0x4, Size: 4] float LineDist;//[Offset: 0x8, Size: 4] HitResult HitResult;//[Offset: 0x10, Size: 136] -------------------------------- Class: NavAvoidanceMask bool bGroup0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bGroup1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bGroup2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bGroup3;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bGroup4;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] bool bGroup5;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x0, Size: 1] bool bGroup6;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x0, Size: 1] bool bGroup7;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x0, Size: 1] bool bGroup8;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1] bool bGroup9;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1, Size: 1] bool bGroup10;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1, Size: 1] bool bGroup11;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1, Size: 1] bool bGroup12;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1, Size: 1] bool bGroup13;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1, Size: 1] bool bGroup14;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1, Size: 1] bool bGroup15;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1, Size: 1] bool bGroup16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2, Size: 1] bool bGroup17;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2, Size: 1] bool bGroup18;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2, Size: 1] bool bGroup19;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2, Size: 1] bool bGroup20;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2, Size: 1] bool bGroup21;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2, Size: 1] bool bGroup22;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2, Size: 1] bool bGroup23;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x2, Size: 1] bool bGroup24;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3, Size: 1] bool bGroup25;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3, Size: 1] bool bGroup26;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x3, Size: 1] bool bGroup27;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x3, Size: 1] bool bGroup28;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x3, Size: 1] bool bGroup29;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x3, Size: 1] bool bGroup30;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x3, Size: 1] bool bGroup31;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x3, Size: 1] -------------------------------- Class: CharacterMovementComponentPostPhysicsTickFunction.TickFunction -------------------------------- Class: RootMotionSourceGroup bool bHasAdditiveSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c, Size: 1] bool bHasOverrideSources;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d, Size: 1] Vector_NetQuantize10 LastPreAdditiveVelocity;//[Offset: 0x80, Size: 12] bool bIsAdditiveVelocityApplied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1] RootMotionSourceSettings LastAccumulatedSettings;//[Offset: 0x8d, Size: 1] -------------------------------- Class: Vector_NetQuantize10.Vector -------------------------------- Class: RootMotionSourceSettings byte Flags;//[Offset: 0x0, Size: 1] -------------------------------- Class: RootMotionMovementParams bool bHasRootMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float BlendWeight;//[Offset: 0x4, Size: 4] Transform RootMotionTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: CapsuleComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float CapsuleHalfHeight;//[Offset: 0x618, Size: 4] float CapsuleRadius;//[Offset: 0x61c, Size: 4] float CapsuleHeight;//[Offset: 0x620, Size: 4] void SetCapsuleSize(float InRadius, float InHalfHeight, bool bUpdateOverlaps);// 0x5c48a94 void SetCapsuleRadius(float Radius, bool bUpdateOverlaps);// 0x5c489cc void SetCapsuleHalfHeight(float HalfHeight, bool bUpdateOverlaps);// 0x5c48904 void GetUnscaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x5c48818 void GetUnscaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x5c48734 float GetUnscaledCapsuleRadius();// 0x5c48718 float GetUnscaledCapsuleHalfHeight_WithoutHemisphere();// 0x5c486e4 float GetUnscaledCapsuleHalfHeight();// 0x5c486c8 float GetShapeScale();// 0x5c48658 void GetScaledCapsuleSize_WithoutHemisphere(out float OutRadius, out float OutHalfHeightWithoutHemisphere);// 0x5c48500 void GetScaledCapsuleSize(out float OutRadius, out float OutHalfHeight);// 0x5c483b0 float GetScaledCapsuleRadius();// 0x5c48330 float GetScaledCapsuleHalfHeight_WithoutHemisphere();// 0x5c482a0 float GetScaledCapsuleHalfHeight();// 0x5c48220 -------------------------------- Class: ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color ShapeColor;//[Offset: 0x608, Size: 4] BodySetup* ShapeBodySetup;//[Offset: 0x60c, Size: 4] bool bDrawOnlyIfSelected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x610, Size: 1] bool bShouldCollideWhenPlacing;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x610, Size: 1] bool bDynamicObstacle;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x610, Size: 1] class NavArea* AreaClass;//[Offset: 0x614, 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: 0x2ec, Size: 4] byte Ping;//[Offset: 0x2f0, Size: 1] FString PlayerName;//[Offset: 0x2f4, Size: 12] int PlayerID;//[Offset: 0x30c, Size: 4] bool bIsSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x310, Size: 1] bool bOnlySpectator;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x310, Size: 1] bool bIsABot;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x310, Size: 1] bool bIsInactive;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x310, Size: 1] bool bFromPreviousLevel;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x310, Size: 1] int StartTime;//[Offset: 0x314, Size: 4] class LocalMessage* EngineMessageClass;//[Offset: 0x318, Size: 4] FString SavedNetworkAddress;//[Offset: 0x320, Size: 12] UniqueNetIdRepl UniqueId;//[Offset: 0x32c, Size: 12] void ReceiveOverrideWith(PlayerState* OldPlayerState);// 0x40a6134 void ReceiveCopyProperties(PlayerState* NewPlayerState);// 0x40a6134 void OnRep_UniqueId();// 0x31ee398 void OnRep_Score();// 0x30bb838 void OnRep_PlayerName();// 0x30b6d10 void OnRep_bIsInactive();// 0x30cd450 -------------------------------- 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: 0x338, Size: 4] Pawn* AcknowledgedPawn;//[Offset: 0x340, Size: 4] InterpTrackInstDirector* ControllingDirTrackInst;//[Offset: 0x344, Size: 4] HUD* MyHUD;//[Offset: 0x34c, Size: 4] PlayerCameraManager* PlayerCameraManager;//[Offset: 0x350, Size: 4] class PlayerCameraManager* PlayerCameraManagerClass;//[Offset: 0x354, Size: 4] bool bAutoManageActiveCameraTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] Rotator TargetViewRotation;//[Offset: 0x35c, Size: 12] float SmoothTargetViewRotationSpeed;//[Offset: 0x374, Size: 4] Actor*[] HiddenActors;//[Offset: 0x378, Size: 12] PrimitiveComponent*[] HiddenPrimitiveComponents;//[Offset: 0x384, Size: 12] float LastSpectatorStateSynchTime;//[Offset: 0x394, Size: 4] Vector LastSpectatorSyncLocation;//[Offset: 0x398, Size: 12] Rotator LastSpectatorSyncRotation;//[Offset: 0x3a4, Size: 12] int ClientCap;//[Offset: 0x3b0, Size: 4] CheatManager* CheatManager;//[Offset: 0x3b4, Size: 4] class CheatManager* CheatClass;//[Offset: 0x3b8, Size: 4] PlayerInput* PlayerInput;//[Offset: 0x3bc, Size: 4] ActiveForceFeedbackEffect[] ActiveForceFeedbackEffects;//[Offset: 0x3c0, Size: 12] bool bPlayerIsWaiting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x42e, Size: 1] byte NetPlayerIndex;//[Offset: 0x42f, Size: 1] NetConnection* PendingSwapConnection;//[Offset: 0x45c, Size: 4] NetConnection* NetConnection;//[Offset: 0x460, Size: 4] float InputYawScale;//[Offset: 0x470, Size: 4] float InputPitchScale;//[Offset: 0x474, Size: 4] float InputRollScale;//[Offset: 0x478, Size: 4] bool bShowMouseCursor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x47c, Size: 1] bool bEnableClickEvents;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x47c, Size: 1] bool bEnableTouchEvents;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x47c, Size: 1] bool bEnableMouseOverEvents;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x47c, Size: 1] bool bEnableTouchOverEvents;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x47c, Size: 1] bool bForceFeedbackEnabled;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x47c, Size: 1] float ForceFeedbackScale;//[Offset: 0x480, Size: 4] Key[] ClickEventKeys;//[Offset: 0x484, Size: 12] byte DefaultMouseCursor;//[Offset: 0x490, Size: 1] byte CurrentMouseCursor;//[Offset: 0x491, Size: 1] byte DefaultClickTraceChannel;//[Offset: 0x492, Size: 1] byte CurrentClickTraceChannel;//[Offset: 0x493, Size: 1] float HitResultTraceDistance;//[Offset: 0x494, Size: 4] bool bPauseUpdateStreamingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4a8, Size: 1] InputComponent* InactiveStateInputComponent;//[Offset: 0x518, Size: 4] bool bShouldPerformFullTickWhenPaused;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x51c, Size: 1] TouchInterface* CurrentTouchInterface;//[Offset: 0x528, Size: 4] SpectatorPawn* SpectatorPawn;//[Offset: 0x56c, Size: 4] Vector SpawnLocation;//[Offset: 0x570, Size: 12] bool bIsLocalPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1] uint16 SeamlessTravelCount;//[Offset: 0x582, Size: 2] uint16 LastCompletedSeamlessTravelCount;//[Offset: 0x584, Size: 2] bool bOpenReconnectViewPointFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58c, Size: 1] bool WasInputKeyJustReleased(Key Key);// 0x5d6d2f8 bool WasInputKeyJustPressed(Key Key);// 0x5d6d004 void ToggleSpeaking(bool bInSpeaking);// 0x5d6cf7c void SwitchLevel(FString URL);// 0x5d6ceb8 void StopHapticEffect(enum Hand);// 0x5d6ce40 void StartFire(byte FireModeNum);// 0x5d6cdc0 void SetVirtualJoystickVisibility(bool bVisible);// 0x5d6cd38 void SetViewTargetWithBlend(Actor* NewViewTarget, float blendTime, byte BlendFunc, float BlendExp, bool bLockOutgoing);// 0x5d6cb98 void SetName(FString S);// 0x5d6cad4 void SetMouseLocation(const int X, const int Y);// 0x5d6ca18 void SetMouseCursorWidget(byte Cursor, UserWidget* CursorWidget);// 0x5d6c95c void SetHapticsByValue(const float Frequency, const float Amplitude, enum Hand);// 0x5d6c85c void SetControllerLightColor(Color Color);// 0x5d6c7ec void SetCinematicMode(bool bInCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x5d6c620 void SetAudioListenerOverride(SceneComponent* AttachToComponent, Vector Location, Rotator Rotation);// 0x5d6c514 void ServerViewSelf(ViewTargetTransitionParams TransitionParams);// 0x5d6c404 void ServerViewPrevPlayer();// 0x5d6c3a8 void ServerViewNextPlayer();// 0x5d6c34c void ServerVerifyViewTarget();// 0x5d6c2f0 void ServerUpdateLevelVisibility(FName PackageName, bool bIsVisible);// 0x5d6c1e4 void ServerUpdateCamera(Vector_NetQuantize CamLoc, int CamPitchAndYaw);// 0x5d6c0e0 void ServerUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x5d6bbc4 void ServerToggleAILogging();// 0x5d6bb68 void ServerShortTimeout();// 0x5d6bb0c void ServerSetSpectatorWaiting(bool bWaiting);// 0x5d6ba44 void ServerSetSpectatorLocation(Vector NewLoc, Rotator NewRot);// 0x5d6b92c void ServerRestartPlayer();// 0x5d6b8d0 void ServerPause();// 0x5d6b874 void ServerNotifyLoadedWorld(FName WorldPackageName);// 0x5d6b7d0 void ServerMutePlayer(UniqueNetIdRepl PlayerID);// 0x5d6b2b4 void ServerCheckClientPossessionReliable();// 0x5d6b258 void ServerCheckClientPossession();// 0x5d6b1fc void ServerChangeName(FString S);// 0x5d6b108 void ServerCamera(FName NewMode);// 0x5d6b054 void ServerAcknowledgePossession(Pawn* P);// 0x5d6afa0 void SendToConsole(FString Command);// 0x5d6aedc void RestartLevel();// 0x5d6aec0 bool ProjectWorldLocationToScreen(Vector WorldLocation, out Vector2D ScreenLocation, bool bPlayerViewportRelative);// 0x5d6ada0 void PlayHapticEffect(HapticFeedbackEffect_Base* HapticEffect, enum Hand, float Scale, bool bLoop);// 0x5d6ac50 void PlayDynamicForceFeedback(float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo);// 0x5d6a970 void Pause();// 0x5d6a950 void OnServerStartedVisualLogger(bool bIsLogging);// 0x5d6a8c8 void LocalTravel(FString URL);// 0x5d6a804 bool IsInputKeyDown(Key Key);// 0x5d6a510 void GetViewportSize(out int SizeX, out int SizeY);// 0x5d6a430 SpectatorPawn* GetSpectatorPawn();// 0x5d6a414 bool GetMousePosition(out float LocationX, out float LocationY);// 0x5d6a32c Vector GetInputVectorKeyState(Key Key);// 0x5d6a028 void GetInputTouchState(byte FingerIndex, out float LocationX, out float LocationY, out bool bIsCurrentlyPressed);// 0x5d69ea8 void GetInputMouseDelta(out float DeltaX, out float DeltaY);// 0x5d69dc8 void GetInputMotionState(out Vector Tilt, out Vector RotationRate, out Vector Gravity, out Vector Acceleration);// 0x5d69c44 float GetInputKeyTimeDown(Key Key);// 0x5d6994c void GetInputAnalogStickState(byte WhichStick, out float StickX, out float StickY);// 0x5d69828 float GetInputAnalogKeyState(Key Key);// 0x5d69530 HUD* GetHUD();// 0x5d69508 bool GetHitResultUnderFingerForObjects(byte FingerIndex, out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x5d69334 bool GetHitResultUnderFingerByChannel(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x5d691b8 bool GetHitResultUnderFinger(byte FingerIndex, byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x5d6903c bool GetHitResultUnderCursorForObjects(out const byte[] ObjectTypes, bool bTraceComplex, out HitResult HitResult);// 0x5d68eac bool GetHitResultUnderCursorByChannel(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x5d68d74 bool GetHitResultUnderCursor(byte TraceChannel, bool bTraceComplex, out HitResult HitResult);// 0x5d68c3c Vector GetFocalLocation();// 0x34f667c void FOV(float NewFOV);// 0x5d68bbc void EnableCheats();// 0x355b9a4 bool DeprojectScreenPositionToWorld(float ScreenX, float ScreenY, out Vector WorldLocation, out Vector WorldDirection);// 0x5d68a50 bool DeprojectMousePositionToWorld(out Vector WorldLocation, out Vector WorldDirection);// 0x5d68970 void ConsoleKey(Key Key);// 0x5d6867c void ClientWasKicked(const FText KickReason);// 0x5d684e8 void ClientVoiceHandshakeComplete();// 0x36781d0 void ClientUpdateLevelStreamingStatus(FName PackageName, bool bNewShouldBeLoaded, bool bNewShouldBeVisible, bool bNewShouldBlockOnLoad, int LODIndex);// 0x5d68330 void ClientUnmutePlayer(UniqueNetIdRepl PlayerID);// 0x5d67fc4 void ClientTravelInternal(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x5d67e14 void ClientTravel(FString URL, byte TravelType, bool bSeamless, Guid MapPackageGuid);// 0x5d67c74 void ClientTeamMessage(PlayerState* SenderPlayerState, FString S, FName Type, float MsgLifeTime);// 0x5d67ad8 void ClientStopForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, FName Tag);// 0x5d67a14 void ClientStopCameraShake(class CameraShake Shake, bool bImmediately);// 0x5d67948 void ClientStopCameraAnim(CameraAnim* AnimToStop);// 0x5d678c8 void ClientStartOnlineSession();// 0x314c864 void ClientSpawnCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x34244cc void ClientSetViewTarget(Actor* A, ViewTargetTransitionParams TransitionParams);// 0x5d677c0 void ClientSetSpectatorWaiting(bool bWaiting);// 0x5d67738 void ClientSetHUD(class HUD NewHUDClass);// 0x5d676b8 void ClientSetForceMipLevelsToBeResident(MaterialInterface* Material, float ForceDuration, int CinematicTextureGroups);// 0x5d675b0 void ClientSetCinematicMode(bool bInCinematicMode, bool bAffectsMovement, bool bAffectsTurning, bool bAffectsHUD);// 0x5d67434 void ClientSetCameraMode(FName NewCamMode);// 0x5d673b4 void ClientSetCameraFade(bool bEnableFading, Color FadeColor, Vector2D FadeAlpha, float FadeTime, bool bFadeAudio);// 0x5d67210 void ClientSetBlockOnAsyncLoading();// 0x36431f0 void ClientReturnToMainMenu(FString ReturnReason);// 0x5d6714c void ClientRetryClientRestart(Pawn* NewPawn);// 0x5d670cc void ClientRestart(Pawn* NewPawn);// 0x336c0a4 void ClientReset();// 0x3643228 void ClientRepObjRef(Object* Object);// 0x355b17c void ClientReceiveLocalizedMessage(class LocalMessage Message, int Switch, PlayerState* RelatedPlayerState, PlayerState* RelatedPlayerState, Object* OptionalObject);// 0x5d66f34 void ClientPrestreamTextures(Actor* ForcedActor, float ForceDuration, bool bEnableStreaming, int CinematicTextureGroups);// 0x5d66dd8 void ClientPrepareMapChange(FName LevelName, bool bFirst, bool bLast);// 0x5d66cb4 void ClientPlaySoundAtLocation(SoundBase* Sound, Vector Location, float VolumeMultiplier, float PitchMultiplier);// 0x5d66b60 void ClientPlaySound(SoundBase* Sound, float VolumeMultiplier, float PitchMultiplier);// 0x5d66a58 void ClientPlayForceFeedback(ForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, bool bIgnoreTimeDilation, FName Tag);// 0x5d668ec void ClientPlayCameraShake(class CameraShake Shake, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x5d66798 void ClientPlayCameraAnim(CameraAnim* AnimToPlay, float Scale, float Rate, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, byte Space, Rotator CustomPlaySpace);// 0x5d664c8 void ClientMutePlayer(UniqueNetIdRepl PlayerID);// 0x5d6615c void ClientMessage(FString S, FName Type, float MsgLifeTime);// 0x5d66008 void ClientIgnoreMoveInput(bool bIgnore);// 0x31c49f8 void ClientIgnoreLookInput(bool bIgnore);// 0x348f9c0 void ClientGotoState(FName NewState);// 0x5d65f88 void ClientGameEnded(Actor* EndGameFocus, bool bIsWinner);// 0x5d65ebc void ClientForceGarbageCollection();// 0x3be5aa8 void ClientFlushLevelStreaming();// 0x5d65ea8 void ClientEndOnlineSession();// 0x314c880 void ClientEnableNetworkVoice(bool bEnable);// 0x34b876c void ClientCommitMapChange();// 0x341db38 void ClientClearCameraLensEffects();// 0x355a470 void ClientCapBandwidth(int Cap);// 0x5d65e28 void ClientCancelPendingMapChange();// 0x341de70 void ClientAddTextureStreamingLoc(Vector InLoc, float Duration, bool bOverrideLocation);// 0x5d65d1c void ClearAudioListenerOverride();// 0x5d65d08 void Camera(FName NewMode);// 0x5d65c88 void AddYawInput(float Val);// 0x5d65c08 void AddRollInput(float Val);// 0x355b72c void AddPitchInput(float Val);// 0x5d65b88 void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x34ef590 -------------------------------- 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: 0x2ec, Size: 4] bool bLostFocusPaused;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] bool bShowHUD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f0, Size: 1] bool bShowDebugInfo;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2f0, Size: 1] bool bShowHitBoxDebugInfo;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x2f0, Size: 1] bool bShowOverlays;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x2f0, Size: 1] bool bEnableDebugTextShadow;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x2f0, Size: 1] bool bDebugInfoUseModifiedActor;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x2f0, Size: 1] Actor*[] PostRenderedActors;//[Offset: 0x2f4, Size: 12] FName[] DebugDisplay;//[Offset: 0x308, Size: 12] FName[] ToggledDebugCategories;//[Offset: 0x314, Size: 12] Canvas* Canvas;//[Offset: 0x320, Size: 4] Canvas* DebugCanvas;//[Offset: 0x324, Size: 4] DebugTextInfo[] DebugTextList;//[Offset: 0x328, Size: 12] class Actor* ShowDebugTargetDesiredClass;//[Offset: 0x334, Size: 4] Actor* ShowDebugTargetActor;//[Offset: 0x338, Size: 4] Actor* UpdateShowDebugTargetActor();// 0x40a6134 void ShowHUD();// 0x30bb838 void ShowDebugToggleSubCategory(FName Category);// 0x5c98a78 void ShowDebugForReticleTargetToggle(class Actor DesiredClass);// 0x5c98a00 void ShowDebugForMoifiedTargetActor();// 0x5c989ec void ShowDebug(FName DebugType);// 0x5c9896c void RemoveDebugText(Actor* SrcActor, bool bLeaveDurationText);// 0x5c988a8 void RemoveAllDebugStrings();// 0x5c98894 void ReceiveHitBoxRelease(const FName BoxName);// 0x40a6134 void ReceiveHitBoxEndCursorOver(const FName BoxName);// 0x40a6134 void ReceiveHitBoxClick(const FName BoxName);// 0x40a6134 void ReceiveHitBoxBeginCursorOver(const FName BoxName);// 0x40a6134 void ReceiveDrawHUD(int SizeX, int SizeY);// 0x40a6134 Vector Project(Vector Location);// 0x5c98800 void GetTextSize(FString Text, out float OutWidth, out float OutHeight, Font* Font, float Scale);// 0x5c98604 PlayerController* GetOwningPlayerController();// 0x32f1bd8 Pawn* GetOwningPawn();// 0x5c985dc void GetActorsInSelectionRectangle(class Actor ClassFilter, out const Vector2D FirstPoint, out const Vector2D SecondPoint, out Actor*[] OutActors, bool bIncludeNonCollidingComponents, bool bActorMustBeFullyEnclosed);// 0x5c98384 void DrawTextureSimple(Texture* Texture, float ScreenX, float ScreenY, float Scale, bool bScalePosition);// 0x5c981ec 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);// 0x5c97d74 void DrawText(FString Text, LinearColor TextColor, float ScreenX, float ScreenY, Font* Font, float Scale, bool bScalePosition);// 0x5c97afc void DrawRect(LinearColor RectColor, float ScreenX, float ScreenY, float ScreenW, float ScreenH);// 0x5c97960 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);// 0x5c975dc void DrawMaterialSimple(MaterialInterface* Material, float ScreenX, float ScreenY, float ScreenW, float ScreenH, float Scale, bool bScalePosition);// 0x5c973b4 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);// 0x5c96fdc void DrawLine(float StartScreenX, float StartScreenY, float EndScreenX, float EndScreenY, LinearColor LineColor, float LineThickness);// 0x5c96df8 void Deproject(float ScreenX, float ScreenY, out Vector WorldPosition, out Vector WorldDirection);// 0x5c96c94 void AddHitBox(Vector2D Position, Vector2D Size, FName InName, bool bConsumesInput, int Priority);// 0x5c96af8 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);// 0x5c96708 -------------------------------- 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);// 0x5c472f0 Vector2D K2_StrLen(Font* RenderFont, FString RenderText);// 0x5c471e0 Vector K2_Project(Vector WorldLocation);// 0x5c4714c void K2_DrawTriangle(Texture* RenderTexture, CanvasUVTri[] Triangles);// 0x5c46fa8 void K2_DrawTexture(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, LinearColor RenderColor, byte BlendMode, float Rotation, Vector2D PivotPoint);// 0x5c46cd4 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);// 0x5c468cc void K2_DrawPolygon(Texture* RenderTexture, Vector2D ScreenPosition, Vector2D Radius, int NumberOfSides, LinearColor RenderColor);// 0x5c46738 void K2_DrawMaterialTriangle(MaterialInterface* RenderMaterial, CanvasUVTri[] Triangles);// 0x5c46594 void K2_DrawMaterial(MaterialInterface* RenderMaterial, Vector2D ScreenPosition, Vector2D ScreenSize, Vector2D CoordinatePosition, Vector2D CoordinateSize, float Rotation, Vector2D PivotPoint);// 0x5c4637c void K2_DrawLine(Vector2D ScreenPositionA, Vector2D ScreenPositionB, float Thickness, LinearColor RenderColor);// 0x5c46224 void K2_DrawBox(Vector2D ScreenPosition, Vector2D ScreenSize, float Thickness);// 0x5c46124 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);// 0x5c45c04 void K2_Deproject(Vector2D ScreenPosition, out Vector WorldOrigin, out Vector WorldDirection);// 0x5c45ae8 -------------------------------- Class: Texture2D.Texture.Object int StreamingIndex;//[Offset: 0xa8, Size: 4] int LevelIndex;//[Offset: 0xac, Size: 4] int FirstResourceMemMip;//[Offset: 0xb0, Size: 4] IntPoint ImportedSize;//[Offset: 0xb4, Size: 8] double ForceMipLevelsToBeResidentTimestamp;//[Offset: 0xc0, Size: 8] bool bTemporarilyDisableStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool bIsStreamable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] bool bHasStreamingUpdatePending;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xca, Size: 1] bool bForceMiplevelsToBeResident;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xca, Size: 1] bool bIgnoreStreamingMipBias;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xca, Size: 1] bool bGlobalForceMipLevelsToBeResident;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xca, Size: 1] byte AddressX;//[Offset: 0xcb, Size: 1] byte AddressY;//[Offset: 0xcc, Size: 1] int Blueprint_GetSizeY();// 0x5dbef98 int Blueprint_GetSizeX();// 0x5dbef70 -------------------------------- 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: 0x2ec, Size: 4] SceneComponent* TransformComponent;//[Offset: 0x2f0, Size: 4] float DefaultFOV;//[Offset: 0x300, Size: 4] float DefaultOrthoWidth;//[Offset: 0x308, Size: 4] float DefaultAspectRatio;//[Offset: 0x310, Size: 4] CameraCacheEntry CameraCache;//[Offset: 0x360, Size: 1408] CameraCacheEntry LastFrameCameraCache;//[Offset: 0x8e0, Size: 1408] TViewTarget ViewTarget;//[Offset: 0xe60, Size: 1424] TViewTarget PendingViewTarget;//[Offset: 0x13f0, Size: 1424] CameraModifier*[] ModifierList;//[Offset: 0x1994, Size: 12] class CameraModifier[] DefaultModifiers;//[Offset: 0x19a0, Size: 12] float FreeCamDistance;//[Offset: 0x19ac, Size: 4] Vector FreeCamOffset;//[Offset: 0x19b0, Size: 12] Vector ViewTargetOffset;//[Offset: 0x19bc, Size: 12] EmitterCameraLensEffectBase*[] CameraLensEffects;//[Offset: 0x19d8, Size: 12] CameraModifier_CameraShake* CachedCameraShakeMod;//[Offset: 0x19e4, Size: 4] CameraAnimInst* AnimInstPool;//[Offset: 0x19e8, Size: 4] PostProcessSettings[] PostProcessBlendCache;//[Offset: 0x1a08, Size: 12] CameraAnimInst*[] ActiveAnims;//[Offset: 0x1a20, Size: 12] CameraAnimInst*[] FreeAnims;//[Offset: 0x1a2c, Size: 12] CameraActor* AnimCameraActor;//[Offset: 0x1a38, Size: 4] bool bIsOrthographic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a3c, Size: 1] bool bDefaultConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1a3c, Size: 1] bool bUseClientSideCameraUpdates;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1a3c, Size: 1] bool bGameCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a3d, Size: 1] float ViewPitchMin;//[Offset: 0x1a40, Size: 4] float ViewPitchMax;//[Offset: 0x1a44, Size: 4] float ViewYawMin;//[Offset: 0x1a48, Size: 4] float ViewYawMax;//[Offset: 0x1a4c, Size: 4] float ViewRollMin;//[Offset: 0x1a50, Size: 4] float ViewRollMax;//[Offset: 0x1a54, Size: 4] void StopCameraShake(CameraShake* ShakeInstance, bool bImmediately);// 0x5d633f0 void StopCameraFade();// 0x318f330 void StopCameraAnimInst(CameraAnimInst* AnimInst, bool bImmediate);// 0x5d63324 void StopAllInstancesOfCameraShake(class CameraShake Shake, bool bImmediately);// 0x5d63258 void StopAllInstancesOfCameraAnim(CameraAnim* Anim, bool bImmediate);// 0x34b7d58 void StopAllCameraShakes(bool bImmediately);// 0x5d631d0 void StopAllCameraAnims(bool bImmediate);// 0x5d63148 void StartCameraFade(float FromAlpha, float ToAlpha, float Duration, LinearColor Color, bool bShouldFadeAudio, bool bHoldWhenFinished);// 0x5d62f5c void SetManualCameraFade(float InFadeAmount, LinearColor Color, bool bInFadeAudio);// 0x5d62e48 bool RemoveCameraModifier(CameraModifier* ModifierToRemove);// 0x5c7f24c void RemoveCameraLensEffect(EmitterCameraLensEffectBase* Emitter);// 0x5d62dc8 CameraShake* PlayCameraShake(class CameraShake ShakeClass, float Scale, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x5d62c6c CameraAnimInst* PlayCameraAnim(CameraAnim* Anim, float Rate, float Scale, float BlendInTime, float BlendOutTime, bool bLoop, bool bRandomStartTime, float Duration, byte PlaySpace, Rotator UserPlaySpaceRot);// 0x5d62948 void PhotographyCameraModify(const Vector NewCameraLocation, const Vector PreviousCameraLocation, const Vector OriginalCameraLocation, out Vector ResultCameraLocation);// 0x5d627e0 void OnPhotographySessionStart();// 0x31ee398 void OnPhotographySessionEnd();// 0x30cd450 void OnPhotographyMultiPartCaptureStart();// 0x30b6d10 void OnPhotographyMultiPartCaptureEnd();// 0x30bb838 PlayerController* GetOwningPlayerController();// 0x34b7e24 float GetFOVAngle();// 0x5c4c8c8 Rotator GetCameraRotation();// 0x5d62798 Vector GetCameraLocation();// 0x5d62750 CameraModifier* FindCameraModifierByClass(class CameraModifier ModifierClass);// 0x5d626c8 void ClearCameraLensEffects();// 0x35241fc bool BlueprintUpdateCamera(Actor* CameraTarget, out Vector NewCameraLocation, out Rotator NewCameraRotation, out float NewCameraFOV);// 0x40a6134 CameraModifier* AddNewCameraModifier(class CameraModifier ModifierClass);// 0x318c5d0 EmitterCameraLensEffectBase* AddCameraLensEffect(class EmitterCameraLensEffectBase LensEffectEmitterClass);// 0x5d62640 -------------------------------- Class: CameraCacheEntry float TimeStamp;//[Offset: 0x0, Size: 4] MinimalViewInfo POV;//[Offset: 0x10, Size: 1392] -------------------------------- 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: 1312] Vector2D OffCenterProjectionOffset;//[Offset: 0x560, 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_SRTMinOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xf, Size: 1] bool bOverride_SRTDefaultOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xf, Size: 1] bool bOverride_SRTSkyLightScale;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0xf, Size: 1] bool bOverride_SRTFilterSmoothness;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x10, Size: 1] bool bOverride_IndirectLightingColor;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x10, Size: 1] bool bOverride_IndirectLightingIntensity;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x10, Size: 1] bool bOverride_ColorGradingIntensity;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x10, Size: 1] bool bOverride_ColorGradingLUT;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x10, Size: 1] bool bOverride_DepthOfFieldFocalDistance;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x10, Size: 1] bool bOverride_DepthOfFieldFstop;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x10, Size: 1] bool bOverride_DepthOfFieldSensorWidth;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x10, Size: 1] bool bOverride_DepthOfFieldDepthBlurRadius;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldDepthBlurAmount;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldFocalRegion;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldNearTransitionRegion;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldFarTransitionRegion;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldScale;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldMaxBokehSize;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldNearBlurSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x11, Size: 1] bool bOverride_DepthOfFieldFarBlurSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldMethod;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x12, Size: 1] bool bOverride_MobileHQGaussian;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldBokehShape;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldOcclusion;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldColorThreshold;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldSizeThreshold;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldSkyFocusDistance;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x12, Size: 1] bool bOverride_DepthOfFieldVignetteSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13, Size: 1] bool bOverride_MotionBlurAmount;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13, Size: 1] bool bOverride_MotionBlurMax;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x13, Size: 1] bool bOverride_MotionBlurPerObjectSize;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x13, Size: 1] bool bOverride_ScreenPercentage;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x13, Size: 1] bool bOverride_ScreenSpaceReflectionIntensity;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x13, Size: 1] bool bOverride_ScreenSpaceReflectionQuality;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x13, Size: 1] bool bOverride_ScreenSpaceReflectionMaxRoughness;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x13, Size: 1] bool bOverride_ScreenSpaceReflectionRoughnessScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14, Size: 1] bool bOverride_FxaaConsoleEdgeSharpness;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14, Size: 1] bool bOverride_FxaaConsoleEdgeThreshold;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14, Size: 1] bool bOverride_FxaaConsoleEdgeThresholdMin;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x14, Size: 1] float WhiteTemp;//[Offset: 0x18, Size: 4] float WhiteTint;//[Offset: 0x1c, Size: 4] Vector4 ColorSaturation;//[Offset: 0x20, Size: 16] Vector4 ColorContrast;//[Offset: 0x30, Size: 16] Vector4 ColorGamma;//[Offset: 0x40, Size: 16] Vector4 ColorGain;//[Offset: 0x50, Size: 16] Vector4 ColorOffset;//[Offset: 0x60, Size: 16] Vector4 ColorSaturationShadows;//[Offset: 0x70, Size: 16] Vector4 ColorContrastShadows;//[Offset: 0x80, Size: 16] Vector4 ColorGammaShadows;//[Offset: 0x90, Size: 16] Vector4 ColorGainShadows;//[Offset: 0xa0, Size: 16] Vector4 ColorOffsetShadows;//[Offset: 0xb0, Size: 16] float ColorCorrectionShadowsMax;//[Offset: 0xc0, Size: 4] Vector4 ColorSaturationMidtones;//[Offset: 0xd0, Size: 16] Vector4 ColorContrastMidtones;//[Offset: 0xe0, Size: 16] Vector4 ColorGammaMidtones;//[Offset: 0xf0, Size: 16] Vector4 ColorGainMidtones;//[Offset: 0x100, Size: 16] Vector4 ColorOffsetMidtones;//[Offset: 0x110, Size: 16] Vector4 ColorSaturationHighlights;//[Offset: 0x120, Size: 16] Vector4 ColorContrastHighlights;//[Offset: 0x130, Size: 16] Vector4 ColorGammaHighlights;//[Offset: 0x140, Size: 16] Vector4 ColorGainHighlights;//[Offset: 0x150, Size: 16] Vector4 ColorOffsetHighlights;//[Offset: 0x160, Size: 16] float ColorCorrectionHighlightsMin;//[Offset: 0x170, Size: 4] float FilmSlope;//[Offset: 0x174, Size: 4] float FilmToe;//[Offset: 0x178, Size: 4] float FilmShoulder;//[Offset: 0x17c, Size: 4] float FilmBlackClip;//[Offset: 0x180, Size: 4] float FilmWhiteClip;//[Offset: 0x184, Size: 4] LinearColor FilmWhitePoint;//[Offset: 0x188, Size: 16] LinearColor FilmShadowTint;//[Offset: 0x198, Size: 16] float FilmShadowTintBlend;//[Offset: 0x1a8, Size: 4] float FilmShadowTintAmount;//[Offset: 0x1ac, Size: 4] float FilmSaturation;//[Offset: 0x1b0, Size: 4] LinearColor FilmChannelMixerRed;//[Offset: 0x1b4, Size: 16] LinearColor FilmChannelMixerGreen;//[Offset: 0x1c4, Size: 16] LinearColor FilmChannelMixerBlue;//[Offset: 0x1d4, Size: 16] float FilmContrast;//[Offset: 0x1e4, Size: 4] float FilmToeAmount;//[Offset: 0x1e8, Size: 4] float FilmHealAmount;//[Offset: 0x1ec, Size: 4] float FilmDynamicRange;//[Offset: 0x1f0, Size: 4] LinearColor SceneColorTint;//[Offset: 0x1f4, Size: 16] float SceneFringeIntensity;//[Offset: 0x204, Size: 4] byte BloomMethod;//[Offset: 0x208, Size: 1] float BloomIntensity;//[Offset: 0x20c, Size: 4] float BloomThreshold;//[Offset: 0x210, Size: 4] float BloomSizeScale;//[Offset: 0x214, Size: 4] float Bloom1Size;//[Offset: 0x218, Size: 4] float Bloom2Size;//[Offset: 0x21c, Size: 4] float Bloom3Size;//[Offset: 0x220, Size: 4] float Bloom4Size;//[Offset: 0x224, Size: 4] float Bloom5Size;//[Offset: 0x228, Size: 4] float Bloom6Size;//[Offset: 0x22c, Size: 4] LinearColor Bloom1Tint;//[Offset: 0x230, Size: 16] LinearColor Bloom2Tint;//[Offset: 0x240, Size: 16] LinearColor Bloom3Tint;//[Offset: 0x250, Size: 16] LinearColor Bloom4Tint;//[Offset: 0x260, Size: 16] LinearColor Bloom5Tint;//[Offset: 0x270, Size: 16] LinearColor Bloom6Tint;//[Offset: 0x280, Size: 16] Texture2D* BloomConvolutionTexture;//[Offset: 0x290, Size: 4] float BloomConvolutionSize;//[Offset: 0x294, Size: 4] Vector2D BloomConvolutionCenterUV;//[Offset: 0x298, Size: 8] Vector BloomConvolutionPreFilter;//[Offset: 0x2a0, Size: 12] float BloomConvolutionPreFilterMin;//[Offset: 0x2ac, Size: 4] float BloomConvolutionPreFilterMax;//[Offset: 0x2b0, Size: 4] float BloomConvolutionPreFilterMult;//[Offset: 0x2b4, Size: 4] float BloomConvolutionBufferScale;//[Offset: 0x2b8, Size: 4] Texture* BloomDirtMask;//[Offset: 0x2bc, Size: 4] float BloomDirtMaskIntensity;//[Offset: 0x2c0, Size: 4] LinearColor BloomDirtMaskTint;//[Offset: 0x2c4, Size: 16] Vector2D RadialBlurCenterPos;//[Offset: 0x2d4, Size: 8] float RadialBlurIntensity;//[Offset: 0x2dc, Size: 4] float RadialBlurDistance;//[Offset: 0x2e0, Size: 4] LinearColor AmbientCubemapTint;//[Offset: 0x2e4, Size: 16] float AmbientCubemapIntensity;//[Offset: 0x2f4, Size: 4] TextureCube* AmbientCubemap;//[Offset: 0x2f8, Size: 4] byte AutoExposureMethod;//[Offset: 0x2fc, Size: 1] float AutoExposureLowPercent;//[Offset: 0x300, Size: 4] float AutoExposureHighPercent;//[Offset: 0x304, Size: 4] float AutoExposureMinBrightness;//[Offset: 0x308, Size: 4] float AutoExposureMaxBrightness;//[Offset: 0x30c, Size: 4] float AutoExposureSpeedUp;//[Offset: 0x310, Size: 4] float AutoExposureSpeedDown;//[Offset: 0x314, Size: 4] bool BlindWatermarking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x318, Size: 1] bool ShowFFTResult;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x318, Size: 1] Texture2D* BlindWatermarkingTexture;//[Offset: 0x31c, Size: 4] bool bOverride_BlindWatermarking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x320, Size: 1] bool bOverride_ShowFFTResult;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x320, Size: 1] bool bOverride_BlindWatermarkingTexture;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x320, Size: 1] float AutoExposureBias;//[Offset: 0x324, Size: 4] float HistogramLogMin;//[Offset: 0x328, Size: 4] float HistogramLogMax;//[Offset: 0x32c, Size: 4] float LensFlareIntensity;//[Offset: 0x330, Size: 4] LinearColor LensFlareTint;//[Offset: 0x334, Size: 16] float LensFlareBokehSize;//[Offset: 0x344, Size: 4] int LensFlareCount;//[Offset: 0x348, Size: 4] float LensFlareThreshold;//[Offset: 0x34c, Size: 4] Texture* LensFlareBokehShape;//[Offset: 0x350, Size: 4] LinearColor LensFlareTints;//[Offset: 0x354, Size: 16] float VignetteIntensity;//[Offset: 0x3d4, Size: 4] float GrainJitter;//[Offset: 0x3d8, Size: 4] float GrainIntensity;//[Offset: 0x3dc, Size: 4] float AmbientOcclusionIntensity;//[Offset: 0x3e0, Size: 4] float AmbientOcclusionStaticFraction;//[Offset: 0x3e4, Size: 4] float AmbientOcclusionRadius;//[Offset: 0x3e8, Size: 4] bool AmbientOcclusionRadiusInWS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3ec, Size: 1] float AmbientOcclusionFadeDistance;//[Offset: 0x3f0, Size: 4] float AmbientOcclusionFadeRadius;//[Offset: 0x3f4, Size: 4] float AmbientOcclusionDistance;//[Offset: 0x3f8, Size: 4] float AmbientOcclusionPower;//[Offset: 0x3fc, Size: 4] float AmbientOcclusionBias;//[Offset: 0x400, Size: 4] float AmbientOcclusionQuality;//[Offset: 0x404, Size: 4] float AmbientOcclusionMipBlend;//[Offset: 0x408, Size: 4] float AmbientOcclusionMipScale;//[Offset: 0x40c, Size: 4] float AmbientOcclusionMipThreshold;//[Offset: 0x410, Size: 4] LinearColor SRTIndirectLightingColor;//[Offset: 0x414, Size: 16] float SRTIndirectLightingIntensity;//[Offset: 0x424, Size: 4] float SRTMaxOcclusionDistance;//[Offset: 0x428, Size: 4] float SRTMinOcclusion;//[Offset: 0x42c, Size: 4] float SRTDefaultOcclusion;//[Offset: 0x430, Size: 4] float SRTSkyLightScale;//[Offset: 0x434, Size: 4] float SRTFilterSmoothness;//[Offset: 0x438, Size: 4] LinearColor IndirectLightingColor;//[Offset: 0x43c, Size: 16] float IndirectLightingIntensity;//[Offset: 0x44c, Size: 4] float ColorGradingIntensity;//[Offset: 0x450, Size: 4] Texture* ColorGradingLUT;//[Offset: 0x454, Size: 4] byte DepthOfFieldMethod;//[Offset: 0x458, Size: 1] bool bMobileHQGaussian;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x459, Size: 1] float DepthOfFieldFstop;//[Offset: 0x45c, Size: 4] float DepthOfFieldSensorWidth;//[Offset: 0x460, Size: 4] float DepthOfFieldFocalDistance;//[Offset: 0x464, Size: 4] float DepthOfFieldDepthBlurAmount;//[Offset: 0x468, Size: 4] float DepthOfFieldDepthBlurRadius;//[Offset: 0x46c, Size: 4] float DepthOfFieldFocalRegion;//[Offset: 0x470, Size: 4] float DepthOfFieldNearTransitionRegion;//[Offset: 0x474, Size: 4] float DepthOfFieldFarTransitionRegion;//[Offset: 0x478, Size: 4] float DepthOfFieldScale;//[Offset: 0x47c, Size: 4] float DepthOfFieldMaxBokehSize;//[Offset: 0x480, Size: 4] float DepthOfFieldNearBlurSize;//[Offset: 0x484, Size: 4] float DepthOfFieldFarBlurSize;//[Offset: 0x488, Size: 4] Texture* DepthOfFieldBokehShape;//[Offset: 0x48c, Size: 4] float DepthOfFieldOcclusion;//[Offset: 0x490, Size: 4] float DepthOfFieldColorThreshold;//[Offset: 0x494, Size: 4] float DepthOfFieldSizeThreshold;//[Offset: 0x498, Size: 4] float DepthOfFieldSkyFocusDistance;//[Offset: 0x49c, Size: 4] float DepthOfFieldVignetteSize;//[Offset: 0x4a0, Size: 4] float MotionBlurAmount;//[Offset: 0x4a4, Size: 4] float MotionBlurMax;//[Offset: 0x4a8, Size: 4] float MotionBlurPerObjectSize;//[Offset: 0x4ac, Size: 4] float LPVIntensity;//[Offset: 0x4b0, Size: 4] float LPVVplInjectionBias;//[Offset: 0x4b4, Size: 4] float LPVSize;//[Offset: 0x4b8, Size: 4] float LPVSecondaryOcclusionIntensity;//[Offset: 0x4bc, Size: 4] float LPVSecondaryBounceIntensity;//[Offset: 0x4c0, Size: 4] float LPVGeometryVolumeBias;//[Offset: 0x4c4, Size: 4] float LPVEmissiveInjectionIntensity;//[Offset: 0x4c8, Size: 4] float LPVDirectionalOcclusionIntensity;//[Offset: 0x4cc, Size: 4] float LPVDirectionalOcclusionRadius;//[Offset: 0x4d0, Size: 4] float LPVDiffuseOcclusionExponent;//[Offset: 0x4d4, Size: 4] float LPVSpecularOcclusionExponent;//[Offset: 0x4d8, Size: 4] float LPVDiffuseOcclusionIntensity;//[Offset: 0x4dc, Size: 4] float LPVSpecularOcclusionIntensity;//[Offset: 0x4e0, Size: 4] float ScreenSpaceReflectionIntensity;//[Offset: 0x4e4, Size: 4] float ScreenSpaceReflectionQuality;//[Offset: 0x4e8, Size: 4] float ScreenSpaceReflectionMaxRoughness;//[Offset: 0x4ec, Size: 4] float LPVFadeRange;//[Offset: 0x4f0, Size: 4] float LPVDirectionalOcclusionFadeRange;//[Offset: 0x4f4, Size: 4] float ScreenPercentage;//[Offset: 0x4f8, Size: 4] WeightedBlendables WeightedBlendables;//[Offset: 0x4fc, Size: 12] float FxaaConsoleEdgeSharpness;//[Offset: 0x508, Size: 4] float FxaaConsoleEdgeThreshold;//[Offset: 0x50c, Size: 4] float FxaaConsoleEdgeThresholdMin;//[Offset: 0x510, Size: 4] Object*[] Blendables;//[Offset: 0x514, 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: 1392] PlayerState* PlayerState;//[Offset: 0x580, 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();// 0x3256084 Actor* GetViewTarget();// 0x30bdce4 void EnableModifier();// 0x34026c0 void DisableModifier(bool bImmediate);// 0x5c41a5c void BlueprintModifyPostProcess(float DeltaTime, out float PostProcessBlendWeight, out PostProcessSettings PostProcessSettings);// 0x40a6134 void BlueprintModifyCamera(float DeltaTime, Vector ViewLocation, Rotator ViewRotation, float FOV, out Vector NewViewLocation, out Rotator NewViewRotation, out float NewFOV);// 0x40a6134 -------------------------------- Class: EmitterCameraLensEffectBase.Emitter.Actor.Object ParticleSystem* PS_CameraEffect;//[Offset: 0x330, Size: 4] ParticleSystem* PS_CameraEffectNonExtremeContent;//[Offset: 0x334, Size: 4] PlayerCameraManager* BaseCamera;//[Offset: 0x338, Size: 4] Transform RelativeTransform;//[Offset: 0x340, Size: 48] float BaseFOV;//[Offset: 0x370, Size: 4] bool bAllowMultipleInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x374, Size: 1] bool bResetWhenRetriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x374, Size: 1] class EmitterCameraLensEffectBase[] EmittersToTreatAsSame;//[Offset: 0x378, Size: 12] float DistFromCamera;//[Offset: 0x384, Size: 4] -------------------------------- Class: Emitter.Actor.Object ParticleSystemComponent* ParticleSystemComponent;//[Offset: 0x2ec, Size: 4] bool bDestroyOnSystemFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] bool bPostUpdateTickGroup;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f0, Size: 1] bool bCurrentlyActive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x2f0, Size: 1] delegate OnParticleSpawn;//[Offset: 0x2f4, Size: 12] delegate OnParticleBurst;//[Offset: 0x300, Size: 12] delegate OnParticleDeath;//[Offset: 0x30c, Size: 12] delegate OnParticleCollide;//[Offset: 0x318, Size: 12] delegate OnParticleCollideMoreInfo;//[Offset: 0x324, Size: 12] void ToggleActive();// 0x5c6ace4 void SetVectorParameter(FName ParameterName, Vector Param);// 0x5c6ac24 void SetTemplate(ParticleSystem* NewTemplate);// 0x30b29ac void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x5c6ab68 void SetFloatParameter(FName ParameterName, float Param);// 0x5c6aaa4 void SetColorParameter(FName ParameterName, LinearColor Param);// 0x5c6a9dc void SetActorParameter(FName ParameterName, Actor* Param);// 0x5c6a920 void OnRep_bCurrentlyActive();// 0x30b6d10 void OnParticleSystemFinished(ParticleSystemComponent* FinishedComponent);// 0x30b6d2c bool IsActive();// 0x5c6a8f8 void Deactivate();// 0x5c6a8e4 void Activate();// 0x5c6a8d0 -------------------------------- Class: ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object ParticleSystem* Template;//[Offset: 0x608, Size: 4] MaterialInterface*[] EmitterMaterials;//[Offset: 0x60c, Size: 12] SkeletalMeshComponent*[] SkelMeshComponents;//[Offset: 0x618, Size: 12] bool bResetOnDetach;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x624, Size: 1] bool bUpdateOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x625, Size: 1] bool bAllowRecycling;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x625, Size: 1] bool bAutoManageAttachment;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x625, Size: 1] bool bWarmingUp;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x625, Size: 1] bool bOverrideLODMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x626, Size: 1] bool bSkipUpdateDynamicDataDuringTick;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x626, Size: 1] byte LODMethod;//[Offset: 0x628, Size: 1] enum RequiredSignificance;//[Offset: 0x629, Size: 1] ParticleSysParam[] InstanceParameters;//[Offset: 0x62c, Size: 12] delegate OnParticleSpawn;//[Offset: 0x638, Size: 12] delegate OnParticleBurst;//[Offset: 0x644, Size: 12] delegate OnParticleDeath;//[Offset: 0x650, Size: 12] delegate OnParticleCollide;//[Offset: 0x65c, Size: 12] delegate OnParticleCollideMoreInfo;//[Offset: 0x668, Size: 12] Vector OldPosition;//[Offset: 0x674, Size: 12] Vector PartSysVelocity;//[Offset: 0x680, Size: 12] float WarmupTime;//[Offset: 0x68c, Size: 4] float WarmupTickRate;//[Offset: 0x690, Size: 4] float SecondsBeforeInactive;//[Offset: 0x698, Size: 4] float MaxTimeBeforeForceUpdateTransform;//[Offset: 0x6a0, Size: 4] ParticleSystemReplay*[] ReplayClips;//[Offset: 0x6c0, Size: 12] float CustomTimeDilation;//[Offset: 0x6d4, Size: 4] SceneComponent* AutoAttachParent;//[Offset: 0x718, Size: 8] FName AutoAttachSocketName;//[Offset: 0x720, Size: 8] enum AutoAttachLocationRule;//[Offset: 0x728, Size: 1] enum AutoAttachRotationRule;//[Offset: 0x729, Size: 1] enum AutoAttachScaleRule;//[Offset: 0x72a, Size: 1] delegate OnSystemFinished;//[Offset: 0x754, Size: 12] void SetVectorParameter(FName ParameterName, Vector Param);// 0x5d544a8 void SetTrailSourceData(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x5d54350 void SetTemplate(ParticleSystem* NewTemplate);// 0x5d542d8 void SetSocketName(FName InSocketName);// 0x5d54260 void SetMaterialParameter(FName ParameterName, MaterialInterface* Param);// 0x5d541a4 void SetLODLevel(int InLODLevel);// 0x5d54124 void SetFloatParameter(FName ParameterName, float Param);// 0x5d54060 void SetEmitterEnable(FName EmitterName, bool bNewEnableState);// 0x5d53f8c void SetColorParameter(FName ParameterName, LinearColor Param);// 0x5d53ec4 void SetBeamTargetTangent(int EmitterIndex, Vector NewTangentPoint, int TargetIndex);// 0x5d53db8 void SetBeamTargetStrength(int EmitterIndex, float NewTargetStrength, int TargetIndex);// 0x5d53cb0 void SetBeamTargetPoint(int EmitterIndex, Vector NewTargetPoint, int TargetIndex);// 0x5d53ba4 void SetBeamSourceTangent(int EmitterIndex, Vector NewTangentPoint, int SourceIndex);// 0x5d53a98 void SetBeamSourceStrength(int EmitterIndex, float NewSourceStrength, int SourceIndex);// 0x5d53990 void SetBeamSourcePoint(int EmitterIndex, Vector NewSourcePoint, int SourceIndex);// 0x5d53884 void SetBeamEndPoint(int EmitterIndex, Vector NewEndPoint);// 0x5d537c0 void SetAutoAttachParams(SceneComponent* Parent, FName SocketName, byte LocationType);// 0x5d53690 void SetAutoAttachmentParameters(SceneComponent* Parent, FName SocketName, enum LocationRule, enum RotationRule, enum ScaleRule);// 0x5d534ec void SetActorParameter(FName ParameterName, Actor* Param);// 0x5d53430 void OnMaterialLoaded(MaterialInterface* MaterialInstance, int ElementIndex);// 0x5d53374 int GetNumActiveParticles();// 0x5d5334c MaterialInterface* GetNamedMaterial(FName InName);// 0x5d532c4 int GetLODLevel();// 0x5d53294 bool GetBeamTargetTangent(int EmitterIndex, int TargetIndex, out Vector OutTangentPoint);// 0x5d53178 bool GetBeamTargetStrength(int EmitterIndex, int TargetIndex, out float OutTargetStrength);// 0x5d53058 bool GetBeamTargetPoint(int EmitterIndex, int TargetIndex, out Vector OutTargetPoint);// 0x5d52f3c bool GetBeamSourceTangent(int EmitterIndex, int SourceIndex, out Vector OutTangentPoint);// 0x5d52e20 bool GetBeamSourceStrength(int EmitterIndex, int SourceIndex, out float OutSourceStrength);// 0x5d52d00 bool GetBeamSourcePoint(int EmitterIndex, int SourceIndex, out Vector OutSourcePoint);// 0x5d52be4 bool GetBeamEndPoint(int EmitterIndex, out Vector OutEndPoint);// 0x5d52b0c void GenerateParticleEvent(const FName InEventName, const float InEmitterTime, const Vector InLocation, const Vector InDirection, const Vector InVelocity);// 0x5d5296c void EndTrails();// 0x5d52958 void CreateNamedDynamicMaterialInstanceAsync(FName InName, delegate MaterialInstCallback, MaterialInterface* SourceMaterial);// 0x5d52814 MaterialInstanceDynamic* CreateNamedDynamicMaterialInstance(FName InName, MaterialInterface* SourceMaterial);// 0x5d52748 void BeginTrails(FName InFirstSocketName, FName InSecondSocketName, byte InWidthMode, float InWidth);// 0x5d525f0 -------------------------------- Class: ParticleSystem.Object byte SystemUpdateMode;//[Offset: 0x1c, Size: 1] bool bAlwaysUpdateLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d, 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);// 0x5d51910 -------------------------------- Class: ParticleEmitter.Object FName EmitterName;//[Offset: 0x20, Size: 8] int SubUVDataOffset;//[Offset: 0x28, Size: 4] byte EmitterRenderMode;//[Offset: 0x2c, Size: 1] ParticleLODLevel*[] LODLevels;//[Offset: 0x30, Size: 12] bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c, Size: 1] int PeakActiveParticles;//[Offset: 0x40, Size: 4] int InitialAllocationCount;//[Offset: 0x44, Size: 4] float MediumDetailSpawnRateScale;//[Offset: 0x48, Size: 4] float QualityLevelSpawnRateScale;//[Offset: 0x4c, Size: 4] float GPUToCPUEmitterSpawnRateScale;//[Offset: 0x50, Size: 4] byte DetailMode;//[Offset: 0x54, Size: 1] bool bIsSoloing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x55, Size: 1] bool bCookedOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x55, Size: 1] bool bDisabledLODsKeepEmitterAlive;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x55, Size: 1] bool bDisableWhenInsignficant;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x55, Size: 1] enum SignificanceLevel;//[Offset: 0x56, Size: 1] bool bSupportParticleDynamicInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x57, Size: 1] -------------------------------- Class: ParticleLODLevel.Object int Level;//[Offset: 0x1c, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] ParticleModuleRequired* RequiredModule;//[Offset: 0x24, Size: 4] ParticleModule*[] Modules;//[Offset: 0x28, Size: 12] ParticleModuleTypeDataBase* TypeDataModule;//[Offset: 0x34, Size: 4] ParticleModuleSpawn* SpawnModule;//[Offset: 0x38, Size: 4] ParticleModuleEventGenerator* EventGenerator;//[Offset: 0x3c, Size: 4] ParticleModuleSpawnBase*[] SpawningModules;//[Offset: 0x40, Size: 12] ParticleModule*[] SpawnModules;//[Offset: 0x4c, Size: 12] ParticleModule*[] UpdateModules;//[Offset: 0x58, Size: 12] ParticleModuleOrbit*[] OrbitModules;//[Offset: 0x64, Size: 12] ParticleModuleEventReceiverBase*[] EventReceiverModules;//[Offset: 0x70, Size: 12] bool ConvertedModules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] int PeakActiveParticles;//[Offset: 0x80, Size: 4] -------------------------------- Class: ParticleModuleRequired.ParticleModule.Object MaterialInterface* Material;//[Offset: 0x2c, Size: 4] MaterialInterface* MaterialPath;//[Offset: 0x30, Size: 40] Vector EmitterOrigin;//[Offset: 0x58, Size: 12] Rotator EmitterRotation;//[Offset: 0x64, Size: 12] byte ScreenAlignment;//[Offset: 0x70, Size: 1] float MinFacingCameraBlendDistance;//[Offset: 0x74, Size: 4] float MaxFacingCameraBlendDistance;//[Offset: 0x78, Size: 4] bool bUseLocalSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] bool bKillOnDeactivate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c, Size: 1] bool bKillOnCompleted;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c, Size: 1] byte SortMode;//[Offset: 0x7d, Size: 1] bool bUseLegacyEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7e, Size: 1] bool bRemoveHMDRoll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7e, Size: 1] float EmitterDuration;//[Offset: 0x80, Size: 4] float EmitterDurationLow;//[Offset: 0x84, Size: 4] bool bEmitterDurationUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x88, Size: 1] bool bDurationRecalcEachLoop;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x88, Size: 1] int EmitterLoops;//[Offset: 0x8c, Size: 4] RawDistributionFloat SpawnRate;//[Offset: 0x90, Size: 40] byte ParticleBurstMethod;//[Offset: 0xb8, Size: 1] ParticleBurst[] BurstList;//[Offset: 0xbc, Size: 12] float EmitterDelay;//[Offset: 0xc8, Size: 4] float EmitterDelayLow;//[Offset: 0xcc, Size: 4] bool bEmitterDelayUseRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xd0, Size: 1] bool bDelayFirstLoopOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xd0, Size: 1] byte InterpolationMethod;//[Offset: 0xd1, Size: 1] int SubImages_Horizontal;//[Offset: 0xd4, Size: 4] int SubImages_Vertical;//[Offset: 0xd8, Size: 4] bool bScaleUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xdc, Size: 1] float RandomImageTime;//[Offset: 0xe0, Size: 4] int RandomImageChanges;//[Offset: 0xe4, Size: 4] bool bOverrideSystemMacroUV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe8, Size: 1] Vector MacroUVPosition;//[Offset: 0xec, Size: 12] float MacroUVRadius;//[Offset: 0xf8, Size: 4] bool bUseMaxDrawCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xfc, Size: 1] int MaxDrawCount;//[Offset: 0x100, Size: 4] enum UVFlippingMode;//[Offset: 0x104, Size: 1] Texture2D* CutoutTexture;//[Offset: 0x108, Size: 4] Texture2D* CutoutTexturePath;//[Offset: 0x110, Size: 40] byte BoundingMode;//[Offset: 0x138, Size: 1] byte OpacitySourceMode;//[Offset: 0x139, Size: 1] float AlphaThreshold;//[Offset: 0x13c, Size: 4] int CutoutSubImagesX;//[Offset: 0x140, Size: 4] int CutoutSubImagesY;//[Offset: 0x144, Size: 4] byte EmitterNormalsMode;//[Offset: 0x148, Size: 1] Vector NormalsSphereCenter;//[Offset: 0x14c, Size: 12] Vector NormalsCylinderDirection;//[Offset: 0x158, Size: 12] bool bOrbitModuleAffectsVelocityAlignment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x164, Size: 1] FName[] NamedMaterialOverrides;//[Offset: 0x168, Size: 12] Vector2D[] UBOBoundingGeometry;//[Offset: 0x174, Size: 12] bool bUseComputeRaster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x180, Size: 1] -------------------------------- Class: ParticleModule.Object bool bSpawnModule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] bool bUpdateModule;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1] bool bFinalUpdateModule;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1] bool bUpdateForGPUEmitter;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1] bool bCurvesAsColor;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1] bool b3DDrawMode;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1c, Size: 1] bool bSupported3DDrawMode;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x1c, Size: 1] bool bEnabled;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1c, Size: 1] bool bEditable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d, Size: 1] bool LODDuplicate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1d, Size: 1] bool bSupportsRandomSeed;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1d, Size: 1] bool bRequiresLoopingNotification;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1d, Size: 1] byte LODValidity;//[Offset: 0x1e, Size: 1] -------------------------------- Class: RawDistributionFloat.RawDistribution float MinValue;//[Offset: 0x1c, Size: 4] float MaxValue;//[Offset: 0x20, Size: 4] DistributionFloat* Distribution;//[Offset: 0x24, Size: 4] -------------------------------- Class: RawDistribution DistributionLookupTable Table;//[Offset: 0x0, Size: 28] -------------------------------- Class: DistributionFloat.Distribution.Object bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1] -------------------------------- Class: Distribution.Object -------------------------------- Class: DistributionLookupTable byte Op;//[Offset: 0x0, Size: 1] byte EntryCount;//[Offset: 0x1, Size: 1] byte EntryStride;//[Offset: 0x2, Size: 1] byte SubEntryStride;//[Offset: 0x3, Size: 1] float TimeScale;//[Offset: 0x4, Size: 4] float TimeBias;//[Offset: 0x8, Size: 4] float[] Values;//[Offset: 0xc, Size: 12] byte LockFlag;//[Offset: 0x18, Size: 1] -------------------------------- Class: ParticleBurst int Count;//[Offset: 0x0, Size: 4] int CountLow;//[Offset: 0x4, Size: 4] float Time;//[Offset: 0x8, Size: 4] -------------------------------- Class: ParticleModuleTypeDataBase.ParticleModule.Object -------------------------------- Class: ParticleModuleSpawn.ParticleModuleSpawnBase.ParticleModule.Object RawDistributionFloat Rate;//[Offset: 0x30, Size: 40] RawDistributionFloat RateScale;//[Offset: 0x58, Size: 40] byte ParticleBurstMethod;//[Offset: 0x80, Size: 1] ParticleBurst[] BurstList;//[Offset: 0x84, Size: 12] RawDistributionFloat BurstScale;//[Offset: 0x90, Size: 40] bool bApplyGlobalSpawnRateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xb8, Size: 1] -------------------------------- Class: ParticleModuleSpawnBase.ParticleModule.Object bool bProcessSpawnRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] bool bProcessBurstList;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2c, Size: 1] -------------------------------- Class: ParticleModuleEventGenerator.ParticleModuleEventBase.ParticleModule.Object ParticleEvent_GenerateInfo[] Events;//[Offset: 0x2c, Size: 12] -------------------------------- Class: ParticleModuleEventBase.ParticleModule.Object -------------------------------- Class: ParticleEvent_GenerateInfo byte Type;//[Offset: 0x0, Size: 1] int Frequency;//[Offset: 0x4, Size: 4] int ParticleFrequency;//[Offset: 0x8, Size: 4] bool FirstTimeOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] bool LastTimeOnly;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1] bool UseReflectedImpactVector;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc, Size: 1] bool bUseOrbitOffset;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xc, Size: 1] FName CustomName;//[Offset: 0x10, Size: 8] ParticleModuleEventSendToGame*[] ParticleModuleEventsToSendToGame;//[Offset: 0x18, Size: 12] -------------------------------- Class: ParticleModuleEventSendToGame.Object -------------------------------- Class: ParticleModuleOrbit.ParticleModuleOrbitBase.ParticleModule.Object byte ChainMode;//[Offset: 0x2d, Size: 1] RawDistributionVector OffsetAmount;//[Offset: 0x30, Size: 64] OrbitOptions OffsetOptions;//[Offset: 0x70, Size: 4] RawDistributionVector RotationAmount;//[Offset: 0x74, Size: 64] OrbitOptions RotationOptions;//[Offset: 0xb4, Size: 4] RawDistributionVector RotationRateAmount;//[Offset: 0xb8, Size: 64] OrbitOptions RotationRateOptions;//[Offset: 0xf8, Size: 4] -------------------------------- Class: ParticleModuleOrbitBase.ParticleModule.Object bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] -------------------------------- Class: RawDistributionVector.RawDistribution float MinValue;//[Offset: 0x1c, Size: 4] float MaxValue;//[Offset: 0x20, Size: 4] Vector MinValueVec;//[Offset: 0x24, Size: 12] Vector MaxValueVec;//[Offset: 0x30, Size: 12] DistributionVector* Distribution;//[Offset: 0x3c, Size: 4] -------------------------------- Class: DistributionVector.Distribution.Object bool bCanBeBaked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] bool bIsDirty;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20, Size: 1] bool bBakedDataSuccesfully;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1] -------------------------------- Class: OrbitOptions bool bProcessDuringSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bProcessDuringUpdate;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bUseEmitterTime;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] -------------------------------- Class: ParticleModuleEventReceiverBase.ParticleModuleEventBase.ParticleModule.Object byte EventGeneratorType;//[Offset: 0x2c, Size: 1] FName EventName;//[Offset: 0x30, Size: 8] -------------------------------- Class: InterpCurveEdSetup.Object CurveEdTab[] Tabs;//[Offset: 0x1c, Size: 12] int ActiveTab;//[Offset: 0x28, Size: 4] -------------------------------- Class: CurveEdTab FString TabName;//[Offset: 0x0, Size: 12] CurveEdEntry[] Curves;//[Offset: 0xc, Size: 12] float ViewStartInput;//[Offset: 0x18, Size: 4] float ViewEndInput;//[Offset: 0x1c, Size: 4] float ViewStartOutput;//[Offset: 0x20, Size: 4] float ViewEndOutput;//[Offset: 0x24, Size: 4] -------------------------------- Class: CurveEdEntry Object* CurveObject;//[Offset: 0x0, Size: 4] Color CurveColor;//[Offset: 0x4, Size: 4] FString CurveName;//[Offset: 0x8, Size: 12] int bHideCurve;//[Offset: 0x14, Size: 4] int bColorCurve;//[Offset: 0x18, Size: 4] int bFloatingPointColorCurve;//[Offset: 0x1c, Size: 4] int bClamp;//[Offset: 0x20, Size: 4] float ClampLow;//[Offset: 0x24, Size: 4] float ClampHigh;//[Offset: 0x28, Size: 4] -------------------------------- Class: ParticleSystemLOD -------------------------------- Class: LODSoloTrack byte[] SoloEnableSetting;//[Offset: 0x0, Size: 12] -------------------------------- Class: NamedEmitterMaterial FName Name;//[Offset: 0x0, Size: 8] MaterialInterface* Material;//[Offset: 0x8, Size: 4] -------------------------------- Class: ParticleSysParam FName Name;//[Offset: 0x0, Size: 8] byte ParamType;//[Offset: 0x8, Size: 1] float Scalar;//[Offset: 0xc, Size: 4] float Scalar_Low;//[Offset: 0x10, Size: 4] Vector Vector;//[Offset: 0x14, Size: 12] Vector Vector_Low;//[Offset: 0x20, Size: 12] Color Color;//[Offset: 0x2c, Size: 4] Actor* Actor;//[Offset: 0x30, Size: 4] MaterialInterface* Material;//[Offset: 0x34, Size: 4] -------------------------------- Class: ParticleSystemReplay.Object int ClipIDNumber;//[Offset: 0x1c, Size: 4] -------------------------------- Class: MaterialInstanceDynamic.MaterialInstance.MaterialInterface.Object void SetVectorParameterValue(FName ParameterName, LinearColor Value);// 0x5d228dc void SetTextureParameterValue(FName ParameterName, Texture* Value);// 0x5d22820 void SetScalarParameterValue(FName ParameterName, float Value);// 0x5d2275c void K2_InterpolateMaterialInstanceParams(MaterialInstance* SourceA, MaterialInstance* SourceB, float Alpha);// 0x5d2265c LinearColor K2_GetVectorParameterValue(FName ParameterName);// 0x5d225cc Texture* K2_GetTextureParameterValue(FName ParameterName);// 0x5d2254c float K2_GetScalarParameterValue(FName ParameterName);// 0x5d224cc void K2_CopyMaterialInstanceParameters(MaterialInterface* Source);// 0x5d22454 void CopyParameterOverrides(MaterialInstance* MaterialInstance);// 0x5d223dc void CopyInterpParameters(MaterialInstance* Source);// 0x5d22364 -------------------------------- Class: MaterialInstance.MaterialInterface.Object PhysicalMaterial* PhysMaterial;//[Offset: 0x50, Size: 4] MaterialInterface* Parent;//[Offset: 0x54, Size: 4] bool bHasStaticPermutationResource;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58, Size: 1] bool bOverrideSubsurfaceProfile;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58, Size: 1] FontParameterValue[] FontParameterValues;//[Offset: 0x5c, Size: 12] ScalarParameterValue[] ScalarParameterValues;//[Offset: 0x68, Size: 12] TextureParameterValue[] TextureParameterValues;//[Offset: 0x74, Size: 12] VectorParameterValue[] VectorParameterValues;//[Offset: 0x80, Size: 12] DynamicInstancingParameters;//[Offset: 0x8c, Size: 60] bool bOverrideBaseProperties;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] MaterialInstanceBasePropertyOverrides BasePropertyOverrides;//[Offset: 0xcc, Size: 16] Texture*[] PermutationTextureReferences;//[Offset: 0xf0, Size: 12] -------------------------------- Class: FontParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] Font* FontValue;//[Offset: 0x8, Size: 4] int FontPage;//[Offset: 0xc, Size: 4] Guid ExpressionGUID;//[Offset: 0x10, Size: 16] -------------------------------- Class: ScalarParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] float ParameterValue;//[Offset: 0x8, Size: 4] Guid ExpressionGUID;//[Offset: 0xc, Size: 16] -------------------------------- Class: TextureParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] Texture* ParameterValue;//[Offset: 0x8, Size: 4] Guid ExpressionGUID;//[Offset: 0xc, Size: 16] -------------------------------- Class: VectorParameterValue FName ParameterName;//[Offset: 0x0, Size: 8] LinearColor ParameterValue;//[Offset: 0x8, Size: 16] Guid ExpressionGUID;//[Offset: 0x18, Size: 16] -------------------------------- Class: MaterialInstanceBasePropertyOverrides bool bOverride_OpacityMaskClipValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bOverride_BlendMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bOverride_ShadingModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] bool bOverride_ShadingRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] bool bOverride_DitheredLODTransition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bOverride_CastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] bool bOverride_TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6, Size: 1] bool bOverride_MeshArcPlaneClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7, Size: 1] float OpacityMaskClipValue;//[Offset: 0x8, Size: 4] byte BlendMode;//[Offset: 0xc, Size: 1] byte ShadingModel;//[Offset: 0xd, Size: 1] byte ShadingRate;//[Offset: 0xe, Size: 1] bool TwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf, Size: 1] bool DitheredLODTransition;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf, Size: 1] bool bCastDynamicShadowAsMasked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf, Size: 1] bool bEnableMeshArcPlaneClip;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0xf, Size: 1] -------------------------------- Class: CameraModifier_CameraShake.CameraModifier.Object ActiveCameraShakeInfo[] ActiveShakes;//[Offset: 0x30, Size: 12] ExpiredPooledShakeMap;//[Offset: 0x3c, Size: 60] float SplitScreenShakeScale;//[Offset: 0x78, Size: 4] -------------------------------- Class: ActiveCameraShakeInfo CameraShake* ShakeInstance;//[Offset: 0x0, 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);// 0x40a6134 void ReceivePlayShake(float Scale);// 0x40a6134 bool ReceiveIsFinished();// 0x31b7bc0 void BlueprintUpdateCameraShake(float DeltaTime, float Alpha, out const MinimalViewInfo POV, out MinimalViewInfo ModifiedPOV);// 0x40a6134 -------------------------------- 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: 1312] float BasePostProcessBlendWeight;//[Offset: 0x570, 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);// 0x5c40408 void SetScale(float NewDuration);// 0x32c656c void SetDuration(float NewDuration);// 0x5c40390 void SetCurrentTime(float NewTime);// 0x5c40318 -------------------------------- 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: PooledCameraShakes CameraShake*[] PooledShakes;//[Offset: 0x0, Size: 12] -------------------------------- Class: CameraActor.Actor.Object byte AutoActivateForPlayer;//[Offset: 0x2e9, Size: 1] CameraComponent* CameraComponent;//[Offset: 0x2ec, Size: 4] SceneComponent* SceneComponent;//[Offset: 0x2f0, Size: 4] bool bConstrainAspectRatio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2fc, Size: 1] float AspectRatio;//[Offset: 0x300, Size: 4] float FOVAngle;//[Offset: 0x304, Size: 4] float PostProcessBlendWeight;//[Offset: 0x308, Size: 4] PostProcessSettings PostProcessSettings;//[Offset: 0x310, Size: 1312] int GetAutoActivatePlayerIndex();// 0x5c3fd68 -------------------------------- 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] bool bAutoFixFovByAspectRatio;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x274, Size: 1] byte ProjectionMode;//[Offset: 0x275, Size: 1] float PostProcessBlendWeight;//[Offset: 0x278, Size: 4] PostProcessSettings PostProcessSettings;//[Offset: 0x280, Size: 1312] bool bUseControllerViewRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x800, Size: 1] void SetUseFieldOfViewForLOD(bool bInUseFieldOfViewForLOD);// 0x5c40f44 void SetProjectionMode(byte InProjectionMode);// 0x5c40ed0 void SetPostProcessBlendWeight(float InPostProcessBlendWeight);// 0x5c40e5c void SetOrthoWidth(float InOrthoWidth);// 0x5c40de8 void SetOrthoNearClipPlane(float InOrthoNearClipPlane);// 0x5c40d74 void SetOrthoFarClipPlane(float InOrthoFarClipPlane);// 0x5c40d00 void SetFieldOfView(float InFieldOfView);// 0x329a110 void SetConstraintAspectRatio(bool bInConstrainAspectRatio);// 0x5c40c78 void SetAutoFixFovByAspectRatio(bool bInAutoFixFovByAspectRatio);// 0x5c40bf8 void SetAspectRatio(float InAspectRatio);// 0x5c40b84 void SetActive(bool bNewActive, bool bReset);// 0x5c0d27c void RemoveBlendable(interface classNone InBlendableObject);// 0x5c40a94 void OnViewportSizeChanged(Vector2D OldViewportSize, Vector2D NewViewportSize);// 0x5c409e0 void GetCameraView(float DeltaTime, out MinimalViewInfo DesiredView);// 0x330c370 void ApplyDrawDistanceOffset(float InFieldOfView);// 0x5c40968 void AddOrUpdateBlendable(interface classNone InBlendableObject, float InWeight);// 0x5c40838 -------------------------------- Class: CheatManager.Object DebugCameraController* DebugCameraControllerRef;//[Offset: 0x1c, Size: 4] class DebugCameraController* DebugCameraControllerClass;//[Offset: 0x20, Size: 4] void Walk();// 0x34026c0 void ViewSelf();// 0x3121fe0 void ViewPlayer(FString S);// 0x5c51754 void ViewClass(class Actor DesiredClass);// 0x34d6bec void ViewActor(FName actorName);// 0x30eb5b8 void TriggerCrash();// 0x5c51740 void ToggleDebugCamera();// 0x31047e0 void ToggleAILogging();// 0x30eac00 void TestCollisionDistance();// 0x35b3a6c void Teleport();// 0x33206b8 void Summon(FString ClassName);// 0x39f9898 void StreamLevelOut(FName PackageName);// 0x5c516c0 void StreamLevelIn(FName PackageName);// 0x5c51640 void Slomo(float NewTimeDilation);// 0x5c515c0 void SetWorldOrigin();// 0x5c515ac void SetNavDrawDistance(float DrawDistance);// 0x5c51534 void SetMouseSensitivityToDefault();// 0x5c51520 void ServerToggleAILogging();// 0x5c514c4 void ReceiveInitCheatManager();// 0x40a6134 void ReceiveEndPlay();// 0x40a6134 void RebuildNavigation();// 0x5c514a8 void PlayersOnly();// 0x30f0684 void OnlyLoadLevel(FName PackageName);// 0x342c528 void LogLoc();// 0x3554838 void InvertMouse();// 0x5c51494 void God();// 0x33e5f18 void Ghost();// 0x32519a0 void FreezeFrame(float Delay);// 0x30f3c10 void Fly();// 0x30f0668 void FlushLog();// 0x5c51478 void EnableDebugCamera();// 0x5c5145c void DumpVoiceMutingState();// 0x3651378 void DumpPartyState();// 0x5c51440 void DumpOnlineSessionState();// 0x5c51424 void DumpChatState();// 0x5c51408 void DisableDebugCamera();// 0x5c513ec void DestroyTarget();// 0x30f0aa8 void DestroyPawns(class Pawn aClass);// 0x5c5136c void DestroyAllPawnsExceptTarget();// 0x3185770 void DestroyAll(class Actor aClass);// 0x500b104 void DebugCapsuleSweepSize(float HalfHeight, float Radius);// 0x5c512a8 void DebugCapsuleSweepPawn();// 0x34270dc void DebugCapsuleSweepComplex(bool bTraceComplex);// 0x5c51220 void DebugCapsuleSweepClear();// 0x5c51204 void DebugCapsuleSweepChannel(byte Channel);// 0x5c51184 void DebugCapsuleSweepCapture();// 0x5c51168 void DebugCapsuleSweep();// 0x30eb6d4 void DamageTarget(float DamageAmount);// 0x33e5f34 void CheatScript(FString ScriptName);// 0x5c51010 void ChangeSize(float F);// 0x5c50f90 void BugItStringCreator(Vector ViewLocation, Rotator ViewRotation, out FString GoString, out FString LocString);// 0x5c50d94 void BugItGo(float X, float Y, float Z, float Pitch, float Yaw, float Roll);// 0x5c50bb4 void BugIt(FString ScreenShotDescription);// 0x5c50af0 -------------------------------- Class: DebugCameraController.PlayerController.Controller.Actor.Object bool bShowSelectedInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x58d, Size: 1] bool bIsFrozenRendering;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x58d, Size: 1] DrawFrustumComponent* DrawFrustum;//[Offset: 0x590, Size: 4] float SpeedScale;//[Offset: 0x5a4, Size: 4] float InitialMaxSpeed;//[Offset: 0x5a8, Size: 4] float InitialAccel;//[Offset: 0x5ac, Size: 4] float InitialDecel;//[Offset: 0x5b0, Size: 4] void ToggleDisplay();// 0x5c5bd28 void ShowDebugSelectedInfo();// 0x5c5bd0c void SetPawnMovementSpeedScale(float NewSpeedScale);// 0x5c5bc94 void ReceiveOnDeactivate(PlayerController* RestoredPC);// 0x40a6134 void ReceiveOnActorSelected(Actor* NewSelectedActor, out const Vector SelectHitLocation, out const Vector SelectHitNormal, out const HitResult Hit);// 0x40a6134 void ReceiveOnActivate(PlayerController* OriginalPC);// 0x40a6134 Actor* GetSelectedActor();// 0x5c5bc6c -------------------------------- Class: DrawFrustumComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color FrustumColor;//[Offset: 0x608, Size: 4] float FrustumAngle;//[Offset: 0x60c, Size: 4] float FrustumAspectRatio;//[Offset: 0x610, Size: 4] float FrustumStartDist;//[Offset: 0x614, Size: 4] float FrustumEndDist;//[Offset: 0x618, Size: 4] Texture* Texture;//[Offset: 0x61c, 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);// 0x5d728f8 void SetBind(FName BindName, FString Command);// 0x5d727f0 void InvertAxisKey(const Key AxisKey);// 0x5d72504 void InvertAxis(const FName AxisName);// 0x5d7248c void ClearSmoothing();// 0x5d72478 -------------------------------- 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: 0x29570, Size: 12] -------------------------------- Class: ChildConnection.NetConnection.Player.Object NetConnection* Parent;//[Offset: 0x295ac, 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] NetOptimConfig* NetOptimConfig;//[Offset: 0x490, Size: 4] -------------------------------- Class: Property.Field.Object -------------------------------- Class: NetOptimConfig.WorldSubsystem.Subsystem.Object bool ActorRepNetNotRelevantLODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] ActorRepNetNotRelevantLODGroups;//[Offset: 0x24, Size: 60] ActorReplicateFreqLODGroups;//[Offset: 0x60, Size: 60] -------------------------------- Class: WorldSubsystem.Subsystem.Object -------------------------------- Class: Subsystem.Object -------------------------------- Class: ActorRepNetNotRelevantLODConfig FName Category;//[Offset: 0x0, Size: 8] bool LODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float LODDeltaTime;//[Offset: 0xc, Size: 4] float LODDistFactor;//[Offset: 0x10, Size: 4] -------------------------------- Class: ActorReplicateFreqLODGroup FName Category;//[Offset: 0x0, Size: 8] bool LODEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x8, Size: 1] bool LODDistEnhancedOnBack;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x8, Size: 1] float LODBackEnhanceMinDistSq;//[Offset: 0xc, Size: 4] float LODBackEnhanceFactor;//[Offset: 0x10, Size: 4] float LODLongDistViewFactor;//[Offset: 0x14, Size: 4] ActorReplicateFreqLODConfig[] LODDistConfigs;//[Offset: 0x18, Size: 12] -------------------------------- Class: ActorReplicateFreqLODConfig float DistSquared;//[Offset: 0x0, Size: 4] float NetUpdateFreq;//[Offset: 0x4, Size: 4] -------------------------------- 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] SlateBrush Brush1;//[Offset: 0x8, Size: 152] SlateBrush Brush2;//[Offset: 0xa0, Size: 152] Vector2D Center;//[Offset: 0x138, Size: 8] Vector2D VisualSize;//[Offset: 0x140, Size: 8] Vector2D ThumbSize;//[Offset: 0x148, Size: 8] Vector2D InteractionSize;//[Offset: 0x150, Size: 8] Vector2D InputScale;//[Offset: 0x158, Size: 8] Key MainInputKey;//[Offset: 0x160, Size: 16] Key AltInputKey;//[Offset: 0x170, Size: 16] -------------------------------- 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: 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: SlateColor LinearColor SpecifiedColor;//[Offset: 0x0, Size: 16] byte ColorUseRule;//[Offset: 0x10, Size: 1] -------------------------------- Class: Box2D Vector2D Min;//[Offset: 0x0, Size: 8] Vector2D Max;//[Offset: 0x8, Size: 8] byte bIsValid;//[Offset: 0x10, Size: 1] -------------------------------- Class: SpectatorPawn.DefaultPawn.Pawn.Actor.Object -------------------------------- Class: DefaultPawn.Pawn.Actor.Object float BaseTurnRate;//[Offset: 0x330, Size: 4] float BaseLookUpRate;//[Offset: 0x334, Size: 4] PawnMovementComponent* MovementComponent;//[Offset: 0x338, Size: 4] SphereComponent* CollisionComponent;//[Offset: 0x33c, Size: 4] StaticMeshComponent* MeshComponent;//[Offset: 0x340, Size: 4] bool bAddDefaultMovementBindings;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x344, Size: 1] void TurnAtRate(float Rate);// 0x5c5e730 void MoveUp_World(float Val);// 0x5c5e6b0 void MoveRight(float Val);// 0x3557274 void MoveForward(float Val);// 0x5c5e630 void LookUpAtRate(float Rate);// 0x5c5e5b8 -------------------------------- Class: SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float SphereRadius;//[Offset: 0x618, Size: 4] void SetSphereRadius(float InSphereRadius, bool bUpdateOverlaps);// 0x5dab828 float GetUnscaledSphereRadius();// 0x5c486c8 float GetShapeScale();// 0x5c48658 float GetScaledSphereRadius();// 0x5c48220 -------------------------------- Class: StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int ForcedLodModel;//[Offset: 0x628, Size: 4] int LowDeviceForcedLodModel;//[Offset: 0x62c, Size: 4] int PreviousLODLevel;//[Offset: 0x630, Size: 4] int MinLOD;//[Offset: 0x634, Size: 4] StaticMesh* StaticMesh;//[Offset: 0x638, Size: 4] byte TileLength;//[Offset: 0x63c, Size: 1] byte TileNum;//[Offset: 0x63d, Size: 1] Texture2D* TileTexture;//[Offset: 0x640, Size: 4] Vector2D TileLocalMin;//[Offset: 0x644, Size: 8] bool bOverrideWireframeColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x64c, Size: 1] bool bOverrideMinLOD;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x64c, Size: 1] bool bOverrideNavigationExport;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x64c, Size: 1] bool bForceNavigationObstacle;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x64c, Size: 1] bool bDisallowMeshPaintPerInstance;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x64c, Size: 1] bool bIgnoreInstanceForTextureStreaming;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x64c, Size: 1] bool bOverrideLightMapRes;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x64c, Size: 1] bool bOverrideCullingScreenSize;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x64c, Size: 1] bool bCastDistanceFieldIndirectShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x64d, Size: 1] bool bOverrideDistanceFieldSelfShadowBias;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x64d, Size: 1] bool bUseSubDivisions;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x64d, Size: 1] bool bUseDefaultCollision;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x64d, Size: 1] bool bForceNotHzbOccluder;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x64d, Size: 1] bool bUseAsOccluderIgnoreMobility;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x64d, Size: 1] bool bCanBeOccludeed;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x64d, Size: 1] int OverriddenLightMapRes;//[Offset: 0x650, Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x654, Size: 4] StaticMeshComponentLODInfo[] LODData;//[Offset: 0x658, Size: 12] StreamingTextureBuildInfo[] StreamingTextureData;//[Offset: 0x664, Size: 12] bool IsDynamicInstancingParametersEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670, Size: 1] DynamicInstancingParameters;//[Offset: 0x674, Size: 60] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x6b0, Size: 24] IdeaBakingPrimitiveSettings IdeaBakingSettings;//[Offset: 0x6c8, Size: 20] Actor*[] AffectPointLightBPActors;//[Offset: 0x6dc, Size: 12] StaticMeshPointLightVertexDataBuffer[] PointLightStaticMeshLODResources;//[Offset: 0x6e8, Size: 12] bool SetStaticMesh(StaticMesh* NewMesh);// 0x527deb4 void SetOverrideCullingScreenSizeEnable(bool bEnable);// 0x5db86c0 void SetOverrideCullingScreenSize(float ScreenSize);// 0x5db8648 void SetLowDeviceForcedLodModel(int NewLowDeviceForcedLodModel);// 0x5db85d0 void SetForcedLodModel(int NewForcedLodModel);// 0x5db8558 void SetDistanceFieldSelfShadowBias(float NewValue);// 0x31df68c void SetDirty();// 0x5db8544 void OnRep_StaticMesh(StaticMesh* OldStaticMesh);// 0x5db84cc void GetLocalBounds(out Vector Min, out Vector Max);// 0x5db83f4 void EnableMeshClipPlane(out const Plane ClipPlane, int PlaneIndex);// 0x5d28090 void EnableMeshClipArc(out const Plane ClipPlane, out const Vector4 ClipSphere);// 0x5d27f80 void EnableMeshClip4Planes(out const Plane[] ClipPlanes, bool bBox);// 0x5d27e58 void DisableMeshClipPlane(int PlaneIndex);// 0x314e30c void DisableMeshClipArc();// 0x5d27e3c void DisableMeshClip4Planes();// 0x3372808 -------------------------------- 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: 0xd4, Size: 16] delegate ColorAndOpacityDelegate;//[Offset: 0xe8, Size: 16] SlateColor ForegroundColor;//[Offset: 0xf8, Size: 28] delegate ForegroundColorDelegate;//[Offset: 0x118, Size: 16] Margin Padding;//[Offset: 0x128, Size: 16] WAnimTime WAnimTime;//[Offset: 0x138, Size: 16] UMGSequencePlayer*[] ActiveSequencePlayers;//[Offset: 0x148, Size: 12] UMGSequencePlayer*[] StoppedSequencePlayers;//[Offset: 0x154, Size: 12] delegate OnTouchStart;//[Offset: 0x160, Size: 16] delegate OnTouchMove;//[Offset: 0x170, Size: 16] delegate OnTouchEnd;//[Offset: 0x180, Size: 16] NamedSlotBinding[] NamedSlotBindings;//[Offset: 0x190, Size: 12] WidgetTree* WidgetTree;//[Offset: 0x19c, Size: 4] int Priority;//[Offset: 0x1a0, Size: 4] bool bSupportsKeyboardFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1a4, Size: 1] bool bIsFocusable;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1a4, Size: 1] bool bStopAction;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1a4, Size: 1] bool bCanEverTick;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1a4, Size: 1] bool bCanEverPaint;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1a4, Size: 1] bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x1a4, Size: 1] bool bCookedWidgetTree;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x1a4, Size: 1] bool needAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a5, Size: 1] bool isAutoLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a6, Size: 1] FName[] autoPlayNameList;//[Offset: 0x1a8, Size: 12] enum TickFrequency;//[Offset: 0x1b4, Size: 1] InputComponent* InputComponent;//[Offset: 0x1b8, Size: 4] void UnregisterInputComponent();// 0x5037308 void Tick(Geometry MyGeometry, float InDeltaTime);// 0x40a6134 void StopListeningForInputAction(FName ActionName, byte EventType);// 0x503723c void StopListeningForAllInputActions();// 0x5037228 void StopAnimation(const WidgetAnimation* InAnimation);// 0x50371b0 void SetWAnimTime(WAnimTime InWAnimTime);// 0x5037128 void SetPositionInViewport(Vector2D Position, bool bRemoveDPIScale);// 0x5037068 void SetPlaybackSpeed(const WidgetAnimation* InAnimation, float PlaybackSpeed);// 0x5036fac void SetPadding(Margin InPadding);// 0x5036f24 void SetOwningPlayer(PlayerController* LocalPlayerController);// 0x5036eac void SetOwningLocalPlayer(LocalPlayer* LocalPlayer);// 0x5036e34 void SetNumLoopsToPlay(const WidgetAnimation* InAnimation, int NumLoopsToPlay);// 0x5036d78 void SetInputActionPriority(int NewPriority);// 0x5036d00 void SetInputActionBlocking(bool bShouldBlock);// 0x5036c80 void SetForegroundColor(SlateColor InForegroundColor);// 0x5036960 void SetDontPaintWhenChildEmpty(bool Enable);// 0x50368e0 void SetDesiredSizeInViewport(Vector2D Size);// 0x5036870 void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x50367f4 void SetAnchorsInViewport(Anchors Anchors);// 0x503676c void SetAlignmentInViewport(Vector2D Alignment);// 0x50366fc void ReverseAnimation(const WidgetAnimation* InAnimation);// 0x5036684 void RemoveFromViewport();// 0x5036670 void RegisterInputComponent();// 0x503665c void PreConstruct(bool IsDesignTime);// 0x40a6134 void PlaySound(SoundBase* SoundToPlay);// 0x50365e4 void PlayAnimationTo(WidgetAnimation* InAnimation, float StartAtTime, float EndAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x5036410 void PlayAnimation(WidgetAnimation* InAnimation, float StartAtTime, int NumLoopsToPlay, byte PlayMode, float PlaybackSpeed);// 0x5036280 float PauseAnimation(const WidgetAnimation* InAnimation);// 0x5036200 EventReply OnTouchStarted(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x40a6134 EventReply OnTouchMoved(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x40a6134 EventReply OnTouchGesture(Geometry MyGeometry, out const PointerEvent GestureEvent);// 0x40a6134 EventReply OnTouchEnded(Geometry MyGeometry, out const PointerEvent InTouchEvent);// 0x40a6134 void OnRemovedFromFocusPath(FocusEvent InFocusEvent);// 0x40a6134 EventReply OnPreviewMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x40a6134 EventReply OnPreviewKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x40a6134 void OnPaint(out PaintContext Context);// 0x40a6134 EventReply OnMouseWheel(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x40a6134 EventReply OnMouseMove(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x40a6134 void OnMouseLeave(out const PointerEvent MouseEvent);// 0x40a6134 void OnMouseEnter(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x40a6134 void OnMouseCaptureLost();// 0x40a6134 EventReply OnMouseButtonUp(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x40a6134 EventReply OnMouseButtonDown(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x40a6134 EventReply OnMouseButtonDoubleClick(Geometry InMyGeometry, out const PointerEvent InMouseEvent);// 0x40a6134 EventReply OnMotionDetected(Geometry MyGeometry, MotionEvent InMotionEvent);// 0x40a6134 EventReply OnKeyUp(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x40a6134 EventReply OnKeyDown(Geometry MyGeometry, KeyEvent InKeyEvent);// 0x40a6134 EventReply OnKeyChar(Geometry MyGeometry, CharacterEvent InCharacterEvent);// 0x40a6134 EventReply OnFocusReceived(Geometry MyGeometry, FocusEvent InFocusEvent);// 0x40a6134 void OnFocusLost(FocusEvent InFocusEvent);// 0x40a6134 bool OnDrop(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x40a6134 bool OnDragOver(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x40a6134 void OnDragLeave(PointerEvent PointerEvent, DragDropOperation* Operation);// 0x40a6134 void OnDragEnter(Geometry MyGeometry, PointerEvent PointerEvent, DragDropOperation* Operation);// 0x40a6134 void OnDragDetected(Geometry MyGeometry, out const PointerEvent PointerEvent, out DragDropOperation* Operation);// 0x40a6134 void OnDragCancelled(out const PointerEvent PointerEvent, DragDropOperation* Operation);// 0x40a6134 void OnAnimationStarted(const WidgetAnimation* Animation);// 0x33f234c void OnAnimationFinished(const WidgetAnimation* Animation);// 0x30eb1f8 EventReply OnAnalogValueChanged(Geometry MyGeometry, AnalogInputEvent InAnalogInputEvent);// 0x40a6134 void OnAddedToFocusPath(FocusEvent InFocusEvent);// 0x40a6134 void ListenForInputAction(FName ActionName, byte EventType, bool bConsume, delegate Callback);// 0x5036070 bool IsPlayingAnimation();// 0x5036048 bool IsListeningForInputAction(FName ActionName);// 0x5035fc8 bool IsInViewport();// 0x5035d94 bool IsInteractable();// 0x40a6134 bool IsAnyAnimationPlaying();// 0x5035fa0 bool IsAnimationPlayingForward(const WidgetAnimation* InAnimation);// 0x5035f20 bool IsAnimationPlaying(const WidgetAnimation* InAnimation);// 0x5035ea0 Widget* GetWidgetFromName(out const FName Name);// 0x5035e0c Pawn* GetOwningPlayerPawn();// 0x5035de4 PlayerController* GetOwningPlayer();// 0x30bdce4 LocalPlayer* GetOwningLocalPlayer();// 0x5035dbc bool GetIsVisible();// 0x5035d94 bool GetDontPaintWhenChildEmpty();// 0x5035d6c float GetAnimationCurrentTime(const WidgetAnimation* InAnimation);// 0x5035cec Anchors GetAnchorsInViewport();// 0x5035ca8 Vector2D GetAlignmentInViewport();// 0x5035c68 void Destruct();// 0x40a6134 void Construct();// 0x40a6134 void AddToViewport(int ZOrder);// 0x5035bf0 bool AddToPlayerScreen(int ZOrder);// 0x5035b70 -------------------------------- 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 bDisableVolatileInSlateGI;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x9c, Size: 1] bool bWriteSceneZBuffer;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[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] bool bOpenReciveClick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1] bool bReciveClick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa5, Size: 1] WidgetNavigation* Navigation;//[Offset: 0xa8, Size: 4] PropertyBinding*[] NativeBindings;//[Offset: 0xc4, Size: 12] void SetWidgetRender(const enum InWidgetVisible);// 0x503c938 void SetVisibility(enum InVisibility);// 0x503c8b8 void SetUserFocus(PlayerController* PlayerController);// 0x503c840 void SetToolTipText(out const FText InToolTipText);// 0x503c69c void SetToolTip(Widget* Widget);// 0x503c624 void SetRenderTranslation(Vector2D Translation);// 0x503c5b4 void SetRenderTransformPivot(Vector2D Pivot);// 0x503c544 void SetRenderTransform(WidgetTransform InTransform);// 0x503c46c void SetRenderShear(Vector2D Shear);// 0x503c3fc void SetRenderScale(Vector2D Scale);// 0x503c38c void SetRenderAngle(float Angle);// 0x503c314 void SetNavigationRule(enum Direction, enum Rule, FName WidgetToFocus);// 0x503c20c void SetKeyboardFocus();// 0x503c1f8 void SetIsEnabled(bool bInIsEnabled);// 0x30f0320 void SetCursor(byte InCursor);// 0x503c180 void SetClipping(enum InClipping);// 0x503c108 void SetAllNavigationRules(enum Rule, FName WidgetToFocus);// 0x503c04c void ResetCursor();// 0x503c038 void RemoveFromParent();// 0x33206b8 EventReply OnReply__DelegateSignature();// 0x40a6134 EventReply OnPointerEvent__DelegateSignature(Geometry MyGeometry, out const PointerEvent MouseEvent);// 0x40a6134 bool IsVisible();// 0x503c010 bool IsHovered();// 0x503bfe8 void InvalidateLayoutAndVolatility();// 0x503bfd4 bool HasUserFocusedDescendants(PlayerController* PlayerController);// 0x503bf54 bool HasUserFocus(PlayerController* PlayerController);// 0x503bed4 bool HasMouseCapture();// 0x503beac bool HasKeyboardFocus();// 0x503be84 bool HasFocusedDescendants();// 0x503be5c bool HasAnyUserFocus();// 0x503be34 enum GetWidgetRender();// 0x503be0c Widget* GetWidget__DelegateSignature();// 0x40a6134 enum GetVisibility();// 0x503bde4 Geometry GetTickSpaceGeometry();// 0x503bd64 Widget* GetTheTemplate();// 0x503bdbc FText GetText__DelegateSignature();// 0x40a6134 enum GetSlateVisibility__DelegateSignature();// 0x40a6134 SlateColor GetSlateColor__DelegateSignature();// 0x40a6134 SlateBrush GetSlateBrush__DelegateSignature();// 0x40a6134 PanelWidget* GetParent();// 0x503bd94 Geometry GetPaintSpaceGeometry();// 0x503bd64 PlayerController* GetOwningPlayer();// 0x30bdce4 byte GetMouseCursor__DelegateSignature();// 0x40a6134 LinearColor GetLinearColor__DelegateSignature();// 0x40a6134 bool GetIsEnabled();// 0x503bd3c int GetInt32__DelegateSignature();// 0x40a6134 float GetFloat__DelegateSignature();// 0x40a6134 Vector2D GetDesiredSize();// 0x503bcfc enum GetClipping();// 0x503bcd4 enum GetCheckBoxState__DelegateSignature();// 0x40a6134 Geometry GetCachedGeometry();// 0x503bca4 Geometry GetCachedAllottedGeometry();// 0x503bc74 bool GetBool__DelegateSignature();// 0x40a6134 Widget* GenerateWidgetForString__DelegateSignature(FString Item);// 0x40a6134 Widget* GenerateWidgetForObject__DelegateSignature(Object* Item);// 0x40a6134 void ForceVolatile(bool bForce);// 0x503bbf4 void ForceLayoutPrepass();// 0x503bbe0 void DisableVolatileInSlateGI(bool bDisabled);// 0x503bb60 void AdaptationWidgetSlot(out const Margin InOffset);// 0x503bad0 -------------------------------- Class: Visual.Object -------------------------------- Class: PanelSlot.Visual.Object PanelWidget* Parent;//[Offset: 0x1c, Size: 4] Widget* Content;//[Offset: 0x20, Size: 4] -------------------------------- Class: PanelWidget.Widget.Visual.Object PanelSlot*[] Slots;//[Offset: 0xd0, Size: 12] bool RemoveChildAt(int Index);// 0x5020904 bool RemoveChild(Widget* Content);// 0x5020884 bool HasChild(Widget* Content);// 0x5020804 bool HasAnyChildren();// 0x50207dc int GetChildrenCount();// 0x50207b4 int GetChildIndex(Widget* Content);// 0x5020734 Widget* GetChildAt(int Index);// 0x50206b4 void ClearChildren();// 0x50206a0 PanelSlot* AddChild(Widget* Content);// 0x5020620 -------------------------------- Class: WidgetTransform Vector2D Translation;//[Offset: 0x0, Size: 8] Vector2D Scale;//[Offset: 0x8, Size: 8] Vector2D Shear;//[Offset: 0x10, Size: 8] float Angle;//[Offset: 0x18, Size: 4] -------------------------------- Class: WidgetNavigation.Object WidgetNavigationData Up;//[Offset: 0x20, Size: 24] WidgetNavigationData Down;//[Offset: 0x38, Size: 24] WidgetNavigationData Left;//[Offset: 0x50, Size: 24] WidgetNavigationData Right;//[Offset: 0x68, Size: 24] WidgetNavigationData Next;//[Offset: 0x80, Size: 24] WidgetNavigationData Previous;//[Offset: 0x98, Size: 24] -------------------------------- Class: WidgetNavigationData enum Rule;//[Offset: 0x0, Size: 1] FName WidgetToFocus;//[Offset: 0x8, Size: 8] Widget* Widget;//[Offset: 0x10, Size: 8] -------------------------------- Class: PropertyBinding.Object Object* SourceObject;//[Offset: 0x1c, Size: 8] DynamicPropertyPath SourcePath;//[Offset: 0x24, Size: 12] FName DestinationProperty;//[Offset: 0x30, Size: 8] -------------------------------- Class: DynamicPropertyPath PropertyPathSegment[] Segments;//[Offset: 0x0, Size: 12] -------------------------------- Class: PropertyPathSegment FName Name;//[Offset: 0x0, Size: 8] int ArrayIndex;//[Offset: 0x8, Size: 4] Struct* Struct;//[Offset: 0xc, Size: 4] Field* Field;//[Offset: 0x10, Size: 4] -------------------------------- Class: EventReply -------------------------------- Class: Geometry -------------------------------- Class: PointerEvent.InputEvent -------------------------------- Class: InputEvent -------------------------------- Class: WAnimTime float PlayTime;//[Offset: 0x0, Size: 4] float PlayTime;//[Offset: 0x4, Size: 4] float PlayTime;//[Offset: 0x8, Size: 4] float PlayTime;//[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();// 0x503d8d4 float GetEndTime();// 0x503d8ac -------------------------------- Class: MovieSceneSequence.MovieSceneSignedObject.Object CachedMovieSceneEvaluationTemplate EvaluationTemplate;//[Offset: 0x40, Size: 404] MovieSceneTrackCompilationParams TemplateParameters;//[Offset: 0x1d4, Size: 2] InstancedSubSequenceEvaluationTemplates;//[Offset: 0x1d8, Size: 60] bool bParentContextsAreSignificant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214, Size: 1] -------------------------------- Class: MovieSceneSignedObject.Object Guid Signature;//[Offset: 0x1c, Size: 16] -------------------------------- Class: MovieScene.MovieSceneSignedObject.Object MovieSceneSpawnable[] Spawnables;//[Offset: 0x40, Size: 12] MovieScenePossessable[] Possessables;//[Offset: 0x4c, Size: 12] MovieSceneBinding[] ObjectBindings;//[Offset: 0x58, Size: 12] MovieSceneTrack*[] MasterTracks;//[Offset: 0x64, Size: 12] MovieSceneTrack* CameraCutTrack;//[Offset: 0x70, Size: 4] FloatRange SelectionRange;//[Offset: 0x74, Size: 16] FloatRange PlaybackRange;//[Offset: 0x84, Size: 16] bool bForceFixedFrameIntervalPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] float FixedFrameInterval;//[Offset: 0x98, Size: 4] float InTime;//[Offset: 0x9c, Size: 4] float OutTime;//[Offset: 0xa0, Size: 4] float StartTime;//[Offset: 0xa4, Size: 4] float EndTime;//[Offset: 0xa8, Size: 4] bool bLowDeviceFrameRateLimitEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] int LowDeviceFrameLimit;//[Offset: 0xb0, Size: 4] -------------------------------- Class: MovieSceneSpawnable Guid Guid;//[Offset: 0x0, Size: 16] FString Name;//[Offset: 0x10, Size: 12] Object* ObjectTemplate;//[Offset: 0x1c, Size: 4] Guid[] ChildPossessables;//[Offset: 0x20, Size: 12] enum Ownership;//[Offset: 0x2c, Size: 1] enum DeviceLevel;//[Offset: 0x2d, Size: 1] enum UserQualitySettingLevel;//[Offset: 0x2e, Size: 1] -------------------------------- Class: MovieScenePossessable Guid Guid;//[Offset: 0x0, Size: 16] FString Name;//[Offset: 0x10, Size: 12] class Object* PossessedObjectClass;//[Offset: 0x1c, Size: 4] Guid ParentGuid;//[Offset: 0x20, Size: 16] -------------------------------- Class: MovieSceneBinding Guid ObjectGuid;//[Offset: 0x0, Size: 16] FString BindingName;//[Offset: 0x10, Size: 12] MovieSceneTrack*[] Tracks;//[Offset: 0x1c, Size: 12] -------------------------------- Class: MovieSceneTrack.MovieSceneSignedObject.Object MovieSceneTrackEvalOptions EvalOptions;//[Offset: 0x40, Size: 4] -------------------------------- Class: MovieSceneTrackEvalOptions bool bCanEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bEvalNearestSection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x0, Size: 1] bool bEvaluateNearestSection;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x0, Size: 1] -------------------------------- Class: FloatRange FloatRangeBound LowerBound;//[Offset: 0x0, Size: 8] FloatRangeBound UpperBound;//[Offset: 0x8, Size: 8] -------------------------------- Class: FloatRangeBound byte Type;//[Offset: 0x0, Size: 1] float Value;//[Offset: 0x4, Size: 4] -------------------------------- Class: CachedMovieSceneEvaluationTemplate.MovieSceneEvaluationTemplate -------------------------------- Class: MovieSceneEvaluationTemplate Tracks;//[Offset: 0x0, Size: 60] MovieSceneEvaluationField EvaluationField;//[Offset: 0x78, Size: 36] MovieSceneSequenceHierarchy Hierarchy;//[Offset: 0x9c, Size: 120] MovieSceneTemplateGenerationLedger TemplateLedger;//[Offset: 0x114, Size: 124] bool bHasLegacyTrackInstances;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x190, Size: 1] bool bKeepStaleTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x190, Size: 1] -------------------------------- Class: MovieSceneEvaluationTrack Guid ObjectBindingId;//[Offset: 0x0, Size: 16] uint16 EvaluationPriority;//[Offset: 0x10, Size: 2] enum EvaluationMethod;//[Offset: 0x12, Size: 1] MovieSceneSegment[] Segments;//[Offset: 0x14, Size: 12] MovieSceneEvalTemplatePtr[] ChildTemplates;//[Offset: 0x20, Size: 12] MovieSceneTrackImplementationPtr TrackTemplate;//[Offset: 0x30, Size: 56] FName EvaluationGroup;//[Offset: 0x68, Size: 8] bool bEvaluateInPreroll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1] bool bEvaluateInPostroll;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70, Size: 1] -------------------------------- Class: MovieSceneSegment -------------------------------- Class: MovieSceneEvalTemplatePtr -------------------------------- Class: MovieSceneTrackImplementationPtr -------------------------------- Class: MovieSceneEvaluationField FloatRange[] Ranges;//[Offset: 0x0, Size: 12] MovieSceneEvaluationGroup[] Groups;//[Offset: 0xc, Size: 12] MovieSceneEvaluationMetaData[] MetaData;//[Offset: 0x18, Size: 12] -------------------------------- Class: MovieSceneEvaluationGroup MovieSceneEvaluationGroupLUTIndex[] LUTIndices;//[Offset: 0x0, Size: 12] MovieSceneEvaluationFieldSegmentPtr[] SegmentPtrLUT;//[Offset: 0xc, Size: 12] -------------------------------- Class: MovieSceneEvaluationGroupLUTIndex int LUTOffset;//[Offset: 0x0, Size: 4] int NumInitPtrs;//[Offset: 0x4, Size: 4] int NumEvalPtrs;//[Offset: 0x8, Size: 4] -------------------------------- Class: MovieSceneEvaluationFieldSegmentPtr.MovieSceneEvaluationFieldTrackPtr int SegmentIndex;//[Offset: 0x8, Size: 4] -------------------------------- Class: MovieSceneEvaluationFieldTrackPtr MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 4] MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 4] -------------------------------- Class: MovieSceneSequenceID uint32 Value;//[Offset: 0x0, Size: 4] -------------------------------- Class: MovieSceneTrackIdentifier uint32 Value;//[Offset: 0x0, Size: 4] -------------------------------- Class: MovieSceneEvaluationMetaData MovieSceneSequenceID[] ActiveSequences;//[Offset: 0x0, Size: 12] MovieSceneOrderedEvaluationKey[] ActiveEntities;//[Offset: 0xc, Size: 12] -------------------------------- Class: MovieSceneOrderedEvaluationKey MovieSceneEvaluationKey Key;//[Offset: 0x0, Size: 12] uint32 EvaluationIndex;//[Offset: 0xc, Size: 4] -------------------------------- Class: MovieSceneEvaluationKey MovieSceneSequenceID SequenceID;//[Offset: 0x0, Size: 4] MovieSceneTrackIdentifier TrackIdentifier;//[Offset: 0x4, Size: 4] uint32 SectionIdentifier;//[Offset: 0x8, Size: 4] -------------------------------- Class: MovieSceneSequenceHierarchy SubSequences;//[Offset: 0x0, Size: 60] Hierarchy;//[Offset: 0x3c, Size: 60] -------------------------------- Class: MovieSceneSubSequenceData MovieSceneSequence* Sequence;//[Offset: 0x0, Size: 4] Object* SequenceKeyObject;//[Offset: 0x4, Size: 4] MovieSceneSequenceTransform RootToSequenceTransform;//[Offset: 0x8, Size: 8] Guid SourceSequenceSignature;//[Offset: 0x10, Size: 16] MovieSceneSequenceID DeterministicSequenceID;//[Offset: 0x20, Size: 4] FloatRange PreRollRange;//[Offset: 0x24, Size: 16] FloatRange PostRollRange;//[Offset: 0x34, Size: 16] int HierarchicalBias;//[Offset: 0x44, Size: 4] -------------------------------- Class: MovieSceneSequenceTransform float TimeScale;//[Offset: 0x0, Size: 4] float Offset;//[Offset: 0x4, Size: 4] -------------------------------- Class: MovieSceneSequenceHierarchyNode MovieSceneSequenceID ParentID;//[Offset: 0x0, Size: 4] MovieSceneSequenceID[] Children;//[Offset: 0x4, Size: 12] -------------------------------- Class: MovieSceneTemplateGenerationLedger MovieSceneTrackIdentifier LastTrackIdentifier;//[Offset: 0x0, Size: 4] TrackReferenceCounts;//[Offset: 0x4, Size: 60] TrackSignatureToTrackIdentifier;//[Offset: 0x40, Size: 60] -------------------------------- Class: MovieSceneTrackIdentifiers MovieSceneTrackIdentifier[] Data;//[Offset: 0x0, Size: 12] -------------------------------- Class: MovieSceneTrackCompilationParams bool bForEditorPreview;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bDuringBlueprintCompile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] -------------------------------- Class: WidgetAnimationBinding FName WidgetName;//[Offset: 0x0, Size: 8] FName SlotWidgetName;//[Offset: 0x8, Size: 8] Guid AnimationGuid;//[Offset: 0x10, Size: 16] bool bIsRootWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] -------------------------------- Class: NamedSlotBinding FName Name;//[Offset: 0x0, Size: 8] Widget* Content;//[Offset: 0x8, Size: 4] -------------------------------- Class: WidgetTree.Object Widget* RootWidget;//[Offset: 0x1c, Size: 4] Widget*[] AllWidgets;//[Offset: 0x20, Size: 12] -------------------------------- Class: LocalPlayer.Player.Object GameViewportClient* ViewportClient;//[Offset: 0x38, Size: 4] byte AspectRatioAxisConstraint;//[Offset: 0x58, Size: 1] class PlayerController* PendingLevelPlayerControllerClass;//[Offset: 0x5c, Size: 4] bool bSentSplitJoin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60, Size: 1] int ControllerId;//[Offset: 0xa0, Size: 4] -------------------------------- Class: GameViewportClient.ScriptViewportClient.Object Console* ViewportConsole;//[Offset: 0x24, Size: 4] DebugDisplayProperty[] DebugProperties;//[Offset: 0x28, Size: 12] World* World;//[Offset: 0x58, Size: 4] GameInstance* GameInstance;//[Offset: 0x5c, Size: 4] void SSSwapControllers();// 0x32c7a28 void ShowTitleSafeArea();// 0x3122800 void SetConsoleTarget(int playerIndex);// 0x30f3c10 static void RemoveViewportChangeDelegate(out const delegate Delegate);// 0x5c94d5c static void AddViewportChangeDelegate(out const delegate Delegate);// 0x5c94c9c -------------------------------- 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();// 0x40a6134 void ReceiveInit();// 0x40a6134 void HandleTravelError(byte FailureType);// 0x40a6134 void HandleNetworkError(byte FailureType, bool bIsServer);// 0x40a6134 int GetDeviceLevel();// 0x312b7c4 void DebugRemovePlayer(int ControllerId);// 0x5c515c0 void DebugCreatePlayer(int ControllerId);// 0x5c7d634 -------------------------------- Class: OnlineSession.Object -------------------------------- Class: Anchors Vector2D Minimum;//[Offset: 0x0, Size: 8] Vector2D Maximum;//[Offset: 0x8, Size: 8] -------------------------------- Class: SoundBase.Object SoundClass* SoundClassObject;//[Offset: 0x1c, Size: 4] bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] bool bOverrideConcurrency;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x20, Size: 1] bool bOutputToBusOnly;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x20, Size: 1] bool bIgnoreFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x20, Size: 1] SoundConcurrency* SoundConcurrencySettings;//[Offset: 0x24, Size: 4] SoundConcurrencySettings ConcurrencyOverrides;//[Offset: 0x28, Size: 12] byte MaxConcurrentResolutionRule;//[Offset: 0x34, Size: 1] int MaxConcurrentPlayCount;//[Offset: 0x38, Size: 4] float Duration;//[Offset: 0x3c, Size: 4] SoundAttenuation* AttenuationSettings;//[Offset: 0x40, Size: 4] float Priority;//[Offset: 0x44, Size: 4] SoundSubmix* SoundSubmixObject;//[Offset: 0x48, Size: 4] SoundSubmixSendInfo[] SoundSubmixSends;//[Offset: 0x4c, Size: 12] SoundEffectSourcePresetChain* SourceEffectChain;//[Offset: 0x58, Size: 4] SoundSourceBusSendInfo[] BusSends;//[Offset: 0x5c, Size: 12] -------------------------------- Class: SoundClass.Object SoundClassProperties Properties;//[Offset: 0x1c, Size: 40] SoundClass*[] ChildClasses;//[Offset: 0x44, Size: 12] PassiveSoundMixModifier[] PassiveSoundMixModifiers;//[Offset: 0x50, Size: 12] SoundClass* ParentClass;//[Offset: 0x5c, Size: 4] -------------------------------- Class: SoundClassProperties float Volume;//[Offset: 0x0, Size: 4] float Pitch;//[Offset: 0x4, Size: 4] float StereoBleed;//[Offset: 0x8, Size: 4] float LFEBleed;//[Offset: 0xc, Size: 4] float VoiceCenterChannelVolume;//[Offset: 0x10, Size: 4] float RadioFilterVolume;//[Offset: 0x14, Size: 4] float RadioFilterVolumeThreshold;//[Offset: 0x18, Size: 4] bool bApplyEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] bool bAlwaysPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x1c, Size: 1] bool bIsUISound;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x1c, Size: 1] bool bIsMusic;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x1c, Size: 1] bool bReverb;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x1c, Size: 1] float Default2DReverbSendAmount;//[Offset: 0x20, Size: 4] bool bCenterChannelOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x24, Size: 1] bool bApplyAmbientVolumes;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x24, Size: 1] byte OutputTarget;//[Offset: 0x25, Size: 1] -------------------------------- Class: PassiveSoundMixModifier SoundMix* SoundMix;//[Offset: 0x0, Size: 4] float MinVolumeThreshold;//[Offset: 0x4, Size: 4] float MaxVolumeThreshold;//[Offset: 0x8, Size: 4] -------------------------------- Class: SoundMix.Object bool bApplyEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1c, Size: 1] float EQPriority;//[Offset: 0x20, Size: 4] AudioEQEffect EQSettings;//[Offset: 0x28, Size: 56] SoundClassAdjuster[] SoundClassEffects;//[Offset: 0x60, Size: 12] float InitialDelay;//[Offset: 0x6c, Size: 4] float FadeInTime;//[Offset: 0x70, Size: 4] float Duration;//[Offset: 0x74, Size: 4] float FadeOutTime;//[Offset: 0x78, Size: 4] -------------------------------- Class: AudioEQEffect float FrequencyCenter0;//[Offset: 0x8, Size: 4] float Gain0;//[Offset: 0xc, Size: 4] float Bandwidth0;//[Offset: 0x10, Size: 4] float FrequencyCenter1;//[Offset: 0x14, Size: 4] float Gain1;//[Offset: 0x18, Size: 4] float Bandwidth1;//[Offset: 0x1c, Size: 4] float FrequencyCenter2;//[Offset: 0x20, Size: 4] float Gain2;//[Offset: 0x24, Size: 4] float Bandwidth2;//[Offset: 0x28, Size: 4] float FrequencyCenter3;//[Offset: 0x2c, Size: 4] float Gain3;//[Offset: 0x30, Size: 4] float Bandwidth3;//[Offset: 0x34, Size: 4] -------------------------------- Class: SoundClassAdjuster SoundClass* SoundClassObject;//[Offset: 0x0, Size: 4] float VolumeAdjuster;//[Offset: 0x4, Size: 4] float PitchAdjuster;//[Offset: 0x8, Size: 4] bool bApplyToChildren;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] float VoiceCenterChannelVolumeAdjuster;//[Offset: 0x10, Size: 4] -------------------------------- Class: SoundConcurrency.Object SoundConcurrencySettings Concurrency;//[Offset: 0x1c, Size: 12] -------------------------------- Class: SoundConcurrencySettings int MaxCount;//[Offset: 0x0, Size: 4] bool bLimitToOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] byte ResolutionRule;//[Offset: 0x5, Size: 1] float VolumeScale;//[Offset: 0x8, Size: 4] -------------------------------- Class: SoundAttenuation.Object SoundAttenuationSettings Attenuation;//[Offset: 0x1c, Size: 532] -------------------------------- Class: SoundAttenuationSettings.BaseAttenuationSettings bool bAttenuate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7c, Size: 1] bool bSpatialize;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7c, Size: 1] bool bAttenuateWithLPF;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x7c, Size: 1] bool bEnableListenerFocus;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x7c, Size: 1] bool bEnableFocusInterpolation;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x7c, Size: 1] bool bEnableOcclusion;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x7c, Size: 1] bool bUseComplexCollisionForOcclusion;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x7c, Size: 1] bool bEnableReverbSend;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x7c, Size: 1] bool bApplyNormalizationToStereoSounds;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7d, Size: 1] bool bEnableLogFrequencyScaling;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x7d, Size: 1] byte DistanceType;//[Offset: 0x7e, Size: 1] float OmniRadius;//[Offset: 0x80, Size: 4] float StereoSpread;//[Offset: 0x84, Size: 4] byte SpatializationAlgorithm;//[Offset: 0x88, Size: 1] SpatializationPluginSourceSettingsBase* SpatializationPluginSettings;//[Offset: 0x8c, Size: 4] float RadiusMin;//[Offset: 0x90, Size: 4] float RadiusMax;//[Offset: 0x94, Size: 4] float LPFRadiusMin;//[Offset: 0x98, Size: 4] float LPFRadiusMax;//[Offset: 0x9c, Size: 4] enum AbsorptionMethod;//[Offset: 0xa0, Size: 1] RuntimeFloatCurve CustomLowpassAirAbsorptionCurve;//[Offset: 0xa4, Size: 88] RuntimeFloatCurve CustomHighpassAirAbsorptionCurve;//[Offset: 0xfc, Size: 88] float LPFFrequencyAtMin;//[Offset: 0x154, Size: 4] float LPFFrequencyAtMax;//[Offset: 0x158, Size: 4] float HPFFrequencyAtMin;//[Offset: 0x15c, Size: 4] float HPFFrequencyAtMax;//[Offset: 0x160, Size: 4] float FocusAzimuth;//[Offset: 0x164, Size: 4] float NonFocusAzimuth;//[Offset: 0x168, Size: 4] float FocusDistanceScale;//[Offset: 0x16c, Size: 4] float NonFocusDistanceScale;//[Offset: 0x170, Size: 4] float FocusPriorityScale;//[Offset: 0x174, Size: 4] float NonFocusPriorityScale;//[Offset: 0x178, Size: 4] float FocusVolumeAttenuation;//[Offset: 0x17c, Size: 4] float NonFocusVolumeAttenuation;//[Offset: 0x180, Size: 4] float FocusAttackInterpSpeed;//[Offset: 0x184, Size: 4] float FocusReleaseInterpSpeed;//[Offset: 0x188, Size: 4] byte OcclusionTraceChannel;//[Offset: 0x18c, Size: 1] float OcclusionLowPassFilterFrequency;//[Offset: 0x190, Size: 4] float OcclusionVolumeAttenuation;//[Offset: 0x194, Size: 4] float OcclusionInterpolationTime;//[Offset: 0x198, Size: 4] OcclusionPluginSourceSettingsBase* OcclusionPluginSettings;//[Offset: 0x19c, Size: 4] enum ReverbSendMethod;//[Offset: 0x1a0, Size: 1] ReverbPluginSourceSettingsBase* ReverbPluginSettings;//[Offset: 0x1a4, Size: 4] float ReverbWetLevelMin;//[Offset: 0x1a8, Size: 4] float ReverbWetLevelMax;//[Offset: 0x1ac, Size: 4] float ReverbDistanceMin;//[Offset: 0x1b0, Size: 4] float ReverbDistanceMax;//[Offset: 0x1b4, Size: 4] RuntimeFloatCurve CustomReverbSendCurve;//[Offset: 0x1b8, Size: 88] float ManualReverbSendLevel;//[Offset: 0x210, Size: 4] -------------------------------- Class: BaseAttenuationSettings enum DistanceAlgorithm;//[Offset: 0x4, Size: 1] RuntimeFloatCurve CustomAttenuationCurve;//[Offset: 0x8, Size: 88] byte AttenuationShape;//[Offset: 0x60, Size: 1] float dBAttenuationAtMax;//[Offset: 0x64, Size: 4] Vector AttenuationShapeExtents;//[Offset: 0x68, Size: 12] float ConeOffset;//[Offset: 0x74, Size: 4] float FalloffDistance;//[Offset: 0x78, Size: 4] -------------------------------- Class: SpatializationPluginSourceSettingsBase.Object -------------------------------- Class: OcclusionPluginSourceSettingsBase.Object -------------------------------- Class: ReverbPluginSourceSettingsBase.Object -------------------------------- Class: SoundSubmix.Object SoundSubmix*[] ChildSubmixes;//[Offset: 0x1c, Size: 12] SoundSubmix* ParentSubmix;//[Offset: 0x28, Size: 4] SoundEffectSubmixPreset*[] SubmixEffectChain;//[Offset: 0x2c, Size: 12] -------------------------------- Class: SoundEffectSubmixPreset.SoundEffectPreset.Object -------------------------------- Class: SoundEffectPreset.Object -------------------------------- Class: SoundSubmixSendInfo float SendLevel;//[Offset: 0x0, Size: 4] SoundSubmix* SoundSubmix;//[Offset: 0x4, Size: 4] -------------------------------- Class: SoundEffectSourcePresetChain.Object SourceEffectChainEntry[] Chain;//[Offset: 0x1c, Size: 12] bool bPlayEffectChainTails;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x28, Size: 1] -------------------------------- Class: SourceEffectChainEntry SoundEffectSourcePreset* Preset;//[Offset: 0x0, Size: 4] bool bBypass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] -------------------------------- Class: SoundEffectSourcePreset.SoundEffectPreset.Object -------------------------------- Class: SoundSourceBusSendInfo float SendLevel;//[Offset: 0x0, Size: 4] SoundSourceBus* SoundSourceBus;//[Offset: 0x4, Size: 4] -------------------------------- Class: SoundSourceBus.SoundWave.SoundBase.Object enum SourceBusChannels;//[Offset: 0x1cc, Size: 1] float SourceBusDuration;//[Offset: 0x1d0, Size: 4] bool bAutoDeactivateWhenSilent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1d4, Size: 1] -------------------------------- Class: SoundWave.SoundBase.Object int CompressionQuality;//[Offset: 0x6c, Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x70, Size: 1] bool bStreaming;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x70, Size: 1] int StreamingPriority;//[Offset: 0x74, Size: 4] bool bMature;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x78, Size: 1] bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x78, Size: 1] bool bSingleLine;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x78, Size: 1] bool bVirtualizeWhenSilent;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x78, Size: 1] byte SoundGroup;//[Offset: 0x7a, Size: 1] FString SpokenText;//[Offset: 0x7c, Size: 12] float SubtitlePriority;//[Offset: 0x88, Size: 4] float Volume;//[Offset: 0x8c, Size: 4] float Pitch;//[Offset: 0x90, Size: 4] int NumChannels;//[Offset: 0x94, Size: 4] int SampleRate;//[Offset: 0x98, Size: 4] int RawPCMDataSize;//[Offset: 0x9c, Size: 4] SubtitleCue[] Subtitles;//[Offset: 0xa0, Size: 12] LocalizedSubtitle[] LocalizedSubtitles;//[Offset: 0xac, Size: 12] CurveTable* Curves;//[Offset: 0xb8, Size: 4] CurveTable* InternalCurves;//[Offset: 0xbc, Size: 4] -------------------------------- Class: SubtitleCue FText Text;//[Offset: 0x0, Size: 12] float Time;//[Offset: 0xc, Size: 4] -------------------------------- Class: LocalizedSubtitle FString LanguageExt;//[Offset: 0x0, Size: 12] SubtitleCue[] Subtitles;//[Offset: 0xc, Size: 12] bool bMature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x18, Size: 1] bool bManualWordWrap;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x18, Size: 1] bool bSingleLine;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x18, Size: 1] -------------------------------- Class: CurveTable.Object -------------------------------- Class: FocusEvent -------------------------------- Class: KeyEvent.InputEvent -------------------------------- Class: PaintContext -------------------------------- Class: MotionEvent.InputEvent -------------------------------- Class: CharacterEvent.InputEvent -------------------------------- Class: DragDropOperation.Object FString Tag;//[Offset: 0x1c, Size: 12] Object* Payload;//[Offset: 0x28, Size: 4] Widget* DefaultDragVisual;//[Offset: 0x2c, Size: 4] enum Pivot;//[Offset: 0x30, Size: 1] Vector2D Offset;//[Offset: 0x34, Size: 8] delegate OnDrop;//[Offset: 0x3c, Size: 12] delegate OnDragCancelled;//[Offset: 0x48, Size: 12] delegate OnDragged;//[Offset: 0x54, Size: 12] void Drop(out const PointerEvent PointerEvent);// 0x5012b44 void Dragged(out const PointerEvent PointerEvent);// 0x5012910 void DragCancelled(out const PointerEvent PointerEvent);// 0x50126dc -------------------------------- Class: AnalogInputEvent.KeyEvent.InputEvent -------------------------------- Class: ViewTargetTransitionParams float blendTime;//[Offset: 0x0, Size: 4] byte BlendFunction;//[Offset: 0x4, Size: 1] float BlendExp;//[Offset: 0x8, Size: 4] bool bLockOutgoing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] -------------------------------- Class: HapticFeedbackEffect_Base.Object -------------------------------- Class: LatentActionInfo int Linkage;//[Offset: 0x0, Size: 4] int UUID;//[Offset: 0x4, Size: 4] FName ExecutionFunction;//[Offset: 0x8, Size: 8] Object* CallbackTarget;//[Offset: 0x10, Size: 4] -------------------------------- Class: MatineeActor.Actor.Object InterpData* MatineeData;//[Offset: 0x2ec, Size: 4] FName MatineeControllerName;//[Offset: 0x2f0, Size: 8] float PlayRate;//[Offset: 0x2f8, Size: 4] bool bPlayOnLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2fc, Size: 1] bool bForceStartPos;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2fc, Size: 1] float ForceStartPosition;//[Offset: 0x300, Size: 4] bool bLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x304, Size: 1] bool bRewindOnPlay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x304, Size: 1] bool bNoResetOnRewind;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x304, Size: 1] bool bRewindIfAlreadyPlaying;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x304, Size: 1] bool bDisableRadioFilter;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x304, Size: 1] bool bClientSideOnly;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x304, Size: 1] bool bSkipUpdateIfNotVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x304, Size: 1] bool bIsSkippable;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x304, Size: 1] int PreferredSplitScreenNum;//[Offset: 0x308, Size: 4] bool bDisableMovementInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x30c, Size: 1] bool bDisableLookAtInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x30c, Size: 1] bool bHidePlayer;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x30c, Size: 1] bool bHideHud;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x30c, Size: 1] InterpGroupActorInfo[] GroupActorInfos;//[Offset: 0x310, Size: 12] bool bShouldShowGore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x31c, Size: 1] InterpGroupInst*[] GroupInst;//[Offset: 0x320, Size: 12] CameraCutInfo[] CameraCuts;//[Offset: 0x32c, Size: 12] bool bIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x338, Size: 1] bool bReversePlayback;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x338, Size: 1] bool bPaused;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x338, Size: 1] bool bPendingStop;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x338, Size: 1] float InterpPosition;//[Offset: 0x33c, Size: 4] byte ReplicationForceIsPlaying;//[Offset: 0x344, Size: 1] delegate OnPlay;//[Offset: 0x348, Size: 12] delegate OnStop;//[Offset: 0x354, Size: 12] delegate OnPause;//[Offset: 0x360, Size: 12] void Stop();// 0x30cd450 void SetPosition(float NewPosition, bool bJump);// 0x5d24a70 void SetLoopingState(bool bNewLooping);// 0x33dd388 void Reverse();// 0x31ee398 void Play();// 0x30b6d10 void Pause();// 0x30b2cd4 void EnableGroupByName(FString GroupName, bool bEnable);// 0x5d248c8 void ChangePlaybackDirection();// 0x30b3894 -------------------------------- 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);// 0x5c52b5c -------------------------------- Class: GeomSelection int Type;//[Offset: 0x0, Size: 4] int Index;//[Offset: 0x4, Size: 4] int SelectionIndex;//[Offset: 0x8, Size: 4] -------------------------------- Class: ActorComponentTickFunction.TickFunction -------------------------------- Class: SimpleMemberReference Object* MemberParent;//[Offset: 0x0, Size: 4] FName MemberName;//[Offset: 0x8, Size: 8] Guid MemberGuid;//[Offset: 0x10, Size: 16] -------------------------------- Class: LightingChannels bool bChannel0;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bChannel1;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] bool bChannel2;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x0, Size: 1] -------------------------------- Class: PrimitiveComponentPostPhysicsTickFunction.TickFunction -------------------------------- Class: LevelActorContainer.Object Actor*[] Actors;//[Offset: 0x1c, Size: 12] -------------------------------- Class: LevelScriptActor.Actor.Object bool bInputEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2e9, Size: 1] void WorldOriginLocationChanged(IntVector OldOriginLocation, IntVector NewOriginLocation);// 0x40a6134 void SetCinematicMode(bool bCinematicMode, bool bHidePlayer, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning);// 0x5d02708 bool RemoteEvent(FName EventName);// 0x5d02680 void LevelReset();// 0x40a6134 -------------------------------- 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: 0x2f0, Size: 4] BillboardComponent* GoodSprite;//[Offset: 0x2f4, Size: 4] BillboardComponent* BadSprite;//[Offset: 0x2f8, Size: 4] bool bIsPIEPlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2fc, Size: 1] -------------------------------- Class: BillboardComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Texture2D* Sprite;//[Offset: 0x608, Size: 4] bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x60c, Size: 1] float ScreenSize;//[Offset: 0x610, Size: 4] float U;//[Offset: 0x614, Size: 4] float UL;//[Offset: 0x618, Size: 4] float V;//[Offset: 0x61c, Size: 4] float VL;//[Offset: 0x620, Size: 4] void SetUV(int NewU, int NewUL, int NewV, int NewVL);// 0x5c32be4 void SetSpriteAndUV(Texture2D* NewSprite, int NewU, int NewUL, int NewV, int NewVL);// 0x5c32a4c void SetSprite(Texture2D* NewSprite);// 0x319b9e4 -------------------------------- 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: 0x2f0, Size: 1] Vector2D[] FOVCulling;//[Offset: 0x2f4, Size: 12] bool bWithoutFrontendHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] bool bWithoutWidget;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1] bool bWithoutLobbyWidget;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x300, Size: 1] bool bEnableWorldBoundsChecks;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x300, Size: 1] bool bEnableNavigationSystem;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x300, Size: 1] bool bEnableAISystem;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x300, Size: 1] bool bEnableWorldComposition;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x300, Size: 1] bool bUseClientSideLevelStreamingVolumes;//(ByteOffset: 0, ByteMask: 128, FieldMask: 128)[Offset: 0x300, Size: 1] bool bEnableWorldOriginRebasing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x301, Size: 1] bool bWorldGravitySet;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x301, Size: 1] bool bGlobalGravitySet;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x301, Size: 1] float KillZ;//[Offset: 0x304, Size: 4] class DamageType* KillZDamageType;//[Offset: 0x308, Size: 4] float WorldGravityZ;//[Offset: 0x30c, Size: 4] float GlobalGravityZ;//[Offset: 0x310, Size: 4] class DefaultPhysicsVolume* DefaultPhysicsVolumeClass;//[Offset: 0x314, Size: 4] class PhysicsCollisionHandler* PhysicsCollisionHandlerClass;//[Offset: 0x318, Size: 4] class GameModeBase* DefaultGameMode;//[Offset: 0x31c, Size: 4] class GameNetworkManager* GameNetworkManagerClass;//[Offset: 0x320, Size: 4] int PackedLightAndShadowMapTextureSize;//[Offset: 0x324, Size: 4] bool bMinimizeBSPSections;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x328, Size: 1] Vector DefaultColorScale;//[Offset: 0x32c, Size: 12] float DefaultMaxDistanceFieldOcclusionDistance;//[Offset: 0x338, Size: 4] float GlobalDistanceFieldViewDistance;//[Offset: 0x33c, Size: 4] bool bEnableWorldComposition2DLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x340, Size: 1] float MaxWorldSize;//[Offset: 0x344, Size: 4] int RegionSizeNear;//[Offset: 0x348, Size: 4] int RegionSizeFar;//[Offset: 0x34c, Size: 4] bool RegionXAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350, Size: 1] bool RegionYAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x351, Size: 1] int Graduation;//[Offset: 0x354, Size: 4] float DynamicIndirectShadowsSelfShadowingIntensity;//[Offset: 0x358, Size: 4] bool bPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x35c, Size: 1] bool bPlaceCellsOnlyAlongCameraTracks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x35c, Size: 1] int VisibilityCellSize;//[Offset: 0x360, Size: 4] byte VisibilityAggressiveness;//[Offset: 0x364, Size: 1] bool bDSPrecomputeVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x365, Size: 1] bool bUsePrecomputedVolume;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x365, Size: 1] byte CurrentDSPVSCategory;//[Offset: 0x366, Size: 1] DSPVSCategorys;//[Offset: 0x368, Size: 60] bool bForceNoPrecomputedLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3a4, Size: 1] LightmassWorldInfoSettings LightmassSettings;//[Offset: 0x3a8, Size: 80] IdeaBakingWorldInfoSettings IdeaBakingSettings;//[Offset: 0x3f8, Size: 100] SurfelRayTracingSettings SurfelRayTracingSettings;//[Offset: 0x45c, Size: 64] ReverbSettings DefaultReverbSettings;//[Offset: 0x49c, Size: 16] InteriorSettings DefaultAmbientZoneSettings;//[Offset: 0x4ac, Size: 36] SoundMix* DefaultBaseSoundMix;//[Offset: 0x4d0, Size: 4] float WorldToMeters;//[Offset: 0x4d4, Size: 4] float MonoCullingDistance;//[Offset: 0x4d8, Size: 4] BookMark* BookMarks;//[Offset: 0x4dc, Size: 4] float TimeDilation;//[Offset: 0x504, Size: 4] float MatineeTimeDilation;//[Offset: 0x508, Size: 4] float DemoPlayTimeDilation;//[Offset: 0x50c, Size: 4] float MinGlobalTimeDilation;//[Offset: 0x510, Size: 4] float MaxGlobalTimeDilation;//[Offset: 0x514, Size: 4] float MinUndilatedFrameTime;//[Offset: 0x518, Size: 4] float MaxUndilatedFrameTime;//[Offset: 0x51c, Size: 4] PlayerState* Pauser;//[Offset: 0x520, Size: 4] bool bHighPriorityLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x524, Size: 1] bool bHighPriorityLoadingLocal;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x524, Size: 1] NetViewer[] ReplicationViewers;//[Offset: 0x528, Size: 12] AssetUserData*[] AssetUserData;//[Offset: 0x534, Size: 12] bool bEnableUnLoadLevelGCMemoryOptimitize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x540, Size: 1] float[] LODRelativeDistances;//[Offset: 0x544, Size: 12] bool bEnablestreamingLevelLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] int WorldCompositionNums;//[Offset: 0x554, Size: 4] int CompositionBlockLength;//[Offset: 0x558, Size: 4] void OnRep_WorldGravityZ();// 0x30b6d10 -------------------------------- 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: 0x2ec, Size: 12] class GameSession* GameSessionClass;//[Offset: 0x2f8, Size: 4] class GameStateBase* GameStateClass;//[Offset: 0x2fc, Size: 4] class PlayerController* PlayerControllerClass;//[Offset: 0x300, Size: 4] class PlayerState* PlayerStateClass;//[Offset: 0x304, Size: 4] class HUD* HUDClass;//[Offset: 0x308, Size: 4] class Pawn* DefaultPawnClass;//[Offset: 0x30c, Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x310, Size: 4] class PlayerController* ReplaySpectatorPlayerControllerClass;//[Offset: 0x314, Size: 4] GameSession* GameSession;//[Offset: 0x318, Size: 4] GameStateBase* GameState;//[Offset: 0x31c, Size: 4] FText DefaultPlayerName;//[Offset: 0x320, Size: 12] bool bUseSeamlessTravel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x32c, Size: 1] bool bStartPlayersAsSpectators;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x32c, Size: 1] bool bPauseable;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x32c, Size: 1] void StartPlay();// 0x318daa0 Pawn* SpawnDefaultPawnFor(Controller* NewPlayer, Actor* StartSpot);// 0x5c7f410 Pawn* SpawnDefaultPawnAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x5c7f2e0 bool ShouldReset(Actor* ActorToReset);// 0x5c7f24c void ReturnToMainMenuHost();// 0x5c7f230 void RestartPlayerAtTransform(Controller* NewPlayer, out const Transform SpawnTransform);// 0x5c7f110 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x336a14c void RestartPlayer(Controller* NewPlayer);// 0x3141c70 void ResetLevel();// 0x5c7f0f4 bool PlayerCanRestart(PlayerController* Player);// 0x5c7f06c bool MustSpectate(PlayerController* NewPlayerController);// 0x5c7efe4 void K2_PostLogin(PlayerController* NewPlayer);// 0x40a6134 void K2_OnSwapPlayerControllers(PlayerController* OldPC, PlayerController* NewPC);// 0x40a6134 void K2_OnRestartPlayer(Controller* NewPlayer);// 0x40a6134 void K2_OnLogout(Controller* ExitingController);// 0x40a6134 void K2_OnChangeName(Controller* Other, FString NewName, bool bNameChange);// 0x40a6134 Actor* K2_FindPlayerStart(Controller* Player, FString IncomingName);// 0x5c7eedc void InitStartSpot(Actor* StartSpot, Controller* NewPlayer);// 0x5c7ee18 void InitializeHUDForPlayer(PlayerController* NewPlayer);// 0x30b6d2c bool HasMatchStarted();// 0x5c54eb0 void HandleStartingNewPlayer(PlayerController* NewPlayer);// 0x31f8764 int GetNumSpectators();// 0x5c54e80 int GetNumPlayers();// 0x5c4c8f8 class Object GetDefaultPawnClassForController(Controller* InController);// 0x5c7ed90 Actor* FindPlayerStart(Controller* Player, FString IncomingName);// 0x5c7ec80 Actor* ChoosePlayerStart(Controller* Player);// 0x5c7ebf8 void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x3be48f4 bool CanSpectate(PlayerController* Viewer, PlayerState* ViewTarget);// 0x318dd38 -------------------------------- Class: GameSession.Info.Actor.Object int MaxSpectators;//[Offset: 0x2ec, Size: 4] int MaxPlayers;//[Offset: 0x2f0, Size: 4] int MaxPartySize;//[Offset: 0x2f4, Size: 4] byte MaxSplitscreensPerConnection;//[Offset: 0x2f8, Size: 1] bool bRequiresPushToTalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9, Size: 1] FName SessionName;//[Offset: 0x300, Size: 8] -------------------------------- Class: GameStateBase.Info.Actor.Object class GameModeBase* GameModeClass;//[Offset: 0x2ec, Size: 4] GameModeBase* AuthorityGameMode;//[Offset: 0x2f0, Size: 4] class SpectatorPawn* SpectatorClass;//[Offset: 0x2f4, Size: 4] PlayerState*[] PlayerArray;//[Offset: 0x2f8, Size: 12] bool bReplicatedHasBegunPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] float ReplicatedWorldTimeSeconds;//[Offset: 0x308, Size: 4] float ServerWorldTimeSecondsDelta;//[Offset: 0x30c, Size: 4] float ServerWorldTimeSecondsUpdateFrequency;//[Offset: 0x310, Size: 4] void OnRep_SpectatorClass();// 0x33a4184 void OnRep_ReplicatedWorldTimeSeconds();// 0x3345aa8 void OnRep_ReplicatedHasBegunPlay();// 0x31aeab8 void OnRep_GameModeClass();// 0x31acc48 bool HasMatchStarted();// 0x35694f8 bool HasBegunPlay();// 0x360a328 float GetServerWorldTimeSeconds();// 0x3538744 float GetPlayerStartTime(Controller* Controller);// 0x5c92234 float GetPlayerRespawnDelay(Controller* Controller);// 0x5c921ac -------------------------------- Class: GameNetworkManager.Info.Actor.Object int AdjustedNetSpeed;//[Offset: 0x2ec, Size: 4] float LastNetSpeedUpdateTime;//[Offset: 0x2f0, Size: 4] int TotalNetBandwidth;//[Offset: 0x2f4, Size: 4] int MinDynamicBandwidth;//[Offset: 0x2f8, Size: 4] int MaxDynamicBandwidth;//[Offset: 0x2fc, Size: 4] bool bIsStandbyCheckingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x300, Size: 1] bool bHasStandbyCheatTriggered;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x300, Size: 1] float StandbyRxCheatTime;//[Offset: 0x304, Size: 4] float StandbyTxCheatTime;//[Offset: 0x308, Size: 4] int BadPingThreshold;//[Offset: 0x30c, Size: 4] float PercentMissingForRxStandby;//[Offset: 0x310, Size: 4] float PercentMissingForTxStandby;//[Offset: 0x314, Size: 4] float PercentForBadPing;//[Offset: 0x318, Size: 4] float JoinInProgressStandbyWaitTime;//[Offset: 0x31c, Size: 4] float MoveRepSize;//[Offset: 0x320, Size: 4] float MAXPOSITIONERRORSQUARED;//[Offset: 0x324, Size: 4] float MAXNEARZEROVELOCITYSQUARED;//[Offset: 0x328, Size: 4] float CLIENTADJUSTUPDATECOST;//[Offset: 0x32c, Size: 4] float MAXCLIENTUPDATEINTERVAL;//[Offset: 0x330, Size: 4] float MaxMoveDeltaTime;//[Offset: 0x334, Size: 4] float ClientNetSendMoveDeltaTime;//[Offset: 0x338, Size: 4] float ClientNetSendMoveDeltaTimeThrottled;//[Offset: 0x33c, Size: 4] float ClientNetSendMoveDeltaTimeStationary;//[Offset: 0x340, Size: 4] int ClientNetSendMoveThrottleAtNetSpeed;//[Offset: 0x344, Size: 4] int ClientNetSendMoveThrottleOverPlayerCount;//[Offset: 0x348, Size: 4] bool ClientAuthorativePosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34c, Size: 1] float ClientErrorUpdateRateLimit;//[Offset: 0x350, Size: 4] bool bMovementTimeDiscrepancyDetection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] bool bMovementTimeDiscrepancyResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355, Size: 1] float MovementTimeDiscrepancyMaxTimeMargin;//[Offset: 0x358, Size: 4] float MovementTimeDiscrepancyMinTimeMargin;//[Offset: 0x35c, Size: 4] float MovementTimeDiscrepancyResolutionRate;//[Offset: 0x360, Size: 4] float MovementTimeDiscrepancyDriftAllowance;//[Offset: 0x364, Size: 4] bool bMovementTimeDiscrepancyForceCorrectionsDuringResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] bool bUseDistanceBasedRelevancy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x369, Size: 1] -------------------------------- Class: DSPVSParameter bool bUsePrecomputedVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] int DSVisibilityCellSize;//[Offset: 0x4, Size: 4] byte DSVisibilityAggressiveness;//[Offset: 0x8, Size: 1] int[] DSDebugGroups;//[Offset: 0xc, Size: 12] -------------------------------- 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: SurfelRayTracingSettings bool bAllowSurfelRayTracing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] Vector SurfelVoxelSize;//[Offset: 0x4, Size: 12] IntVector SurfelHierarchyDimension;//[Offset: 0x10, Size: 12] Vector IrradianceVolumeCellSize;//[Offset: 0x1c, Size: 12] IntVector IrradianceVolumeDimension;//[Offset: 0x28, Size: 12] uint32 IrradianceVolumeCellDim;//[Offset: 0x34, Size: 4] uint32 SurfelInjectSingleSize;//[Offset: 0x38, Size: 4] uint32 SurfelPoolInitScale;//[Offset: 0x3c, Size: 4] -------------------------------- 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: 0xa2, Size: 1] bool bLocked;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0xa2, Size: 1] bool bShouldBeLoaded;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0xa2, Size: 1] bool bShouldBeVisible;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0xa2, Size: 1] bool bIsStatic;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xa3, Size: 1] bool bShouldBlockOnLoad;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xa3, 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();// 0x5d03088 bool IsLevelVisible();// 0x5d03060 bool IsLevelLoaded();// 0x5d0303c FName GetWorldAssetPackageFName();// 0x5d02ffc Level* GetLoadedLevel();// 0x5d02fe0 LevelScriptActor* GetLevelScriptActor();// 0x5d02fb8 LevelStreaming* CreateInstance(FString UniqueInstanceName);// 0x5d02e58 -------------------------------- Class: LevelStreamingVolume.Volume.Brush.Actor.Object FName[] StreamingLevelNames;//[Offset: 0x310, Size: 12] bool bEditorPreVisOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x31c, Size: 1] bool bDisabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x31c, Size: 1] byte StreamingUsage;//[Offset: 0x31d, Size: 1] -------------------------------- Class: DemoNetDriver.NetDriver.Object RollbackNetStartupActors;//[Offset: 0x534, Size: 60] float CheckpointSaveMaxMSPerFrame;//[Offset: 0x7b4, Size: 4] bool bIsLocalReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7ce, Size: 1] bool bAllowForceNetUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7cf, Size: 1] GameInstance* GameInstance;//[Offset: 0x7ec, 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] bool DisableOnLowMemDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1] int BackendSwitchType;//[Offset: 0x18, Size: 4] -------------------------------- 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);// 0x5d32944 void UnregisterNavigationInvoker(Actor* Invoker);// 0x5d328cc static void SimpleMoveToLocation(Controller* Controller, out const Vector Goal);// 0x5d3280c static void SimpleMoveToActor(Controller* Controller, const Actor* Goal);// 0x5d32758 void SetMaxSimultaneousTileGenerationJobsCount(int MaxNumberOfJobs);// 0x5d326e0 void SetGeometryGatheringMode(enum NewMode);// 0x5d32668 void ResetMaxSimultaneousTileGenerationJobsCount();// 0x5d32654 void RegisterNavigationInvoker(Actor* Invoker, float TileGenerationRadius, float TileRemovalRadius);// 0x5d32554 static Vector ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x5d323a8 void OnNavigationBoundsUpdated(NavMeshBoundsVolume* NavVolume);// 0x5d32330 static bool NavigationRaycast(Object* WorldContextObject, out const Vector RayStart, out const Vector RayEnd, out Vector HitLocation, class NavigationQueryFilter FilterClass, Controller* Querier);// 0x5d32130 static bool K2_ProjectPointToNavigation(Object* WorldContextObject, out const Vector Point, out Vector ProjectedLocation, NavigationData* NavData, class NavigationQueryFilter FilterClass, const Vector QueryExtent);// 0x5d31f40 static bool K2_GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x5d31d50 static bool K2_GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, out Vector RandomLocation, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x5d31b60 static bool IsNavigationBeingBuiltOrLocked(Object* WorldContextObject);// 0x5d31ae8 static bool IsNavigationBeingBuilt(Object* WorldContextObject);// 0x5d31a70 static Vector GetRandomReachablePointInRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x5d318c4 static Vector GetRandomPointInNavigableRadius(Object* WorldContextObject, out const Vector Origin, float Radius, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x5d31718 static byte GetPathLength(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathLength, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x5d31514 static byte GetPathCost(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, out float PathCost, NavigationData* NavData, class NavigationQueryFilter FilterClass);// 0x5d31310 static NavigationSystem* GetNavigationSystem(Object* WorldContextObject);// 0x5d31298 static NavigationPath* FindPathToLocationSynchronously(Object* WorldContextObject, out const Vector PathStart, out const Vector PathEnd, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x5d310ec static NavigationPath* FindPathToActorSynchronously(Object* WorldContextObject, out const Vector PathStart, Actor* GoalActor, float TetherDistance, Actor* PathfindingContext, class NavigationQueryFilter FilterClass);// 0x5d30f0c -------------------------------- 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: 0x310, 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();// 0x5d305b8 bool IsStringPulled();// 0x324323c bool IsPartial();// 0x5d30590 float GetPathLength();// 0x5d30568 float GetPathCost();// 0x5d30540 FString GetDebugString();// 0x5d30480 void EnableRecalculationOnInvalidation(byte DoRecalculation);// 0x5d30400 void EnableDebugDrawing(bool bShouldDrawDebugData, LinearColor PathColor);// 0x5d30330 -------------------------------- 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);// 0x5c3262c int GetObjectCount();// 0x5c32604 int GetNewAvoidanceUID();// 0x5c325dc Vector GetAvoidanceVelocityForComponent(MovementComponent* MovementComp);// 0x5c3254c -------------------------------- 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: 0xd4, Size: 12] double TilesStreamingTimeThreshold;//[Offset: 0xe0, Size: 8] bool bLoadAllTilesDuringCinematic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8, Size: 1] bool bRebaseOriginIn3DSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe9, Size: 1] float RebaseOriginDistance;//[Offset: 0xec, Size: 4] FString PVEBordersName;//[Offset: 0xf0, Size: 12] FString[] UnloadTileOnServer;//[Offset: 0xfc, Size: 12] UnloadTileSet;//[Offset: 0x108, Size: 60] bool bClientUseInitViewpoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154, Size: 1] Vector ClientInitViewPoint;//[Offset: 0x158, Size: 12] bool SetStreamingDistanceScalePerLevel(out const FName LevelName, float Scale);// 0x5dcd548 bool SetStreamingDistanceScaleByLayer(FString LayerName, float Scale);// 0x5dcd440 bool SetStreamingDistanceScaleAllLevel(float Scale);// 0x5dcd3c0 bool RemoveDynamicTile(FString TilePackageNameStr);// 0x5dcd2fc LevelStreaming* GetDynamicTile(FString TilePackageNameStr);// 0x5dcd238 void AddEnableStreamingTile(int EnableTileIdx);// 0x5dcd1c0 void AddEnableStreamingLayer(FString EnableLayerName);// 0x5dcd068 LevelStreaming* AddDynamicTile(FString TilePackageNameStr, int X, int Y, bool bAllowCopy, bool bDisableDistanceStreaming);// 0x5dcce7c -------------------------------- Class: InstancedFoliageActor.Actor.Object -------------------------------- Class: AkAmbientSound.Actor.Object AkAudioEvent* AkAudioEvent;//[Offset: 0x2ec, Size: 4] AkComponent* AkComponent;//[Offset: 0x2f0, Size: 4] bool StopWhenOwnerIsDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4, Size: 1] bool AutoPost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5, Size: 1] void StopAmbientSound();// 0x6a26830 void StartAmbientSound();// 0x6a2681c -------------------------------- Class: AkAudioEvent.Object AkAudioBank* RequiredBank;//[Offset: 0x1c, Size: 4] float MaxAttenuationRadius;//[Offset: 0x20, Size: 4] bool IsInfinite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] float MinimumDuration;//[Offset: 0x28, Size: 4] float MaximumDuration;//[Offset: 0x2c, Size: 4] -------------------------------- Class: AkAudioBank.Object bool AutoLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] -------------------------------- Class: AkComponent.SceneComponent.ActorComponent.Object AkAuxBus* EarlyReflectionAuxBus;//[Offset: 0x260, Size: 4] FString EarlyReflectionAuxBusName;//[Offset: 0x264, Size: 12] int EarlyReflectionOrder;//[Offset: 0x270, Size: 4] float EarlyReflectionBusSendGain;//[Offset: 0x274, Size: 4] float EarlyReflectionMaxPathLength;//[Offset: 0x278, Size: 4] bool EnableSpotReflectors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x280, Size: 1] bool DrawFirstOrderReflections;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x280, Size: 1] bool DrawSecondOrderReflections;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x280, Size: 1] bool DrawHigherOrderReflections;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x280, Size: 1] bool StopWhenOwnerDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x281, Size: 1] bool bIsUpdateEmmiterTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x282, Size: 1] bool bAllIsInstanceSound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x282, Size: 1] float AttenuationScalingFactor;//[Offset: 0x284, Size: 4] float OcclusionRefreshInterval;//[Offset: 0x288, Size: 4] AkAudioEvent* AkAudioEvent;//[Offset: 0x28c, Size: 4] FString EventName;//[Offset: 0x290, Size: 12] void UseReverbVolumes(bool inUseReverbVolumes);// 0x31a1e38 void UseEarlyReflections(AkAuxBus* AuxBus, bool Left, bool Right, bool floor, bool Ceiling, bool Back, bool Front, bool SpotReflectors, FString AuxBusName);// 0x6a2c5f8 void StopPlayingID(int StopEventID);// 0x6a2c580 void Stop();// 0x6a2c56c int SetSwitch(FString SwitchGroup, FString SwitchState);// 0x6a2c2f4 void SetStopWhenOwnerDestroyed(bool bStopWhenOwnerDestroyed);// 0x6a2c274 void SetRTPCValueGlobally(FString RTPC, float Value);// 0x6a2c0d8 void SetRTPCValue(FString RTPC, float Value, int InterpolationTimeMs);// 0x6a2bef8 void SetOutputBusVolume(float BusVolume);// 0x6a2be80 void SetListeners(out const AkComponent*[] Listeners);// 0x6a2bdb4 void SetEarlyReflectionOrder(int NewEarlyReflectionOrder);// 0x6a2bd3c void SetAutoDestroy(bool in_AutoDestroy);// 0x6a2bcc0 void SetAttenuationScalingFactor(float Value);// 0x6a2bc48 int SeekOnEvent(FString in_EventName, int in_iPosition);// 0x6a2bb40 void PostTrigger(FString Trigger);// 0x6a2b9e8 int PostAssociatedAkEvent();// 0x6a2b9c0 int PostAkEventByName(FString in_EventName);// 0x6a2b8fc int PostAkEvent(AkAudioEvent* AkEvent, FString in_EventName);// 0x6a2b7f4 float GetAttenuationRadius();// 0x6a2b7cc -------------------------------- Class: AkAuxBus.Object AkAudioBank* RequiredBank;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PostProcessVolume.Volume.Brush.Actor.Object PostProcessSettings Settings;//[Offset: 0x320, Size: 1312] float Priority;//[Offset: 0x840, Size: 4] float BlendRadius;//[Offset: 0x844, Size: 4] float BlendWeight;//[Offset: 0x848, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x84c, Size: 1] bool bUnbound;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x84c, Size: 1] void RemoveBlendable(interface classNone InBlendableObject);// 0x5d75d04 void AddOrUpdateBlendable(interface classNone InBlendableObject, float InWeight);// 0x5d75bd4 -------------------------------- Class: PointLight.Light.Actor.Object PointLightComponent* PointLightComponent;//[Offset: 0x2f4, Size: 4] void SetRadius(float NewRadius);// 0x5d73700 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x5d73688 -------------------------------- Class: Light.Actor.Object LightComponent* LightComponent;//[Offset: 0x2ec, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] void ToggleEnabled();// 0x5d041c0 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x5d04150 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x5d040d8 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x5d04060 void SetLightColor(LinearColor NewLightColor);// 0x5d03fe4 void SetEnabled(bool bSetEnabled);// 0x5d03f64 void SetCastShadows(bool bNewValue);// 0x5d03ee4 void SetBrightness(float NewBrightness);// 0x5d03e6c void SetAffectTranslucentLighting(bool bNewValue);// 0x5d03dec void OnRep_bEnabled();// 0x30bb838 bool IsEnabled();// 0x5d03dc4 LinearColor GetLightColor();// 0x5d03d80 float GetBrightness();// 0x5d03d58 -------------------------------- 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);// 0x5d05108 void SetTemperature(float NewTemperature);// 0x5d05090 void SetShadowBias(float NewValue);// 0x5d05018 void SetLightPriority(int Priority);// 0x5d04fa0 void SetLightFunctionScale(Vector NewLightFunctionScale);// 0x5d04f30 void SetLightFunctionMaterial(MaterialInterface* NewLightFunctionMaterial);// 0x5d04eb8 void SetLightFunctionFadeDistance(float NewLightFunctionFadeDistance);// 0x5d04e40 void SetLightFunctionDisabledBrightness(float NewValue);// 0x5d04dc8 void SetLightColor(LinearColor NewLightColor, bool bSRGB);// 0x5d04d00 void SetIntensity(float NewIntensity);// 0x5d04c88 void SetIndirectLightingIntensity(float NewIntensity);// 0x5d04c10 void SetIESTexture(TextureLightProfile* NewValue);// 0x5d04b98 void SetEnableLightShaftBloom(bool bNewValue);// 0x5d04b18 void SetBloomTint(Color NewValue);// 0x5d04aa8 void SetBloomThreshold(float NewValue);// 0x5d04a30 void SetBloomScale(float NewValue);// 0x5d049b8 void SetAffectTranslucentLighting(bool bNewValue);// 0x5d04938 void SetAffectDynamicIndirectLighting(bool bNewValue);// 0x5d048b8 void ForceUpdateShadowState();// 0x5d048a4 -------------------------------- 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);// 0x5d076d8 void SetCastShadows(bool bNewValue);// 0x5d07658 LinearColor GetLightColor();// 0x5d07614 -------------------------------- Class: TextureLightProfile.Texture2D.Texture.Object float Brightness;//[Offset: 0xe4, Size: 4] float TextureMultiplier;//[Offset: 0xe8, Size: 4] -------------------------------- 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);// 0x5d73e14 void SetSourceLength(float NewValue);// 0x5d73d9c void SetSoftSourceRadius(float bNewValue);// 0x5d73d24 void SetSimulateRectLight(bool NewValue);// 0x5d73ca4 void SetSimulatePortalLight(bool NewValue);// 0x5d73c24 void SetRectLightSourceWidth(float NewValue);// 0x5d73bac void SetRectLightSourceHeight(float NewValue);// 0x5d73b34 void SetLightFalloffExponent(float NewLightFalloffExponent);// 0x5d73abc void SetAttenuationRadius(float NewRadius);// 0x5d73a44 -------------------------------- 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: DirectionalLight.Light.Actor.Object -------------------------------- Class: SkyLight.Info.Actor.Object SkyLightComponent* LightComponent;//[Offset: 0x2ec, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] void OnRep_bEnabled();// 0x30bb838 -------------------------------- Class: SkyLightComponent.LightComponentBase.SceneComponent.ActorComponent.Object byte SourceType;//[Offset: 0x288, Size: 1] TextureCube* Cubemap;//[Offset: 0x28c, Size: 4] TextureCube* ProcessedCubemap;//[Offset: 0x290, Size: 4] float SourceCubemapAngle;//[Offset: 0x294, Size: 4] int CubemapResolution;//[Offset: 0x298, Size: 4] float SkyDistanceThreshold;//[Offset: 0x29c, Size: 4] bool bCaptureEmissiveOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a0, Size: 1] bool bLowerHemisphereIsBlack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a1, Size: 1] LinearColor LowerHemisphereColor;//[Offset: 0x2a4, Size: 16] float OcclusionMaxDistance;//[Offset: 0x2b4, Size: 4] float Contrast;//[Offset: 0x2b8, Size: 4] float OcclusionExponent;//[Offset: 0x2bc, Size: 4] float MinOcclusion;//[Offset: 0x2c0, Size: 4] Color OcclusionTint;//[Offset: 0x2c4, Size: 4] byte OcclusionCombineMode;//[Offset: 0x2c8, Size: 1] TextureCube* BlendDestinationCubemap;//[Offset: 0x368, Size: 4] void SetVolumetricScatteringIntensity(float NewIntensity);// 0x5da3118 void SetOcclusionTint(out const Color InTint);// 0x5da3094 void SetOcclusionExponent(float InOcclusionExponent);// 0x5da301c void SetOcclusionContrast(float InOcclusionContrast);// 0x5da2fa4 void SetMinOcclusion(float InMinOcclusion);// 0x5da2f2c void SetLightColor(LinearColor NewLightColor);// 0x5da2eb0 void SetIntensity(float NewIntensity);// 0x5da2e38 void SetIndirectLightingIntensity(float NewIntensity);// 0x5da2dc0 void SetCubemapBlend(TextureCube* SourceCubemap, TextureCube* DestinationCubemap, float InBlendFraction);// 0x5da2cc0 void SetCubemap(TextureCube* NewCubemap);// 0x5da2c48 void RecaptureSky();// 0x5da2c34 -------------------------------- Class: SphereReflectionCapture.ReflectionCapture.Actor.Object DrawSphereComponent* DrawCaptureRadius;//[Offset: 0x2f0, Size: 4] -------------------------------- Class: ReflectionCapture.Actor.Object ReflectionCaptureComponent* CaptureComponent;//[Offset: 0x2ec, Size: 4] -------------------------------- Class: ReflectionCaptureComponent.SceneComponent.ActorComponent.Object BillboardComponent* CaptureOffsetComponent;//[Offset: 0x260, Size: 4] enum ReflectionSourceType;//[Offset: 0x264, Size: 1] float Brightness;//[Offset: 0x268, Size: 4] float RealtimeBrightness;//[Offset: 0x26c, Size: 4] float RealtimeAngle;//[Offset: 0x270, Size: 4] Vector RealtimeColor;//[Offset: 0x274, Size: 12] Vector CaptureOffset;//[Offset: 0x280, Size: 12] bool bUseHighPrecisionNormalize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290, Size: 1] float DesaturatedNormalizeRatio;//[Offset: 0x294, Size: 4] Vector4 IrradianceMap;//[Offset: 0x2a0, Size: 16] Guid StateID;//[Offset: 0x320, Size: 16] void SetRealtimeColor(Vector InColor);// 0x5d83218 void SetRealtimeBrightness(float InBrightness);// 0x5d831a0 void SetRealtimeAngle(float InAngle);// 0x5d83128 -------------------------------- Class: DrawSphereComponent.SphereComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: DecalBakingActorMgr.DecalBakingActor.Actor.Object DecalBakingRTCache[] DecalBakingRTCacheList;//[Offset: 0x330, Size: 12] DecalBakingRTCache[] DecalBakingRTCacheListII;//[Offset: 0x33c, Size: 12] float RTCacheLifeTime;//[Offset: 0x348, Size: 4] int MaxRTCacheCount;//[Offset: 0x34c, Size: 4] float RTCacheLifeTimeII;//[Offset: 0x350, Size: 4] int MaxRTCacheCountII;//[Offset: 0x354, Size: 4] float TickUpdateCacheInterval;//[Offset: 0x358, Size: 4] void ResetDecalBakingRTCacheParam();// 0x31d6f28 static DecalBakingActorMgr* GetWorldInstance(Object* WorldContextObject);// 0x31d6eb0 Vector GetSpawanDBPActorLocationByDiyData(out const DIYData InDIYData, SceneComponent* InSceneComponent);// 0x31d6d70 DecalParameter[] GetRelativeDecalParameterFromWorld(SceneComponent* InSceneComponent);// 0x31d6c60 static DecalBakingActorMgr* GetInstance();// 0x31d6c38 DecalParameter[] GetDecalParameterFromWorld(Actor* InActor);// 0x31d6b30 DecalParameter GetDecalParameter(SceneComponent* InSceneComponent, DecalBakingParameterComponent* InComponent);// 0x31d6a54 TextureRenderTarget2D* CreateNewTextureRenderTarget2D(int X, int Y);// 0x31d6990 DecalParameter ConvertDIYDataToDecalParam(out const DIYData InDIYData);// 0x31d6890 DIYData ConvertDecalParamToDIYData(SceneComponent* InSceneComponent, DecalBakingParameterActor* InDBPActor, bool ZProjection);// 0x31d675c void ClearDecalBackingRTCacheII(enum InType, FString PlayerUID);// 0x31d65bc void ClearDecalBackingRTCache(enum InType, FString PlayerUID, bool bCacheII);// 0x31d63cc -------------------------------- Class: DecalBakingActor.Actor.Object uint32 MaxDecalProcessPerFame;//[Offset: 0x2ec, Size: 4] DecalBakingRequest[] DecalBakeRequests;//[Offset: 0x2f0, Size: 12] void SetMaxDecalProcessPerFame(int InValue);// 0x33ff9b0 void OnBakingFinished(TextureRenderTarget2D* InRenderTarget);// 0x30b6d2c int GetMaxDecalProcessPerFame();// 0x3149dc4 int FindDecalBakingRequestID(TextureRenderTarget2D* RenderTarget);// 0x5c5d368 void EndDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x5c5d2f0 void DoCompression(TextureRenderTarget2D* InRenderTarget);// 0x5c5d278 Texture* CompressTexture(TextureRenderTarget2D* InRenderTarget, bool bInRGBA, bool bUsePunchthroughAlpha, bool bUseOptimizeOpaque);// 0x5c5d108 void CancelDecalBakingRequest(int RequestID);// 0x5c5d090 void BeginDecalBakingCache(TextureRenderTarget2D* RenderTarget);// 0x5c5d018 int BakeDecalForStaticMesh(TextureRenderTarget2D* RenderTarget, StaticMesh* StaticMesh, int UVIndex, out const DecalParameter[] InDecalParams, bool bIntermidiate, int CachedDecalIndex);// 0x5c5cddc int BakeDecalForSkeletalMesh(TextureRenderTarget2D* RenderTarget, SkeletalMesh* SkeletalMesh, int UVIndex, out const DecalParameter[] InDecalParams, bool bIntermidiate, int CachedDecalIndex);// 0x5c5cba0 -------------------------------- 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: TextureRenderTarget2D.TextureRenderTarget.Texture.Object int SizeX;//[Offset: 0xb0, Size: 4] int SizeY;//[Offset: 0xb4, Size: 4] LinearColor ClearColor;//[Offset: 0xb8, Size: 16] byte AddressX;//[Offset: 0xc8, Size: 1] byte AddressY;//[Offset: 0xc9, Size: 1] bool bForceLinearGamma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xca, Size: 1] bool bHDR;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xca, Size: 1] byte RenderTargetFormat;//[Offset: 0xcb, Size: 1] bool bGPUSharedFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xcc, Size: 1] bool bAutoGenerateMips;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xcc, Size: 1] byte OverrideFormat;//[Offset: 0xcd, Size: 1] -------------------------------- Class: TextureRenderTarget.Texture.Object float TargetGamma;//[Offset: 0xa8, Size: 4] -------------------------------- Class: DecalBakingRTCache enum DecalBakingType;//[Offset: 0x0, Size: 1] FString PlayerUID;//[Offset: 0x4, Size: 12] int WeaponAvatarID;//[Offset: 0x10, Size: 4] TextureRenderTarget2D* TextureRenderTarget;//[Offset: 0x14, Size: 4] float LastActiveTime;//[Offset: 0x18, Size: 4] bool bMainRoleRT;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] -------------------------------- Class: DIYData Texture2D* Texture;//[Offset: 0x0, Size: 4] LinearColor Color;//[Offset: 0x4, Size: 16] Vector2D Scale;//[Offset: 0x14, Size: 8] Vector2D Offset;//[Offset: 0x1c, Size: 8] float Rotation;//[Offset: 0x24, Size: 4] enum Direction;//[Offset: 0x28, Size: 1] LinearColor UVClip;//[Offset: 0x2c, Size: 16] LinearColor UVInfo;//[Offset: 0x3c, Size: 16] -------------------------------- Class: DecalBakingParameterComponent.SceneComponent.ActorComponent.Object Texture2D* DecalTexture;//[Offset: 0x260, Size: 4] Vector DecalSize;//[Offset: 0x264, Size: 12] Vector4 UVScaleBias;//[Offset: 0x270, Size: 16] LinearColor TintColor;//[Offset: 0x280, Size: 16] Vector4 CropUVScaleBias;//[Offset: 0x290, Size: 16] float CropRotation;//[Offset: 0x2a0, Size: 4] bool bEnableDepthCompare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4, Size: 1] LinearColor GetUVScaleBias();// 0x5c5dbdc BoxSphereBounds GetDecalBounds();// 0x5c5db88 LinearColor GetCropUVScaleBias();// 0x5c5db68 -------------------------------- Class: DecalBakingParameterActor.Actor.Object DecalBakingParameterComponent* DecalBakingParam;//[Offset: 0x2ec, Size: 4] -------------------------------- Class: SceneCaptureCameraActor.CameraActor.Actor.Object WidgetCaptureComponent2D* SceneCaptureComponent;//[Offset: 0x830, Size: 4] -------------------------------- Class: WidgetCaptureComponent2D.SceneCaptureComponent2D.SceneCaptureComponent.SceneComponent.ActorComponent.Object -------------------------------- 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: 1312] float PostProcessBlendWeight;//[Offset: 0x800, Size: 4] bool bUseCustomProjectionMatrix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x804, Size: 1] Matrix CustomProjectionMatrix;//[Offset: 0x810, Size: 64] bool bEnableClipPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x850, Size: 1] Vector ClipPlaneBase;//[Offset: 0x854, Size: 12] Vector ClipPlaneNormal;//[Offset: 0x860, Size: 12] bool bCameraCutThisFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x86c, Size: 1] void CaptureScene();// 0x5d8ef08 void AddOrUpdateBlendable(interface classNone InBlendableObject, float InWeight);// 0x5d8edd8 -------------------------------- 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);// 0x5d8e848 void ShowOnlyActorComponents(Actor* InActor);// 0x5d8e7d0 void SetCaptureSortPriority(int NewCaptureSortPriority);// 0x5d8e758 void RemoveShowOnlyComponent(PrimitiveComponent* InComponent);// 0x5d8e6e0 void RemoveShowOnlyActorComponents(Actor* InActor);// 0x5d8e668 void HideComponent(PrimitiveComponent* InComponent);// 0x5d8e5f0 void HideActorComponents(Actor* InActor);// 0x5d8e578 void ClearShowOnlyComponents(PrimitiveComponent* InComponent);// 0x5d8e500 void ClearHiddenComponents();// 0x5d8e4ec -------------------------------- Class: EngineShowFlagsSetting FString ShowFlagName;//[Offset: 0x0, Size: 12] bool Enabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: ExponentialHeightFog.Info.Actor.Object ExponentialHeightFogComponent* Component;//[Offset: 0x2ec, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] void OnRep_bEnabled();// 0x30bb838 -------------------------------- 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);// 0x5c7a548 void SetVolumetricFogScatteringDistribution(float NewValue);// 0x5c7a4d0 void SetVolumetricFogNoiseTransform(Transform Transform);// 0x5c7a3f0 void SetVolumetricFogNoiseTexture(Texture2D* NewValue);// 0x5c7a378 void SetVolumetricFogExtinctionScale(float NewValue);// 0x5c7a300 void SetVolumetricFogEmissive(LinearColor NewValue);// 0x5c7a284 void SetVolumetricFogDistance(float NewValue);// 0x5c7a20c void SetVolumetricFogAlbedo(Color NewValue);// 0x5c7a19c void SetVolumetricFog(bool bNewValue);// 0x5c7a11c void SetStartDistance(float Value);// 0x5c7a0a4 void SetNonDirectionalInscatteringColorDistance(float Value);// 0x5c7a02c void SetInscatteringTextureTint(LinearColor Value);// 0x5c79fb0 void SetInscatteringColorCubemapAngle(float Value);// 0x5c79f38 void SetInscatteringColorCubemap(TextureCube* Value);// 0x5c79ec0 void SetFullyDirectionalInscatteringColorDistance(float Value);// 0x5c79e48 void SetFogMaxOpacity(float Value);// 0x5c79dd0 void SetFogInscatteringColor(LinearColor Value);// 0x5c79d54 void SetFogHeightFalloff(float Value);// 0x5c79cdc void SetFogDensity(float Value);// 0x5c2bda0 void SetFogCutoffDistance(float Value);// 0x5c79c64 void SetDirectionalInscatteringStartDistance(float Value);// 0x5c79bec void SetDirectionalInscatteringGapControl(float Value);// 0x5c79b74 void SetDirectionalInscatteringExponent(float Value);// 0x5c79afc void SetDirectionalInscatteringColor(LinearColor Value);// 0x5c79a80 void SetCustomFogInscatteringColor(LinearColor Value, int Index);// 0x5c799c0 void SetCustomFogDensityCoefficient(float Value, int Index);// 0x5c79904 -------------------------------- Class: CustomHeightFog float Height;//[Offset: 0x0, Size: 4] float DensityCoefficient;//[Offset: 0x4, Size: 4] LinearColor CustomFogInscatteringColor;//[Offset: 0x8, Size: 16] -------------------------------- Class: SpotLight.Light.Actor.Object SpotLightComponent* SpotLightComponent;//[Offset: 0x2f4, Size: 4] void SetOuterConeAngle(float NewOuterConeAngle);// 0x5db61f8 void SetInnerConeAngle(float NewInnerConeAngle);// 0x5db6180 -------------------------------- Class: SpotLightComponent.PointLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object float InnerConeAngle;//[Offset: 0x394, Size: 4] float OuterConeAngle;//[Offset: 0x398, Size: 4] bool bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x39c, Size: 1] float NearPlaneOffset;//[Offset: 0x3a0, Size: 4] float FarPlaneOffset;//[Offset: 0x3a4, Size: 4] float LightShaftConeAngle;//[Offset: 0x3a8, Size: 4] void SetOuterConeAngle(float NewOuterConeAngle);// 0x5db66a0 void SetInnerConeAngle(float NewInnerConeAngle);// 0x5db6628 -------------------------------- Class: Bp_MInitv_RandomEvent_Trigger_C.Actor.Object void UserConstructionScript();// 0x40a6134 BoxComponent* Box;//[Offset: 0x2f0, Size: 4] FString EventName;//[Offset: 0x2f4, Size: 12] -------------------------------- Class: BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Vector BoxExtent;//[Offset: 0x618, Size: 12] void SetBoxExtent(Vector InBoxExtent, bool bUpdateOverlaps);// 0x5c3e5bc Vector GetUnscaledBoxExtent();// 0x5c3e590 Vector GetScaledBoxExtent();// 0x5c3e53c -------------------------------- Class: BP_MiniTVSpline_C.Actor.Object void UserConstructionScript();// 0x40a6134 SplineComponent* Spline;//[Offset: 0x2f0, Size: 4] bool MoveActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4, Size: 1] -------------------------------- Class: SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineCurves SplineCurves;//[Offset: 0x608, Size: 80] InterpCurveVector SplineInfo;//[Offset: 0x658, Size: 20] InterpCurveQuat SplineRotInfo;//[Offset: 0x66c, Size: 20] InterpCurveVector SplineScaleInfo;//[Offset: 0x680, Size: 20] InterpCurveFloat SplineReparamTable;//[Offset: 0x694, Size: 20] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a8, Size: 1] int ReparamStepsPerSegment;//[Offset: 0x6ac, Size: 4] float Duration;//[Offset: 0x6b0, Size: 4] bool bStationaryEndpoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b4, Size: 1] bool bSplineHasBeenEdited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b5, Size: 1] bool bModifiedByConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b6, Size: 1] bool bInputSplinePointsToConstructionScript;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b7, Size: 1] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b8, Size: 1] bool bClosedLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b9, Size: 1] bool bLoopPositionOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ba, Size: 1] float LoopPosition;//[Offset: 0x6bc, Size: 4] Vector DefaultUpVector;//[Offset: 0x6c0, Size: 12] bool bUseConfigRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6cc, Size: 1] void UpdateSpline();// 0x5db0a60 void SetWorldLocationAtSplinePoint(int PointIndex, out const Vector InLocation);// 0x5db098c void SetUpVectorAtSplinePoint(int PointIndex, out const Vector InUpVector, byte CoordinateSpace, bool bUpdateSpline);// 0x5db082c void SetUnselectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x5d7aa80 void SetTangentsAtSplinePoint(int PointIndex, out const Vector InArriveTangent, out const Vector InLeaveTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x5db0678 void SetTangentAtSplinePoint(int PointIndex, out const Vector InTangent, byte CoordinateSpace, bool bUpdateSpline);// 0x5db0518 void SetSplineWorldPoints(out const Vector[] Points);// 0x5db0444 void SetSplinePointType(int PointIndex, byte Type, bool bUpdateSpline);// 0x5db033c void SetSplinePoints(out const Vector[] Points, byte CoordinateSpace, bool bUpdateSpline);// 0x5db01dc void SetSplineLocalPoints(out const Vector[] Points);// 0x5db0108 void SetSelectedSplineSegmentColor(out const LinearColor SegmentColor);// 0x5d7aa80 void SetLocationAtSplinePoint(int PointIndex, out const Vector InLocation, byte CoordinateSpace, bool bUpdateSpline);// 0x5daffa8 void SetDrawDebug(bool bShow);// 0x5daff28 void SetDefaultUpVector(out const Vector UpVector, byte CoordinateSpace);// 0x5dafe5c void SetClosedLoopAtPosition(bool bInClosedLoop, float Key, bool bUpdateSpline);// 0x5dafd48 void SetClosedLoop(bool bInClosedLoop, bool bUpdateSpline);// 0x5dafc78 void RemoveSplinePoint(int Index, bool bUpdateSpline);// 0x5dafbb4 bool IsClosedLoop();// 0x5dafb8c Vector GetWorldTangentAtDistanceAlongSpline(float Distance);// 0x5dafaf8 Rotator GetWorldRotationAtTime(float Time, bool bUseConstantVelocity);// 0x5dafa14 Rotator GetWorldRotationAtDistanceAlongSpline(float Distance);// 0x5daf980 Vector GetWorldLocationAtTime(float Time, bool bUseConstantVelocity);// 0x5daf89c Vector GetWorldLocationAtSplinePoint(int PointIndex);// 0x5daf808 Vector GetWorldLocationAtDistanceAlongSpline(float Distance);// 0x5daf774 Vector GetWorldDirectionAtTime(float Time, bool bUseConstantVelocity);// 0x5daf690 Vector GetWorldDirectionAtDistanceAlongSpline(float Distance);// 0x5daf5fc Vector GetUpVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x5daf4d8 Vector GetUpVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5daf404 Vector GetUpVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x5daf330 Transform GetTransformAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity, bool bUseScale);// 0x5daf1a4 Transform GetTransformAtSplinePoint(int PointIndex, byte CoordinateSpace, bool bUseScale);// 0x5daf068 Transform GetTransformAtDistanceAlongSpline(float Distance, byte CoordinateSpace, bool bUseScale);// 0x5daef2c Vector GetTangentAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x5daee08 Vector GetTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dadc0c Vector GetTangentAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x5daed34 byte GetSplinePointType(int PointIndex);// 0x5daecb4 float GetSplineLength();// 0x5daec8c Vector GetScaleAtTime(float Time, bool bUseConstantVelocity);// 0x5daebb0 Vector GetScaleAtSplinePoint(int PointIndex);// 0x5daeb20 Vector GetScaleAtDistanceAlongSpline(float Distance);// 0x5daea90 Rotator GetRotationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x5dae96c Rotator GetRotationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dae898 Rotator GetRotationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x5dae7c4 float GetRollAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x5dae6b4 float GetRollAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dae5f0 float GetRollAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x5dae52c Vector GetRightVectorAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x5dae408 Vector GetRightVectorAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dae334 Vector GetRightVectorAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x5dae260 int GetNumberOfSplinePoints();// 0x5dae238 Vector GetLocationAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x5dae114 Vector GetLocationAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dae040 Vector GetLocationAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x5dadf6c void GetLocationAndTangentAtSplinePoint(int PointIndex, out Vector Location, out Vector Tangent, byte CoordinateSpace);// 0x5dade04 void GetLocalLocationAndTangentAtSplinePoint(int PointIndex, out Vector LocalLocation, out Vector LocalTangent);// 0x5dadce0 Vector GetLeaveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dadc0c float GetInputKeyAtDistanceAlongSpline(float Distance);// 0x5dadb8c float GetDistanceAlongSplineAtSplinePoint(int PointIndex);// 0x5dadb0c float GetDistanceAlongSplineAtSplineInputKey(float InKey);// 0x5dada8c Vector GetDirectionAtTime(float Time, byte CoordinateSpace, bool bUseConstantVelocity);// 0x5dad968 Vector GetDirectionAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dad894 Vector GetDirectionAtDistanceAlongSpline(float Distance, byte CoordinateSpace);// 0x5dad7c0 Vector GetDefaultUpVector(byte CoordinateSpace);// 0x5dad730 float GetCurvatureAtSplinePoint(int PointIndex);// 0x5dad6b0 float GetCurvatureAtDistance(float Distance);// 0x5dad630 Vector GetArriveTangentAtSplinePoint(int PointIndex, byte CoordinateSpace);// 0x5dad55c Vector FindUpVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x5dad478 Transform FindTransformClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace, bool bUseScale);// 0x5dad32c Vector FindTangentClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x5dad248 Vector FindScaleClosestToWorldLocation(out const Vector WorldLocation);// 0x5dad1ac Rotator FindRotationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x5dad0c8 float FindRollClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x5dacff4 Vector FindRightVectorClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x5dacf10 Vector FindLocationClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x5dace2c float FindInputKeyClosestToWorldLocation(out const Vector WorldLocation);// 0x5dacda0 Vector FindDirectionClosestToWorldLocation(out const Vector WorldLocation, byte CoordinateSpace);// 0x5daccbc void ClearSplinePoints(bool bUpdateSpline);// 0x5dacc3c void AddSplineWorldPoint(out const Vector Position);// 0x5dacbb0 void AddSplinePointAtIndex(out const Vector Position, int Index, byte CoordinateSpace, bool bUpdateSpline);// 0x5daca50 void AddSplinePoint(out const Vector Position, byte CoordinateSpace, bool bUpdateSpline);// 0x5dac938 void AddSplineLocalPoint(out const Vector Position);// 0x5dac8ac void AddPoints(out const SplinePoint[] Points, bool bUpdateSpline);// 0x5dac790 void AddPoint(out const SplinePoint Point, bool bUpdateSpline);// 0x5dac688 -------------------------------- 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: Halloween_CarPosition_C.Actor.Object void UserConstructionScript();// 0x40a6134 ArrowComponent* Arrow;//[Offset: 0x2f0, Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2f4, Size: 4] -------------------------------- Class: ArrowComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Color ArrowColor;//[Offset: 0x608, Size: 4] float ArrowSize;//[Offset: 0x60c, Size: 4] bool bIsScreenSizeScaled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1] float ScreenSize;//[Offset: 0x614, Size: 4] bool bTreatAsASprite;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x618, Size: 1] void SetArrowColor(LinearColor NewColor);// 0x5c28d08 -------------------------------- Class: Lobby_Main_int_C.LuaLevelScriptActor.LevelScriptActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x340, Size: 4] void RegistPersistLevelObjs(FrontendUtils* Utils);// 0x40a6134 void InpActEvt_N_K2Node_InputKeyEvent(Key Key);// 0x40a6134 void InpActEvt_B_K2Node_InputKeyEvent(Key Key);// 0x40a6134 void InpActEvt_Android_Back_K2Node_InputKeyEvent(Key Key);// 0x40a6134 void InpAxisKeyEvt_RotationRate_K2Node_InputVectorAxisEvent(Vector AxisValue);// 0x40a6134 void ReceiveTick(float DeltaSeconds);// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void ReceiveEndPlay(byte EndPlayReason);// 0x40a6134 void OnViewportChanged(Vector2D OldViewportSize, Vector2D NewViewportSize);// 0x40a6134 void ExecuteUbergraph_Lobby_Main_int(int EntryPoint, Vector2D K2Node_CustomEvent_OldViewportSize, Vector2D K2Node_CustomEvent_NewViewportSize, Key K2Node_InputKeyEvent_Key, LuaBPVar ___struct_Variable, FString ___string_Variable, FString ___string_Variable2, delegate K2Node_CreateDelegate_OutputDelegate, bool CallFunc_CheckIfMenuOpen_ret, FString CallFunc_GetPlatformName_ReturnValue, PlayerController* CallFunc_GetPlayerController_ReturnValue, bool CallFunc_EqualEqual_StrStr_ReturnValue, Vector K2Node_InputVectorAxisEvent_AxisValue, FString ___string_Variable3, float CallFunc_BreakVector_X, float CallFunc_BreakVector_Y, float CallFunc_BreakVector_Z, LuaBPVar CallFunc_FloatToLVar_ReturnValue, LuaBPVar CallFunc_CallLua_OutA, LuaBPVar CallFunc_CallLua_OutB, LuaBPVar CallFunc_CallLua_OutC, LuaBPVar CallFunc_CallLua_OutD, LuaBPVar CallFunc_FloatToLVar_ReturnValue2, LuaBPVar CallFunc_FloatToLVar_ReturnValue3, LuaBPVar CallFunc_RequireAndCallLuaWithArgs_OutA, LuaBPVar CallFunc_RequireAndCallLuaWithArgs_OutB, LuaBPVar CallFunc_RequireAndCallLuaWithArgs_OutC, LuaBPVar CallFunc_RequireAndCallLuaWithArgs_OutD, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue, SaveGame* CallFunc_GetUserSettings_ReturnValue, SettingConfig_C* K2Node_DynamicCast_AsSetting_Config, bool K2Node_DynamicCast_bSuccess, Key K2Node_InputKeyEvent_Key2, GameInstance* CallFunc_GetGameInstance_ReturnValue, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess2, int CallFunc_PostEventAtLocation_ReturnValue, FrontendHUD* CallFunc_GetAssociatedFrontendHUD_ReturnValue, float K2Node_Event_DeltaSeconds, FrontendUtils* CallFunc_GetUtils_ReturnValue, Key K2Node_InputKeyEvent_Key3, byte K2Node_Event_EndPlayReason);// 0x40a6134 void Dispatcher_OpenBox__DelegateSignature(SkeletalMeshActor* NewParam);// 0x40a6134 FrontendUtils* frontUtils;//[Offset: 0x344, Size: 4] bool blockBackScene;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] FName lastSceneCamera;//[Offset: 0x350, Size: 8] SettingConfig_C* SetConfig;//[Offset: 0x358, Size: 4] delegate Dispatcher_OpenBox;//[Offset: 0x35c, Size: 12] Vector2D viewportSize;//[Offset: 0x368, Size: 8] float accumTime;//[Offset: 0x370, Size: 4] int folderDevice;//[Offset: 0x374, Size: 4] SkyLight* SkyLight_1_EdGraph_4_RefProperty;//[Offset: 0x378, Size: 4] PointLight* PointLight_0_EdGraph_4_RefProperty;//[Offset: 0x37c, Size: 4] DirectionalLight* DirectionalLight_0_EdGraph_4_RefProperty;//[Offset: 0x380, Size: 4] CameraActor* LobbySecondCam_EdGraph_4_RefProperty;//[Offset: 0x384, Size: 4] CameraActor* LobbyFirstCam_EdGraph_4_RefProperty;//[Offset: 0x388, Size: 4] -------------------------------- Class: LuaLevelScriptActor.LevelScriptActor.Actor.Object FString LuaFilePath;//[Offset: 0x330, Size: 12] void UnRegistLuaTick();// 0x6e6a90c void RegistLuaTick(float TickInterval);// 0x6e6ba78 -------------------------------- Class: PointerToUberGraphFrame -------------------------------- 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, bool bAutoFixAspect);// 0x5edcd60 void SwitchSceneCamera(FName SceneCameraName, float blendTime, bool bForce);// 0x5edcc40 void SetSceneSkyLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color);// 0x5edca70 void SetScenePointLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, int inverseSquareFalloff, float Radius);// 0x5edc810 void SetSceneDirectionalLightProperty(FName sceneLightName, Transform targetTrans, float Intensity, LinearColor Color, LightingChannels Channel);// 0x5edc5f0 void SetAutoFixFovByAspectRatio(CameraActor* CameraActor, bool bInAutoFixFov);// 0x5edc528 void RegisterSceneSkyLight(FName sceneLightName, SkyLight* Light);// 0x5edc46c void RegisterScenePointLight(FName sceneLightName, PointLight* Light);// 0x5edc3b0 void RegisterSceneDirectionalLight(FName sceneLightName, DirectionalLight* Light);// 0x5edc2f4 void RegisterSceneCamera(FName SceneCameraName, CameraActor* SceneCamera);// 0x5edc238 void PopAllPushedUI();// 0x5edc224 void OnAllSceneCamerasRegistered();// 0x30f0668 bool IsPushedPanel(out const FName managerName);// 0x5edc190 bool IsNoRenderClient();// 0x5edc168 bool GlobalUIEventDispatcher_GetDelegateIsBound(FString DelegateNum);// 0x5edc008 FString GetUIStackTopSrcTag();// 0x5edbf48 FString GetUIStackTopDstTag();// 0x5edbe88 FString GetUIStackTop();// 0x5edbdc8 CameraActor* GetSceneCamera();// 0x5edbda0 FrontendHUD* GetOwningFrontendHUD();// 0x5edbd78 Object* GetGlobalUIEventDispatcher();// 0x5edbd50 UAEWidgetContainer* GetGlobalUIContainer(FName ContainerName);// 0x5edbcd0 void EnableLobbyMainLight(bool NewEnable);// 0x5edbc50 void ClearAllSceneCameras();// 0x5edbc3c -------------------------------- 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);// 0x5edb274 void StandAloneSwitchGameStatus(FName InGameStatus, FString Options);// 0x5edb0c0 void OnPreLoadMap(FString MapName);// 0x5edaffc void OnPostLoadMapWithWorld(World* World);// 0x5edaf7c void OnGameViewportClientCreated();// 0x30cf50c World* GetWorld();// 0x5edaf4c FrontendUtils* GetUtils();// 0x5edaf24 PlayerController* GetPlayerController();// 0x5edaefc LogicManagerBase* GetLogicManagerByName(FString LogicManagerTagName);// 0x5edad9c LogicManagerBase* GetLogicManager(int LogicManagerIndex);// 0x5edad1c GameViewportClient* GetGameViewportClient();// 0x5edacf4 GameMode* GetGameMode();// 0x5edaccc GameInstance* GetGameInstance();// 0x5c9301c Object*[] FindRegistedUIFunctionList(FString strMsg, FString moduleMsg);// 0x5edab04 void EnableGuiTest(bool bEnable);// 0x5edaa84 void DynamicRegistUIMsgToCache(UAEUserWidget* Widget, FString module);// 0x5eda984 void ClearLogicManagerListByStatus(FName PendingStatus, bool bIsForceDelete);// 0x5eda8b8 void ClearLogicManagerByName(FString managerName);// 0x5eda760 -------------------------------- 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);// 0x5ede788 bool IsEnableRemoveDynamicWidgets();// 0x5ede760 UAEUserWidget*[] GetWidgetList();// 0x5ede6a0 UAEUserWidget* GetWidgetByName(FString InName);// 0x5ede5dc UAEUserWidget* GetWidgetByClass(class Object InClass);// 0x5ede55c FrontendHUD* GetOwningFrontendHUD();// 0x5c929e8 int GetDefaultSceneCamera();// 0x5c92b1c void DispatchUIMessage(FString UIMessage, Object* Source, UAEUserWidget* Target);// 0x5ede37c -------------------------------- Class: UAEUserWidget.UserWidget.Widget.Visual.Object FrontendHUD* OwningFrontendHUD;//[Offset: 0x204, Size: 4] LogicManagerBase* OwningLogicManager;//[Offset: 0x208, Size: 4] UAEWidgetContainer* OwningWidgetContainer;//[Offset: 0x20c, Size: 4] UAEUserWidget* ParentWidget;//[Offset: 0x210, Size: 4] Property*[] Params;//[Offset: 0x28c, Size: 12] delegate widgetSizeNofity;//[Offset: 0x2a0, Size: 12] UserWidgetState DefaultUserWidgetState;//[Offset: 0x2b0, Size: 32] UserWidgetState CurrentUserWidgetState;//[Offset: 0x2d0, Size: 32] float TickRate;//[Offset: 0x2f0, Size: 4] bool bReceiveOnClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4, Size: 1] bool bReceiveOnRightClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f5, Size: 1] bool bReceiveOnDoubleClickedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f6, Size: 1] bool bAutoSetScreenPosOnMouseEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f7, Size: 1] Vector2D ScreenPos;//[Offset: 0x2f8, Size: 8] Vector2D LastMouseEventScreenPos;//[Offset: 0x300, Size: 8] enum FadingStatus;//[Offset: 0x310, Size: 1] float CurrentOpacity;//[Offset: 0x314, Size: 4] float FadingInTime;//[Offset: 0x318, Size: 4] float FadingOutTime;//[Offset: 0x31c, Size: 4] bool bNoFadeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320, Size: 1] bool bNoFadeOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321, Size: 1] bool bShouldCollapse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x322, Size: 1] bool bRegistUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x323, Size: 1] FString UIMsgPrefix;//[Offset: 0x324, Size: 12] FString[] UIMsgFunctionList;//[Offset: 0x330, Size: 12] bool bRegistedUIMsgToMoudle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c, Size: 1] FString MoudleToRegisted;//[Offset: 0x340, Size: 12] bool Visible();// 0x5ee4590 void UnRegistFromGameFrontendHUD();// 0x5ee457c void SynchronizeBlueprintProperties();// 0x40a6134 void Show();// 0x5ee4568 void SetParentWidgetRecursive(UAEUserWidget* InParentWidget);// 0x5ee44f0 void SetParentWidget(UAEUserWidget* InParentWidget);// 0x5ee4478 static void SetOnWidgetShow(delegate onShow);// 0x5ee43dc static void SetOnWidgetHide(delegate OnHide);// 0x5ee4340 static void SetOnClearUIStack(delegate onClear);// 0x5ee42a4 void SetAdapation(float Left, float Top, float Right, float Bottom);// 0x5ee415c void RegistToGameFrontendHUD(FrontendHUD* GameFrontHUD);// 0x5ee40e4 void Register(LogicManagerBase* LogicManager, bool bAddToViewport);// 0x5ee4020 void ReceiveShow();// 0x40a6134 void ReceiveHide();// 0x40a6134 void ReceivedMountWidget();// 0x333fcfc void ReceivedInitWidget();// 0x40a6134 void ReCachedUIMsgFunction();// 0x5ee400c static void PushOpenedUIStack(FString Name);// 0x5ee3f58 static void PopOpenedUIStack(FString curOpen);// 0x5ee3ea4 void OnWidgetShow__DelegateSignature(FString ClassName);// 0x40a6134 void OnWidgetHide__DelegateSignature(FString ClassName);// 0x40a6134 void OnRightClicked(Vector2D TempScreenPos);// 0x40a6134 void OnFadeOutFinished();// 0x309ced4 void OnFadeInFinished();// 0x30e6970 void OnDoubleClicked(Vector2D TempScreenPos);// 0x40a6134 void OnClicked(Vector2D TempScreenPos);// 0x40a6134 void OnClearUIStack__DelegateSignature();// 0x40a6134 bool IntCompare(int A, int B, enum CompareType);// 0x5ee3d9c void InitWidget(bool Recursive);// 0x5ee3d1c void InitCustomWidget(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x33a1c88 void Hide();// 0x5ee3d08 void HandleUIMessageBattle(FString UIMessage);// 0x5ee3c4c void HandleUIMessage(FString UIMessage);// 0x5ee3b90 Widget* GetWidgetsByName(FString WidgetName, FString OuterName, bool bUseContains);// 0x5ee39fc Widget* GetWidgetContainsName(FString Name);// 0x5ee3938 UAEUserWidget* GetParentWidget();// 0x5ee3910 PlayerController* GetOwningPlayer();// 0x30bdce4 LogicManagerBase* GetOwningLogicManager();// 0x5ee38e8 FrontendHUD* GetOwningFrontendHUD();// 0x5ee38c0 MaterialInstanceDynamic* GetImgDynamicMaterial(Image* ImageMat);// 0x5ee3840 UserWidget* GetChildWidgetByEqualPolitics(FString ChildName, enum EqualPolitics, int RecursiveDepth);// 0x5ee36f4 UserWidget* GetChildWidget(FString WName);// 0x5ee3630 Margin GetAdapation();// 0x5ee3608 bool FloatCompare(float A, float B, enum CompareType);// 0x5ee3500 void DynamicRegistUIMsgToCache(UAEUserWidget* Widget);// 0x5ee3488 void DestroyWidget();// 0x5ee3474 static void ClearOpenedUIStack();// 0x5ee3460 void ClearFunctionCacheByMsgName(FString InUIMsg);// 0x5ee33a4 void ClearFunctionCache();// 0x5ee3390 void ClearClassWidgetTree();// 0x5ee337c void BindCustomUserEvent(Actor* OwnerActor, WidgetComponent* WidgetComponent);// 0x32b0fe0 -------------------------------- Class: UAEWidgetContainer.UAEUserWidget.UserWidget.Widget.Visual.Object UserWidget*[] WidgetList;//[Offset: 0x354, Size: 12] void RemoveWidgetInternal(UserWidget* Widget);// 0x3299054 void RemoveWidget(UserWidget* Widget);// 0x5ee6350 void AddWidgetWithZOrderInternal(UserWidget* Widget, int ZOrder);// 0x31e575c void AddWidgetWithZOrder(UserWidget* Widget, int ZOrder);// 0x5ee6294 void AddWidgetInternal(UserWidget* Widget);// 0x358c68c void AddWidget(UserWidget* Widget);// 0x5ee621c -------------------------------- Class: UserWidgetState FString WidgetName;//[Offset: 0x0, Size: 12] FName ContainerName;//[Offset: 0x10, Size: 8] int ZOrder;//[Offset: 0x18, Size: 4] UAEUserWidget* Widget;//[Offset: 0x1c, Size: 4] -------------------------------- Class: WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object bool bAntialiased;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x625, Size: 1] float RTScale;//[Offset: 0x628, Size: 4] enum Space;//[Offset: 0x62c, Size: 1] enum TimingPolicy;//[Offset: 0x62d, Size: 1] class UserWidget* WidgetClass;//[Offset: 0x630, Size: 4] IntPoint DrawSize;//[Offset: 0x634, Size: 8] bool bManuallyRedraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63c, Size: 1] bool bRedrawRequested;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63d, Size: 1] float RedrawTime;//[Offset: 0x640, Size: 4] IntPoint CurrentDrawSize;//[Offset: 0x650, Size: 8] bool bDrawAtDesiredSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x65c, Size: 1] Vector2D Pivot;//[Offset: 0x660, Size: 8] bool bReceiveHardwareInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x668, Size: 1] bool bWindowFocusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x669, Size: 1] LocalPlayer* OwnerPlayer;//[Offset: 0x66c, Size: 4] LinearColor BackgroundColor;//[Offset: 0x670, Size: 16] LinearColor TintColorAndOpacity;//[Offset: 0x680, Size: 16] float OpacityFromTexture;//[Offset: 0x690, Size: 4] enum BlendMode;//[Offset: 0x694, Size: 1] bool bIsTwoSided;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x695, Size: 1] bool TickWhenOffscreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x696, Size: 1] UserWidget* Widget;//[Offset: 0x698, Size: 4] BodySetup* BodySetup;//[Offset: 0x6ac, Size: 4] MaterialInterface* TranslucentMaterialAA;//[Offset: 0x6b0, Size: 4] MaterialInterface* TranslucentMaterialAA_OneSided;//[Offset: 0x6b4, Size: 4] MaterialInterface* TranslucentMaterial;//[Offset: 0x6b8, Size: 4] MaterialInterface* TranslucentMaterial_OneSided;//[Offset: 0x6bc, Size: 4] MaterialInterface* OpaqueMaterial;//[Offset: 0x6c0, Size: 4] MaterialInterface* OpaqueMaterial_OneSided;//[Offset: 0x6c4, Size: 4] MaterialInterface* MaskedMaterial;//[Offset: 0x6c8, Size: 4] MaterialInterface* MaskedMaterial_OneSided;//[Offset: 0x6cc, Size: 4] TextureRenderTarget2D* RenderTarget;//[Offset: 0x6d0, Size: 4] MaterialInstanceDynamic* MaterialInstance;//[Offset: 0x6d4, Size: 4] bool bAddedToScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] bool bEditTimeUsable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d9, Size: 1] FName SharedLayerName;//[Offset: 0x6e0, Size: 8] int LayerZOrder;//[Offset: 0x6e8, Size: 4] enum GeometryMode;//[Offset: 0x6ec, Size: 1] float CylinderArcAngle;//[Offset: 0x6f0, Size: 4] void SetWidget(UserWidget* Widget);// 0x5044c28 void SetTintColorAndOpacity(const LinearColor NewTintColorAndOpacity);// 0x5044bac void SetOwnerPlayer(LocalPlayer* LocalPlayer);// 0x5044b34 void SetDrawSize(Vector2D Size);// 0x5044ac4 void SetBackgroundColor(const LinearColor NewBackgroundColor);// 0x5044a48 void RequestRedraw();// 0x5044a2c UserWidget* GetUserWidgetObject();// 0x5044a04 TextureRenderTarget2D* GetRenderTarget();// 0x50449dc LocalPlayer* GetOwnerPlayer();// 0x50449b4 MaterialInstanceDynamic* GetMaterialInstance();// 0x504498c Vector2D GetDrawSize();// 0x504494c -------------------------------- Class: Image.Widget.Visual.Object bool bIsEnhancedImage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] SlateBrush Brush;//[Offset: 0xd8, Size: 152] delegate BrushDelegate;//[Offset: 0x170, Size: 16] LinearColor ColorAndOpacity;//[Offset: 0x180, Size: 16] delegate ColorAndOpacityDelegate;//[Offset: 0x190, Size: 16] bool bIsUseEnhancedHitTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1] bool bVersionImg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1, Size: 1] FString imageSrcPath;//[Offset: 0x1a4, Size: 12] float HitTestAreaRadius;//[Offset: 0x1b0, Size: 4] bool bFixOverScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b4, Size: 1] Vector2D ScalePivot;//[Offset: 0x1b8, Size: 8] delegate OnMouseButtonDownEvent;//[Offset: 0x1c0, Size: 16] bool bDontPaintWhenAlphaZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0, Size: 1] bool bDontPaintWhenColorZero;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d1, Size: 1] bool bAsyncLoadImageAsset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d2, Size: 1] SoftObjectPath AsyncLoadResourcePath;//[Offset: 0x1d8, Size: 24] void SetOpacity(float InOpacity);// 0x501887c void SetDontPaintWhenColorZero(bool Enable);// 0x50187fc void SetDontPaintWhenAlphaZero(bool Enable);// 0x501877c void SetColorAndOpacity(LinearColor InColorAndOpacity);// 0x5018700 void SetBrushResourceFromPathSync(FString ResourcePath);// 0x5018644 void SetBrushFromTextureDynamic(Texture2DDynamic* Texture, bool bMatchSize);// 0x5018580 void SetBrushFromTexture(Texture2D* Texture, bool bMatchSize);// 0x50184bc void SetBrushFromPathAsync(FString ResourcePath, bool bMatchSize);// 0x50183b4 void SetBrushFromMaterial(MaterialInterface* Material);// 0x501833c void SetBrushFromAtlasInterface(interface classNone AtlasRegion, bool bMatchSize);// 0x5018244 void SetBrushFromAsset(SlateBrushAsset* Asset);// 0x50181cc void SetBrush(out const SlateBrush InBrush);// 0x5018064 void SeFixOverScale(bool Enable);// 0x5017fe4 MaterialInstanceDynamic* GetDynamicMaterial();// 0x5017fbc bool GetDontPaintWhenColorZero();// 0x5017f94 bool GetDontPaintWhenAlphaZero();// 0x5017f6c -------------------------------- Class: Texture2DDynamic.Texture.Object byte Format;//[Offset: 0xb0, Size: 1] -------------------------------- Class: SlateBrushAsset.Object SlateBrush Brush;//[Offset: 0x20, Size: 152] -------------------------------- Class: GameMode.GameModeBase.Info.Actor.Object FName MatchState;//[Offset: 0x340, Size: 8] bool bDelayedStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x348, Size: 1] int NumSpectators;//[Offset: 0x34c, Size: 4] int NumPlayers;//[Offset: 0x350, Size: 4] int NumBots;//[Offset: 0x354, Size: 4] float MinRespawnDelay;//[Offset: 0x358, Size: 4] int NumTravellingPlayers;//[Offset: 0x35c, Size: 4] class LocalMessage* EngineMessageClass;//[Offset: 0x360, Size: 4] PlayerState*[] InactivePlayerArray;//[Offset: 0x364, Size: 12] float InactivePlayerStateLifeSpan;//[Offset: 0x370, Size: 4] bool bHandleDedicatedServerReplays;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x374, Size: 1] void StartMatch();// 0x35572f4 void SetBandwidthLimit(float AsyncIOBandwidthLimit);// 0x313365c void Say(FString Msg);// 0x5c7dd68 void RestartGame();// 0x5c7dd4c bool ReadyToStartMatch();// 0x5c7dd1c bool ReadyToEndMatch();// 0x5c7dcec void K2_OnSetMatchState(FName NewState);// 0x40a6134 bool IsMatchInProgress();// 0x5c7dcbc bool HasMatchEnded();// 0x5c7dc8c FName GetMatchState();// 0x5c7dc68 void EndMatch();// 0x5c7dc4c void AbortMatch();// 0x5c7dc30 -------------------------------- Class: LuaBPVar -------------------------------- Class: GameBackendHUD.BackendHUD.Object GameBackendUtils* GetUtils();// 0x30bdcb4 static GameBackendHUD* GetInstance();// 0x39f847c GameFrontendHUD* GetGameFrontendHUDByGameInstance(GameInstance* GameInstance);// 0x39f83fc GameFrontendHUD* GetFirstGameFrontendHUD(const Object* WorldContextObject);// 0x39f837c -------------------------------- 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);// 0x5ed9604 FrontendHUD* GetFrontendHUD(int FrontendHUDIndex);// 0x5ed9584 -------------------------------- Class: GameBackendUtils.BackendUtils.Object UAETableManager* GetTableManager();// 0x39f80d0 -------------------------------- Class: BackendUtils.Object BackendHUD* OwningBackendHUD;//[Offset: 0x1c, Size: 4] -------------------------------- Class: UAETableManager.Object FString TableRelativeDir;//[Offset: 0x1c, Size: 12] FName[] TablesNeedReleasedInBattle;//[Offset: 0x28, Size: 12] FString ManualTableDirectory;//[Offset: 0x34, Size: 12] bool AllowItemTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100, Size: 1] UAEDataTable*[] TableObjList;//[Offset: 0x104, Size: 12] World* CurWorld;//[Offset: 0x110, Size: 4] TableObjMap;//[Offset: 0x114, Size: 60] TableObjMap_Mod;//[Offset: 0x150, Size: 60] delegate OnTableCreateInFighting;//[Offset: 0x18c, Size: 12] FString PathCompressionConfigsPath;//[Offset: 0x264, Size: 12] bool bIsPathCompression;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270, Size: 1] bool bIsPathCompressionCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271, Size: 1] int PathCompressionCacheMaxSize;//[Offset: 0x274, Size: 4] bool bTranslationFallBackUnloadDuplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278, Size: 1] bool bShrinkTranslationMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x279, Size: 1] FString BaseTableRelativeDir;//[Offset: 0x280, Size: 12] FString ModTableRelativeDir;//[Offset: 0x28c, Size: 12] ModTableMap;//[Offset: 0x298, Size: 60] ModTableObjMap;//[Offset: 0x2d4, Size: 60] UAEDataTable*[] InGameTableObjList;//[Offset: 0x310, Size: 12] CheckNeedModMap;//[Offset: 0x31c, Size: 60] FString CurrentModName;//[Offset: 0x358, Size: 12] FString EmptyModName;//[Offset: 0x364, Size: 12] LoadedTableMap;//[Offset: 0x370, Size: 60] CheckMapTable;//[Offset: 0x3ac, Size: 60] TableCache;//[Offset: 0x3e8, Size: 60] void ReleaseTable(FName TableFName);// 0x376668c UAEDataTable* GetTablePtr_Mod(FName tableName);// 0x376660c UAEDataTable* GetTablePtr(FName tableName, bool bCheckModTable);// 0x3766538 BaseTableResMap* GetTableMap(FString tableName);// 0x3766474 static bool GetTableData(FString tableName, FString Key, out TableRowBase OutRow);// 0x3765b88 static UAETableManager* GetInstance();// 0x3765b60 static FString GetDomainByID(const int ID);// 0x3765a60 static UAEDataTable* GetDataTableStatic_Mod(FString tableName);// 0x37659a4 static UAEDataTable* GetDataTableStatic(FString tableName);// 0x37658e8 DataTableProxy* GetDataTableProxy(FString tableName, bool bTempory);// 0x37657d8 -------------------------------- Class: UAEDataTable.DataTable.Object NameToProperty;//[Offset: 0x7c, Size: 60] bool SetTableData_String(FString KeyValue, FString TagName, FString Value);// 0x5ee133c bool SetTableData_Int32(FString KeyValue, FString TagName, int Value);// 0x5ee11b0 bool SetTableData_Float(FString KeyValue, FString TagName, float Value);// 0x5ee1024 FString GetTableName();// 0x5ee0f64 FString GetRealTableName(FString tableName);// 0x5ee0e20 bool ConditionAddEmptyRow(out const FName RowName);// 0x5ee0d8c -------------------------------- Class: DataTable.Object ScriptStruct* RowStruct;//[Offset: 0x1c, Size: 4] -------------------------------- Class: ScriptStruct.Struct.Field.Object -------------------------------- Class: ModTable.Object -------------------------------- Class: BaseTableResMap.Object ScriptStruct* DataStruct;//[Offset: 0x5c, Size: 4] -------------------------------- Class: DataTableProxy.Object DataTable* ModDataTable;//[Offset: 0x1c, Size: 4] DataTable* DataTable;//[Offset: 0x20, Size: 4] DataTableRowDesc* Desc;//[Offset: 0x9c, Size: 4] -------------------------------- Class: DataTableRowDesc.Object -------------------------------- Class: TableRowBase -------------------------------- Class: GameFrontendHUD.FrontendHUD.Object delegate OnHandleWebviewActionDelegate;//[Offset: 0x15c, Size: 12] delegate OnGetTicketNotifyDelegate;//[Offset: 0x168, Size: 12] delegate OnHandleServerListDownload;//[Offset: 0x174, Size: 12] delegate OnUIStatReport;//[Offset: 0x180, Size: 12] delegate OnReportClientTool;//[Offset: 0x18c, Size: 12] FString CSVTableRelativeDir;//[Offset: 0x198, Size: 12] GameStatusMap;//[Offset: 0x1a4, Size: 60] bool EnableTickLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] bool bEnableReportMemory;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e2, Size: 1] GVoiceInterface* GVoice;//[Offset: 0x1f4, Size: 4] bool IsNewGVoiceCreated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8, Size: 1] bool DisableGVoice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f9, Size: 1] BugReporter* GameBugReporter;//[Offset: 0x1fc, Size: 4] GMLogShare* LogShare;//[Offset: 0x200, Size: 4] int MaxUpdateRetryTimes;//[Offset: 0x204, Size: 4] GDolphinUpdater* GDolphin;//[Offset: 0x210, Size: 4] Translator* Translator;//[Offset: 0x214, Size: 4] HttpWrapper* HttpWrapper;//[Offset: 0x218, Size: 4] GCPufferDownloader* GPuffer;//[Offset: 0x21c, Size: 4] LaggingReporter* LaggingReporter;//[Offset: 0x220, Size: 4] AsyncTaskDownloader* DownloadTask;//[Offset: 0x228, Size: 4] bool bUseDolphinUpdateFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x270, Size: 1] bool bEnableUseDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271, Size: 1] bool bEnableUseCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x272, Size: 1] bool bUseDolphinUpdateAfterCDNFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x273, Size: 1] bool bUseCDNUpdateAfterDolphinFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274, Size: 1] bool bEnableEditorPufferDownload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275, Size: 1] bool bIsWaitingUpdateStateData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x276, Size: 1] bool IsUsingDolphinUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x277, Size: 1] bool IsUsingCDNUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x278, Size: 1] CDNUpdate* CDNUpdater;//[Offset: 0x28c, Size: 4] int ODPaksPoolSize;//[Offset: 0x290, Size: 4] int ODPaksPoolSizeLowend;//[Offset: 0x294, Size: 4] int ODPaksPoolSizeLowendThreshold;//[Offset: 0x298, Size: 4] bool ODPaksEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c, Size: 1] FName UnrealNetworkStatus;//[Offset: 0x2c0, Size: 8] float UnrealNetworkConnectingTimer;//[Offset: 0x2d8, Size: 4] float UnrealNetworkConnectingTime;//[Offset: 0x2ec, Size: 4] bool bUseDynamicCreateLuaManager;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] FString[] PersistentLuaManager;//[Offset: 0x2f4, Size: 12] bool bPatchReInitSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x308, Size: 4] LuaEventBridge* LuaEventBridgeInstace;//[Offset: 0x30c, Size: 4] BattleWindowMgrLuaUtils* LuaBattleWindowMgr;//[Offset: 0x310, Size: 4] LuaBlueprintMgr* LuaBlueprintSysMgr;//[Offset: 0x314, Size: 4] FString ScriptBPRelativeDir;//[Offset: 0x31c, Size: 12] FString ScriptRelativeDir;//[Offset: 0x328, Size: 12] FString InGameLuaDir;//[Offset: 0x334, Size: 12] FString PreloadLuaFileRelativePath;//[Offset: 0x340, Size: 12] FString[] LuaDirList;//[Offset: 0x34c, Size: 12] FString[] NoGCPackage;//[Offset: 0x358, Size: 12] float LuaTickTime;//[Offset: 0x364, Size: 4] bool bCallLuaTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] bool bAutoLoginEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x369, Size: 1] int PingFirstReportIntervalSecond;//[Offset: 0x388, Size: 4] int PingReportIntervalSecond;//[Offset: 0x38c, Size: 4] int LossSyncIntervalSecond;//[Offset: 0x390, Size: 4] int vmInstrumentOptimization;//[Offset: 0x394, Size: 4] TssManager* TssMgr;//[Offset: 0x398, Size: 4] float PingReportInterval;//[Offset: 0x3c0, Size: 4] uint32 ImageDownloadClearDayCount;//[Offset: 0x460, Size: 4] delegate UIStackChangeDelegate;//[Offset: 0x464, Size: 12] delegate UIStackRecoverDelegate;//[Offset: 0x470, Size: 12] delegate OnFRefreshAdaptationUIEvent;//[Offset: 0x47c, Size: 12] delegate OnFRefreshAdaptationExUIEvent;//[Offset: 0x488, Size: 12] ImageDownloader* ImageDownloaderInGame;//[Offset: 0x4f0, Size: 4] int FpsForWindowClient;//[Offset: 0x4f4, Size: 4] UDPPingCollector* UDPPingCollector;//[Offset: 0x4f8, Size: 4] bool UIElemLayoutJsonConfigSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fc, Size: 1] bool NationAllSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fd, Size: 1] bool NationBattleSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4fe, Size: 1] bool NationRankSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ff, Size: 1] bool SelfieSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x500, Size: 1] bool ReportBugSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x501, Size: 1] bool FirstVoicePopupSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x502, Size: 1] bool GDPRForbidVoiceSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x503, Size: 1] bool GDPRSettingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x504, Size: 1] int GDPRUserType;//[Offset: 0x508, Size: 4] bool bShouldShowAdaptTipInLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c, Size: 1] float fLaggingFPSDiffThreshold;//[Offset: 0x510, Size: 4] float fLaggingFPSDiffThresholdMin;//[Offset: 0x514, Size: 4] float fLaggingFPSDiffThresholdMax;//[Offset: 0x518, Size: 4] float fLaggingFrameTimeThreshold;//[Offset: 0x51c, Size: 4] float fLaggingFrameTimeThresholdMin;//[Offset: 0x520, Size: 4] float fLaggingFrameTimeThresholdMax;//[Offset: 0x524, Size: 4] float fFPSReportInterval;//[Offset: 0x528, Size: 4] bool bUnLoadNoGcPackage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53c, Size: 1] Package*[] NoGcPackages;//[Offset: 0x540, Size: 12] bool bFlushAsyncLoadingBeforeGC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1] bool bEnablePandora;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1] bool bEnableJMLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54f, Size: 1] bool bEnableH5Cache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d4, Size: 1] bool bCheckWorldNameForLoadConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d5, Size: 1] ColorBlindnessMgr* ColorBlindnessMgrInstace;//[Offset: 0x5dc, Size: 4] NativeHUDTickContainer[] NativeHUDTickList;//[Offset: 0x5e0, Size: 12] bool IsNativeHUDTickLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ec, Size: 1] bool IsShutDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ed, Size: 1] int NativeHUDTickIndex;//[Offset: 0x5f0, Size: 4] AsyncLoadHelper* AsyncLoadHelper;//[Offset: 0x5f4, Size: 4] FString BattleUtilsClassName;//[Offset: 0x5f8, Size: 12] BattleUtils* BattleUtils;//[Offset: 0x604, Size: 4] void VNGPostPersonalInfo(FString OpenID, FString Name, FString passportId, FString email, FString phone, FString address);// 0x39fbd48 void UnRegisterUIShowHideEventDelegate(FString Source);// 0x39fbbf0 void TimeStatisticStop(int Type, FString Name);// 0x39fba50 void TimeStatisticStart(int Type);// 0x39fb9d8 void TickUdpCollector(float DeltaTime);// 0x39fb960 void StatisVisibilityWidget(Widget* Widget);// 0x31df68c void StatisLoadedTexture(Texture* Texture);// 0x31df68c bool StartGrayUpdate();// 0x39fb938 void StartDolphinUpdateAfterCDNUpdateFailed();// 0x39fb924 void StartCDNUpdateAfterDolphinUpdateFailed();// 0x39fb910 void ShutdownUnrealNetwork();// 0x33206d4 void SetShouldShowAdaptTipInLobby(bool bShoudShow);// 0x39fb890 void SetGameSubMode(FString SubMode);// 0x39fb7d4 void SetGameStatusMap( InGameStatusMap);// 0x39fb628 void SetClientEnterBattleStage(FString InStageStr);// 0x39fb56c void SetAccountByWebLogin(int Channel, FString OpenID, FString userId, FString TokenID, const int ExpireTime);// 0x39fb318 void RetryDownload();// 0x39fb304 void RetryCDNDownload();// 0x39fb2f0 void ReleaseBattleUtils();// 0x39fb2dc void RegisterUserSettingsDelegate(delegate Delegate);// 0x39fb238 void RegisterUIShowHideEventDelegate(FString Source, delegate Delegate);// 0x39fb070 void OnWebviewNotify(out const WebviewInfoWrapper webviewinfo);// 0x39faf68 void OnWebviewActionNotify(FString URL);// 0x39fae10 void OnUAAssistantEvent(out const UAAssistantInfoWrapper UAAssistentInfo);// 0x39fad04 void OnSDKCallbackEvent(out const SDKCallbackInfoWrapper sdkCallbackInfo);// 0x39fabf8 void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x39fab2c void OnRefreshAccountInfo(bool Result, int InChannel, FString InOpenId);// 0x39fa93c void OnQuickLoginNotify(out const WakeupInfoWrapper wakeupinfo);// 0x39fa830 void OnPlatformFriendNotify(out const PlatformFriendInfoMap PlatformFriendInfoMap);// 0x39fa720 void OnNotUpdateFinished();// 0x39fa70c void OnLoginFlowNotify(int _Flow, int _Param, FString ExtraData);// 0x39fa524 void OnHttpImgResponse(Texture2D* Texture, ImageDownloader* downloader);// 0x39fa468 void OnGroupNotify(out const GroupInfoWrapper groupInfo);// 0x39fa3a8 void OnGetTicketNotify(FString Ticket);// 0x39fa250 void OnGetShortUrlNotify(int Ret, FString ShortUrl);// 0x39fa0b0 void OnGetCountryNoNotify(int country);// 0x39fa038 void OnGenQRImgNotify(int Ret, int Size, FString imgPath);// 0x39f9ef4 void OnGCloudNetStateChangeNotify(int State, int EventParam1, int EventParam2, int EventParam3);// 0x39f9dac void OnGameMasterEvent(FString EventName, int Ret);// 0x39f9c10 void OnCheckUpdateStateFinished(out const DownloaderInfo Info);// 0x39f9b08 void OnAreaChanged(FString InArea);// 0x39f9a4c void NotifyLoadingUIOperation(int OperationType);// 0x39f99d4 void MakeToSuppotAdaptation(PanelSlot* PanelSlot);// 0x39f995c void LuaDoString(FString LuaString);// 0x39f9898 bool IsWindowOB();// 0x324323c bool IsInstallPlatform(FString PlatForm);// 0x39f9738 bool IsCEHideLobbyUI();// 0x39f9710 bool HasAnyNetMsgToHandle();// 0x39f96e8 bool GetWidgetRenderCanChange();// 0x39f96c0 SaveGame* GetUserSettings();// 0x312a280 GDolphinUpdater* GetUpdater();// 0x39f96a4 Translator* GetTranslator();// 0x39f9688 bool GetShouldShowAdaptTipInLobby();// 0x39f9660 SettingSubsystem* GetSettingSubsystem();// 0x39f9638 GCPufferDownloader* GetPufferDownloader();// 0x39f961c FString GetPingReportInfo();// 0x39f955c FString GetPacketLossReportInfo();// 0x39f949c LuaStateWrapper* GetLuaStateWrapper();// 0x34aea3c LuaEventBridge* GetLuaEventBridge();// 0x39f9474 LuaBlueprintMgr* GetLuaBlueprintSysMgr();// 0x39f944c HttpWrapper* GetHttpWrapper();// 0x39f9430 GVoiceInterface* GetGVoiceInterface();// 0x3129f80 FString GetGameSubMode();// 0x39f93c8 GameStateBase* GetGameState();// 0x39f93a0 FString GetFPSReportInfo();// 0x39f92e0 EffectSettingMgr* GetEffectSettingMgr();// 0x39f92b0 int GetDetailNetInfoFromGCloud();// 0x310b4a0 ColorBlindnessMgr* GetColorBlindnessMgr();// 0x39f9280 Object* GetClientNetObj();// 0x39f9258 FString GetClientEnterBattleStage();// 0x39f91f0 BugReporter* GetBugReporter();// 0x3608658 BattleUtils* GetBattleUtils();// 0x39f91c8 FString GetBattleIDHexStr();// 0x39f9108 int GetAutoRunModID();// 0x310b4a0 AsyncLoadHelper* GetAsyncLoadHelper();// 0x39f90e0 void FinishModifyUserSettings();// 0x39f90cc void EnableFPSAndMemoryLog(bool bEnable);// 0x39f904c void DispatchLongTimeNoOperation(out const int TimeOutCounter);// 0x39f8fc4 void DispatchConfirmMisKill(FString KillerName);// 0x39f8f18 void CreateBattleUtils();// 0x39f8f04 void CallGlobalScriptFunction(FString InFunctionName);// 0x39f8e40 void BeginModifyUserSettings();// 0x39f8e2c void BattleUtilsGameEnd();// 0x39f8e18 void AfterLoadedEditorLogin();// 0x39f8e04 void AddAdaptationWidgetDelegateEx(PanelSlot* PanelSlot);// 0x39f8d8c void AddAdaptationWidgetDelegate(PanelSlot* PanelSlot);// 0x39f8d14 -------------------------------- Class: GVoiceInterface.Object int lbsRoomMemberID;//[Offset: 0x24, Size: 4] delegate CheckTempLbsRoomOnJoinRoom;//[Offset: 0x40, Size: 16] delegate CheckTempLbsRoomOnQuitRoom;//[Offset: 0x50, Size: 16] delegate OnSTTReportCallback;//[Offset: 0x60, Size: 16] delegate OnRSTSCallback;//[Offset: 0x70, Size: 16] delegate OnRSTSSpeechToTextCallback;//[Offset: 0x80, Size: 16] FString ServerInfo;//[Offset: 0x9c, Size: 12] uint32 openGvoiceLog;//[Offset: 0xa8, Size: 4] uint32 MicVolumeMUFactor;//[Offset: 0xac, Size: 4] uint32 SpeekerVolumeMUFactor;//[Offset: 0xb0, Size: 4] int RoomOperationTimeout;//[Offset: 0xb4, Size: 4] GameFrontendHUD* GameFrontendHUD;//[Offset: 0xb8, Size: 4] delegate OpenMicFail;//[Offset: 0x130, Size: 16] delegate OpenMicSuccess;//[Offset: 0x140, Size: 16] delegate CloseMicFail;//[Offset: 0x150, Size: 16] delegate CloseMicSuccess;//[Offset: 0x160, Size: 16] delegate OpenSpeakerFail;//[Offset: 0x170, Size: 16] delegate OpenSpeakerSuccess;//[Offset: 0x180, Size: 16] delegate CloseSpeakerFail;//[Offset: 0x190, Size: 16] delegate CloseSpeakerSuccess;//[Offset: 0x1a0, Size: 16] delegate JoinRoomFail;//[Offset: 0x1b0, Size: 16] delegate JoinRoomNotify;//[Offset: 0x1c0, Size: 16] delegate QuitRoomNotify;//[Offset: 0x1d0, Size: 16] delegate JoinLbsRoomNotify;//[Offset: 0x1e0, Size: 16] delegate QuitLbsRoomNotify;//[Offset: 0x1f0, Size: 16] delegate RoomStatusUpdatedNotify;//[Offset: 0x200, Size: 16] delegate SetAppInfoSuccess;//[Offset: 0x210, Size: 16] delegate SetAppInfoFail;//[Offset: 0x220, Size: 16] delegate GetReconnectInfo;//[Offset: 0x230, Size: 16] delegate ImSpeakingNotify;//[Offset: 0x240, Size: 16] delegate TestMicFail;//[Offset: 0x250, Size: 16] delegate TestMicSuccess;//[Offset: 0x260, Size: 16] delegate QuitRoomFail;//[Offset: 0x270, Size: 16] delegate DownLoadFileNotify;//[Offset: 0x280, Size: 16] delegate SpeechToTextNotify;//[Offset: 0x290, Size: 16] delegate UploadFileNotify;//[Offset: 0x2a0, Size: 16] delegate ApplyMessageKeyNotify;//[Offset: 0x2b0, Size: 16] delegate MemberIsSpeakingNotify;//[Offset: 0x2c0, Size: 16] delegate LbsMemberIsSpeakingNotify;//[Offset: 0x2d0, Size: 16] delegate OnMuteSwitchResult;//[Offset: 0x2e0, Size: 16] delegate ReportVoiceTimeToServer;//[Offset: 0x2f0, Size: 16] delegate RecordSuccess;//[Offset: 0x300, Size: 16] delegate RecordFail;//[Offset: 0x310, Size: 16] delegate UploadSuccess;//[Offset: 0x320, Size: 16] delegate UploadFail;//[Offset: 0x330, Size: 16] delegate SpeechToTextSuccess;//[Offset: 0x340, Size: 16] delegate SpeechToTextFail;//[Offset: 0x350, Size: 16] delegate DownloadFileSuccess;//[Offset: 0x360, Size: 16] delegate DownloadFileFail;//[Offset: 0x370, Size: 16] delegate EnableRoomMicrophone;//[Offset: 0x380, Size: 16] delegate ExitInfectionGameMode;//[Offset: 0x390, Size: 16] delegate JoinInfectionGameMode;//[Offset: 0x3a0, Size: 16] delegate RequestPrivacyInSetting;//[Offset: 0x3b0, Size: 16] delegate OnReportPlayerCallback;//[Offset: 0x3c0, Size: 16] delegate OnGVoiceEvent;//[Offset: 0x3d0, Size: 16] int VoiceSpeechToText(FString InFileID, int InTimeout, int InLanguage);// 0x3a0d7e0 void UploadRecordFile();// 0x3a0d7cc int UploadRecordedFile(FString InFilePath, int InTimeout, bool InPermanent);// 0x3a0d678 int UpdateVoiceCoordinate(FString InRoomName, int64 X, int64 Y, int64 Z, int64 Radius);// 0x3a0d47c void TestMic();// 0x3a0d468 bool TeamSpeakerEnable();// 0x3a0d44c bool TeamMicphoneEnable();// 0x3a0d430 void SwitchMode(enum CharMode);// 0x3a0d3b8 void SwitchMicphoneWhenCorpsMode();// 0x3a0d3a4 void SwitchCampRoom(enum campMode);// 0x3a0d32c int StopRecording();// 0x3a0d304 void StopRecord();// 0x3a0d2f0 void StopPlayRecordFile();// 0x3a0d2dc void StopInterphone();// 0x3a0d2c8 void StopCampMode();// 0x3a0d2b4 int StartRecording(FString InFilePath, bool InNotVoip);// 0x3a0d1a4 void StartRecord();// 0x3a0d190 void StartInterphone();// 0x3a0d17c void StartCampMode(FString ZombieCampRoomName, FString ManCampRoomName, FString userId);// 0x3a0cfb8 void SpeechToText();// 0x3a0cfa4 void ShowOpenSpeakerAtFirstMsg();// 0x33206d4 void ShowCorpsModeCannotUseLBSVoice();// 0x33e5f18 void SetVoiceServer(FString ServerInfo);// 0x3a0cee8 void SetVoiceMode(int Type);// 0x3a0ce70 void SetSpeakerVolum(float Value);// 0x3a0cdf8 void SetSpeakerStatus(bool Flag);// 0x3a0cd78 int SetServerInfo(FString URL, FString InDefaultIpSvr);// 0x3a0cc30 void SetRoomOperationTimeout(int InTimeout);// 0x3a0cbb8 void SetReportBufferTime(int nTimeSec);// 0x3a0cb40 void SetPlayerVolume(FString InPlayerId, int InVol);// 0x3a0c9a4 int SetNotify();// 0x3a0c97c int SetMode(int InGVMode);// 0x3a0c8fc void SetMicphoneVolum(float Value);// 0x3a0c884 void SetMicphoneStatus(bool Flag);// 0x3a0c804 void SetLbsVoiceRadius(float Radius);// 0x3a0c790 void SetLbsRoomEnableStatus(bool Flag);// 0x3a0c710 void SetGVoiceSupportBackgroundChat(bool isSupportBGChat);// 0x3a0c690 void SetGVoiceChatServiceEnable(bool IsEnable);// 0x3a0c610 void SetGMServerUrl(FString InServerUrl);// 0x3a0c514 void SetGameFrontendHUD(GameFrontendHUD* InHUD);// 0x3a0c49c void SetFeature(int8 InFeature, bool Inactive);// 0x3a0c3d8 void SetCurrentDownloadFieldID(FString filedId);// 0x3a0c240 int SetAppInfo(FString InAppId, FString InAppKey, FString InOpenId);// 0x3a0c074 void SetAllVoiceStatus(bool Flag);// 0x31a3ac4 void RSTSStopRecording();// 0x3a0c060 int RSTSSpeechToText(int InSrcLang);// 0x3a0bfe0 void ResetWhenLogOut();// 0x3a0bfcc bool ReportPlayers(FString InExtraInfo, FString[] InOpenids);// 0x3a0bca0 int ReportFileForAbroad(FString InFilePath, bool InTranslate, bool InChangeVoice, int InTime);// 0x3a0baf4 void ReactiveLbsStatus();// 0x3a0bae0 int QuitVoiceRoom(FString InRoomName);// 0x3a0ba1c void QuitTempLbsRoom(FString roomStr);// 0x3a0b8c4 void QuitRoom();// 0x3a0b8b0 void QuitCommonRoom(FString InRoomName);// 0x3a0b7f4 int Poll();// 0x3a0b7cc void PlayRecordFile();// 0x3a0b7b8 int PlayRecordedFile(FString InDownloadInFilePath);// 0x3a0b6f4 int OpenVoiceSpeaker();// 0x3a0b6cc int OpenVoiceMic();// 0x3a0b6a4 void OpenTeamSpeakerOnly(bool ShowTips);// 0x3a0b624 int OpenTeamMicphoneOnly(bool ShowTips);// 0x3a0b59c int OpenTeamInterphone();// 0x3a0b574 void OpenSpeakerByTempLbs(bool Open);// 0x3a0b4f4 int OpenSpeaker();// 0x3a0b4cc void OpenMicByTempLbs(bool Open);// 0x3a0b44c void OpenMicAndSpeakerAfterJoinLbsRoom();// 0x3a0b438 int OpenMic();// 0x3a0b410 void OpenIngameSpeaker();// 0x3a0b3fc int OpenIngameMicphone();// 0x3a0b3d4 void OpenAllSpeaker(bool ShowTips);// 0x3a0b354 int OpenAllMicphone(bool ShowTips);// 0x3a0b2cc int OpenAllInterphone();// 0x3a0b2a4 void OnRoomTypeChanged(FString itemtext);// 0x3a0b178 void OnResume();// 0x3a0b164 void OnPause();// 0x3a0b150 bool LbsSpeakerEnable();// 0x3a0b134 bool LbsMicphoneEnable();// 0x3a0b118 void JoinTempLbsRoom(FString room, FString userId);// 0x3a0aea8 int JoinTeamRoom(FString InRoomName);// 0x3a0ade4 void JoinRoom(FString room, FString userId);// 0x3a0ab74 int JoinRangeRoom(FString InRoomName);// 0x3a0aab0 void JoinLbsRoom(FString lbsRoom, FString userId);// 0x3a0a840 void JoinCommonRoom(FString InRoomName);// 0x3a0a784 bool IsTeamInterphoneOpenned();// 0x3a0a768 bool IsSpeaking();// 0x3a0a740 bool IsNewGVoiceInterface();// 0x3a0a724 bool IsLbsInterphoneOpenned();// 0x3a0a708 bool IsInterphoneMode();// 0x3a0a6cc bool IsGVoiceEnable();// 0x3a0a6a4 int Invoke(uint32 InCmd, uint32 InParam1, uint32 InParam2);// 0x3a0a59c void InitGVoiceComponent(FString userId);// 0x3a0a444 int InitGVoice();// 0x3a0a41c void Init();// 0x3a0a408 bool HaveTeamRoom();// 0x3a0a3e0 bool HaveLbsRoom();// 0x3a0a3b8 float GetVoiceLength();// 0x3a0a390 FString GetTeamRoomName();// 0x3a0a2d0 int GetRoomStatus(FString InRoomName);// 0x3a0a20c int GetPlayerVolume(FString InPlayerId);// 0x3a0a0ac int GetMicState();// 0x3a0a084 FString GetLbsRoomName();// 0x3a09fc4 FString GetGMServerUrl();// 0x3a09eac void GetAuthKey();// 0x3a09e98 int GetAudioDeviceConnectionState();// 0x3a09e70 void ForbidTeammateVoiceById(int memberID, bool IsEnable);// 0x3a09dac int ForbidMemberVoice(int InMember, bool InEnable, FString InRoomName);// 0x3a09c54 void ForbidLbsMemberVoiceById(int memberID, bool IsEnable);// 0x3a09b90 void EnbleMicAndSpeakerByRoomName(FString RoomName, bool Enable);// 0x3a099e8 void EnableVoiceChat(bool InEnable);// 0x3a09968 int EnableRoomSpeaker(FString InRoomName, bool InEnable);// 0x3a09858 int EnableReportForAbroad(bool InIsWholeRoundaudit);// 0x3a097d0 bool EnableReportALLAbroad(bool InEnable, bool InWithEncryption, int InTimeout);// 0x3a096b0 int EnableMultiRoom(bool InEnable);// 0x3a09628 void EnableLog(bool InEnable);// 0x3a095a8 int EnableGVoiceRoomMicrophone(FString InRoomName, bool InEnable);// 0x3a09498 void DownloadRecordFile();// 0x3a09484 int DownloadRecordedFile(FString InFileID, FString InDownloadInFilePath, int InTimeout, bool InPermanent);// 0x3a092a8 void CommonTestMic();// 0x3a09294 int CloseVoiceSpeaker();// 0x3a0926c int CloseVoiceMic();// 0x3a09244 void CloseSpeaker();// 0x3a09230 void CloseMic();// 0x3a0921c void CloseIngameSpeaker();// 0x32c7a28 void CloseIngameMicphone();// 0x3122800 void CloseAllSpeaker(bool ShowTips);// 0x3a0919c void CloseAllMicphone(bool ShowTips);// 0x3a0911c int CheckDeviceMuteState();// 0x3a090f4 void CheckAndEnableRoomSpeaker();// 0x3a090e0 void ChatShowAgeRestrictionMsgInLobby();// 0x34026c0 void ChatShowAgeRestrictionMsgInFighting();// 0x32519a0 void ChatShowAgeRestrictionMsgInChat();// 0x30f0668 void ChatRequestPrivacyInSetting();// 0x3a090cc void ChatRequestPrivacyInGame();// 0x3a090b8 int ApplyMessageKey();// 0x3a09090 void AlwaysDisableRoomMic(FString InRoomName, bool WithClear);// 0x3a08f88 -------------------------------- Class: BugReporter.Object void SendScreenShot(FString errorReason, FString errorDescription, FString ImagePath, float X, float Y, float Z);// 0x39ead5c void SendLog(FString errorReason, FString errorDescription, float X, float Y, float Z, bool pullAll, bool zipLogUpload);// 0x39ea978 void ReadZipLog(FString Filename);// 0x39ea820 byte[] CompressLog(bool pullAllLog);// 0x39ea710 -------------------------------- Class: GMLogShare.Object static void ShareLogFile();// 0x34a5e88 static void Init();// 0x3a088b0 -------------------------------- 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();// 0x3a0228c void SetEnableCDNGetVersion(bool Enable);// 0x3a0220c void OnUpdateError(int curVersionStage, int ErrorCode);// 0x3a02150 void OnDolphinBGDownloadDone();// 0x3a0213c void OnAreaChanged(FString InArea);// 0x3a02080 bool IsUpdating();// 0x3a02058 bool IsInstallInApp();// 0x3a02030 bool IsGrayUpdate();// 0x3a02008 bool IsExamine();// 0x324323c void Install();// 0x3a01ff4 int GetTotalValue();// 0x3a01fcc int GetCurValue();// 0x3a01fa4 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x3a01e64 float GetCurPercent();// 0x3a01e3c uint32 GetChannelIDWithHUD(GameFrontendHUD* InGameFrontendHUD);// 0x3a01dbc uint32 GetChannelID();// 0x3a01d94 void FinishUpdate();// 0x3a01d80 void FinishPufferUpdate();// 0x3a01d6c void EnableIOSBGDownload4G(bool bEnableCellularAccess);// 0x317f3c4 bool EnableCDNGetVersion();// 0x3a01d44 void ContinueUpdate();// 0x3a01d30 void CancelUpdate();// 0x3a01d1c void CancelAppUpdate();// 0x3a01d08 -------------------------------- 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);// 0x3a65bd0 void Translate(FString URL, FString Verb, const Headers, FString Content);// 0x3a65890 void PostMsg(FString URL, FString Content);// 0x3a65750 void OnTranslateV2(bool Success, FString Data);// 0x3a65644 void OnTranslate__DelegateSignature(bool IsSuccess, FString LanguageFrom, FString Translation);// 0x40a6134 void OnTranslate(bool Success, FString Data);// 0x3a65538 void OnGetAccessTokenV2(bool Success, FString Data);// 0x3a6542c void OnGetAccessToken__DelegateSignature(bool IsSuccess, FString Token);// 0x40a6134 void OnGetAccessToken(bool Success, FString Data);// 0x3a65320 void OnDetectV2(bool Success, FString Data);// 0x3a65214 void OnDetect__DelegateSignature(bool IsSuccess, FString from, FString to);// 0x40a6134 void OnDetect(bool Success, FString Data);// 0x3a65108 bool HasTranslating();// 0x3a650e0 void GetAccessToken(bool bForceGet, FString URL, FString Verb, const Headers, FString Content);// 0x3a64d4c void Detect(FString URL, FString Verb, const Headers, FString Content);// 0x3a64a0c -------------------------------- Class: HttpWrapper.Object delegate OnResponseEvent;//[Offset: 0x1c, Size: 12] delegate OnImageDownloadResponseEvent;//[Offset: 0x28, Size: 12] void SimplePostForLua(FString URL, FString Content, int Priority, int QueueType);// 0x3a146fc void SetQueueSize(int QueueType, int InSize);// 0x3a14640 void SetQueueEnable(bool InEnableQueue);// 0x3a145c4 void SetPoolEnable(bool InEnablePool);// 0x3a1453c int RequestForLua(FString URL, FString Verb, out Headers, FString Content, int Priority, int QueueType);// 0x3a14208 int ImageDownloadRequestForLua(FString URL, FString Verb, out Headers, FString Content, int Priority);// 0x3a13f18 bool GetQueueEnable();// 0x3a13efc bool GetPoolEnable();// 0x3a13ed4 int GetInternalIndex();// 0x3a13eb8 void CancelRequestAll(int QueueType);// 0x3a13e40 void CancelRequest(int QueueType, int ReqIndex);// 0x3a13d84 -------------------------------- 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);// 0x3a07660 int StopMergeBinDiffPak(int outterTaskID);// 0x3a075e0 bool StopCheckDownloadFileFraming(int outterTaskID);// 0x3a07560 void StopBGDownloadNotification();// 0x3a0754c bool StopAllTask();// 0x3a07524 void StartDownloadItem(uint32 ItemID, uint32 Priority, delegate downloadDelegate);// 0x3a073f8 void StartBGDownloadNotification(uint64 InDownloadedSize);// 0x3a0737c void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x3a07170 void SetTempProductIdBase(int ProductIdRaw);// 0x3a070f8 void SetTempProductId(FString ProductIdRaw);// 0x3a06fa0 void SetPrefetchConfig(bool pakEnable, bool fileClearEnable, bool convertEnable, int reserveredDiskSpace, FString FileList, int InPreFetchODPaksMaxNum, int InPreFetchODPaksBatchSize);// 0x3a06c7c void SetIOSBGDownloadAttribute(bool bEnableCellularAccess, bool bEnableResumeData, int nMinFileSize, int nMaxTasks);// 0x3a06b1c bool SetImmDLMaxSpeed(uint64 MaxSpeed);// 0x3a06a98 void SetBattleDownloadSwitch(bool Enable);// 0x3a06a18 static int ReturnSplitMiniPakFilelist_LuaState();// 0x3a04840 static int ReturnLocalFiles_LuaState();// 0x3a04840 uint64 RequestFile(FString FilePath, bool ForceUpdate);// 0x3a06868 bool RemountPakFiles();// 0x3a06840 FString ReadFile(FString Filename);// 0x3a06660 bool PreFetchPakFiles();// 0x3a06638 int PreFetchODPakFilesUpdate();// 0x3a06610 bool PreFetchODPakFilesPreProcess(bool Start);// 0x3a06588 bool PreFetchODPakFilesPostProcess(int ErrorCode);// 0x3a06508 bool PreFetchODPakFiles(bool Start);// 0x3a06480 void OnItemDownloadedInFighting(FString PackHash, FString ErrorCode);// 0x3a06210 void OnHashGenerateFinished(int outterTaskID, FString hashCode);// 0x3a06070 int MoveFileTo(FString Filename, FString from, FString to);// 0x3a05ce0 int MoveFile(FString from, FString to);// 0x3a05a68 int MergeBinDiffPak(int outterTaskID, FString PakFilenameOld, FString PakFilenameDiff, FString PakFilenameNew, bool fast);// 0x3a05640 bool IsODPaks(FString FilePath);// 0x3a054e0 bool IsODFileExists(FString Path);// 0x3a0541c bool IsInitSuccess();// 0x3a053f4 bool IsFileReady(FString FilePath);// 0x3a05294 bool IsFileExist(FString Filename, FString extension);// 0x3a0501c bool InitializeODPaks();// 0x3a04ff4 FString GetTempWorkPath();// 0x3a04f34 void GetProductIDBase(out int[] ProductIDs);// 0x3a04e68 void GetProductID(out int[] ProductIDs);// 0x3a04d9c int GetODPakNum();// 0x3a04d74 FString GetODPakName(FString Path);// 0x3a04c30 uint32 GetInitErrcode();// 0x3a04c08 uint64 GetFileSizeCompressed(FString FilePath);// 0x3a04aa8 float GetFileSize(FString Filename);// 0x3a04944 FString GetDownloadPath();// 0x3a04884 float GetCurrentSpeed();// 0x3a0485c int GetBatchODPaksDownloadList_LuaState();// 0x3a04840 void EnableUseOldInterface(bool Enable);// 0x3a047c0 bool DeleteFileEvenIfUnfinished(FString FilePath);// 0x3a04660 static bool DeleteFile(FString fullPath);// 0x3a04508 bool ConvertPreFetchFiles();// 0x3a044e0 FString ConvertItemIdToPakName(uint32 ItemID);// 0x3a043d8 bool ClearUselessODPaks();// 0x3a043b0 bool ClearPreFetchODPaksFiles();// 0x3a04388 bool ClearPreFetchFiles();// 0x3a04360 bool CheckDownloadFileFraming(int outterTaskID, FString Filename, int chunkSize);// 0x3a04174 -------------------------------- 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);// 0x39e68b8 -------------------------------- Class: BlueprintAsyncActionBase.Object void Activate();// 0x32c7a28 -------------------------------- Class: CDNUpdate.Object GameFrontendHUD* GameFrontendHUD;//[Offset: 0x90, Size: 4] void StartUpdateApp();// 0x39f5c68 void StartAppUpdate(bool StartGrayUpdate);// 0x39f5be8 void OnRequestProgress(out const CDNDownloaderInfo Info);// 0x39f5b1c void OnRequestComplete(out const CDNDownloaderInfo Info);// 0x39f5a50 bool IsUpdating();// 0x39f5a28 bool IsGrayUpdate();// 0x39f5a00 int GetCurStage(out float percent, out int GetCurVal, out int GetMaxVal);// 0x39f58c0 void FinishUpdate();// 0x39f58ac void ContinueUpdate();// 0x39f5898 void CancelUpdate();// 0x39f5884 -------------------------------- Class: CDNDownloaderInfo enum State;//[Offset: 0x0, Size: 1] FString FileSavePath;//[Offset: 0x4, Size: 12] bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int BytesSent;//[Offset: 0x14, Size: 4] int BytesReceived;//[Offset: 0x18, Size: 4] int ContentType;//[Offset: 0x1c, Size: 4] int ResponseCode;//[Offset: 0x20, Size: 4] -------------------------------- Class: LuaStateWrapper.Object -------------------------------- Class: LuaEventBridge.Object LuaStateWrapper* LuaStateWrapper;//[Offset: 0x1c, Size: 8] RegisterEventMap;//[Offset: 0x28, Size: 60] LuaRegisterEventMap;//[Offset: 0x64, Size: 60] FilterKeyRegisterMap;//[Offset: 0xa0, Size: 60] LuaTemBPData*[] CurrentParamArray;//[Offset: 0xdc, Size: 12] Property*[] Params;//[Offset: 0xe8, Size: 12] void SyncLuaRegisterEventNum(FString EventType, FString EventId, int Number);// 0x3749650 LuaTemBPData*[] GetCurrentParam();// 0x37495e8 void DeactivateEventsByFilterKey(out const uint32 FilterKey);// 0x3749560 bool CheckNeedPostEventWithFilterKey(out const uint32 FilterKey, FString EventType, FString EventId, bool bCheckNeedPostLua);// 0x3749370 void ActiveEventByFilterKey(out const uint32 FilterKey, FString EventType, FString EventId, const bool bActive);// 0x3749188 -------------------------------- 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);// 0x3a1c678 void AddSystem(const FString SystemName, const FString BPPath);// 0x3a1c408 -------------------------------- Class: LuaBluepirntSys.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] void Init();// 0x40a6134 -------------------------------- Class: TssManager.Object FString TssHostInfo;//[Offset: 0x1c, Size: 12] FString TssCDNHostInfo;//[Offset: 0x28, Size: 12] FString TssBuildInIpInfo;//[Offset: 0x34, Size: 12] int TssLocal;//[Offset: 0x40, Size: 4] static int SendSkdData_LuaState();// 0x3a04840 static int SendEigeninfoData_LuaState();// 0x3a04840 static uint32 SaveSendEigeninfoCode_LuaState();// 0x3a04840 static int OnRecvData_LuaState();// 0x3a04840 static uint32 InvokeSDKIoctl(int Command, FString InCmdData);// 0x3a66250 static int GetUserTag4Lua_LuaState();// 0x3a04840 static int GetDeviceFeature_LuaState();// 0x3a04840 static int EigenArrayObfuscationVerify_LuaState();// 0x3a04840 -------------------------------- 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);// 0x3a151b4 static ImageDownloader* MakeDownloaderInGame();// 0x3a1518c static ImageDownloader* MakeDownloader();// 0x3a15164 Texture2D* GetTextureFromUrlWithoutDownload(FString URL);// 0x3a15004 static FString CheckAndGetEncryptUrl(out FString InUrl);// 0x3a14eb8 -------------------------------- Class: UDPPingCollector.Object mUDPPingInfoMap;//[Offset: 0x44, Size: 60] delegate UDPPingShadowResultToLuaDelegate;//[Offset: 0x90, Size: 12] void TickUDPPing(float DeltaTime);// 0x3a6dd08 void setUDPPingServerAddress(FString ServerIP, FString ServerPort, int ZoneID, int WaterMarkType);// 0x3a6da0c void PingServer(FString address, float Timeout, int WaterMarkType);// 0x3a6d82c void OnPingServerResultDelegate__DelegateSignature(FString address, int IsSuccess, float Time);// 0x40a6134 bool IsChooingZoneAccess();// 0x3a6d804 bool isAllZoneHasPingValue();// 0x3a6d7dc void Init(float MinPingintervalTime, float pingintervalTime, float pingTimeoutSecond, float normalDelayMilliSecond, float maxAutoChooseZoneDelayMilliSecond);// 0x3a6d64c float GetZoneServerDelay(FString ServerAddress);// 0x3a6d4e8 int GetMinDealyAddress();// 0x3a6d4c0 void ChoosingZone(int ZoneID, FString AddrIP);// 0x3a6d320 -------------------------------- 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();// 0x31ad994 void RemoveParticleSystem(ParticleSystemComponent* ParticleSystem);// 0x31ad91c void RemoveMeshComponent(MeshComponent* Mesh);// 0x31ad8a4 void RemoveImage(Image* Image);// 0x31ad82c void HandleUserSettingChange();// 0x31ad818 LinearColor GetColorByType(int Type);// 0x31ad78c void Clear();// 0x31ad778 void AddParticleSystem(ParticleSystemComponent* ParticleSystem, int Type);// 0x31ad6bc void AddMeshComponent(MeshComponent* Mesh, int Type);// 0x31ad600 void AddImage(Image* Image, LinearColor Color, int Type);// 0x31ad4f4 void AddColorByType(FString Type, LinearColor Color);// 0x31ad350 -------------------------------- 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: 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);// 0x322548c void RunNextTask();// 0x39e53f8 void OnLoadCallBack(SoftObjectPath softObjPath);// 0x39e528c void ClearOneTask(FString ObjectPath);// 0x39e5134 void ClearAllTask();// 0x39e5120 void AddTask(FString ObjectPath, int LoadPriority);// 0x39e4f84 -------------------------------- Class: BattleUtils.Object GameFrontendHUD* OwningFrontendHUD;//[Offset: 0x60, Size: 4] UAEGameMode* BattleGameMode;//[Offset: 0x78, Size: 4] BattlePlayer*[] BattlePlayerList;//[Offset: 0x7c, Size: 12] BattleGameInfo CachedBattleGameInfo;//[Offset: 0x88, Size: 48] GameModeAIPlayerParams CachedAIPlayerParams;//[Offset: 0xb8, Size: 784] FString LuaFilePath;//[Offset: 0x3c8, Size: 12] uint32 SyncNewBattlePlayer(uint64 UId, out const PlayerInfoData Info);// 0x39e9374 void SyncGameInfo(out const BattleGameInfo Info);// 0x39e9268 void SyncGameExit();// 0x39e9254 void SyncBattlePlayerExit(uint64 UId, FName PlayerType, FString Reason);// 0x39e9058 GameModePlayerParams RetrievePlayerParams(PlayerID PlayerID);// 0x39e8f80 GameModeAIPlayerParams RetrieveAIPlayerParams(PlayerID PlayerID);// 0x39e8e98 void ResponPlayerWeaponDIYData(uint64 PlayerUID, WeaponDIYData InWeaponDIYData);// 0x39e8d6c void RequestSomePlayersBattleData(uint64[] PlayerUIDList, byte DataType);// 0x39e8bd0 void RequestPlayerWeaponDIYData(uint64 PlayerUID, int WeaponSkinID, int PlanID);// 0x39e8ac8 void RequestOnePlayersBattleData(uint64 PlayerUID, byte DataType);// 0x39e8a00 void RequestAllPlayersBattleData(byte DataType);// 0x39e8988 void OnPostLoadMapWithWorld(World* World);// 0x39e8910 BattlePlayer* NewBattlePlayer();// 0x39e88e8 BattleAIPlayer* NewBattleAIPlayer();// 0x39e88c0 void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x39e8830 UAEGameMode* GetBattleGameMode();// 0x39e8808 void GenerateAIPlayerParams(out const PlayerInfoData Info);// 0x39e86f4 BattlePlayer* FindPlayerByUID(uint64 UId, FName PlayerType);// 0x39e8628 BattlePlayer* FindPlayerByPlayerName(FString PlayerName, FName PlayerType);// 0x39e8480 BattlePlayer* FindPlayerByPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x39e83bc -------------------------------- Class: UAEGameMode.LuaGameMode.GameMode.GameModeBase.Info.Actor.Object Object* UtilsPtr;//[Offset: 0x3c8, Size: 8] float GridCheckSize;//[Offset: 0x3d0, Size: 4] float DeepCheckSize;//[Offset: 0x3d4, Size: 4] float HeightCheckSize;//[Offset: 0x3d8, Size: 4] int MaxPlayerLimit;//[Offset: 0x3dc, Size: 4] bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] bool IsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1] bool bBornWithApple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ee, Size: 1] bool bUseDefaultResultRules;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ef, Size: 1] int AntiDataCD;//[Offset: 0x3f0, Size: 4] int WeatherID;//[Offset: 0x3f4, Size: 4] FString WeatherName;//[Offset: 0x3f8, Size: 12] int RoomMode;//[Offset: 0x404, Size: 4] int SeasonIdx;//[Offset: 0x408, Size: 4] float MeteorShowerRatio;//[Offset: 0x40c, Size: 4] FString ItemTableName;//[Offset: 0x410, Size: 12] FString ItemClassPath;//[Offset: 0x41c, Size: 12] FString ReplayPushURL;//[Offset: 0x428, Size: 12] int ReplayType;//[Offset: 0x434, Size: 4] FString ReplayTitle;//[Offset: 0x438, Size: 12] enum EnableObserverEnemyTrace;//[Offset: 0x444, Size: 1] FString[] ItemSpawnTableList;//[Offset: 0x448, Size: 12] FString[] IgnoreItemClassPathList;//[Offset: 0x454, Size: 12] DSSwitchInfo[] DsSwitch;//[Offset: 0x460, Size: 12] CharacterMoveDragDataMap;//[Offset: 0x46c, Size: 60] ParachuteDragDataMap;//[Offset: 0x4a8, Size: 60] VehicleMoveDrag;//[Offset: 0x4e4, Size: 60] CharacterShootVerifyDataMap;//[Offset: 0x520, Size: 60] uint32 ServerStartTime;//[Offset: 0x55c, Size: 4] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x560, Size: 1] bool bEnableVehicleInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x561, Size: 1] FString PickupBoxConfigClassPath;//[Offset: 0x564, Size: 12] bool bUseAutoGroupParachuteTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x570, Size: 1] FString PickupBoxConfigDataTableName;//[Offset: 0x574, Size: 12] FString VehicleTableName;//[Offset: 0x580, Size: 12] FString VehicleClassPath;//[Offset: 0x58c, Size: 12] bool IsUsingSceneDropWeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x598, Size: 1] bool IsRegionItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x599, Size: 1] Vector RegionCenter;//[Offset: 0x59c, Size: 12] float RegionRadius;//[Offset: 0x5a8, Size: 4] BattleCustomConfig;//[Offset: 0x5ac, Size: 60] int MaxAllowReplicatedCharacterCount;//[Offset: 0x5e8, Size: 4] int AINoRepTimeInReady;//[Offset: 0x5ec, Size: 4] class UAEOBState* ObserverPlayerStateClass;//[Offset: 0x5f0, Size: 4] bool bEnableDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f4, Size: 1] float NearDeathRestoredOriginHealth;//[Offset: 0x5f8, Size: 4] float NearDeathDecreateBreathRate;//[Offset: 0x5fc, Size: 4] float RescueOtherRestoreDuration;//[Offset: 0x600, Size: 4] float RescueSelfRestoreDuration;//[Offset: 0x604, Size: 4] float DeadTombBoxLifeSpan;//[Offset: 0x608, Size: 4] int DefaultPlayerBornPointID;//[Offset: 0x60c, Size: 4] bool bPlayerExitClearPlayerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1] bool bEnableDSTickLua;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x611, Size: 1] FString NetObjectPathNameMappingCSV;//[Offset: 0x614, Size: 12] GroupSpotSceneComponent*[] ItemGroupComponents;//[Offset: 0x620, Size: 12] Actor* ChosenPlayerStartBuildingGroup;//[Offset: 0x62c, Size: 4] DynamicTriggerConfig[] DynamicTriggerConfigs;//[Offset: 0x630, Size: 12] Actor*[] DynamicTriggers;//[Offset: 0x63c, Size: 12] int IsGameModeFpp;//[Offset: 0x648, Size: 4] bool IsGameModeBandSpot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64c, Size: 1] DynamicLoadItem[] DynamicLoadItemArray;//[Offset: 0x650, Size: 12] DynamicLoadItemMap;//[Offset: 0x65c, Size: 60] VehicleAvatarReplaceCfg[] VehicleAvatarReplaceCfgList;//[Offset: 0x698, Size: 12] bool IsOpenItemGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a4, Size: 1] bool IsOpenVehicleGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a5, Size: 1] int[] BuffEffectIDArray;//[Offset: 0x6a8, Size: 12] int[] BuffEffectDisplayIDArray;//[Offset: 0x6b4, Size: 12] int[] DynamicLevelArray;//[Offset: 0x6c0, Size: 12] FString RoomType;//[Offset: 0x6cc, Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] bool bOpenForbitTeammatePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d9, Size: 1] bool bOpenTeammateImprisonment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6da, Size: 1] int ZoneID;//[Offset: 0x6dc, Size: 4] int nClientType;//[Offset: 0x6e0, Size: 4] int nBattleType;//[Offset: 0x6e4, Size: 4] delegate OnGameModeStateChanged;//[Offset: 0x70c, Size: 12] bool bCollectedEventDataReportingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa50, Size: 1] bool[] EnabledCollectedEventDataEventIds;//[Offset: 0xa54, Size: 12] bool bIsPreCreatingPlayerController;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa90, Size: 1] float OBInfoTimeStep;//[Offset: 0xb70, Size: 4] AirDropBoxInOb[] AirDropBoxInfoList;//[Offset: 0xb94, Size: 12] UAEPlayerController*[] KickFlagControllerList;//[Offset: 0xba0, Size: 12] UAEPlayerController*[] ObserverControllerList;//[Offset: 0xbac, Size: 12] class UAEAdvertisementActor* AdvertisementActorBP;//[Offset: 0xc4c, Size: 4] AdvertisementActorConfig[] AdvConfigList;//[Offset: 0xc50, Size: 12] UAEAdvertisementActor*[] AdvActorList;//[Offset: 0xc5c, Size: 12] MissionBoardConfig[] MissionBoardConfigList;//[Offset: 0xc68, Size: 12] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc74, Size: 1] FString HttpPlaneBannerLeftImgPath;//[Offset: 0xc78, Size: 12] FString HttpPlaneBannerRightImgPath;//[Offset: 0xc84, Size: 12] FString GrenadeEffectPath;//[Offset: 0xc90, Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9c, Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9d, Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9e, Size: 1] bool bOpenAnniversaryActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9f, Size: 1] FString FestivalAirDropBoxMesh;//[Offset: 0xca0, Size: 12] bool bUseFestivalAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcac, Size: 1] float FestivalAirDropProb;//[Offset: 0xcb0, Size: 4] float MonsterDropPar;//[Offset: 0xcb4, Size: 4] float SceneDropParam;//[Offset: 0xcb8, Size: 4] uint32 DSOpenSwtich;//[Offset: 0xcbc, Size: 4] ItemGeneratorComponent* ItemGenerator;//[Offset: 0xcc0, Size: 4] VehicleAndTreasureBoxGeneratorComponent* VehicleGenerator;//[Offset: 0xcc4, Size: 4] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc8, Size: 1] uint32[] NeedReplayPlayers;//[Offset: 0xccc, Size: 12] SeasonStatueData[] SeasonStatueList;//[Offset: 0xcd8, Size: 12] FString SeasonStatueClassPath;//[Offset: 0xce4, Size: 12] FString StatueBaseClassPath;//[Offset: 0xcf0, Size: 12] StatueBaseData StatueBaseInfo;//[Offset: 0xcfc, Size: 84] int BattleStopJoin;//[Offset: 0xd50, Size: 4] int nSignalGunEffectId;//[Offset: 0xd54, Size: 4] CharacterOverrideAttrData[] CharacterOverrideAttrs;//[Offset: 0xd58, Size: 12] bool UseGMSpawnItemSpotDefaultTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd8, Size: 1] FString GMSpawnItemSpotDefaultTag;//[Offset: 0xddc, Size: 12] bool bStandAloneGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe20, Size: 1] bool bStandAloneLuaGenAIData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe21, Size: 1] int StandAloneTestPlayerKey;//[Offset: 0xe24, Size: 4] FName StandAloneTestPlayerType;//[Offset: 0xe28, Size: 8] void WriteStatistics();// 0x3be79d8 void SyncPlayerNames();// 0x3be79bc void SyncNewCorpsData(out const DSCorpsInfo[] OutCorpsData);// 0x3be7880 Pawn* SpawnUAEPawnFor(Controller* NewPlayer, Transform Trans);// 0x3be7740 void SetVehicleReportEntry(uint32 InUniqueID, VehicleReportEntry InEntry);// 0x3be7648 void SetPlayerOpenId(uint32 InPlayerKey, FString InPlayerOpenID);// 0x3be7540 void SetMaxWeaponReportNum(int Num);// 0x3be74cc void SetKillerPlayerKey(Controller* VictimPlayer, uint32 KillerPlayerKey);// 0x3be7408 void SetGameEndReportData();// 0x3141fac GameModeTeamBattleResultData RetrieveTeamBattleResultData(int TeamID);// 0x3be7354 void RetrieveBattleData(out BattleData OutBattleData);// 0x3be72c0 void RestartPlayerAtPlayerStart(Controller* NewPlayer, Actor* StartSpot);// 0x336a14c void ResetGameParamsFromGameMode();// 0x344ea60 void Rescue(Pawn* RescueWho, Pawn* Hero);// 0x3be71fc bool ReportCollectedEventDataWithPlayerValidation(UAEPlayerController* UAEPlayerController, byte EventId, delegate CollectReportedEventDataCallback);// 0x3be70c8 bool ReportCollectedEventDataWithPlayersValidation(World* World, byte EventId, delegate CollectReportedEventDataCallback);// 0x3be6f94 bool ReportCollectedEventData(out const FString UId, byte EventId, out const CollectedEventData Data);// 0x3be6d9c void RegisterItemGroupSpotsByTag(FName Tag, GroupSpotSceneComponent* GroupSpotComponent);// 0x3be6cd8 void RegisterItemGroupSpots(GroupSpotSceneComponent* GroupSpotComponent);// 0x3be6c58 void RefreshWorldActiveRange();// 0x3be6c3c void RefreshWatchTeammates(UAEPlayerController* InController, int InTeamID);// 0x3be6b78 void RefreshPlayerNames(uint32 InPlayerKey, FString InPlayerName, int TeamID, bool IsLogin, uint64 UId, int IdxInTeam);// 0x3be68a4 int RecoardAlivePlayerNum();// 0x3be6874 PlayerController* PreCreatePlayerController(uint32 PlayerKey);// 0x3be67ec void OnStandAloneGameEnd();// 0x3be67d0 void OnReportNetworkData();// 0x31416d4 void OnPlayerFiring(uint32 InPlayerKey);// 0x3be6750 void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x3141654 void OnPlayerBreathChange(uint32 InPlayerKey, float InBreath);// 0x3be668c void OnObserverLogout(UAEPlayerController* InController);// 0x3be660c void OnObserverLogin(UAEPlayerController* InController);// 0x3be658c void OnMsg(FString Msg);// 0x3be64c8 void OnAirDropBoxLanded(int boxId, out const Vector pos);// 0x3be63f8 void OnAirDropBoxEmpty(int boxId);// 0x3be6378 void NotifyPlayerExitWhenNotStarted(uint32 PlayerKey, FName PlayerType, FString Reason);// 0x36753d4 void NotifyPlayerExit(uint32 PlayerKey, FName PlayerType, bool bDestroyPlayerController, bool bDestroyCharacter, bool bSendFailure, FString FailureMessage);// 0x36750d8 void NotifyPlayerAbleToExitSafely(uint32 PlayerKey, FName PlayerType);// 0x3be62b4 void NotifyGameModeParamsChanged(out const GameModeParams GameModeParams);// 0x3be621c void NotifyGameModeLuckmate(int64 MyUID, int64 LuckmateUID);// 0x3be6144 void NotifyGameModeInit();// 0x36781d0 void NotifyExistPlayerReEnter(uint32 PlayerKey);// 0x3be60c4 void NotifyAIPlayerEnter(uint32 PlayerKey, bool IsMLAI);// 0x3be5ff8 void NotifyAIDropInfo(int NewAI, out const DSAIDropInfo Info);// 0x314142c float ModifyVehicleDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* VictimVehicle, Actor* DamageCauser);// 0x36306d8 float ModifyDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Controller* VictimController, Actor* DamageCauser);// 0x3be5e34 void Killed(Controller* Killer, Controller* VictimPlayer, Pawn* VictimPawn, out const DamageEvent DamageEvent);// 0x3be5cc0 bool IsSatisfyGeneratorArea(out const Vector Location);// 0x3be5c34 bool IsPlayerCollectedEventDataReportingEnabled(UAEPlayerController* UAEPlayerController);// 0x3be5bb4 bool IsCollectedEventEnabled(byte EventId);// 0x3be5b34 void InitWorldActiveRange();// 0x3be5b18 void InitSeasonStatue();// 0x3be5afc void InitMissionBoard();// 0x355a48c void InitGenerator();// 0x3be5ae0 void InitGameParamsFromGameMode();// 0x3be5ac4 void InitDynamicTriggers();// 0x341de70 void InitDynamicBuildingGroups();// 0x3be5aa8 void InitBornWithApple();// 0x3be5a8c void Heartbeat();// 0x3be5a78 bool HasVehicleReportEntry(uint32 InUniqueID);// 0x3be5990 bool HasDynamicBuildingGroup();// 0x3be5968 void HandlePlayerPaintDecalResponse(uint32 PlayerKey, FName PlayerType, int Result, int DecalId, int Count);// 0x3be57cc void GotoNearDeath(Controller* DamageInstigator, Pawn* VictimPawn);// 0x3be5708 VehicleReportEntry GetVehicleReportEntry(uint32 InUniqueID);// 0x3be55d0 int GetSurvivingTeamCount();// 0x3be55a0 int GetSurvivingCharacterCount();// 0x3be5570 UAEPlayerState*[] GetPlayerStateListWithTeamID(int TeamID, FName PlayerType);// 0x3be541c UAEPlayerController* GetPlayerControllerWithUID(uint64 UId);// 0x3be5398 UAEPlayerController*[] GetPlayerControllerListWithTeamID(int TeamID, FName PlayerType);// 0x3be5244 void GetPlayerAndRealAiNum(out HeartBeatData Data);// 0x3be51a0 UAEPlayerController*[] GetObserverControllerList();// 0x3be50e0 void GetMonsterNum(out HeartBeatData Data);// 0x3be503c int GetMaxWeaponReportNum();// 0x3be5020 Vector GetClassicPlaneDirection();// 0x3be4fd0 UAEPlayerState* FindPlayerStateWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x3be4f0c UAEPlayerController* FindPlayerControllerWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x3be4e48 PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x3140b7c Controller* FindControllerWithPlayerKey(uint32 PlayerKey, FName PlayerType);// 0x3be4d84 void DestroyNoActiveWorldActor(out Vector Location, out float Radius);// 0x3be4ca0 void DestroyCharacterForPlayerController(PlayerController* PC);// 0x3be4c20 void DestroyAllPickUpObjs();// 0x30cf50c void DeleteSeasonStatue();// 0x3be4c04 void DeleteDynamicLoadItem();// 0x341db38 void DebugEnterFriendObserver(UAEPlayerController* InController);// 0x3be4b84 void CreateDynamicBuildingGroups(Vector Offset);// 0x3be4b14 CollectedEventData CollectReportedEventDataCallback__DelegateSignature(UAEGameMode* UAEGameMode, UAEPlayerController* UAEPlayerController, byte EventId);// 0x40a6134 void CollectAllPlayerInfo(float DeltaSeconds, bool bForce);// 0x3be4a48 void ChangeName(Controller* Controller, FString NewName, bool bNameChange);// 0x3be48f4 void AddAirDropBox(int boxId, out const Vector pos);// 0x3be4824 -------------------------------- Class: LuaGameMode.GameMode.GameModeBase.Info.Actor.Object FString LuaFilePath;//[Offset: 0x3bc, Size: 12] -------------------------------- Class: DSSwitchInfo int KeyNum;//[Offset: 0x0, Size: 4] FString SValue;//[Offset: 0x4, Size: 12] -------------------------------- Class: CharacterMoveDragData CharacterMoveDrag[] Drag;//[Offset: 0x0, Size: 12] CharacterSimulateMoveDrag[] SimulateDrag;//[Offset: 0xc, Size: 12] -------------------------------- Class: CharacterMoveDrag int Minute;//[Offset: 0x0, Size: 4] ReasonCount;//[Offset: 0x4, Size: 60] DistanceDragData[] ExceedsDistances;//[Offset: 0x40, Size: 12] -------------------------------- Class: DistanceDragData float CX;//[Offset: 0x0, Size: 4] float CY;//[Offset: 0x4, Size: 4] float CZ;//[Offset: 0x8, Size: 4] float SX;//[Offset: 0xc, Size: 4] float SY;//[Offset: 0x10, Size: 4] float SZ;//[Offset: 0x14, Size: 4] -------------------------------- Class: CharacterSimulateMoveDrag int Minute;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] int DragCount;//[Offset: 0x8, Size: 4] int ShakeCount;//[Offset: 0xc, Size: 4] -------------------------------- Class: ParachuteDragData uint32 MyDrag;//[Offset: 0x0, Size: 4] uint32 OtherDrag;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehicleMoveDragData VehicleMoveDrag[] MoveDrag;//[Offset: 0x0, Size: 12] VehicleMoveDrag[] SimulatedMoveDrag;//[Offset: 0xc, Size: 12] -------------------------------- Class: VehicleMoveDrag int Minute;//[Offset: 0x0, Size: 4] byte VehicleType;//[Offset: 0x4, Size: 1] byte[] Reasons;//[Offset: 0x8, Size: 12] int[] Counters;//[Offset: 0x14, Size: 12] -------------------------------- Class: CharacterShootVerifyData ShootVerifyFailed;//[Offset: 0x0, Size: 60] -------------------------------- Class: UAEOBState.PlayerState.Info.Actor.Object -------------------------------- Class: GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte GroupType;//[Offset: 0x25d, Size: 1] bool bNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e, Size: 1] int WorldCompositionID;//[Offset: 0x260, Size: 4] float LastGenerateItemTime;//[Offset: 0x264, Size: 4] float GenerateItemTimeCD;//[Offset: 0x268, Size: 4] bool bPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c, Size: 1] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d, Size: 1] bool bIsValidGroup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26e, Size: 1] void SetGroupValid(bool Valid);// 0x3bbdf1c bool IsValidGroup();// 0x33dc6d4 int FindWorldCompositionID();// 0x3bbdef4 void DoPickUp();// 0x3bbdee0 -------------------------------- Class: ItemSceneComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: DynamicTriggerConfig DynamicTriggerTransform[] Transforms;//[Offset: 0x0, Size: 12] FString TriggerClassPath;//[Offset: 0xc, Size: 12] -------------------------------- Class: DynamicTriggerTransform Vector Loc;//[Offset: 0x0, Size: 12] Rotator Rot;//[Offset: 0xc, Size: 12] -------------------------------- Class: DynamicLoadItem DynamicBuildingGroupTransform[] TransArray;//[Offset: 0x0, Size: 12] int ActID;//[Offset: 0xc, Size: 4] FString Path;//[Offset: 0x10, Size: 12] bool IsClearAfterStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool IsPlayerStartPot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] int[] PosIdxList;//[Offset: 0x20, Size: 12] -------------------------------- Class: DynamicBuildingGroupTransform float LocX;//[Offset: 0x0, Size: 4] float LocY;//[Offset: 0x4, Size: 4] float LocZ;//[Offset: 0x8, Size: 4] float RotX;//[Offset: 0xc, Size: 4] float RotY;//[Offset: 0x10, Size: 4] float RotZ;//[Offset: 0x14, Size: 4] -------------------------------- Class: DynamicLoadActors Actor*[] ActorArray;//[Offset: 0x0, Size: 12] -------------------------------- Class: VehicleAvatarReplaceCfg int OriginID;//[Offset: 0x0, Size: 4] int[] SkinIDList;//[Offset: 0x4, Size: 12] float[] ProbabilityDistribute;//[Offset: 0x10, Size: 12] int MaxNum;//[Offset: 0x1c, Size: 4] int CurrentNum;//[Offset: 0x20, Size: 4] -------------------------------- Class: AirDropBoxInOb int boxId;//[Offset: 0x0, Size: 4] bool Flying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool IsEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] Vector pos;//[Offset: 0x8, Size: 12] -------------------------------- Class: UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object FName PlayerType;//[Offset: 0x628, Size: 8] FString PlayerName;//[Offset: 0x630, Size: 12] uint32 PlayerKey;//[Offset: 0x63c, Size: 4] uint64 UId;//[Offset: 0x640, Size: 8] FString PlayerOpenID;//[Offset: 0x648, Size: 12] int TeamID;//[Offset: 0x654, Size: 4] int64 IdxInTeam;//[Offset: 0x658, Size: 8] int CampID;//[Offset: 0x660, Size: 4] Vector CharacterLocation;//[Offset: 0x664, Size: 12] int RoomMode;//[Offset: 0x670, Size: 4] WeatherInfo WeatherInfo;//[Offset: 0x674, Size: 20] int planeAvatarId;//[Offset: 0x688, Size: 4] int DyeDebugFlag;//[Offset: 0x68c, Size: 4] int PlayerStartID;//[Offset: 0x690, Size: 4] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x694, Size: 1] PlayerNetStats NetStats;//[Offset: 0x698, Size: 48] bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c8, Size: 1] FString PlanetailResLink;//[Offset: 0x6cc, Size: 12] int InPacketLossRate;//[Offset: 0x6d8, Size: 4] int OutPacketLossRate;//[Offset: 0x6dc, Size: 4] int ClientNetworkType;//[Offset: 0x6e0, Size: 4] bool bIsForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6fc, Size: 1] bool bIsGlobalObserverForReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6fd, Size: 1] int GameReplayType;//[Offset: 0x700, Size: 4] GameModePlayerUpassInfo InitialUpassInfo;//[Offset: 0x704, Size: 44] GameModePlayerUpassInfo[] InitialUpassInfoList;//[Offset: 0x730, Size: 12] PlayerOBInfo[] PlayerOBInfoList;//[Offset: 0x73c, Size: 12] int LobbyShowWeaponID;//[Offset: 0x748, Size: 4] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74c, Size: 1] FString Nation;//[Offset: 0x750, Size: 12] bool bIsTeammateEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75c, Size: 1] enum DefaultCharacterGender;//[Offset: 0x764, Size: 1] int DefaultCharacterHeadID;//[Offset: 0x768, Size: 4] GameModePlayerItem[] InitialItemList;//[Offset: 0x76c, Size: 12] GameModePlayerRolewearInfo[] InitialAllWear;//[Offset: 0x778, Size: 12] int RolewearIndex;//[Offset: 0x784, Size: 4] int[] equip_plating_list;//[Offset: 0x788, Size: 12] GameModePlayerItem[] InitialSharedSkin;//[Offset: 0x794, Size: 12] GameModePlayerKnapsackSingleInfo InitialSharedKnapsack;//[Offset: 0x7a0, Size: 80] bool bSharedSkinOpened;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f0, Size: 1] bool bUsingSharedSkin;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f1, Size: 1] int VehicleSkinInReady;//[Offset: 0x7f4, Size: 4] bool bSpwanInVehiclePlayerStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7f8, Size: 1] GameModePlayerItem[] InitialWeaponAvatarList;//[Offset: 0x7fc, Size: 12] GameModePlayerPetInfo InitialPetInfo;//[Offset: 0x808, Size: 24] GameModePlayerKnapsackExtInfo[] InitialKnapsackExtInfo;//[Offset: 0x820, Size: 12] GameModePlayeWeaponSchemeInfo[] InitialWeaponSchemeInfo;//[Offset: 0x82c, Size: 12] delegate OnInitialWeaponScheme;//[Offset: 0x838, Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x844, Size: 4] int PveLevel;//[Offset: 0x848, Size: 4] int[] InitialCharSkillList;//[Offset: 0x84c, Size: 12] GameModePlayerItem[] InitialVehicleAvatarList;//[Offset: 0x858, Size: 12] GameModePlayerItems[] InitialVehicleAvatarSkinList;//[Offset: 0x864, Size: 12] int ShowVehicleSkin;//[Offset: 0x870, Size: 4] int[] HolographyList;//[Offset: 0x874, Size: 12] GameModePlayerItem[] InitialBackPackPendantList;//[Offset: 0x880, Size: 12] VehicleAvatarData[] InitialVehicleAdvanceAvatarList;//[Offset: 0x88c, Size: 12] GameModePlayerItem[] InitialVehicleMusicList;//[Offset: 0x898, Size: 12] GameModePlayerConsumableAvatar InitialConsumableAvatar;//[Offset: 0x8a4, Size: 16] GameModePlayerEquipmentAvatar InitialEquipmentAvatar;//[Offset: 0x8b4, Size: 12] WeaponAvatarItemList;//[Offset: 0x8c0, Size: 60] GrenadeAvatarItemList;//[Offset: 0x938, Size: 60] GameModeWeaponAvatarData[] WeaponAvatarDataList;//[Offset: 0x974, Size: 12] VehicleAvatarList;//[Offset: 0x980, Size: 60] VehicleAdvanceAvatarList;//[Offset: 0x9bc, Size: 60] VehicleAvatarSkinList;//[Offset: 0x9f8, Size: 60] int[] VehicleMusicList;//[Offset: 0xa34, Size: 12] int[] DefaultVehicleMusic;//[Offset: 0xa40, Size: 12] GameModePlayerExpressionItem[] InitialExpressionItemList;//[Offset: 0xa4c, Size: 12] GameModeWeaponDIYPlanData[] InitialWeaponDIYPlanData;//[Offset: 0xa58, Size: 12] WeaponDIYPlanDataMap;//[Offset: 0xa64, Size: 60] InitialWeaponPendantList;//[Offset: 0xaa0, Size: 60] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0xadc, Size: 12] SpecialPickItem[] InitialSpecialPickItemList;//[Offset: 0xae8, Size: 12] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0xaf4, Size: 12] uint32 TaskSyncToDsTs;//[Offset: 0xb00, Size: 4] int AnchorPlatResID;//[Offset: 0xb04, Size: 4] int AnchorPlatColorID;//[Offset: 0xb08, Size: 4] delegate OnReceiveUIMessage;//[Offset: 0xb20, Size: 12] int64 LastGameResultTime;//[Offset: 0xb30, Size: 8] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb38, Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb39, Size: 1] FString IpCountryStr;//[Offset: 0xb3c, Size: 12] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb48, Size: 1] bool bOpenChangeWearing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb49, Size: 1] uint32 ObserverFlags;//[Offset: 0xb4c, Size: 4] bool bIsSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb50, Size: 1] LobbyWatchInfo LobbyWatchInfo;//[Offset: 0xb54, Size: 8] int HawkEyeSpectateMaxMatchCount;//[Offset: 0xb5c, Size: 4] int HawkEyeSpectateUsedMatchCount;//[Offset: 0xb60, Size: 4] bool bIsWatchEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb64, Size: 1] float UpdateOBCircleCounter;//[Offset: 0xb68, Size: 4] float UpdateOBCircleInterval;//[Offset: 0xb6c, Size: 4] bool bAllowAutoSelectTeamMate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb70, Size: 1] bool bWaitRetryGotoSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb71, Size: 1] FString[] FriendObservers;//[Offset: 0xb74, Size: 12] bool bCanLedgeGrab;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb80, Size: 1] bool bIsSpectatingEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb88, Size: 1] UAEUserWidget* InGameUIRoot;//[Offset: 0xbd0, Size: 8] bool bReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbdc, Size: 1] bool bReconnecting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbdd, Size: 1] delegate PlayerControllerLostDelegate;//[Offset: 0xbec, Size: 12] delegate SyncDailyTaskInfoDelegate;//[Offset: 0xbf8, Size: 12] delegate PlayerControllerRecoveredDelegate;//[Offset: 0xc04, Size: 12] delegate PlayerControllerAboutToReconnectDelegate;//[Offset: 0xc10, Size: 12] delegate PlayerControllerReconnectedDelegate;//[Offset: 0xc1c, Size: 12] delegate PlayerControllerAboutToRespawnDelegate;//[Offset: 0xc28, Size: 12] delegate PlayerControllerRespawnedDelegate;//[Offset: 0xc34, Size: 12] delegate PlayerControllerAboutToExitDelegate;//[Offset: 0xc40, Size: 12] delegate OnPlayerQuitSpectatingForClient;//[Offset: 0xc4c, Size: 12] delegate OnPlayerControllerBattleBeginPlay;//[Offset: 0xc58, Size: 12] bool bCanWatchEnemyInRoomMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc7c, Size: 1] int[] BuffEffectDisplayIDArray;//[Offset: 0xcdc, Size: 12] bool IsDelayNotifyEnterBattleUntilLevelLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce8, Size: 1] float NotifyTimeOut;//[Offset: 0xcec, Size: 4] float DelayCloseLoadingTime;//[Offset: 0xcf0, Size: 4] FString NeedLoadLevelName;//[Offset: 0xcf4, Size: 12] FString NeedLoadedLevelFullName;//[Offset: 0xd00, Size: 12] bool IsTickHouse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0c, Size: 1] int AntiDataCD;//[Offset: 0xd18, Size: 4] int ModeID;//[Offset: 0xd1c, Size: 4] bool bOpenReconnectUseCharViewPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd20, Size: 1] float ClientToDSFlowLimitTime;//[Offset: 0xd40, Size: 4] float ClientToDSFlowLimit;//[Offset: 0xd44, Size: 4] FString UsingNetObjectPathNameMappingCSV;//[Offset: 0xd58, Size: 12] bool UseingWeaponScheme();// 0x3bf8b2c void TestShowLongTimeNoOperation();// 0x3bf8af0 void TestShowConfirmDialogOfMisKill();// 0x3bf8adc void TestRespawn();// 0x30cf50c void TestLogout();// 0x30cf50c void TestCastUIMsgWithPara(FString strMsg, FString module, int TestID);// 0x3bf8958 void SyncDailyTaskStoreInfo(DailyTaskStoreInfo[] NewDailyTaskStoreList);// 0x3bf87fc void SetUsedSimulationCVar(bool Value);// 0x3bf877c static void SetTargetMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x3bf869c void SetPanels(out const UAEUserWidget*[] panels);// 0x3bf85c8 static void SetDSMsgReceiveDelegate(delegate InDelegate);// 0x3bf852c static void SetClientMsgReceiveDelegate(GameInstance* InGameInstance, delegate InDelegate);// 0x3bf844c void ServerTestLogout();// 0x3bf83f0 void ServerSetVoiceId(int VoiceID);// 0x3bf833c void ServerKickSelf();// 0x3bf82e0 void ServerGotoSpectating(Pawn* ViewTarget);// 0x3bf822c void ServerExitGame();// 0x3bf81d0 void ServerAcknowledgeReconnection(uint32 Token);// 0x3bf811c void SendNetObjectPathNameMappingHashToServer(uint32 VersionHash);// 0x3bf8068 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x3bf7f58 void SendLuaClientToDS(int ID, out const byte[] Content);// 0x3bf7e48 void RPC_Server_SyncClientNetInfo(int InLoss, int OutLoss, int InNetworkType);// 0x3bf7d04 void RPC_Server_ReportClientNetInfo(int AvgPing, int MaxPing, int MinPing, int LostPackRate, int AvgNoOutlier, int StdNoOutlier, int NumNoOutlier, int InLoss, int OutLoss);// 0x3bf79ec void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x3bf78b0 void RPC_LuaClientToDS(int ID, const byte[] Content);// 0x3bf7774 void Respawn();// 0x3bf7758 void ResetUsedSimulationCVar();// 0x3bf7744 void ReleaseInGameUI();// 0x3bf7728 void ReceivePostLoginInit();// 0x40a6134 void PrintStatistics();// 0x30cf50c void PlayerStartIDReceived();// 0x3bf7714 void OnRep_WeaponAvatarDataList();// 0x34fb354 void OnRep_UsingNetObjectPathNameMappingCSV();// 0x3bf7700 void OnRep_UsedSimulation();// 0x34fb338 void OnRep_PveLevel();// 0x3bf76e4 void OnRep_PlayerOBInfoList();// 0x3bf76d0 void OnRep_LobbyWatchInfo();// 0x3bf76b4 void OnRep_LastGameResultTime();// 0x3bf7698 void OnRep_IsSpectatingEnemy();// 0x3bf767c void OnRep_IsSpectating();// 0x3bf7660 void OnRep_IsObserver();// 0x3bf7644 void OnRep_InitialWeaponSchemeInfo();// 0x3bf7630 void OnRep_InitialEquipmentAvatar();// 0x34fb23c void OnRep_InitialConsumableAvatar();// 0x34fb220 void OnRep_FriendObservers();// 0x3bf7614 void OnRep_CurWeaponSchemeIndex();// 0x30cf50c void OnRep_bRoomOwner();// 0x3bf75f8 void OnNetObjectPathNameMappingTableAsyncLoad();// 0x3bf75e4 void NotifyEnterBattle();// 0x3bf75d0 void LuaDoString(FString LuaString);// 0x3bf750c void KickSelf();// 0x30cf50c bool IsSpectatorOrDemoPlayer();// 0x3bf74e4 bool IsSpectator();// 0x3bf74bc bool IsRoomMode();// 0x3bf7498 bool IsPureSpectator();// 0x3bf7470 bool IsObserver();// 0x3bf7448 bool IsInSpectatingEnemy();// 0x3bf7420 bool IsInSpectating();// 0x3bf73f8 bool IsHawkEyeSpectator();// 0x3bf73d0 bool IsFriendOrEnemySpectator();// 0x3bf73a8 bool IsFriendObserver();// 0x3bf7380 bool IsExited();// 0x3bf7358 bool IsDemoRecSpectator();// 0x3bf7330 bool IsDemoPlaySpectator();// 0x3bf7308 bool IsDemoPlayGlobalObserver();// 0x3bf72e0 void InitWithPlayerParams(out const GameModePlayerParams Params);// 0x3bf7234 void InitWeaponAvatarItems();// 0x3bf7218 void InitVehicleMusicList();// 0x3bf71fc void InitVehicleAvatarSkinList();// 0x34f8b80 void InitVehicleAvatarList();// 0x34f8b64 void InitVehicleAdvanceAvatarList();// 0x3bf71e0 void InitIngameUI();// 0x3bf71c4 void InitGrenadeAvatarList(bool ReInitial);// 0x3bf713c int GotoSpectating(int PlayerID);// 0x34f7e48 bool GetWeaponPandentReflect(int wraponID, out int pendantID);// 0x3bf7068 int GetWeaponAvatarItemId(int ID);// 0x34f7af8 void GetVisibleLevelsLoadedName(out FString[] VisibleLevels);// 0x3bf6f34 FString GetLobbyWatchedPlayerKeyAsString();// 0x3bf6e74 DailyTaskStoreInfo GetDailyTaskStoreInfoByTaskId(int TaskId);// 0x3bf6de4 int GetCurrentWeaponSchemeMainSlotItemId();// 0x3bf6dbc uint32 GetCurrentOBPlayerKey();// 0x3bf6d8c int GetCurrentOBPlayerInfoIndex();// 0x3bf6d64 void ForceNetReady();// 0x3bf6d50 void ExitGame();// 0x3bf6d3c void ExhaustCPU();// 0x3bf6d28 void ExecDSCommand(const FString DSCommand);// 0x34f5268 void ExcuteIntRecord(FString Key, int Count);// 0x3bf6b8c void ExcuteIntCounterRecord(FString Key, int Count);// 0x3bf69f0 void EnableInGameUI();// 0x3bf69dc void DumpUAENetActors();// 0x3bf69c8 void DumpRegions();// 0x3bf69b4 void DumpNetActors();// 0x30cf50c void DumpCharacters();// 0x3bf69a0 void DumpAllUI();// 0x30cf50c void DumpAllObjects();// 0x30cf50c void DumpAllActors();// 0x30cf50c void DoLuaFile(FString Filename);// 0x3bf68dc void DoCrash();// 0x30cf50c void DisableInGameUI();// 0x3bf68c8 void DelayEnterBattleCheck();// 0x3bf68ac void DealWithPickUpFailed(ItemDefineID DefineID);// 0x3bf681c void ClientShowTeammateEscapeNotice();// 0x3bf6800 void ClientRPC_CastUIMsgWithStrings(FString strMsg, FString module, const int TipsID, FString Param1, FString Param2);// 0x3bf6564 void ClientRPC_CastUIMsgParams(FString strMsg, FString module, const int Type);// 0x3bf63d8 void ClientRPC_CastUIMsg(FString strMsg, FString module);// 0x3bf6290 void ClientInitPlayerOBInfoButton();// 0x3bf6274 void ClientBroadcastRespawnComplete();// 0x3bf6258 void ClientBroadcastReconnectionSuccessful();// 0x3bf623c void ClientAcknowledgeReconnection(uint32 Token);// 0x3bf61bc void CheckPlayerOBInfoButtonInit();// 0x3bf61a0 bool CheckAcknowledgedPawn(Pawn* InPawn);// 0x3bf6118 void CastUIMsg(FString strMsg, FString module);// 0x3bf5fd0 enum CanPickUpItem(ItemDefineID DefineID);// 0x3bf5f38 void CallLuaTableFunction(FString tableName, FString FunctionName);// 0x3bf5df0 void CallLuaGlobalFunction(FString FunctionName);// 0x3bf5d2c void BroadcastUIMessage(FString MessageName, const int TipsIDOrType, FString Param1, FString Param2);// 0x3bf5b20 void BroadcastRespawnComplete();// 0x3bf5b0c -------------------------------- Class: LuaPlayerController.PlayerController.Controller.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x5d4, Size: 60] FString LuaFilePath;//[Offset: 0x610, Size: 12] -------------------------------- Class: LuaNetSerialization -------------------------------- Class: WeatherInfo FString WeatherLevelName;//[Offset: 0x0, Size: 12] int WeatherID;//[Offset: 0xc, Size: 4] float WeatherTime;//[Offset: 0x10, Size: 4] -------------------------------- Class: PlayerNetStats FString ClientAddr;//[Offset: 0x0, Size: 12] FString LocalAddr;//[Offset: 0xc, Size: 12] float AvgPing;//[Offset: 0x18, Size: 4] float MaxPing;//[Offset: 0x1c, Size: 4] float HighPingPercent;//[Offset: 0x20, Size: 4] -------------------------------- Class: GameModePlayerUpassInfo int updateTime;//[Offset: 0x0, Size: 4] int upassLevel;//[Offset: 0x4, Size: 4] int upassScore;//[Offset: 0x8, Size: 4] bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe, Size: 1] bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf, Size: 1] FString iconUrl;//[Offset: 0x10, Size: 12] bool mainSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int upassKeepBuy;//[Offset: 0x20, Size: 4] int upassCurValue;//[Offset: 0x24, Size: 4] int nUpassPrimePlusCard;//[Offset: 0x28, Size: 4] -------------------------------- Class: PlayerOBInfo bool IsEnableOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] uint64 UId;//[Offset: 0x8, Size: 8] int ZoneID;//[Offset: 0x10, Size: 4] uint32 PlayerKey;//[Offset: 0x14, Size: 4] int BattleMode;//[Offset: 0x18, Size: 4] bool ValidBattleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int GameCount;//[Offset: 0x20, Size: 4] int WinCount;//[Offset: 0x24, Size: 4] int TopTenCount;//[Offset: 0x28, Size: 4] int KillNum;//[Offset: 0x2c, Size: 4] float KDNum;//[Offset: 0x30, Size: 4] -------------------------------- Class: GameModePlayerItem int ItemTableID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] int[] AdditionIntData;//[Offset: 0x8, Size: 12] -------------------------------- Class: GameModePlayerRolewearInfo GameModePlayerItem[] RolewearInfo;//[Offset: 0x0, Size: 12] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: GameModePlayerKnapsackSingleInfo int Parachute;//[Offset: 0x0, Size: 4] int BagSkin;//[Offset: 0x4, Size: 4] int HelmetSkin;//[Offset: 0x8, Size: 4] int FlySkin;//[Offset: 0xc, Size: 4] int GrenadeSkin;//[Offset: 0x10, Size: 4] GameModePlayerConsumableAvatar ConsumableAvatarList;//[Offset: 0x14, Size: 16] GameModePlayerItem[] WeaponList;//[Offset: 0x24, Size: 12] GameModePlayerItem[] VehicleSkinList;//[Offset: 0x30, Size: 12] GameModePlayerItem[] BackPackPendantList;//[Offset: 0x3c, Size: 12] int ShowVehicleSkin;//[Offset: 0x48, Size: 4] int WingmanSkin;//[Offset: 0x4c, Size: 4] -------------------------------- Class: GameModePlayerConsumableAvatar int GrenadeAvatarShoulei;//[Offset: 0x0, Size: 4] int GrenadeAvatarSmoke;//[Offset: 0x4, Size: 4] int GrenadeAvatarStun;//[Offset: 0x8, Size: 4] int GrenadeAvatarBurn;//[Offset: 0xc, Size: 4] -------------------------------- Class: GameModePlayerPetInfo int PetId;//[Offset: 0x0, Size: 4] int PetLevel;//[Offset: 0x4, Size: 4] int PetCfgId;//[Offset: 0x8, Size: 4] int[] PetAvatarList;//[Offset: 0xc, Size: 12] -------------------------------- Class: GameModePlayerKnapsackExtInfo GameModePlayerKnapsackSingleInfo KnapsackExtInfo;//[Offset: 0x0, Size: 80] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] int WearIndex;//[Offset: 0x54, Size: 4] -------------------------------- Class: GameModePlayeWeaponSchemeInfo int SchemeIndex;//[Offset: 0x0, Size: 4] bool IsLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] GameModePlayeWeaponSchemeSlotInfo[] SlotList;//[Offset: 0x8, Size: 12] -------------------------------- Class: GameModePlayeWeaponSchemeSlotInfo int SlotIndex;//[Offset: 0x0, Size: 4] int ItemID;//[Offset: 0x4, Size: 4] int Count;//[Offset: 0x8, Size: 4] int[] AttachList;//[Offset: 0xc, Size: 12] -------------------------------- Class: GameModePlayerItems GameModePlayerItem[] Items;//[Offset: 0x0, Size: 12] -------------------------------- Class: VehicleAvatarData int VehicleSkinID;//[Offset: 0x0, Size: 4] int[] VehicleStyleIDList;//[Offset: 0x4, Size: 12] VehicleAvatarStyle[] VehicleAvatarStyle;//[Offset: 0x10, Size: 12] -------------------------------- Class: VehicleAvatarStyle int ModelID;//[Offset: 0x0, Size: 4] int ColorID;//[Offset: 0x4, Size: 4] int PatternID;//[Offset: 0x8, Size: 4] int ParticleID;//[Offset: 0xc, Size: 4] -------------------------------- Class: GameModePlayerEquipmentAvatar int BagAvatar;//[Offset: 0x0, Size: 4] int HelmetAvatar;//[Offset: 0x4, Size: 4] int ArmorAvatar;//[Offset: 0x8, Size: 4] -------------------------------- Class: GameModeWeaponAvatarData int ParentID;//[Offset: 0x0, Size: 4] int AvatarSpecificID;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehicleAvatarSkinList int[] SkinList;//[Offset: 0x0, Size: 12] -------------------------------- Class: GameModePlayerExpressionItem.GameModePlayerItem -------------------------------- Class: GameModeWeaponDIYPlanData int WeaponAvatarID;//[Offset: 0x0, Size: 4] int PlanID;//[Offset: 0x4, Size: 4] -------------------------------- Class: GameModePlayerTaskData int task_id;//[Offset: 0x0, Size: 4] int process;//[Offset: 0x4, Size: 4] FString ext_info;//[Offset: 0x8, Size: 12] -------------------------------- Class: SpecialPickItem int item_id;//[Offset: 0x0, Size: 4] int cur_count;//[Offset: 0x4, Size: 4] int total_count;//[Offset: 0x8, Size: 4] -------------------------------- Class: DailyTaskStoreInfo int TaskId;//[Offset: 0x0, Size: 4] int State;//[Offset: 0x4, Size: 4] int Progress;//[Offset: 0x8, Size: 4] -------------------------------- Class: LobbyWatchInfo uint32 WatchedPlayerKey;//[Offset: 0x0, Size: 4] bool bIsHawkEyeSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: GameModePlayerParams bool bEnablePlaneBanner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FString PlanetailResLink;//[Offset: 0x4, Size: 12] uint64 UId;//[Offset: 0x10, Size: 8] FString OpenID;//[Offset: 0x18, Size: 12] int8 PlatID;//[Offset: 0x24, Size: 1] FName PlayerType;//[Offset: 0x28, Size: 8] FString PlayerName;//[Offset: 0x30, Size: 12] uint32 PlayerKey;//[Offset: 0x3c, Size: 4] int TeamID;//[Offset: 0x40, Size: 4] int64 IdxInTeam;//[Offset: 0x48, Size: 8] int PlayerBornPointID;//[Offset: 0x50, Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1] byte gender;//[Offset: 0x56, Size: 1] FString PIC_URL;//[Offset: 0x58, Size: 12] int Level;//[Offset: 0x64, Size: 4] int Segment_Level;//[Offset: 0x68, Size: 4] int AceImprintShowId;//[Offset: 0x6c, Size: 4] int AceImprintBaseId;//[Offset: 0x70, Size: 4] int AvatarBoxId;//[Offset: 0x74, Size: 4] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x78, Size: 1] uint64 MLAIDisplayUID;//[Offset: 0x80, Size: 8] GameModePlayerItem[] ItemList;//[Offset: 0x88, Size: 12] GameModePlayerItem[] fireworksInfo;//[Offset: 0x94, Size: 12] int[] equip_plating_list;//[Offset: 0xa0, Size: 12] GameModePlayerRolewearInfo[] AllWear;//[Offset: 0xac, Size: 12] int RolewearIndex;//[Offset: 0xb8, Size: 4] GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0xbc, Size: 12] GameModePlayerTaskData[] TaskDataList;//[Offset: 0xc8, Size: 12] GameModePlayerItem[] WeaponAvatarList;//[Offset: 0xd4, Size: 12] GameModePlayerItem[] VehicleAvatarList;//[Offset: 0xe0, Size: 12] VehicleAvatarData[] VehicleAdvanceAvatarList;//[Offset: 0xec, Size: 12] GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0xf8, Size: 12] GameModeWeaponDIYPlanData[] WeaponDIYPlanData;//[Offset: 0x104, Size: 12] int VehicleSkinInReady;//[Offset: 0x110, Size: 4] GameModePlayerAliasInfo AliasInfo;//[Offset: 0x114, Size: 52] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x148, Size: 44] GameModePlayerPetInfo PetInfo;//[Offset: 0x174, Size: 24] GameModePlayerKnapsackExtInfo[] KnapsackExtInfoList;//[Offset: 0x18c, Size: 12] GameModePlayeWeaponSchemeInfo[] WeaponSchemeInfoList;//[Offset: 0x198, Size: 12] int CurWeaponSchemeIndex;//[Offset: 0x1a4, Size: 4] int PveLevel;//[Offset: 0x1a8, Size: 4] int[] CharSkillList;//[Offset: 0x1ac, Size: 12] GameModePlayerBanChat banChat;//[Offset: 0x1b8, Size: 16] GameModePlayerBanChat banTarget;//[Offset: 0x1c8, Size: 16] SpecialPickItem[] SpecialPickItem;//[Offset: 0x1d8, Size: 12] AchievementPrize EquippedAchievementPrize;//[Offset: 0x1e4, Size: 12] int[] audioChat;//[Offset: 0x1f0, Size: 12] FName CurrentPlayerState;//[Offset: 0x200, Size: 8] FName CurrentCharacterState;//[Offset: 0x208, Size: 8] float SyncedTimestamp;//[Offset: 0x210, Size: 4] float DestinyValue;//[Offset: 0x214, Size: 4] float WarmScore;//[Offset: 0x218, Size: 4] float AIAllocMarkValue;//[Offset: 0x21c, Size: 4] int LeaderCount;//[Offset: 0x220, Size: 4] uint64 LastGameLeaderUID;//[Offset: 0x228, Size: 8] uint64[] LastGameTeammatesUID;//[Offset: 0x230, Size: 12] uint64 LastGameBattleID;//[Offset: 0x240, Size: 8] float RatingScore;//[Offset: 0x248, Size: 4] bool bDoPlayerUseAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c, Size: 1] float MaxRankingScore;//[Offset: 0x250, Size: 4] uint32 ObserverFlags;//[Offset: 0x254, Size: 4] uint64 WatchPlayerKey;//[Offset: 0x258, Size: 8] bool bIsHawkEyeSpectator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x260, Size: 1] int HawkEyeSpectateMaxMatchCount;//[Offset: 0x264, Size: 4] int HawkEyeSpectateUsedMatchCount;//[Offset: 0x268, Size: 4] byte PlatformGender;//[Offset: 0x26c, Size: 1] int planeAvatarId;//[Offset: 0x270, Size: 4] int DyeDebugFlag;//[Offset: 0x274, Size: 4] FString Nation;//[Offset: 0x278, Size: 12] int MatchLabel;//[Offset: 0x284, Size: 4] int AnchorPlatColorID;//[Offset: 0x288, Size: 4] int AnchorPlatResID;//[Offset: 0x28c, Size: 4] bool OnlyTeammateSeeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x290, Size: 1] int64 LastGameResultTime;//[Offset: 0x298, Size: 8] int64 CorpsID;//[Offset: 0x2a0, Size: 8] int64 CampID;//[Offset: 0x2a8, Size: 8] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b0, Size: 1] bool bRoomCanKickPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b1, Size: 1] bool bCanDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b2, Size: 1] FString IpCountryStr;//[Offset: 0x2b4, Size: 12] bool bRoomOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c0, Size: 1] int VeteranRecruitIndex;//[Offset: 0x2c4, Size: 4] int MatchStrategyLabel;//[Offset: 0x2c8, Size: 4] DailyTaskStoreInfo[] DailyTaskStoreList;//[Offset: 0x2cc, Size: 12] int LandId;//[Offset: 0x2d8, Size: 4] int FollowType;//[Offset: 0x2dc, Size: 4] uint64 FollowUID;//[Offset: 0x2e0, Size: 8] uint32 TaskSyncToDsTs;//[Offset: 0x2e8, Size: 4] uint64 LuckmateUID;//[Offset: 0x2f0, Size: 8] int CollectedEventType;//[Offset: 0x2f8, Size: 4] -------------------------------- Class: GameModePlayerAliasInfo int AliasID;//[Offset: 0x0, Size: 4] FString AliasTitle;//[Offset: 0x4, Size: 12] FString AliasNation;//[Offset: 0x10, Size: 12] int AliasRank;//[Offset: 0x1c, Size: 4] FString AliasPartnerName;//[Offset: 0x20, Size: 12] int AliasPartnerRelation;//[Offset: 0x2c, Size: 4] int AliasRankID;//[Offset: 0x30, Size: 4] -------------------------------- Class: GameModePlayerBanChat int end_time;//[Offset: 0x0, Size: 4] FString Reason;//[Offset: 0x4, Size: 12] -------------------------------- Class: AchievementPrize int MedalAvatarID;//[Offset: 0x0, Size: 4] int NotifyTitleAvatarID;//[Offset: 0x4, Size: 4] int ScoreBoardAvatarID;//[Offset: 0x8, Size: 4] -------------------------------- Class: ItemDefineID int Type;//[Offset: 0x0, Size: 4] int TypeSpecificID;//[Offset: 0x4, Size: 4] bool bValidItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bValidInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] uint64 InstanceID;//[Offset: 0x10, Size: 8] -------------------------------- Class: UAEAdvertisementActor.StaticMeshActor.Actor.Object FString LuaFilePath;//[Offset: 0x338, Size: 12] bool bMultiAdvertisement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] IdTextureMap;//[Offset: 0x348, Size: 60] StaticMesh* StaticMesh;//[Offset: 0x384, Size: 4] FString StaticMeshPath;//[Offset: 0x388, Size: 12] FrontendHUD* FrontendHUD;//[Offset: 0x394, Size: 4] int ID;//[Offset: 0x398, Size: 4] float NetCullDistance;//[Offset: 0x39c, Size: 4] void SetStaticMeshPath(FString InMeshPath);// 0x3bd8734 void SetStaticMesh(StaticMesh* InStaticMesh);// 0x349706c void SetScale(Vector inScale);// 0x3bd86bc void SetId(int InputID);// 0x3bd8644 void SetCulDistance(float CulDistance);// 0x31f80c0 void RequestHttpImageByUrl(FString PicUrl);// 0x3bd8588 void ReplaceTexture(Texture2D* Texture);// 0x3bd8510 void OnRequestImgSuccess(Texture2D* Texture, FString RequestedURL);// 0x3bd8408 void OnRep_MeshPath();// 0x40a6134 void OnRep_Id();// 0x40a6134 void OnClientLoadMesh();// 0x40a6134 void InitImageDownloadUtil();// 0x3bd83f4 -------------------------------- Class: StaticMeshActor.Actor.Object StaticMeshComponent* StaticMeshComponent;//[Offset: 0x2ec, Size: 4] bool bStaticMeshReplicateMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x2f1, Size: 1] -------------------------------- 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] int CulDistance;//[Offset: 0x40, Size: 4] -------------------------------- Class: MissionBoardConfig FString ResPath;//[Offset: 0x0, Size: 12] Vector Loc;//[Offset: 0xc, Size: 12] Rotator Rot;//[Offset: 0x18, Size: 12] Vector Scale;//[Offset: 0x24, Size: 12] float Progress;//[Offset: 0x30, Size: 4] FString CountOrTime;//[Offset: 0x34, Size: 12] int TipId;//[Offset: 0x40, Size: 4] -------------------------------- Class: ItemGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.LuaActorComponent.ActorComponent.Object Vector ItemGenerateOffset;//[Offset: 0x20c, Size: 12] byte BornIslandGroupType;//[Offset: 0x218, Size: 1] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x219, Size: 1] ItemGenerateStatisticsData ItemStatisticsData;//[Offset: 0x21c, Size: 208] IgnoreItemClassPathSet;//[Offset: 0x2ec, Size: 60] SpotGroupProperty[] SpotGroupPropertys;//[Offset: 0x328, Size: 12] bool UseSpotGroupPropertysEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] bool UseAreaID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x335, Size: 1] FString[] AreaIDList;//[Offset: 0x338, Size: 12] ItemRegionCircle[] ReplacedGeneratorRegionMap;//[Offset: 0x344, Size: 12] SpotGroupProperty[] SpotGroupPropertysEx;//[Offset: 0x350, Size: 12] ExtraItemSpawn[] ExtraSpawnItemsList;//[Offset: 0x35c, Size: 12] SpotGroupPropertysDic;//[Offset: 0x368, Size: 60] SpotGroupProperty DefaultSpotGroupProperty;//[Offset: 0x3a4, Size: 32] CurveFloat* SpotRateCurve;//[Offset: 0x3c4, Size: 4] CurveFloat* ItemRateCurve;//[Offset: 0x3c8, Size: 4] CategoryRates;//[Offset: 0x3cc, Size: 60] ItemGenerateSpawnDatas;//[Offset: 0x408, Size: 60] Actor*[] BornIslandItems;//[Offset: 0x444, Size: 12] ItemGroupSpotSceneComponent*[] AllValidGroups;//[Offset: 0x450, Size: 12] bool bIsGenerateBornIslandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45c, Size: 1] bool bIsGenerateMainlandItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45d, Size: 1] bool bIsGenerateWorldTileItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45e, Size: 1] DateTime GenerateBornIslandTime;//[Offset: 0x460, Size: 8] DateTime GenerateMainlandTime;//[Offset: 0x468, Size: 8] bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x470, Size: 1] RepeatItemSpotData[] AllRepeatItemSpotData;//[Offset: 0x4b0, Size: 12] ItemGenerateSpawnClass[] AllItemSpotDataToTick;//[Offset: 0x4c8, Size: 12] FString CookedBandFilePath;//[Offset: 0x510, Size: 12] bool bIsAreaItemLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558, Size: 1] AreaItemsLimitEdit[] AreaItemsLimit;//[Offset: 0x55c, Size: 12] AreaItemsLimitMaps;//[Offset: 0x568, Size: 60] int DSSwitchSyncLoadId;//[Offset: 0x5a4, Size: 4] bool bUseDynamicSpotConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a8, Size: 1] DynamicSpotConfig[] DynamicSpotConfigs;//[Offset: 0x5ac, Size: 12] bool bEnablePreCalculate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f4, Size: 1] int RandomSpotCountPerTick;//[Offset: 0x5f8, Size: 4] delegate PreCalculateCompleted;//[Offset: 0x638, Size: 12] bool bCheckPreCalculateComplete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x644, Size: 1] bool bEnablePrimeItemCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x645, Size: 1] PrimeItemCircleConfig[] PrimeItemCircleConfigs;//[Offset: 0x648, Size: 12] SpotGroupObjectsMapByLoc;//[Offset: 0x678, Size: 60] bool bRemovableMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72d, Size: 1] int RemoveGeneratedItemPerTick;//[Offset: 0x730, Size: 4] int RemoveDropGroundItemPerTick;//[Offset: 0x734, Size: 4] bool bAddHouseActorSerializeData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738, Size: 1] void WriteItemSpotStatisticsDatas();// 0x3bc3c84 void WriteItemClassStatisticsDatas_V15();// 0x30cf50c void WriteItemClassStatisticsDatas();// 0x3bc3c70 void WriteGroupStatisticsDatas();// 0x3bc3c5c void WriteBuildingStatisticsDatas();// 0x3bc3c48 void WriteAreaItemStatisticsDatas();// 0x3bc3c34 void WriteAllStatisticsDatasToLog();// 0x30e938c void WriteAllStatisticsDatas();// 0x3386a40 void SetCatetoryRate( Rates);// 0x3bc3a88 bool RemoveSpotInfo(bool bFirstEnterState);// 0x3bc3a00 void RemoveItemOnTick();// 0x3bc39ec bool RemoveDropGround(bool bFirstEnterState);// 0x3bc3964 void RegisterItemGenerateSpawnData(ItemGenerateSpawnData Data);// 0x3bc3880 void RegisterBornIslandItem(Actor* Item);// 0x358c68c UAEDataTable* ReadItemGenerateTable(FString TablePath);// 0x3bc3720 void ReAddAllSpot();// 0x3bc370c ItemGroupSpotSceneComponent* RandomSingleGroup(out GroupSpotSceneComponent*[] Groups, out const SpotGroupProperty GroupProperty);// 0x3bc3554 void RandomGroupsByType(out const SpotGroupProperty GroupProperty);// 0x3bc343c void RandomBornIslandGroups();// 0x30e9054 void OnAsyncLoadItemClassFinish(class Actor ActorClassPtr, ItemGenerateSpawnClass SpawnClass);// 0x3bc31e8 void LuaCustomFunctionAfterGenerate(out ItemGenerateSpawnClass SpawnClass, Actor* ItemActor);// 0x3bc30a0 bool LuaAddRandomItemClassArray(ItemGenerateSpawnClass SpawnClass);// 0x3bc2f80 void LoadItemGenerateTable();// 0x31393ec bool IsCatetoryEnabled();// 0x3bc2f58 void InitCatetorys();// 0x3bc2f44 void InitCategoryEx();// 0x3bc2f30 bool GMGenerateAllSpot(FString ItemPath);// 0x3bc2dd0 FString[] GetSpotTags();// 0x3bc2c74 Vector[] GetSpotLocsByTag(FString ExTag);// 0x3bc2b30 int GetSpotLocInPolygon(Vector[] Anchors, out Vector[] OutLocs, int RandomNum);// 0x3bc28f0 int GetSpotLocInCircle(Vector Center, int Radius, out Vector[] OutLocs, int RandomNum);// 0x3bc274c SpotGroupProperty GetSpotGroupPropertyByGroupType(byte SpotGroupType);// 0x3bc2624 bool GetRandomItemClassArray(out FString Value, out FString Category, out ItemGenerateSpawnClass[] Results, bool RepeatGenerateItem, ItemSpotSceneComponent* SpotComponent);// 0x3bc2344 int GetItemDefineID(class Object PickUpClass);// 0x40a6134 float GetCatetoryRate(FString Catetory);// 0x3bc227c void GenerateSpotOnTick(float DeltaTime);// 0x318864c Vector FindASpawnLoc(World* InWorld, const Vector TraceStart);// 0x3bc21a4 void EnableRefreshAllSpot();// 0x3bc2190 void EnablePrimeItemPolygon(Vector[] Anchors, int PrimeConfigIndex);// 0x3bc1ff0 void EnablePrimeItemCircle(Vector Center, int Radius, int PrimeConfigIndex);// 0x3bc1ef4 void EnableDynamicSpotConfigByIndex(int DynamicIndex);// 0x3bc1e7c void DoPickUp(int ItemSpotDataIndex, FString Value, FString Category);// 0x3bc1cf0 void DeleteBornIslandItems();// 0x3bc1cdc bool CheckShouldGenerateItem(int ItemID);// 0x3bc1c54 void CheckRecoverItems();// 0x3bc1c40 bool CheckInPolygon(out const Vector pos, out const Vector[] Anchors);// 0x3bc1b18 bool CheckInCircle(out const Vector pos, out const Vector Center, out int Radius);// 0x3bc19e0 void AddIgnoreItemClassPath(out const FString[] IgnoreItemClassList);// 0x3bc18ac void AddDropGround(Actor* InActor);// 0x3bc1834 -------------------------------- Class: BaseGeneratorComponent.ItemActorComponent.LuaActorComponent.ActorComponent.Object bool bWorldTileGenerator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x149, Size: 1] bool bModeStateControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14a, Size: 1] int GenerateSpotCountPerTick;//[Offset: 0x14c, Size: 4] FString ItemTableName;//[Offset: 0x150, Size: 12] FString[] ItemSpawnTableList;//[Offset: 0x15c, Size: 12] UAEDataTable* ItemTable;//[Offset: 0x168, Size: 4] bool IsWriteStatisticsToLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1] AllGroupSpots;//[Offset: 0x170, Size: 60] SpotSceneComponent*[] AllSpotsToTick;//[Offset: 0x1ac, Size: 12] WorldTileSpots;//[Offset: 0x1b8, Size: 60] FString CookedFilePath;//[Offset: 0x1f4, Size: 12] FString[] CookedFileAddPathArray;//[Offset: 0x200, Size: 12] void RegisterWorldTileSpot(SpotSceneComponent* Spot);// 0x31886cc void RegisterSpotComponentToTick(SpotSceneComponent* SpotComponent);// 0x31877ac void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x318751c FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x3ba0930 void GeneratorWorldTileSpots(out WorldTileSpotArray SpotArray);// 0x3ba0864 void GenerateSpots();// 0x333fcfc void GenerateSpotOnTick(float DeltaTime);// 0x318864c Actor* GeneratePickupActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod, ItemGenerateSpawnClass ItemData);// 0x3ba0614 void CheckTileLevelsVisible();// 0x3ba0600 -------------------------------- Class: ItemActorComponent.LuaActorComponent.ActorComponent.Object -------------------------------- Class: LuaActorComponent.ActorComponent.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x100, Size: 60] FString LuaFilePath;//[Offset: 0x13c, Size: 12] void UnRegistLuaTick();// 0x6e6a90c void RegistLuaTick(float TickInterval);// 0x6e6ad28 -------------------------------- Class: GroupSpotComponentArray byte GroupType;//[Offset: 0x0, Size: 1] GroupSpotSceneComponent*[] AllGroupComponents;//[Offset: 0x4, Size: 12] -------------------------------- Class: SpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object byte SpotType;//[Offset: 0x25d, Size: 1] int ID;//[Offset: 0x260, Size: 4] int WorldCompositionID;//[Offset: 0x264, Size: 4] float HalfHeight;//[Offset: 0x268, Size: 4] int SpotProbability;//[Offset: 0x26c, Size: 4] float LineOffsetZ;//[Offset: 0x270, Size: 4] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274, Size: 1] bool bIsSpotValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275, Size: 1] void SetSpotValid(bool Valid);// 0x33dcf74 bool LineTraceSingle(Object* WorldContextObject, const Vector Start, const Vector End, bool bTraceComplex, out const Actor*[] ActorsToIgnore, out HitResult OutHit, bool bIgnoreSelf);// 0x3bd79c0 bool IsSpotValid();// 0x3bd7990 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x3bd77c4 bool GenerateSpot();// 0x35fecbc Actor* GenerateActor(class Object ActorClass, out Vector ActorLocation, out Rotator ActorRotator, enum SpawnActorCollisionHandlingMethod);// 0x3bd764c -------------------------------- Class: SpotWeight FString Name;//[Offset: 0x0, Size: 12] int Weight;//[Offset: 0xc, Size: 4] -------------------------------- Class: WorldTileSpotArray int WorldCompositionID;//[Offset: 0x0, Size: 4] SpotSceneComponent*[] AllSpotComponents;//[Offset: 0x4, Size: 12] -------------------------------- Class: ItemGenerateSpawnClass int ID;//[Offset: 0x0, Size: 4] class Object* ItemClass;//[Offset: 0x4, Size: 4] FString ItemPath;//[Offset: 0x8, Size: 12] int ItemCount;//[Offset: 0x14, Size: 4] FString MetaData;//[Offset: 0x18, Size: 12] FString ItemValue;//[Offset: 0x24, Size: 12] FString ItemCategory;//[Offset: 0x30, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] bool IsNearItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] Vector SpotGenerateLoc;//[Offset: 0x40, Size: 12] Vector SpotGroupLoc;//[Offset: 0x4c, Size: 12] Rotator SpotRotator;//[Offset: 0x58, Size: 12] int SpotPercent;//[Offset: 0x64, Size: 4] FString SpotDefaultTag;//[Offset: 0x6c, Size: 12] Actor* HostActor;//[Offset: 0x80, Size: 4] Actor* AttachedActor;//[Offset: 0x84, Size: 4] int SpotIndex;//[Offset: 0x9c, Size: 4] bool Random;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa1, Size: 1] Vector RelativeLoc;//[Offset: 0xa4, Size: 12] -------------------------------- Class: ItemGenerateStatisticsData int AllGroupSpotCount;//[Offset: 0x0, Size: 4] int AllValidGroupSpotCount;//[Offset: 0x4, Size: 4] int AllSpotCount;//[Offset: 0x8, Size: 4] int AllValidSpotCount;//[Offset: 0xc, Size: 4] GroupStatisticsData;//[Offset: 0x10, Size: 60] BuildingStatisticsData;//[Offset: 0x4c, Size: 60] ItemStatisticsData;//[Offset: 0x88, Size: 60] AreaItemStatisticsData[] AreaItemStatisticsData;//[Offset: 0xc4, Size: 12] -------------------------------- Class: ItemGroupStatisticsData.TableRowBase byte SpotGroupType;//[Offset: 0x4, Size: 1] int AllGroupSpotCount;//[Offset: 0x8, Size: 4] int AllValidGroupSpotCount;//[Offset: 0xc, Size: 4] int AllSpotCount;//[Offset: 0x10, Size: 4] int AllValidSpotCount;//[Offset: 0x14, Size: 4] -------------------------------- Class: BuildingStatisticsData.TableRowBase FString BuildingName;//[Offset: 0x4, Size: 12] float BuildingLocationX;//[Offset: 0x10, Size: 4] float BuildingLocationY;//[Offset: 0x14, Size: 4] int AllGroupSpotCount;//[Offset: 0x18, Size: 4] int AllValidGroupSpotCount;//[Offset: 0x1c, Size: 4] int AllSpotCount;//[Offset: 0x20, Size: 4] int AllValidSpotCount;//[Offset: 0x24, Size: 4] SpotStatisticsData;//[Offset: 0x28, Size: 60] -------------------------------- Class: ItemSpotStatisticsData.TableRowBase byte SpotType;//[Offset: 0x4, Size: 1] int AllSpotCount;//[Offset: 0x8, Size: 4] int AllValidSpotCount;//[Offset: 0xc, Size: 4] -------------------------------- Class: ItemClassStatisticsData.TableRowBase FString ItemPath;//[Offset: 0x4, Size: 12] bool bValidPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int ItemCount;//[Offset: 0x14, Size: 4] FString ItemTogetherPath;//[Offset: 0x18, Size: 12] int ItemTogetherCount;//[Offset: 0x24, Size: 4] bool bValidTogetherPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] -------------------------------- Class: AreaItemStatisticsData.TableRowBase FString ItemName;//[Offset: 0x4, Size: 12] int UId;//[Offset: 0x10, Size: 4] int ItemID;//[Offset: 0x14, Size: 4] int GroupType;//[Offset: 0x18, Size: 4] int SpotType;//[Offset: 0x1c, Size: 4] FString AreaName;//[Offset: 0x20, Size: 12] Vector Location;//[Offset: 0x2c, Size: 12] float X;//[Offset: 0x38, Size: 4] float Y;//[Offset: 0x3c, Size: 4] int GameTime;//[Offset: 0x40, Size: 4] -------------------------------- Class: SpotGroupProperty byte SpotGroupType;//[Offset: 0x0, Size: 1] int SpotGroupPercent;//[Offset: 0x4, Size: 4] SpotTypeProperty[] SpotTypeProperties;//[Offset: 0x8, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float RepeatGenerateItemCDMin;//[Offset: 0x18, Size: 4] float RepeatGenerateItemCDMax;//[Offset: 0x1c, Size: 4] -------------------------------- Class: SpotTypeProperty byte SpotType;//[Offset: 0x0, Size: 1] int SpotPercentMin;//[Offset: 0x4, Size: 4] int SpotPercentMax;//[Offset: 0x8, Size: 4] int SpotPercentDot;//[Offset: 0xc, Size: 4] int ItemPerSpotMin;//[Offset: 0x10, Size: 4] int ItemPerSpotMax;//[Offset: 0x14, Size: 4] SpotWeight[] WeightsPerValue;//[Offset: 0x18, Size: 12] SpotWeight[] WeightsPerCategory;//[Offset: 0x24, Size: 12] -------------------------------- Class: ItemRegionCircle Vector Center;//[Offset: 0x0, Size: 12] float Radius;//[Offset: 0xc, Size: 4] float RadiusSquared2D;//[Offset: 0x10, Size: 4] -------------------------------- Class: ExtraItemSpawn int SpawnPercent;//[Offset: 0x0, Size: 4] FString SpawnItemValue;//[Offset: 0x4, Size: 12] FString SpawnItemCategory;//[Offset: 0x10, Size: 12] -------------------------------- Class: ItemGenerateSpawnDataArray FString ValueCatetory;//[Offset: 0x0, Size: 12] ItemGenerateSpawnData[] AllGenerateSpawnDatas;//[Offset: 0xc, Size: 12] -------------------------------- Class: ItemGenerateSpawnData int KeyID;//[Offset: 0x0, Size: 4] FString ItemValue;//[Offset: 0x4, Size: 12] FString ItemCategory;//[Offset: 0x10, Size: 12] int ItemWeight;//[Offset: 0x1c, Size: 4] FString ItemPath;//[Offset: 0x20, Size: 12] int ItemStackCount;//[Offset: 0x2c, Size: 4] FString ItemTogetherPath;//[Offset: 0x30, Size: 12] int ItemTogetherStackCount;//[Offset: 0x3c, Size: 4] int ItemTogetherCountMin;//[Offset: 0x40, Size: 4] int ItemTogetherCountMax;//[Offset: 0x44, Size: 4] -------------------------------- Class: ItemGroupSpotSceneComponent.GroupSpotSceneComponent.ItemSceneComponent.SceneComponent.ActorComponent.Object ItemGeneratorComponent* ItemGenerator;//[Offset: 0x270, Size: 4] ItemSpotSceneComponent*[] SpotsCacheCur;//[Offset: 0x274, Size: 12] ItemSpotSceneComponent*[] SpotsCacheAll;//[Offset: 0x280, Size: 12] void SetGroupProperty(ItemGeneratorComponent* Generator, out const SpotGroupProperty Property);// 0x3bc829c void RepeatSpots();// 0x3bc8288 void RepeatSingleSpot(ItemSpotSceneComponent* Spot);// 0x3bc8210 void RandomSpotByType(byte SpotType, out ItemSpotSceneComponent*[] AllSpots, out const SpotTypeProperty Property);// 0x3bc8074 void RandomSingleSpot(out ItemSpotSceneComponent*[] Spots, out const SpotTypeProperty Property);// 0x3bc7f24 float RandomRepeatGenerateItemCD(out const SpotGroupProperty GroupProperty);// 0x3bc7e00 -------------------------------- 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);// 0x3bc8d8c void RepeatSpotProperty(out const SpotTypeProperty Property);// 0x3bc8cd4 bool GenerateSpot();// 0x35fecbc void GenerateItems(out ItemGenerateSpawnClass[] AllItemClass);// 0x3bc8bd0 void DoPickUp(FString ItemValue, FString ItemCategory);// 0x3bc8960 int CountCacheItemValeCategory();// 0x3bc8938 void ClearCacheItems();// 0x3bc8924 -------------------------------- Class: DateTime -------------------------------- Class: RepeatItemSpotData float RepeatGenerateCD;//[Offset: 0xa0, Size: 4] int64 LastGenerateItemTime;//[Offset: 0xa8, Size: 8] CacheItemValeCategory;//[Offset: 0xb0, Size: 60] -------------------------------- Class: AreaItemsLimitEdit int AreaX;//[Offset: 0x0, Size: 4] int AreaY;//[Offset: 0x4, Size: 4] GenerateItemLimit[] ItemsMaxLimitEdit;//[Offset: 0x8, Size: 12] GenerateItemLimit[] ItemsMinLimitEdit;//[Offset: 0x14, Size: 12] -------------------------------- Class: GenerateItemLimit int ItemID;//[Offset: 0x0, Size: 4] int ItemNum;//[Offset: 0x4, Size: 4] FString WrapperPath;//[Offset: 0x8, Size: 12] -------------------------------- Class: 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: RegionID -------------------------------- Class: AreaItemsNum int LimitNum;//[Offset: 0x0, Size: 4] int CurNum;//[Offset: 0x4, Size: 4] FString WrapperPath;//[Offset: 0x8, Size: 12] -------------------------------- Class: DynamicSpotConfig FString Comment;//[Offset: 0x0, Size: 12] bool bDefaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] FString DynamicSpotPath;//[Offset: 0x10, Size: 12] CustomSpotConfig CustomSpotConfig;//[Offset: 0x1c, Size: 28] SpotGroupProperty[] SpotGroupProperties;//[Offset: 0x38, Size: 12] -------------------------------- Class: CustomSpotConfig bool bGenerateAtBeginning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bGroupNumCtrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] int NeedGroupMin;//[Offset: 0x4, Size: 4] int NeedGroupMax;//[Offset: 0x8, Size: 4] bool bSpotPerGroupNumCtrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] int NeedSpotPerGroupMin;//[Offset: 0x10, Size: 4] int NeedSpotPerGroupMax;//[Offset: 0x14, Size: 4] bool bUseCookedRotator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] -------------------------------- Class: PrimeItemCircleConfig SpotGroupProperty[] PrimeItemCircleProperties;//[Offset: 0x0, Size: 12] -------------------------------- Class: UAESpotGroupObject.Object Object* Host;//[Offset: 0x58, Size: 4] -------------------------------- Class: VehicleAndTreasureBoxGeneratorComponent.BaseGeneratorComponent.ItemActorComponent.LuaActorComponent.ActorComponent.Object bool bUseLocalSpotFile;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20c, Size: 1] bool bCanBackupVehicleSpotDatas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20d, Size: 1] VehicleSpotSceneComponent*[] VehicleSpotSceneComponentList;//[Offset: 0x210, Size: 12] byte RegionType;//[Offset: 0x21c, Size: 1] BackupVehicleSpotData[] BackupVehicleSpotDatas;//[Offset: 0x220, Size: 12] VehicleSpotProperty[] VehicleSpotPropertys;//[Offset: 0x22c, Size: 12] TreasureBoxSpotProperty[] TreasureBoxSpotPropertys;//[Offset: 0x238, Size: 12] bool bStatisticsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] bool bIsRandom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245, Size: 1] AllVehicleSpots;//[Offset: 0x248, Size: 60] AllTreasureBoxSpots;//[Offset: 0x284, Size: 60] VehicleGenerateSpawnDatas;//[Offset: 0x2c0, Size: 60] VehicleGenerateStatisticsData VehicleStatisticsData;//[Offset: 0x2fc, Size: 72] UAEDataTable* VehicleDataTable;//[Offset: 0x344, Size: 4] void WriteVehicleSpotStatisticsFromSpotFile();// 0x30cf50c void WriteVehicleSpotStatisticsDatas_V15();// 0x30cf50c void WriteVehicleSpotStatisticsDatas();// 0x30cf50c void WriteVehicleClassStatisticsDatas_V15();// 0x30cf50c void WriteVehicleClassStatisticsDatas();// 0x30cf50c void WriteAllVehicleStatisticsDatasToLog();// 0x30cf50c void WriteAllVehicleStatisticsDatas_V15();// 0x30cf50c void WriteAllVehicleStatisticsDatas();// 0x30cf50c void RegisterVehicleGenerateSpawnData(VehicleGenerateSpawnData Data);// 0x3c04d54 void RegisterGroupSpotComponent(GroupSpotSceneComponent* GroupSpotComponent);// 0x318751c void RandomTreasureBoxSpotsByType(out TreasureBoxSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x3c04b80 void RandomTreasureBoxSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out TreasureBoxSpotProperty Property);// 0x3c049ac void RandomSpotsByType(out VehicleSpotProperty Property, out VehicleSpotComponentArray Spots);// 0x3c047d8 void RandomSingleSpots(out VehicleSpotSceneComponent*[] AllSpots, out VehicleSpotProperty Property);// 0x3c04604 void RandomGroups();// 0x30e6970 void LoadVehicleGenerateTable();// 0x40a6134 bool GMGenerateAllVehicleSpot(FString VehiclePath);// 0x3c044a4 VehicleGenerateRandomInfo GetVehicleSpotRandomInfoWithCategory(out VehicleSpotProperty SpotProperty, FString Category);// 0x3c04138 VehicleGenerateRandomInfo GetVehicleSpotRandomInfoBySpotType(byte SpotType, FString InCategory);// 0x3c03f24 VehicleGenerateRandomInfo GetVehicleSpotRandomInfo(out const VehicleSpotProperty SpotProperty, FString InCategory);// 0x3c03c54 VehicleGenerateRandomInfo GetTreasureBoxSpotRandomInfo(out TreasureBoxSpotProperty SpotProperty);// 0x3c03a0c VehicleGenerateSpawnData GetRandomVehicleClass(FString Category);// 0x3c037a0 FString GetRandomCategory(out const SpotWeight[] SpotWeights);// 0x3ba0930 void GenerateSpotOnTick(float DeltaTime);// 0x318864c bool DynamicSpawnVehicleBySpotId(int ID, FString Category);// 0x3c035f8 void DeleteGroups();// 0x3c035e4 bool CanDynamicSpawnVehicle(Vector SpawnLocation, Vector TestLocationOffset, Vector TestBoxSize);// 0x3c034cc void AddVehicleSpotCount(byte SpotType, FString Path, float LocationX, float LocationY, float LocationZ);// 0x3c03254 void AddVehicleClassCount(FString Path, bool IsValid, int Count);// 0x3c03068 -------------------------------- 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);// 0x3c06ed0 bool GenerateSpot();// 0x35fecbc -------------------------------- 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] PlayersOnlineTime;//[Offset: 0x58, Size: 60] GameModeCorpsDetailData[] RealTimeCorpsRank;//[Offset: 0x94, Size: 12] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] -------------------------------- Class: GameModeCorpsDetailData FString Name;//[Offset: 0x0, Size: 12] int CorpsHeadIcon;//[Offset: 0xc, Size: 4] int KilledNum;//[Offset: 0x10, Size: 4] int SegmentLevel;//[Offset: 0x14, Size: 4] int RealtimeRank;//[Offset: 0x18, Size: 4] int DefeatPlayerNum;//[Offset: 0x1c, Size: 4] float TotalDamage;//[Offset: 0x20, Size: 4] float SurvivalTime;//[Offset: 0x24, Size: 4] -------------------------------- Class: BattleData int WatcherNum;//[Offset: 0x0, Size: 4] int CircleNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: CollectedEventData KeyValueMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: GameModeParams FName CurrentGameModeState;//[Offset: 0x0, Size: 8] int MaxKillTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: DSAIDropInfo uint64 BattleID;//[Offset: 0x0, Size: 8] int nts;//[Offset: 0x8, Size: 4] DSAIDropItem[] ais;//[Offset: 0xc, Size: 12] -------------------------------- Class: DSAIDropItem uint64 UId;//[Offset: 0x0, Size: 8] int Time;//[Offset: 0x8, Size: 4] int8 hlv;//[Offset: 0xc, Size: 1] -------------------------------- Class: DamageEvent class DamageType* DamageTypeClass;//[Offset: 0x4, Size: 4] -------------------------------- Class: UAEPlayerState.LuaPlayerState.PlayerState.Info.Actor.Object bool IsForcedNetRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dc, Size: 1] float surviveTime;//[Offset: 0x3e0, Size: 4] float Pronetime;//[Offset: 0x3e4, Size: 4] float marchDistance;//[Offset: 0x3f0, Size: 4] float travelDistance;//[Offset: 0x3f4, Size: 4] float DriveDistance;//[Offset: 0x3f8, Size: 4] float MonsterCatchupDistance;//[Offset: 0x3fc, Size: 4] int destroyVehicleNum;//[Offset: 0x400, Size: 4] int rescueTimes;//[Offset: 0x404, Size: 4] uint64[] RescueTeammatesList;//[Offset: 0x408, Size: 12] int NormalItemsNum;//[Offset: 0x414, Size: 4] int SeniorItemsNum;//[Offset: 0x418, Size: 4] int GVMemberID;//[Offset: 0x41c, Size: 4] FName PlayerType;//[Offset: 0x420, Size: 8] uint64 FinalTeamleaderUID;//[Offset: 0x428, Size: 8] uint32 PlayerKey;//[Offset: 0x430, Size: 4] FString PlayerUID;//[Offset: 0x434, Size: 12] FString MLAIStringUID;//[Offset: 0x440, Size: 12] bool bAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44c, Size: 1] FString iconUrl;//[Offset: 0x450, Size: 12] int gender;//[Offset: 0x45c, Size: 4] int PlayerLevel;//[Offset: 0x460, Size: 4] int SegmentLevel;//[Offset: 0x464, Size: 4] int AceImprintShowId;//[Offset: 0x468, Size: 4] int AceImprintBaseId;//[Offset: 0x46c, Size: 4] int AvatarBoxId;//[Offset: 0x470, Size: 4] int planeAvatarId;//[Offset: 0x474, Size: 4] int CampID;//[Offset: 0x478, Size: 4] int resID;//[Offset: 0x47c, Size: 4] uint64 UId;//[Offset: 0x480, Size: 8] uint64 MLAIDisplayUID;//[Offset: 0x488, Size: 8] FString OpenID;//[Offset: 0x490, Size: 12] FString Nation;//[Offset: 0x49c, Size: 12] int TeamID;//[Offset: 0x4a8, Size: 4] int64 IdxInTeam;//[Offset: 0x4b0, Size: 8] int PlayerBornPointID;//[Offset: 0x4b8, Size: 4] int Kills;//[Offset: 0x4bc, Size: 4] int KillsBeforeDie;//[Offset: 0x4c0, Size: 4] int Knockouts;//[Offset: 0x4c4, Size: 4] int MlAIDeliverNum;//[Offset: 0x4d0, Size: 4] int Assists;//[Offset: 0x4d4, Size: 4] uint64[] AssistTeammatesList;//[Offset: 0x4d8, Size: 12] int[] OvertimeAssistsTime;//[Offset: 0x520, Size: 12] byte PlatformGender;//[Offset: 0x52c, Size: 1] int MatchStrategyLabel;//[Offset: 0x530, Size: 4] int MatchLabel;//[Offset: 0x534, Size: 4] uint32 Killer;//[Offset: 0x538, Size: 4] uint32 KillerIGPlayerKey;//[Offset: 0x53c, Size: 4] FString BeKilledOpenID;//[Offset: 0x540, Size: 12] FString KillerName;//[Offset: 0x54c, Size: 12] uint32 KillerType;//[Offset: 0x558, Size: 4] uint32 KillerDeliveryType;//[Offset: 0x55c, Size: 4] uint32 DeadCircleIndex;//[Offset: 0x560, Size: 4] uint64 MisKillTeammatePlayerKey;//[Offset: 0x568, Size: 8] int ShootWeaponShotNum;//[Offset: 0x570, Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x574, Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x578, Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x57c, Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x580, Size: 4] int HeadShotNum;//[Offset: 0x584, Size: 4] int HeadShotNumNoAI;//[Offset: 0x588, Size: 4] int KillNumByGrende;//[Offset: 0x58c, Size: 4] int UseFragGrenadeNum;//[Offset: 0x590, Size: 4] int UseSmokeGrenadeNum;//[Offset: 0x594, Size: 4] int UseFlashGrenadeNum;//[Offset: 0x598, Size: 4] int UseBurnGrenadeNum;//[Offset: 0x59c, Size: 4] int MaxKillDistance;//[Offset: 0x5a0, Size: 4] int HealTimes;//[Offset: 0x5a4, Size: 4] float DamageAmount;//[Offset: 0x5a8, Size: 4] int MeleeKillTimes;//[Offset: 0x5ac, Size: 4] float MeleeDamageAmount;//[Offset: 0x5b0, Size: 4] float RangedDamagedAmount;//[Offset: 0x5b4, Size: 4] float VehicleDamageAmount;//[Offset: 0x5b8, Size: 4] float HealAmount;//[Offset: 0x5bc, Size: 4] FString[] KillFlow;//[Offset: 0x5c0, Size: 12] TeammateKillUIDSet;//[Offset: 0x5cc, Size: 60] FString[] KnockOutFlow;//[Offset: 0x608, Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x614, Size: 12] float InDamageAmount;//[Offset: 0x620, Size: 4] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x630, Size: 12] int PickUpItemTimes;//[Offset: 0x63c, Size: 4] bool bIsForbidItemFlowMerge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x640, Size: 1] TLog_BornLandGrenadeData;//[Offset: 0x644, Size: 60] AIDeliveryTlogData TLog_AIDeliveryTlogData;//[Offset: 0x680, Size: 72] bool bHasSendAIDeliverData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c8, Size: 1] TLog_PickUpItemIdMap;//[Offset: 0x6cc, Size: 60] GameModeLikeResultData[] Like;//[Offset: 0x708, Size: 12] uint32 Switch;//[Offset: 0x714, Size: 4] uint32[] Self;//[Offset: 0x718, Size: 12] GameModeTeammateLableCheckData[] LabelCheck;//[Offset: 0x724, Size: 12] UseItemFlow[] UseItemFlow;//[Offset: 0x730, Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x73c, Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x748, Size: 12] TLog_PropEquipUnequipFlow[] TLog_PropEquipUnequipFlowData;//[Offset: 0x754, Size: 12] TLog_BulletCount;//[Offset: 0x760, Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x79c, Size: 8] bool bIsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a4, Size: 1] float OutsideBlueCircleTime;//[Offset: 0x7a8, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x7ac, Size: 12] int FirstOpenedAirDropBoxNum;//[Offset: 0x7b8, Size: 4] int FirstOpenedPlayerTombBoxNum;//[Offset: 0x7bc, Size: 4] int FirstOpenedTreasureBoxNum;//[Offset: 0x7c0, Size: 4] float HitEnemyHeadAmount;//[Offset: 0x7c4, Size: 4] int[] BuildFlow;//[Offset: 0x7c8, Size: 12] int[] DestroyShelterFlow;//[Offset: 0x7d4, Size: 12] float ShelterTakeDamage;//[Offset: 0x7e0, Size: 4] float HitShelterDamage;//[Offset: 0x7e4, Size: 4] Vector LandLocation;//[Offset: 0x7e8, Size: 12] Vector ParachuteLocation;//[Offset: 0x7f4, Size: 12] int LandTime;//[Offset: 0x800, Size: 4] Vector DeadLocation;//[Offset: 0x804, Size: 12] FString DeadDamangeType;//[Offset: 0x810, Size: 12] int PveDeadAttacker;//[Offset: 0x81c, Size: 4] int PveStageId;//[Offset: 0x820, Size: 4] FString DeadTimeStr;//[Offset: 0x824, Size: 12] int NearDeathDamageType;//[Offset: 0x830, Size: 4] uint32 NearDeathCauserId;//[Offset: 0x834, Size: 4] bool NearDeathIsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x838, Size: 1] int BeDownTimes;//[Offset: 0x83c, Size: 4] int BeSavedTimes;//[Offset: 0x840, Size: 4] EquipmentData EquipmentData;//[Offset: 0x844, Size: 80] int PersonalRank;//[Offset: 0x894, Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a0, Size: 1] int GamePlayingTime;//[Offset: 0x8a4, Size: 4] int ObserverTime;//[Offset: 0x8a8, Size: 4] int TouchDownAreaID;//[Offset: 0x8ac, Size: 4] int TouchDownLocTypeID;//[Offset: 0x8b0, Size: 4] int[] TouchDownAreaList;//[Offset: 0x8b4, Size: 12] bool bHasTouchDownAreaList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c0, Size: 1] float ReportTouchDownHeight;//[Offset: 0x8c4, Size: 4] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x8c8, Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x8d4, Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x8e0, Size: 12] int[] SecretAreaIDList;//[Offset: 0x8ec, Size: 12] SpecialPickItemState[] CollectItemRecord;//[Offset: 0x8f8, Size: 12] float DrivingHelicopterTime;//[Offset: 0x904, Size: 4] float InHelicopterTime;//[Offset: 0x908, Size: 4] int RevivalNum;//[Offset: 0x90c, Size: 4] int BeRevivedNum;//[Offset: 0x910, Size: 4] int KillNumInVehicle;//[Offset: 0x914, Size: 4] float MaxVehicleToLandHeight;//[Offset: 0x918, Size: 4] float MaxVehicleInAirInterval;//[Offset: 0x91c, Size: 4] int KillPlayerNum;//[Offset: 0x920, Size: 4] int KillAINum;//[Offset: 0x924, Size: 4] float TotalSprintDistance;//[Offset: 0x928, Size: 4] float TotalBeenDamageAmount;//[Offset: 0x92c, Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x930, Size: 4] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x934, Size: 12] int ProneTimes;//[Offset: 0x940, Size: 4] int CrouchTimes;//[Offset: 0x944, Size: 4] int JumpTimes;//[Offset: 0x948, Size: 4] int KillMonsterNum;//[Offset: 0x94c, Size: 4] MonsterID2KillNum;//[Offset: 0x950, Size: 60] float TotalDamageAmountToMonsters;//[Offset: 0x98c, Size: 4] float TotalDamageAmountFromMonsters;//[Offset: 0x990, Size: 4] DamageAmountToMonsters;//[Offset: 0x994, Size: 60] DamageAmountFromMonsters;//[Offset: 0x9d0, Size: 60] int MonsterHeadShotKilledTimes;//[Offset: 0xa0c, Size: 4] int BeMonsterDownTimes;//[Offset: 0xa10, Size: 4] int LightCandleNum;//[Offset: 0xa14, Size: 4] ActivityButtonCount;//[Offset: 0xa18, Size: 60] ActivityEventReportData[] ActivityEventRecordList;//[Offset: 0xa54, Size: 12] float BattleStateTime;//[Offset: 0xa60, Size: 4] bool bIsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa64, Size: 1] float DriveWithTeammateDistance;//[Offset: 0xa68, Size: 4] int FistKillingCount;//[Offset: 0xa6c, Size: 4] int OpenedAirDropBoxNum;//[Offset: 0xa70, Size: 4] VehicleUsedMap;//[Offset: 0xa74, Size: 60] FString[] DestroyVehicleFlow;//[Offset: 0xab0, Size: 12] int UseHelicoperNum;//[Offset: 0xabc, Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0xac0, Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0xacc, Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0xad8, Size: 32] float UseHelicoperDistance;//[Offset: 0xaf8, Size: 4] byte CharmRankIndex;//[Offset: 0xafc, Size: 1] UseHelicoperRecord;//[Offset: 0xb00, Size: 60] int SnowBoardJumpActionCount;//[Offset: 0xb40, Size: 4] int EmoteOnTelpherCount;//[Offset: 0xb44, Size: 4] int KillMagicWalkAI;//[Offset: 0xb48, Size: 4] int SendMagicWalkAI;//[Offset: 0xb4c, Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0xb50, Size: 12] int KillSnowManCount;//[Offset: 0xb5c, Size: 4] uint64 LuckmateUID;//[Offset: 0xb60, Size: 8] EventCounterMap;//[Offset: 0xb68, Size: 60] GeneralCounterMap;//[Offset: 0xba4, Size: 60] delegate OnGenerelCountChanged;//[Offset: 0xbe8, Size: 12] int VeteranRecruitIndex;//[Offset: 0xbf4, Size: 4] PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0xbf8, Size: 12] GameModePlayerAliasInfo AliasInfo;//[Offset: 0xc04, Size: 52] int MemberIdInVoiceRoom;//[Offset: 0xc38, Size: 4] bool PlayerVoiceEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc3c, Size: 1] GameModePlayerUpassInfo UpassInfo;//[Offset: 0xc40, Size: 44] int UpassShow;//[Offset: 0xc6c, Size: 4] int upassKeepBuy;//[Offset: 0xc70, Size: 4] int upassCurValue;//[Offset: 0xc74, Size: 4] bool UpassIsBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc78, Size: 1] TLog_Micphone MicphoneTlog;//[Offset: 0xc7c, Size: 24] float TeammateMicrophoneTime;//[Offset: 0xc94, Size: 4] float TeammateSpeakerTime;//[Offset: 0xc98, Size: 4] float EnemyMicrophoneTime;//[Offset: 0xc9c, Size: 4] float EnemySpeakerTime;//[Offset: 0xca0, Size: 4] float TeammateInterphoneTime;//[Offset: 0xca4, Size: 4] float EnemyInterphoneTime;//[Offset: 0xca8, Size: 4] float MicrophoneUseTimeStamp;//[Offset: 0xcac, Size: 4] float SpeakerUseTimeStamp;//[Offset: 0xcb0, Size: 4] DamageInfo LuaNearDeathDamageInfo;//[Offset: 0xcd8, Size: 144] DamageInfo LuaDeathDamageInfo;//[Offset: 0xd68, Size: 144] FName RepPropertyCategory;//[Offset: 0xdf8, Size: 8] bool IsOnline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe00, Size: 1] GameBaseInfo GameBaseInfo;//[Offset: 0xe18, Size: 104] FString RealPlayerName;//[Offset: 0xe84, Size: 12] int CollectedEventType;//[Offset: 0xe90, Size: 4] void SetGVMemberIDServerCall(int memberID);// 0x3bfca44 void SetGVMemberID(int memberID);// 0x3bfc9cc void SetDeliveryResult(uint32 InDeliverPlayerKey, bool bInSuccess, int EventTypeId);// 0x3bfc8c0 void SendLuaDSToClient(int ID, out const byte[] Content);// 0x3bfc7b0 void RPC_ServerAddGeneralCount(int ID, int InCount, bool bReset);// 0x3bfc658 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x3bfc51c void ReportTaskExtInfo(int TaskId, FString ExtInfo);// 0x3bfc37c void ReportTaskData(int TaskId, int process);// 0x3bfc2c0 void ReportSpecialCollection(int ItemID, int Count);// 0x3bfc204 void ReportSecretAreaID(int SecretAreaID);// 0x3bfc18c void ReportLikeTeammate(int64 BeLikeUID, int LikeType);// 0x3bfc0cc void ReportLikeSwitch(int SwitchSetting);// 0x3bfc054 void ReportLikeSelf(int LikeType);// 0x3bfbfdc void ReportLandLocType(int TouchDownLocType);// 0x3bfbf64 void ReportLandAreaList(out int[] TouchDownAreaIDs);// 0x3bfbe98 void ReportLandArea(int TouchDownArea);// 0x3bfbe20 void ReportLabelCheck(int TeammateUID, int Result);// 0x3bfbd64 void RecordUseHelicoper(uint32 UseHelicoperId);// 0x3bfbcec void OnRepCampIDBP();// 0x40a6134 void OnRep_VeteranRecruitIndex();// 0x3bfbcd8 void OnRep_UpdateKillMonsterNum();// 0x318f7d4 void OnRep_UID();// 0x35241fc void OnRep_RescueTimesChange();// 0x3bfbcbc void OnRep_PlayerKillsChange();// 0x35240fc void OnRep_MLAIDisplayUID();// 0x3bfbca8 void OnRep_MatchLabel();// 0x30cf50c void OnRep_CollectItemRecord();// 0x3bfbc94 void OnRep_CampID();// 0x3bfbc80 void OnRep_AliasInfo();// 0x3bfbc6c void OnClientVeteranRecruitIndexUpdated();// 0x3523f64 bool IsSpecialPickItemCollectionCompleted(int ItemID);// 0x3bfbbec bool IsSpecialPickItem(int ItemID);// 0x3bfbb6c bool IsNearDeathDamageInfoValid();// 0x3bfbb44 bool IsItemForbidMerge(int ItemResId);// 0x3bfbabc bool IsDeathDamageInfoValid();// 0x3bfba94 void GetWeaponRecordData(out OnePlayerWeapon OutWeaponInfo);// 0x3bfb9b0 int GetVeteranPlayerLevel();// 0x33c6884 uint32 GetUserIDByMemberID(int memberID);// 0x3523be0 FString GetUIDString();// 0x3bfb8f0 GameModeTeammateBattleResultData GetTeammateBattleResultData();// 0x3bfb884 int GetRank();// 0x3bfb85c uint32 GetPlayerKey();// 0x3bfb834 GameModePlayerBattleResultData_SuperCold GetPlayerBattleResultData_SuperCold();// 0x3bfb750 GameModePlayerBattleResultData GetPlayerBattleResultData();// 0x3bfb6e4 enum GetMentorPlayerType();// 0x3bfb6b4 void ForceUpdateCampCharacterList();// 0x3bfb698 void CopyNearDeathDamageInfo();// 0x3bfb684 void CopyDeathDamageInfo();// 0x3bfb670 void ClearTlogData();// 0x3bfb654 void ChangeCollectItemRecord(int InItemID, bool InNewState);// 0x3bfb590 void AddGeneralCount(int ID, int InCount, bool bReset);// 0x3bfb488 void AddEventCount(byte EventId, int InCount, bool bReset);// 0x3bfb380 -------------------------------- Class: LuaPlayerState.PlayerState.Info.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x394, Size: 60] FString LuaFilePath;//[Offset: 0x3d0, Size: 12] -------------------------------- Class: KnockOutData uint64 AttackerID;//[Offset: 0x0, Size: 8] int Times;//[Offset: 0x8, Size: 4] -------------------------------- Class: TLog_PickUpItemFlow int ItemSpesificID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] Vector Location;//[Offset: 0x8, Size: 12] int SourceType;//[Offset: 0x14, Size: 4] int AdditionalParam;//[Offset: 0x18, Size: 4] FString TimeStr;//[Offset: 0x1c, Size: 12] uint64 InstanceID;//[Offset: 0x28, Size: 8] -------------------------------- Class: TLog_BornLandGrenadeData int PickupCount;//[Offset: 0x0, Size: 4] int ThrowCount;//[Offset: 0x4, Size: 4] int HitOthersCount;//[Offset: 0x8, Size: 4] int HitedByOthersCount;//[Offset: 0xc, Size: 4] -------------------------------- Class: AIDeliveryTlogData uint64 UId;//[Offset: 0x0, Size: 8] DeliveryMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: AIDeliveryInfo int DeliveryStartTime;//[Offset: 0x0, Size: 4] bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] int DeliveryArrivalTime;//[Offset: 0x8, Size: 4] int EventTypeId;//[Offset: 0xc, Size: 4] -------------------------------- Class: GameModeLikeResultData uint32[] Like;//[Offset: 0x0, Size: 12] uint64 UId;//[Offset: 0x10, Size: 8] -------------------------------- Class: GameModeTeammateLableCheckData uint32 Mask;//[Offset: 0x0, Size: 4] uint64 UId;//[Offset: 0x8, Size: 8] -------------------------------- Class: UseItemFlow int ItemSpesificID;//[Offset: 0x0, Size: 4] int UseCount;//[Offset: 0x4, Size: 4] AreaCountMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: UseBuffFlow int BuffID;//[Offset: 0x0, Size: 4] int UseCount;//[Offset: 0x4, Size: 4] AreaCountMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: BuildingEnterFlow int BuildingID;//[Offset: 0x0, Size: 4] int EnterCount;//[Offset: 0x4, Size: 4] AreaCountMap;//[Offset: 0x8, Size: 60] -------------------------------- Class: TLog_PropEquipUnequipFlow int ItemSpesificID;//[Offset: 0x0, Size: 4] enum SlotType;//[Offset: 0x4, Size: 1] bool bEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] FString TimeStr;//[Offset: 0x8, Size: 12] -------------------------------- Class: TLog_SpecialStats float MonsterDamageInNight1;//[Offset: 0x0, Size: 4] float MonsterDamageInNight2;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehicleDriveDisData uint64 DriverID;//[Offset: 0x0, Size: 8] int VehicleType;//[Offset: 0x8, Size: 4] int AvatarID;//[Offset: 0xc, Size: 4] float DriveDistance;//[Offset: 0x10, Size: 4] float DriveTime;//[Offset: 0x14, Size: 4] float VehicleJumpDistanceMax;//[Offset: 0x18, Size: 4] uint64[] PeopleInCar;//[Offset: 0x1c, Size: 12] -------------------------------- Class: EquipmentData int HelmetID;//[Offset: 0x0, Size: 4] int ArmorID;//[Offset: 0x4, Size: 4] int BackPackID;//[Offset: 0x8, Size: 4] int MainWeapon1ID;//[Offset: 0xc, Size: 4] int[] MainWeapon1AttachmentsID;//[Offset: 0x10, Size: 12] int MainWeapon2ID;//[Offset: 0x1c, Size: 4] int[] MainWeapon2AttachmentsID;//[Offset: 0x20, Size: 12] int ViceWeaponID;//[Offset: 0x2c, Size: 4] int[] ViceWeaponAttachmentsID;//[Offset: 0x30, Size: 12] int CloseWeaponID;//[Offset: 0x3c, Size: 4] int[] ThrowWeaponsID;//[Offset: 0x40, Size: 12] int8 IsLuckyClothing;//[Offset: 0x4c, Size: 1] -------------------------------- Class: ReportCollection int item_id;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeaponDamageRecord int WeaponID;//[Offset: 0x0, Size: 4] float TotalDamage;//[Offset: 0x4, Size: 4] int FireCount;//[Offset: 0x8, Size: 4] int HeadShootCount;//[Offset: 0xc, Size: 4] int LimbsShootCount;//[Offset: 0x10, Size: 4] int BodyShootCount;//[Offset: 0x14, Size: 4] int HandShootCount;//[Offset: 0x18, Size: 4] int FootShootCount;//[Offset: 0x1c, Size: 4] int UniqueHitCount;//[Offset: 0x20, Size: 4] int[] HitDistanceArray;//[Offset: 0x24, Size: 12] int TotalUseTime;//[Offset: 0x30, Size: 4] int TotalOwnTime;//[Offset: 0x34, Size: 4] int KillCount;//[Offset: 0x38, Size: 4] int KnockNumber;//[Offset: 0x3c, Size: 4] int[] Associations;//[Offset: 0x40, Size: 12] int AvatarID;//[Offset: 0x4c, Size: 4] int DIYPlanID;//[Offset: 0x50, Size: 4] -------------------------------- Class: SpecialPickItemState int item_id;//[Offset: 0x0, Size: 4] bool bIsCollectionCompleted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: DestroyVehicleWheelFlow int AreaID;//[Offset: 0x0, Size: 4] int UseCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: ActivityEventReportData byte EventId;//[Offset: 0x0, Size: 1] int Count;//[Offset: 0x4, Size: 4] Vector Location;//[Offset: 0x8, Size: 12] -------------------------------- Class: TLog_KillInfo int FakePlayerID;//[Offset: 0x0, Size: 4] int DeadTime;//[Offset: 0x4, Size: 4] int AILastFightTime;//[Offset: 0x8, Size: 4] int[] PlayerAreas;//[Offset: 0xc, Size: 12] int ArmorID;//[Offset: 0x18, Size: 4] int HelmetID;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PlayEmoteData int EmoteIndex;//[Offset: 0x0, Size: 4] int AreaID;//[Offset: 0x4, Size: 4] -------------------------------- Class: TLog_Micphone float TeammateMicrophoneTime;//[Offset: 0x0, Size: 4] float TeammateSpeakerTime;//[Offset: 0x4, Size: 4] float EnemyMicrophoneTime;//[Offset: 0x8, Size: 4] float EnemySpeakerTime;//[Offset: 0xc, Size: 4] float TeammateInterphoneTime;//[Offset: 0x10, Size: 4] float EnemyInterphoneTime;//[Offset: 0x14, Size: 4] -------------------------------- Class: 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 AttackerWeaponScopeID;//[Offset: 0x30, Size: 4] uint32 AttackerShotTimes;//[Offset: 0x34, 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] uint32 VictimType;//[Offset: 0x50, Size: 4] uint32 VictimDeliveryType;//[Offset: 0x54, Size: 4] uint32 CircleIndex;//[Offset: 0x58, Size: 4] Vector VictimLoc;//[Offset: 0x5c, Size: 12] uint32 VictimState;//[Offset: 0x68, Size: 4] bool bVictimInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1] int VictimVehicleType;//[Offset: 0x70, Size: 4] float VictimVelocity;//[Offset: 0x74, Size: 4] uint32 AttackerAreaID;//[Offset: 0x78, Size: 4] uint32 AlivePlayerNum;//[Offset: 0x7c, Size: 4] uint32 VictimTeamID;//[Offset: 0x80, Size: 4] int FloorType;//[Offset: 0x84, Size: 4] uint32 AttackerWeaponAvatarID;//[Offset: 0x88, Size: 4] uint32 AttackerVehicleShapeType;//[Offset: 0x8c, 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 AdsFireCount;//[Offset: 0x8, Size: 4] int HitCount;//[Offset: 0xc, Size: 4] int UniqueHitCount;//[Offset: 0x10, Size: 4] int KillCount;//[Offset: 0x14, Size: 4] float TotalDamage;//[Offset: 0x18, Size: 4] float TotalMonsterDamage;//[Offset: 0x1c, Size: 4] float TotalRealPlayerDamage;//[Offset: 0x20, Size: 4] float TotalNormalAIDamage;//[Offset: 0x24, Size: 4] float TotalMLAIDamage;//[Offset: 0x28, Size: 4] int TotalOwnTime;//[Offset: 0x2c, Size: 4] int TotalUseTime;//[Offset: 0x30, Size: 4] int KnockDownCount;//[Offset: 0x34, Size: 4] int HeadShootCount;//[Offset: 0x38, Size: 4] int KillAICount;//[Offset: 0x3c, Size: 4] int KnockDownAICount;//[Offset: 0x40, Size: 4] int HeadShootAICount;//[Offset: 0x44, Size: 4] int HitAICount;//[Offset: 0x48, Size: 4] int UniqueHitAICount;//[Offset: 0x4c, Size: 4] int UseCount;//[Offset: 0x50, Size: 4] HitFlow[] HitFlow;//[Offset: 0x54, 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] uint64[] AssistTeammatesList;//[Offset: 0x48, Size: 12] int HeadShotNum;//[Offset: 0x54, Size: 4] int HeadShotNumNoAI;//[Offset: 0x58, Size: 4] float surviveTime;//[Offset: 0x5c, Size: 4] int rescueTimes;//[Offset: 0x60, Size: 4] uint64[] RescueTeammatesList;//[Offset: 0x64, Size: 12] int DestroyVehicles;//[Offset: 0x70, Size: 4] FString[] KillFlow;//[Offset: 0x74, Size: 12] FString[] KnockOutFlow;//[Offset: 0x80, Size: 12] float OutsideBlueCircleTime;//[Offset: 0x8c, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x90, Size: 12] int FirstOpenedAirDropBoxNum;//[Offset: 0x9c, Size: 4] float HitEnemyHeadAmount;//[Offset: 0xa0, Size: 4] float TotalBeenDamageAmount;//[Offset: 0xa4, Size: 4] PlayEmoteData[] FPlayEmoteDataArray;//[Offset: 0xa8, Size: 12] int FirstOpenedPlayerTombBoxNum;//[Offset: 0xb4, Size: 4] float InDamageAmount;//[Offset: 0xb8, Size: 4] int ProneTimes;//[Offset: 0xbc, Size: 4] int CrouchTimes;//[Offset: 0xc0, Size: 4] int JumpTimes;//[Offset: 0xc4, Size: 4] int KillMonsterNum;//[Offset: 0xc8, Size: 4] MonsterID2KillNum;//[Offset: 0xcc, Size: 60] int LightCandleNum;//[Offset: 0x108, Size: 4] ActivityButtonCount;//[Offset: 0x10c, Size: 60] float TotalDamageAmountToMonsters;//[Offset: 0x148, Size: 4] float TotalDamageAmountFromMonsters;//[Offset: 0x14c, Size: 4] int MonsterHeadShotKilledTimes;//[Offset: 0x150, Size: 4] int BeMonsterDownTimes;//[Offset: 0x154, Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x158, Size: 1] int mainWeaponID;//[Offset: 0x15c, Size: 4] float MaxWeaponAccurate;//[Offset: 0x160, Size: 4] float MaxWeaponHeadShotRate;//[Offset: 0x164, 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] float OnlineTime;//[Offset: 0x1c, Size: 4] bool IsSolo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool IsSafeExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] uint64 Killer;//[Offset: 0x28, Size: 8] uint64 killer_ig_uid;//[Offset: 0x30, Size: 8] uint64 KillerAIDisplayUID;//[Offset: 0x38, Size: 8] FString KillerName;//[Offset: 0x40, Size: 12] FString BeKilledOpenID;//[Offset: 0x4c, Size: 12] uint32 KillerType;//[Offset: 0x58, Size: 4] uint32 KillerDeliveryType;//[Offset: 0x5c, Size: 4] uint32 DeadCircleIndex;//[Offset: 0x60, Size: 4] int ShootWeaponShotNum;//[Offset: 0x64, Size: 4] int ShootWeaponShotAndHitPlayerNum;//[Offset: 0x68, Size: 4] int ShootWeaponShotAndHitPlayerNumNoAI;//[Offset: 0x6c, Size: 4] int ShootWeaponShotHeadNum;//[Offset: 0x70, Size: 4] int ShootWeaponShotHeadNumNoAI;//[Offset: 0x74, Size: 4] int HealTimes;//[Offset: 0x78, Size: 4] FString[] KillFlow;//[Offset: 0x7c, Size: 12] FString[] KnockOutFlow;//[Offset: 0x88, Size: 12] TLog_PickUpItemFlow[] TLog_PickUpItemFlowData;//[Offset: 0x94, Size: 12] TLog_BornLandGrenadeData;//[Offset: 0xa0, Size: 60] int PickUpItemTimes;//[Offset: 0xdc, Size: 4] TLog_BulletCount;//[Offset: 0xe0, Size: 60] uint64 parachute_leader_uid;//[Offset: 0x120, Size: 8] UseItemFlow[] UseItemFlow;//[Offset: 0x128, Size: 12] UseBuffFlow[] UseBuffFlow;//[Offset: 0x134, Size: 12] BuildingEnterFlow[] BuildingEnterFlow;//[Offset: 0x140, Size: 12] DestroyVehicleWheelFlow[] DestroyVehicleWheelFlow;//[Offset: 0x14c, Size: 12] int destroyVehicleNum;//[Offset: 0x158, Size: 4] int is_escape;//[Offset: 0x15c, Size: 4] TLog_KillInfo[] PlayerKillAIInfo;//[Offset: 0x160, Size: 12] TLog_KillInfo[] PlayerNearDeathDuoToAI;//[Offset: 0x16c, Size: 12] TLog_KillInfo AIKillPlayerInfo;//[Offset: 0x178, Size: 32] GameModeTeammateBattleResultData[] TeammateList;//[Offset: 0x198, Size: 12] GameModeLikeResultData[] Like;//[Offset: 0x1a4, Size: 12] uint64[] BeLiked;//[Offset: 0x1b0, Size: 12] uint32 Switch;//[Offset: 0x1bc, Size: 4] uint32[] Self;//[Offset: 0x1c0, Size: 12] GameModeTeammateLableCheckData[] LabelCheck;//[Offset: 0x1cc, Size: 12] Vector LandLocation;//[Offset: 0x1d8, Size: 12] int LandTime;//[Offset: 0x1e4, Size: 4] Vector ParachuteLocation;//[Offset: 0x1e8, Size: 12] Vector DeadLocation;//[Offset: 0x1f4, Size: 12] FString DeadDamangeType;//[Offset: 0x200, Size: 12] int PveDeadAttacker;//[Offset: 0x20c, Size: 4] int PveStageId;//[Offset: 0x210, Size: 4] FString DeadTimeStr;//[Offset: 0x214, Size: 12] FString logoutime;//[Offset: 0x220, Size: 12] float Pronetime;//[Offset: 0x22c, Size: 4] float BeInWaterTime;//[Offset: 0x230, Size: 4] float SwimmingDistance;//[Offset: 0x234, Size: 4] int BeDownTimes;//[Offset: 0x238, Size: 4] int BeSavedTimes;//[Offset: 0x23c, Size: 4] int PickUpAirDrops;//[Offset: 0x240, Size: 4] EquipmentData EquipmentData;//[Offset: 0x244, Size: 80] int Rank;//[Offset: 0x294, Size: 4] int TotalScore;//[Offset: 0x298, Size: 4] int ProneTimes;//[Offset: 0x29c, Size: 4] int CrouchTimes;//[Offset: 0x2a0, Size: 4] int JumpTimes;//[Offset: 0x2a4, Size: 4] int TouchDownAreaID;//[Offset: 0x2a8, Size: 4] int TouchDownLocTypeID;//[Offset: 0x2ac, Size: 4] int[] TouchDownAreaList;//[Offset: 0x2b0, Size: 12] GameModePlayerTaskData[] CompletedTaskList;//[Offset: 0x2bc, Size: 12] ReportCollection[] SpecialCollectionList;//[Offset: 0x2c8, Size: 12] WeaponDamageRecord[] WeaponDamageRecordList;//[Offset: 0x2d4, Size: 12] GrenadeDamageRecord GrenadeDamageRecord;//[Offset: 0x2e0, Size: 28] KniveDamageRecord KniveDamageRecord;//[Offset: 0x2fc, Size: 32] int[] SecretAreaIDList;//[Offset: 0x31c, Size: 12] int KillNumInVehicle;//[Offset: 0x328, Size: 4] float TotalSprintDistance;//[Offset: 0x32c, Size: 4] float TotalBeenDamageAmount;//[Offset: 0x330, Size: 4] float DestroyVehicleWheelNum;//[Offset: 0x334, Size: 4] int[] BuildFlow;//[Offset: 0x338, Size: 12] int[] DestroyShelterFlow;//[Offset: 0x344, Size: 12] float ShelterTakeDamage;//[Offset: 0x350, Size: 4] float HitShelterDamage;//[Offset: 0x354, Size: 4] VehicleDriveDisData[] VehicleDriveDisDataArray;//[Offset: 0x358, Size: 12] KnockOutData[] KnockOutList;//[Offset: 0x364, Size: 12] bool IsKickedFromGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370, Size: 1] int KillMonsterNum;//[Offset: 0x374, Size: 4] int LightCandleNum;//[Offset: 0x378, Size: 4] int KillMagicWalkAI;//[Offset: 0x37c, Size: 4] int SendMagicWalkAI;//[Offset: 0x380, Size: 4] float BattleStateTime;//[Offset: 0x384, Size: 4] bool bIsGameTerminator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] ActivityButtonCount;//[Offset: 0x38c, Size: 60] TLog_SpecialStats TLog_SpecialStats;//[Offset: 0x3c8, Size: 8] float TotalDamage;//[Offset: 0x3d0, Size: 4] int MeleeKillTimes;//[Offset: 0x3d4, Size: 4] float MeleeDamageAmount;//[Offset: 0x3d8, Size: 4] float RangedDamagedAmount;//[Offset: 0x3dc, Size: 4] float VehicleDamageAmount;//[Offset: 0x3e0, Size: 4] int OpenAirDropBoxesNum;//[Offset: 0x3e4, Size: 4] int FollowState;//[Offset: 0x3e8, Size: 4] FString[] DestroyVehicleFlow;//[Offset: 0x3ec, Size: 12] int UseHelicoperNum;//[Offset: 0x3f8, Size: 4] float UseHelicoperDistance;//[Offset: 0x3fc, Size: 4] int RevivalNum;//[Offset: 0x400, Size: 4] int BeRevivedNum;//[Offset: 0x404, Size: 4] int DrivingHelicopterTime;//[Offset: 0x408, Size: 4] int InHelicopterTime;//[Offset: 0x40c, Size: 4] int SnowBoardJumpActionCount;//[Offset: 0x410, Size: 4] int EmoteOnTelpherCount;//[Offset: 0x414, Size: 4] int[] FindBlackMonsterIDs;//[Offset: 0x418, Size: 12] int KillSnowManCount;//[Offset: 0x424, Size: 4] EventCounterMap;//[Offset: 0x428, Size: 60] GeneralCounterMap;//[Offset: 0x464, Size: 60] TLog_Micphone MicphoneTlog;//[Offset: 0x4a0, Size: 24] int NormalItemNum;//[Offset: 0x4b8, Size: 4] int SeniorItemNum;//[Offset: 0x4bc, Size: 4] SpecialWeaponRecord[] SpecicalWeaponRecordList;//[Offset: 0x4c0, 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: HeartBeatData int AlivePlayerNum;//[Offset: 0x0, Size: 4] int AINum;//[Offset: 0x4, Size: 4] int MonsterNum;//[Offset: 0x8, Size: 4] int ConnectionNum;//[Offset: 0xc, Size: 4] int OnlineNum;//[Offset: 0x10, Size: 4] int HighPingNum;//[Offset: 0x14, Size: 4] -------------------------------- Class: BattlePlayer.Object uint64 UId;//[Offset: 0x20, Size: 8] PlayerInfoData PlayerInfoData;//[Offset: 0x28, Size: 152] PlayerAvatarData PlayerAvatarData;//[Offset: 0xc0, Size: 16] WeaponDIYData;//[Offset: 0xd0, Size: 60] BattleUtils* OwningBattleUtils;//[Offset: 0x10c, Size: 4] GameModePlayerParams ExtractGameModePlayerParams();// 0x39e7c38 -------------------------------- Class: PlayerInfoData.ResponResult FString PlayerType;//[Offset: 0x4, Size: 12] FString PlayerName;//[Offset: 0x10, Size: 12] uint32 PlayerKey;//[Offset: 0x1c, Size: 4] bool bIsGM;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] byte PlayerGender;//[Offset: 0x21, Size: 1] int TeamID;//[Offset: 0x24, Size: 4] int64 CampID;//[Offset: 0x28, Size: 8] int PlayerBornPointID;//[Offset: 0x30, Size: 4] GameModePlayerItem[] ItemList;//[Offset: 0x34, Size: 12] GameModePlayerExpressionItem[] ExpressionItemList;//[Offset: 0x40, Size: 12] GameModePlayerEquipmentAvatar EquipmentAvatar;//[Offset: 0x4c, Size: 12] GameModePlayerRolewearInfo[] AllWear;//[Offset: 0x58, Size: 12] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x64, Size: 44] int planeAvatarId;//[Offset: 0x90, Size: 4] int RolewearIndex;//[Offset: 0x94, Size: 4] -------------------------------- Class: ResponResult bool bResponed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] -------------------------------- Class: PlayerAvatarData.ResponResult AvatarBackpack[] AvatarBackpackData;//[Offset: 0x4, Size: 12] -------------------------------- Class: AvatarBackpack int[] WeaponAvatarList;//[Offset: 0x0, Size: 12] int[] VehicleAvatarList;//[Offset: 0xc, Size: 12] -------------------------------- Class: WeaponDIYData.ResponResult int WeaponID;//[Offset: 0x4, Size: 4] int PlanID;//[Offset: 0x8, Size: 4] DIYMergedTexData[] DIYData;//[Offset: 0xc, Size: 12] int[] MatParam;//[Offset: 0x18, Size: 12] int[] MirroParam;//[Offset: 0x24, Size: 12] int[] SlotMatParam;//[Offset: 0x30, Size: 12] -------------------------------- Class: DIYMergedTexData DIYOneTexData[] TextureList;//[Offset: 0x0, Size: 12] int TexPathID;//[Offset: 0xc, Size: 4] DIYParamData DIYParam;//[Offset: 0x10, Size: 48] int SlotID;//[Offset: 0x40, Size: 4] -------------------------------- Class: DIYOneTexData int TexPathID;//[Offset: 0x0, Size: 4] DIYParamData DIYParam;//[Offset: 0x4, Size: 48] -------------------------------- Class: DIYParamData int Direction;//[Offset: 0x0, Size: 4] int ColorID;//[Offset: 0x4, Size: 4] float Opacity;//[Offset: 0x8, Size: 4] float Rotation;//[Offset: 0xc, Size: 4] float ScaleX;//[Offset: 0x10, Size: 4] float ScaleY;//[Offset: 0x14, Size: 4] float OffSetX;//[Offset: 0x18, Size: 4] float OffSetY;//[Offset: 0x1c, Size: 4] float UClipX;//[Offset: 0x20, Size: 4] float UClipY;//[Offset: 0x24, Size: 4] float VClipX;//[Offset: 0x28, Size: 4] float VClipY;//[Offset: 0x2c, Size: 4] -------------------------------- Class: BattleGameInfo uint64 GameID;//[Offset: 0x0, Size: 8] FString GameModeID;//[Offset: 0x8, Size: 12] int GameMapID;//[Offset: 0x14, Size: 4] int WeatherID;//[Offset: 0x18, Size: 4] FString WeatherName;//[Offset: 0x1c, Size: 12] bool bUsedSimulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] bool bEnableClimbing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] -------------------------------- Class: GameModeAIPlayerParams.GameModePlayerParams int8 AIType;//[Offset: 0x2fc, Size: 1] uint32 AILevel;//[Offset: 0x300, Size: 4] bool bMLAIPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] bool bMLDelivery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x305, Size: 1] uint32 MLBotType;//[Offset: 0x308, Size: 4] -------------------------------- Class: PlayerID FName PlayerType;//[Offset: 0x0, Size: 8] uint32 PlayerKey;//[Offset: 0x8, Size: 4] -------------------------------- Class: BattleAIPlayer.BattlePlayer.Object GameModeAIPlayerParams ExtractGameModeAIPlayerParams();// 0x39e80f0 -------------------------------- Class: GameModeStateChangedParams FName GameModeState;//[Offset: 0x0, Size: 8] bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: WebviewInfoWrapper int ErrorCode;//[Offset: 0x0, Size: 4] FString Reason;//[Offset: 0x4, Size: 12] int extend;//[Offset: 0x10, Size: 4] int Extend2;//[Offset: 0x14, Size: 4] FString MsgData;//[Offset: 0x18, Size: 12] -------------------------------- Class: UAAssistantInfoWrapper enum UAType;//[Offset: 0x0, Size: 1] int Result;//[Offset: 0x4, Size: 4] FString ExtraJson;//[Offset: 0x8, Size: 12] FString RetsultMsg;//[Offset: 0x14, Size: 12] -------------------------------- Class: SDKCallbackInfoWrapper enum CallbackType;//[Offset: 0x0, Size: 1] FString CallbackParameter;//[Offset: 0x4, Size: 12] FString ExtraJson;//[Offset: 0x10, Size: 12] -------------------------------- Class: WakeupInfoWrapper -------------------------------- Class: PlatformFriendInfoMap int page;//[Offset: 0x0, Size: 4] friendsInfo;//[Offset: 0x4, Size: 60] -------------------------------- Class: GroupInfoWrapper int SnsAction;//[Offset: 0x0, Size: 4] int Flag;//[Offset: 0x4, Size: 4] int ErrorCode;//[Offset: 0x8, Size: 4] int PlatForm;//[Offset: 0xc, Size: 4] FString Desc;//[Offset: 0x10, Size: 12] WechatGroupInfomation wechatGroupInfo;//[Offset: 0x1c, Size: 36] -------------------------------- Class: WechatGroupInfomation FString OpenIdList;//[Offset: 0x0, Size: 12] FString MemberNum;//[Offset: 0xc, Size: 12] FString ChatRoomURL;//[Offset: 0x18, Size: 12] -------------------------------- Class: DownloaderInfo enum State;//[Offset: 0x0, Size: 1] FString FileSavePath;//[Offset: 0x4, Size: 12] bool Result;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int BytesSent;//[Offset: 0x14, Size: 4] int BytesReceived;//[Offset: 0x18, Size: 4] int ContentType;//[Offset: 0x1c, Size: 4] int ResponseCode;//[Offset: 0x20, Size: 4] FString StringContent;//[Offset: 0x24, Size: 12] -------------------------------- Class: SaveGame.Object -------------------------------- Class: SettingSubsystem.GameInstanceSubsystem.Subsystem.Object bool bUseRegisterDelegateOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] CacheRegisterProperties_Bool;//[Offset: 0x24, Size: 60] CacheRegisterProperties_Int;//[Offset: 0x60, Size: 60] CacheRegisterProperties_Float;//[Offset: 0x9c, Size: 60] FString CachedSaveGameName;//[Offset: 0xd8, Size: 12] CustomSettingSaveGame[] CustomSettingSaveGames;//[Offset: 0xe4, Size: 12] delegate GetUserSettingsDelegate;//[Offset: 0xf0, Size: 16] EffectSettingMgr* EffectSettingMgrInstace;//[Offset: 0x100, Size: 4] SaveGame* UserSettings;//[Offset: 0x104, Size: 4] class Object* UserSettingsClass;//[Offset: 0x108, Size: 4] FString UserSettingsClassName;//[Offset: 0x10c, Size: 12] FString ActiveSaveGameName;//[Offset: 0x118, Size: 12] FString LanguageSettingsClassName;//[Offset: 0x128, Size: 12] FString LanguageSaveGameName;//[Offset: 0x134, Size: 12] LanguageMap;//[Offset: 0x188, Size: 60] bool SetUserSettings_String(FString PropertyName, FString Val);// 0x3a62e64 bool SetUserSettings_Int(FString PropertyName, int Value);// 0x3a62d5c bool SetUserSettings_Float(FString PropertyName, float Value);// 0x3a62c54 bool SetUserSettings_Bool(FString PropertyName, bool Value, bool IngoreSave);// 0x3a62af4 void RegisterUserSettingsDelegate_Int(FString PropertyName, delegate Delegate);// 0x3a629c8 void RegisterUserSettingsDelegate_Float(FString PropertyName, delegate Delegate);// 0x3a629c8 void RegisterUserSettingsDelegate_Bool(FString PropertyName, delegate Delegate);// 0x3a629c8 void RegisterUserSettingsDelegate(delegate Delegate);// 0x3a62924 SaveGame* GetUserSettingsByDelegate(FString LayoutName);// 0x3a62860 FString GetUserSettings_String(FString PropertyName);// 0x3a6271c int GetUserSettings_Int(FString PropertyName);// 0x3a62658 float GetUserSettings_Float(FString PropertyName);// 0x3a62590 bool GetUserSettings_Bool(FString PropertyName);// 0x3a624cc SaveGame* GetUserSettings();// 0x3a624a4 FString GetUserLanguageSettingsProperty_String(FString PropertyName);// 0x3a62360 EffectSettingMgr* GetEffectSettingMgr();// 0x3a62338 SaveGame* GetCustomSetting(FString InSlotName);// 0x3a62274 void FinishModifyUserSettings();// 0x3a62260 void CheckLocalizationLanguage();// 0x3a6224c bool CheckChangeWithCache(Object* Source, Property* Property, FString PropertyName);// 0x3a6205c void CacheRegisterValue(Object* Source, Property* Property, FString PropertyName);// 0x3a61e74 void BeginModifyUserSettings();// 0x3a61e60 void AddCustomSetting(FString InSlotName, SaveGame* InSaveGame);// 0x3a61d60 -------------------------------- Class: GameInstanceSubsystem.Subsystem.Object -------------------------------- Class: CustomSettingSaveGame FString LayoutSlotName;//[Offset: 0x0, Size: 12] SaveGame* SaveGame;//[Offset: 0xc, Size: 4] -------------------------------- Class: EffectSettingMgr.Object FString SingleLayerColorTable;//[Offset: 0x1c, Size: 12] FString MultiLayerColorTable;//[Offset: 0x28, Size: 12] void UpdateSingleLayerColor(LinearColor Color);// 0x31eded4 void UpdateMultiLayerColcor(FString Key, LinearColor Color);// 0x31edd30 void SetParticleSystemColorSingleLayer(ParticleSystemComponent* ParticleSystem);// 0x31edcb8 void SetParticleSystemColorMultiLayer(ParticleSystemComponent* ParticleSystem);// 0x31edc40 -------------------------------- 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] Material* LowLevelLODMaterial;//[Offset: 0x510, Size: 4] Material* LowLevelLODMaskMaterial;//[Offset: 0x514, Size: 4] SoftObjectPath SmaaAreaTexName;//[Offset: 0x518, Size: 24] SoftObjectPath SmaaSearchTexName;//[Offset: 0x530, Size: 24] Texture2D* SmaaAreaTex;//[Offset: 0x548, Size: 4] Texture2D* SmaaSearchTex;//[Offset: 0x54c, Size: 4] Material* DyeingColorMaterial;//[Offset: 0x550, Size: 4] SoftObjectPath DyeingColorMaterialName;//[Offset: 0x558, Size: 24] LinearColor LightingOnlyBrightness;//[Offset: 0x570, Size: 16] LinearColor[] ShaderComplexityColors;//[Offset: 0x580, Size: 12] LinearColor[] QuadComplexityColors;//[Offset: 0x58c, Size: 12] LinearColor[] LightComplexityColors;//[Offset: 0x598, Size: 12] LinearColor[] StationaryLightOverlapColors;//[Offset: 0x5a4, Size: 12] LinearColor[] LODColorationColors;//[Offset: 0x5b0, Size: 12] LinearColor[] HLODColorationColors;//[Offset: 0x5bc, Size: 12] LinearColor[] StreamingAccuracyColors;//[Offset: 0x5c8, Size: 12] float MaxPixelShaderAdditiveComplexityCount;//[Offset: 0x5d4, Size: 4] float MaxES2PixelShaderAdditiveComplexityCount;//[Offset: 0x5d8, Size: 4] float MinLightMapDensity;//[Offset: 0x5dc, Size: 4] float IdealLightMapDensity;//[Offset: 0x5e0, Size: 4] float MaxLightMapDensity;//[Offset: 0x5e4, Size: 4] bool bRenderLightMapDensityGrayscale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5e8, Size: 1] float RenderLightMapDensityGrayscaleScale;//[Offset: 0x5ec, Size: 4] float RenderLightMapDensityColorScale;//[Offset: 0x5f0, Size: 4] LinearColor LightMapDensityVertexMappedColor;//[Offset: 0x5f4, Size: 16] LinearColor LightMapDensitySelectedColor;//[Offset: 0x604, Size: 16] StatColorMapping[] StatColorMappings;//[Offset: 0x614, Size: 12] PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x620, Size: 4] SoftObjectPath DefaultPhysMaterialName;//[Offset: 0x628, Size: 24] GameNameRedirect[] ActiveGameNameRedirects;//[Offset: 0x640, Size: 12] ClassRedirect[] ActiveClassRedirects;//[Offset: 0x64c, Size: 12] PluginRedirect[] ActivePluginRedirects;//[Offset: 0x658, Size: 12] StructRedirect[] ActiveStructRedirects;//[Offset: 0x664, Size: 12] Texture2D* PreIntegratedSkinBRDFTexture;//[Offset: 0x670, Size: 4] SoftObjectPath PreIntegratedSkinBRDFTextureName;//[Offset: 0x678, Size: 24] Texture2D* MiniFontTexture;//[Offset: 0x690, Size: 4] SoftObjectPath MiniFontTextureName;//[Offset: 0x698, Size: 24] Texture* WeightMapPlaceholderTexture;//[Offset: 0x6b0, Size: 4] SoftObjectPath WeightMapPlaceholderTextureName;//[Offset: 0x6b8, Size: 24] Texture2D* LightMapDensityTexture;//[Offset: 0x6d0, Size: 4] SoftObjectPath LightMapDensityTextureName;//[Offset: 0x6d8, Size: 24] GameViewportClient* GameViewport;//[Offset: 0x6f4, Size: 4] FString[] DeferredCommands;//[Offset: 0x6f8, Size: 12] int TickCycles;//[Offset: 0x704, Size: 4] int GameCycles;//[Offset: 0x708, Size: 4] int ClientCycles;//[Offset: 0x70c, Size: 4] float NearClipPlane;//[Offset: 0x710, Size: 4] bool bHardwareSurveyEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x714, Size: 1] bool bSubtitlesEnabled;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x714, Size: 1] bool bSubtitlesForcedOff;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x714, Size: 1] int MaximumLoopIterationCount;//[Offset: 0x718, Size: 4] bool bCanBlueprintsTickByDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x71c, Size: 1] bool bOptimizeAnimBlueprintMemberVariableAccess;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x71c, Size: 1] bool bAllowMultiThreadedAnimationUpdate;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x71c, Size: 1] bool bEnableEditorPSysRealtimeLOD;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x71c, Size: 1] bool bSmoothFrameRate;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x71c, Size: 1] bool bUseFixedFrameRate;//(ByteOffset: 0, ByteMask: 64, FieldMask: 64)[Offset: 0x71c, Size: 1] float FixedFrameRate;//[Offset: 0x720, Size: 4] FloatRange SmoothedFrameRateRange;//[Offset: 0x724, Size: 16] bool bCheckForMultiplePawnsSpawnedInAFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x734, Size: 1] int NumPawnsAllowedToBeSpawnedInAFrame;//[Offset: 0x738, Size: 4] bool bShouldGenerateLowQualityLightmaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x73c, Size: 1] Color C_WorldBox;//[Offset: 0x740, Size: 4] Color C_BrushWire;//[Offset: 0x744, Size: 4] Color C_AddWire;//[Offset: 0x748, Size: 4] Color C_SubtractWire;//[Offset: 0x74c, Size: 4] Color C_SemiSolidWire;//[Offset: 0x750, Size: 4] Color C_NonSolidWire;//[Offset: 0x754, Size: 4] Color C_WireBackground;//[Offset: 0x758, Size: 4] Color C_ScaleBoxHi;//[Offset: 0x75c, Size: 4] Color C_VolumeCollision;//[Offset: 0x760, Size: 4] Color C_BSPCollision;//[Offset: 0x764, Size: 4] Color C_OrthoBackground;//[Offset: 0x768, Size: 4] Color C_Volume;//[Offset: 0x76c, Size: 4] Color C_BrushShape;//[Offset: 0x770, Size: 4] float StreamingDistanceFactor;//[Offset: 0x774, Size: 4] DirectoryPath GameScreenshotSaveDirectory;//[Offset: 0x778, Size: 12] byte TransitionType;//[Offset: 0x784, Size: 1] FString TransitionDescription;//[Offset: 0x788, Size: 12] FString TransitionGameMode;//[Offset: 0x794, Size: 12] float MeshLODRange;//[Offset: 0x7a0, Size: 4] bool bAllowMatureLanguage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7a4, Size: 1] float CameraRotationThreshold;//[Offset: 0x7a8, Size: 4] float CameraTranslationThreshold;//[Offset: 0x7ac, Size: 4] float PrimitiveProbablyVisibleTime;//[Offset: 0x7b0, Size: 4] float MaxOcclusionPixelsFraction;//[Offset: 0x7b4, Size: 4] bool bPauseOnLossOfFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x7b8, Size: 1] int MaxParticleResize;//[Offset: 0x7bc, Size: 4] int MaxParticleResizeWarn;//[Offset: 0x7c0, Size: 4] DropNoteInfo[] PendingDroppedNotes;//[Offset: 0x7c4, Size: 12] RigidBodyErrorCorrection PhysicErrorCorrection;//[Offset: 0x7d0, Size: 28] float NetClientTicksPerSecond;//[Offset: 0x7ec, Size: 4] float DisplayGamma;//[Offset: 0x7f0, Size: 4] float MinDesiredFrameRate;//[Offset: 0x7f4, Size: 4] int ShaderPrecompileProgress;//[Offset: 0x7f8, Size: 4] LinearColor DefaultSelectedMaterialColor;//[Offset: 0x7fc, Size: 16] LinearColor SelectedMaterialColor;//[Offset: 0x80c, Size: 16] LinearColor SelectionOutlineColor;//[Offset: 0x81c, Size: 16] LinearColor SubduedSelectionOutlineColor;//[Offset: 0x82c, Size: 16] LinearColor SelectedMaterialColorOverride;//[Offset: 0x83c, Size: 16] bool bIsOverridingSelectedColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84c, Size: 1] bool bEnableOnScreenDebugMessages;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x84d, Size: 1] bool bEnableOnScreenDebugMessagesDisplay;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x84d, Size: 1] bool bSuppressMapWarnings;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x84d, Size: 1] bool bDisableAILogging;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x84d, Size: 1] uint32 bEnableVisualLogRecordingOnStart;//[Offset: 0x850, Size: 4] int ScreenSaverInhibitorSemaphore;//[Offset: 0x858, Size: 4] bool bLockReadOnlyLevels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x85c, Size: 1] FString ParticleEventManagerClassPath;//[Offset: 0x860, Size: 12] float SelectionHighlightIntensity;//[Offset: 0x878, Size: 4] float SelectionMeshSectionHighlightIntensity;//[Offset: 0x87c, Size: 4] float BSPSelectionHighlightIntensity;//[Offset: 0x880, Size: 4] float HoverHighlightIntensity;//[Offset: 0x884, Size: 4] float SelectionHighlightIntensityBillboards;//[Offset: 0x888, Size: 4] NetDriverDefinition[] NetDriverDefinitions;//[Offset: 0x9dc, Size: 12] FString[] ServerActors;//[Offset: 0x9e8, Size: 12] FString[] RuntimeServerActors;//[Offset: 0x9f4, Size: 12] bool bStartedLoadMapMovie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xa00, Size: 1] int NextWorldContextHandle;//[Offset: 0xa10, 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();// 0x33206d4 bool SupportsHDRDisplayOutput();// 0x5c9391c void SetVSyncEnabled(bool bEnable);// 0x5c9389c void SetVisualEffectQuality(int Value);// 0x3a23950 void SetViewDistanceQuality(int Value);// 0x5c93824 void SetToDefaults();// 0x30eab10 void SetTextureQuality(int Value);// 0x5c937ac void SetShadowQuality(int Value);// 0x5c93734 void SetScreenResolution(IntPoint Resolution);// 0x5c936c4 void SetResolutionScaleValueEx(float NewScaleValue);// 0x5c9364c void SetResolutionScaleValue(int NewScaleValue);// 0x5c935d4 void SetResolutionScaleNormalized(float NewScaleNormalized);// 0x5c9355c void SetPostProcessingQuality(int Value);// 0x5c934e4 void SetOverallScalabilityLevel(int Value);// 0x30f3c10 void SetFullscreenMode(byte InFullscreenMode);// 0x5c9346c void SetFrameRateLimit(float NewLimit);// 0x5c933f4 void SetFoliageQuality(int Value);// 0x5c9337c void SetBenchmarkFallbackValues();// 0x5c93368 void SetAudioQualityLevel(int QualityLevel);// 0x5c932f0 void SetAntiAliasingQuality(int Value);// 0x5c93278 void SaveSettings();// 0x34026c0 void RunHardwareBenchmark(int WorkScale, float CPUMultiplier, float GPUMultiplier);// 0x5c93170 void RevertVideoMode();// 0x5c9315c void ResetToCurrentSettings();// 0x32519a0 void LoadSettings(bool bForceReload);// 0x5c41a5c bool IsVSyncEnabled();// 0x5c93134 bool IsVSyncDirty();// 0x5c9310c bool IsScreenResolutionDirty();// 0x5c930e4 bool IsHDREnabled();// 0x5c930bc bool IsFullscreenModeDirty();// 0x5c93094 bool IsDirty();// 0x3256084 int GetVisualEffectQuality();// 0x5c9306c int GetViewDistanceQuality();// 0x30f06f4 int GetTextureQuality();// 0x5c93044 int GetShadowQuality();// 0x5c9301c IntPoint GetScreenResolution();// 0x5c92fd4 void GetResolutionScaleInformationEx(out float CurrentScaleNormalized, out float CurrentScaleValue, out float MinScaleValue, out float MaxScaleValue);// 0x5c92e40 void GetResolutionScaleInformation(out float CurrentScaleNormalized, out int CurrentScaleValue, out int MinScaleValue, out int MaxScaleValue);// 0x5c92cac float GetRecommendedResolutionScale();// 0x5c92c7c byte GetPreferredFullscreenMode();// 0x5c92c54 int GetPostProcessingQuality();// 0x3a01e3c int GetOverallScalabilityLevel();// 0x5c92c2c IntPoint GetLastConfirmedScreenResolution();// 0x5c92be4 byte GetLastConfirmedFullscreenMode();// 0x5c92bbc static GameUserSettings* GetGameUserSettings();// 0x5c92b94 byte GetFullscreenMode();// 0x5c92b6c float GetFrameRateLimit();// 0x5c92b44 int GetFoliageQuality();// 0x5c92b1c IntPoint GetDesktopResolution();// 0x5c92ad4 static IntPoint GetDefaultWindowPosition();// 0x5c92a94 static byte GetDefaultWindowMode();// 0x337ac28 float GetDefaultResolutionScale();// 0x365ed20 static IntPoint GetDefaultResolution();// 0x5c92a54 int GetCurrentHDRDisplayNits();// 0x5c92a2c int GetAudioQualityLevel();// 0x5c92a10 int GetAntiAliasingQuality();// 0x5c929e8 void EnableHDRDisplayOutput(bool bEnable, int DisplayNits);// 0x5c92920 void ConfirmVideoMode();// 0x5c9290c void ApplySettings(bool bCheckForCommandLineOverrides);// 0x5c92884 void ApplyResolutionSettings(bool bCheckForCommandLineOverrides);// 0x5c92804 void ApplyNonResolutionSettings();// 0x3122800 void ApplyHardwareBenchmarkResults();// 0x30eabe4 -------------------------------- 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: 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);// 0x40a6134 void Init(FString CallFunc_GetPublishRegion_ReturnValue, bool K2Node_SwitchString_CmpSuccess);// 0x40a6134 int CrossHairColor;//[Offset: 0x20, Size: 4] bool AimAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool HitFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool LeftRightShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] bool IntelligentDrugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27, Size: 1] int LeftHandFire;//[Offset: 0x28, Size: 4] int Gyroscope;//[Offset: 0x2c, Size: 4] int ArtQuality;//[Offset: 0x30, Size: 4] float ViewPercentage;//[Offset: 0x34, Size: 4] int FireMode;//[Offset: 0x38, Size: 4] int VehicleControlMode;//[Offset: 0x3c, Size: 4] bool JoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] bool ButtonLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1] int CameraLensSensibility;//[Offset: 0x44, Size: 4] float CamLensSenNoneSniper;//[Offset: 0x48, Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x4c, Size: 4] float CamLensSen2XSniper;//[Offset: 0x50, Size: 4] float CamLensSen4XSniper;//[Offset: 0x54, Size: 4] float CamLensSen8XSniper;//[Offset: 0x58, Size: 4] int FireCameraLensSensibility;//[Offset: 0x5c, Size: 4] float FireCamLensSenNoneSniper;//[Offset: 0x60, Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x64, Size: 4] float FireCamLensSen2XSniper;//[Offset: 0x68, Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x6c, Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x70, Size: 4] int GyroscopeSensibility;//[Offset: 0x74, Size: 4] float GyroscopeSenNoneSniper;//[Offset: 0x78, Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x7c, Size: 4] float GyroscopeSen2XSniper;//[Offset: 0x80, Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x84, Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x88, Size: 4] bool MainVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1] float MainVolumValue;//[Offset: 0x90, Size: 4] bool EffectVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] float EffectVolumValue;//[Offset: 0x98, Size: 4] bool UIVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c, Size: 1] float UIVolumValue;//[Offset: 0xa0, Size: 4] bool BGMVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4, Size: 1] float BGMVolumValue;//[Offset: 0xa8, Size: 4] bool VoiceSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac, Size: 1] int VoiceChannel;//[Offset: 0xb0, Size: 4] bool MicphoneVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1] float MicphoneVolumValue;//[Offset: 0xb8, Size: 4] bool SpeakerVolumSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] float SocialIslandOtherVolume;//[Offset: 0xc0, Size: 4] float SpeakerVolumValue;//[Offset: 0xc4, Size: 4] bool AutoPickUpSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool DisableAutoPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] bool AkeyPickupSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca, Size: 1] bool AutoPickupGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb, Size: 1] bool AutoPickupBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] bool AutoPickupPart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd, Size: 1] bool AutoPickupShieldBag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce, Size: 1] bool AutoPickupDrug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcf, Size: 1] bool BandageSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] bool MedicalSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1, Size: 1] bool AnodyneSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd2, Size: 1] bool EnergyDrinksSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3, Size: 1] bool AdrenalineSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] bool AutoPickupGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5, Size: 1] bool ShouLiuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd6, Size: 1] bool YanWuDanSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7, Size: 1] bool StunBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] bool FireBombSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9, Size: 1] int LimitBandage;//[Offset: 0xdc, Size: 4] int LimitMedical;//[Offset: 0xe0, Size: 4] int LimitAnodyne;//[Offset: 0xe4, Size: 4] int LimitEnergyDrinks;//[Offset: 0xe8, Size: 4] int LimitAdrenaline;//[Offset: 0xec, Size: 4] int LimitShouliudan;//[Offset: 0xf0, Size: 4] int LimitYanwudan;//[Offset: 0xf4, Size: 4] int LimitZhenbaodan;//[Offset: 0xf8, Size: 4] int LimitRanshaodan;//[Offset: 0xfc, Size: 4] int LimitBullet9mm;//[Offset: 0x100, Size: 4] int LimitBullet7_62mm;//[Offset: 0x104, Size: 4] int Limit12koujing;//[Offset: 0x108, Size: 4] int Limit45koujing;//[Offset: 0x10c, Size: 4] int Limit300magenandanyao;//[Offset: 0x110, Size: 4] int Limitbolt;//[Offset: 0x114, Size: 4] int LimitBullet5;//[Offset: 0x118, Size: 4] bool 3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] int FPSLevel;//[Offset: 0x120, Size: 4] int ArtStyle;//[Offset: 0x124, Size: 4] int RecordTipShowLastTime;//[Offset: 0x128, Size: 4] XinyueLastClickTime;//[Offset: 0x12c, Size: 60] HuatiLastClickTime;//[Offset: 0x168, Size: 60] bool MomentSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4, Size: 1] bool FreeModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a5, Size: 1] bool HDModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a6, Size: 1] CollectEquipClickTime;//[Offset: 0x1a8, Size: 60] bool IsSimulatorFirstStartup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e4, Size: 1] int[] DefaultPlayerChatQuickTextIDList;//[Offset: 0x1e8, Size: 12] int[] ChatOptiongList1;//[Offset: 0x1f4, Size: 12] int LRShootMode;//[Offset: 0x200, Size: 4] bool LRShootSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204, Size: 1] bool AutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x205, Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x206, Size: 1] int[] ChatOptiongList2;//[Offset: 0x208, Size: 12] int[] ChatOptiongList3;//[Offset: 0x214, Size: 12] bool HaveShowActorHint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1] int NewGetActorID;//[Offset: 0x224, Size: 4] bool DeviceAutoAdapt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x228, Size: 1] float 3DTouchValue;//[Offset: 0x22c, Size: 4] bool AntiAliasingSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x230, Size: 1] int ShotGunShootMode;//[Offset: 0x234, Size: 4] int SingleShotWeaponShootMode;//[Offset: 0x238, Size: 4] int isFirstOpenMicCheck;//[Offset: 0x23c, Size: 4] float VehicleEye;//[Offset: 0x240, Size: 4] float ParachuteEye;//[Offset: 0x244, Size: 4] FString ChatPrivacyAcceptedVersion;//[Offset: 0x248, Size: 12] int RepeatingWeaponShootMode;//[Offset: 0x254, Size: 4] int DrivingViewMode;//[Offset: 0x258, Size: 4] bool FPViewSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c, Size: 1] int FpViewValue;//[Offset: 0x260, Size: 4] float CamFpFreeEye;//[Offset: 0x264, Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x268, Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x26c, Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x270, Size: 4] bool FirstTime_FPP_TPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x274, Size: 1] bool FirstTime_WarMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x275, Size: 1] int DaliyWarmodeInfo;//[Offset: 0x278, Size: 4] FString currentLanguage;//[Offset: 0x27c, Size: 12] bool redBloodSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x288, Size: 1] bool ActorAnimationSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x289, Size: 1] FString lastViewDayTime;//[Offset: 0x28c, Size: 12] FString lastViewWeekTime;//[Offset: 0x298, Size: 12] bool DoblySwitch2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a4, Size: 1] bool DoblySwitch1;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a5, Size: 1] bool openNewMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a6, Size: 1] bool hasOpenedSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a7, Size: 1] float CamLensSen3XSniper;//[Offset: 0x2a8, Size: 4] float CamLensSen6XSniper;//[Offset: 0x2ac, Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x2b0, Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x2b4, Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x2b8, Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x2bc, Size: 4] bool ShadowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c0, Size: 1] int RedDotCHColor;//[Offset: 0x2c4, Size: 4] int RedDotCHType;//[Offset: 0x2c8, Size: 4] int HolographicCHColor;//[Offset: 0x2cc, Size: 4] int HolographicCHType;//[Offset: 0x2d0, Size: 4] int Sinper2xCHColor;//[Offset: 0x2d4, Size: 4] int Sinper2xCHType;//[Offset: 0x2d8, Size: 4] int Sniper3xCHColor;//[Offset: 0x2dc, Size: 4] int Sniper3xCHType;//[Offset: 0x2e0, Size: 4] bool AutoPickupLevel3Backpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e4, Size: 1] bool AutoPickupPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e5, Size: 1] PickUpCountSetting;//[Offset: 0x2e8, Size: 60] int LimitFirstAidKit;//[Offset: 0x324, Size: 4] FString XGLanguageTag;//[Offset: 0x328, Size: 12] FString XGTimezoneTag;//[Offset: 0x334, Size: 12] FString XGPushNightTag;//[Offset: 0x340, Size: 12] FString XGPushDayTag;//[Offset: 0x34c, Size: 12] bool DeviceAutoAdaptEX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] int SelectUIElemIndex1;//[Offset: 0x35c, Size: 4] int SelectUIElemIndex2;//[Offset: 0x360, Size: 4] int SelectUIElemIndex3;//[Offset: 0x364, Size: 4] bool VaultBtnSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] int LimitSniper2X;//[Offset: 0x36c, Size: 4] int LimitSniper3X;//[Offset: 0x370, Size: 4] int LimitSniper4X;//[Offset: 0x374, Size: 4] int LimitSniper6X;//[Offset: 0x378, Size: 4] int LimitSniper8X;//[Offset: 0x37c, Size: 4] bool LongPressSideSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380, Size: 1] bool LongPressSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x381, Size: 1] int SidewaysMode;//[Offset: 0x384, Size: 4] int OpenMirrorMode;//[Offset: 0x388, Size: 4] bool CarMusicSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c, Size: 1] bool OBS_TrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38d, Size: 1] bool OBS_Perspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38e, Size: 1] bool OBS_BulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38f, Size: 1] bool QuasiMirrorSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] int LobbyStyleID;//[Offset: 0x394, Size: 4] bool LobbyBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] bool LobbyHallowma;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x399, Size: 1] bool SettingStyleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39a, Size: 1] bool SettingBgmRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39b, Size: 1] float ScreenLightness;//[Offset: 0x39c, Size: 4] bool BloodStateSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] bool SettingBigHandOperateRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a1, Size: 1] bool LobbyIsChristmas;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a2, Size: 1] bool MallShowGet10Animation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a3, Size: 1] FString FirstChargeVersion;//[Offset: 0x3a4, Size: 12] FString RechargePosSave;//[Offset: 0x3b0, Size: 12] bool FirstTime_PVEVPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc, Size: 1] bool IslandBroadCast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bd, Size: 1] bool ResidentEvilNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3be, Size: 1] bool AnniversaryNeedShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bf, Size: 1] PvePickUpCountSetting;//[Offset: 0x3c0, Size: 60] int LimitViscidityBomb;//[Offset: 0x3fc, Size: 4] int LimitZombieGrenade;//[Offset: 0x400, Size: 4] bool AutoPickUpLevel3Backpack_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404, Size: 1] bool AutoPickUpPistol_pve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x405, Size: 1] bool VNGMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x406, Size: 1] int IngamePlayerInfo_OpenDate;//[Offset: 0x408, Size: 4] int SideMirrorMode;//[Offset: 0x40c, Size: 4] int[] DefaultPlayerWheelChatQuickTextIDList;//[Offset: 0x410, Size: 12] bool OpenOthersPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41c, Size: 1] bool OpenMyPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41d, Size: 1] bool LobbyAnniversaryBgm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41e, Size: 1] bool FirstTime_SurvivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41f, Size: 1] int LimitYeDanGrenade;//[Offset: 0x420, Size: 4] int LimitAntidote;//[Offset: 0x424, Size: 4] bool QuickThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428, Size: 1] int[] ChatOptiongList4;//[Offset: 0x42c, Size: 12] bool OpenMyPetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x438, Size: 1] int ScoreTips_TModeCnt;//[Offset: 0x43c, Size: 4] bool FirstTime_TMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440, Size: 1] bool TurboEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x441, Size: 1] int FPPFireMode;//[Offset: 0x444, Size: 4] int SelectUIElemIndexFPP1;//[Offset: 0x448, Size: 4] int SelectUIElemIndexFPP2;//[Offset: 0x44c, Size: 4] int SelectUIElemIndexFPP3;//[Offset: 0x450, Size: 4] byte TurboLastQuality;//[Offset: 0x454, Size: 1] PubgPlusGuideRecord;//[Offset: 0x458, Size: 60] PubgPlusGuideConfig;//[Offset: 0x494, Size: 60] int[] UselessWeakGuidIDs;//[Offset: 0x4d0, Size: 12] bool SettingOperateZombieLayout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc, Size: 1] bool HelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dd, Size: 1] bool HasShowHeavyWeaponFirsttimeTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4de, Size: 1] int[] ChatOptiongList5;//[Offset: 0x4e0, Size: 12] int[] ChatOptiongList6;//[Offset: 0x4ec, Size: 12] bool FirstTime_TMode_Slid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f8, Size: 1] int TD_FireMode;//[Offset: 0x4fc, Size: 4] int TD_FPPFireMode;//[Offset: 0x500, Size: 4] bool TD_3DTouchSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x504, Size: 1] float TD_3DTouchValue;//[Offset: 0x508, Size: 4] bool FirstTime_TMode_HardPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50c, Size: 1] bool ShovelSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50d, Size: 1] int isFirstOpenMicCheckVehicleWar;//[Offset: 0x510, Size: 4] bool VulkanEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514, Size: 1] int LimitSnowMan;//[Offset: 0x518, Size: 4] bool AutoPickMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51c, Size: 1] bool UniversalSignSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51d, Size: 1] bool OpenChatHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51e, Size: 1] int ColorBlindnessType;//[Offset: 0x520, Size: 4] bool DeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x524, Size: 1] bool UAVSingleOperate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x525, Size: 1] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x526, Size: 1] float UAVSpeedPercent;//[Offset: 0x528, Size: 4] float UAVScopePercent;//[Offset: 0x52c, Size: 4] bool OpenUAVHelicopter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x530, Size: 1] bool FirstTime_ShowAutoGroupParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x531, Size: 1] int SideMirrorType;//[Offset: 0x534, Size: 4] int SideMirrorColor;//[Offset: 0x538, Size: 4] bool AutoPickUpSideSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53c, Size: 1] bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53d, Size: 1] bool isCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53e, Size: 1] FString CloudSensitivityPlayerId;//[Offset: 0x540, Size: 12] bool SettingHasOperateQuickSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1] bool SettingSideSightFunctionRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1] bool SettingUploadSensibilityRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54e, Size: 1] bool SettingClassicCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54f, Size: 1] bool SettingTDCopyRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] bool SettingQuickSwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x551, Size: 1] bool SocialIslandCanAcceptDuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x552, Size: 1] bool RotateViewWithSniperSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x553, Size: 1] bool DisableAutoPickDropMirror;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x554, Size: 1] int AutoPickClipType;//[Offset: 0x558, Size: 4] int[] QuickSignIDList;//[Offset: 0x55c, Size: 12] int[] QuickSignWheelIDList;//[Offset: 0x568, Size: 12] bool RotateViewWithPeekSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1] bool DynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x575, Size: 1] bool SettingEffectRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x576, Size: 1] int HitEffectColor;//[Offset: 0x578, Size: 4] int HurtEffectColor;//[Offset: 0x57c, Size: 4] bool EnemyLocationMarkSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x580, Size: 1] bool bHasMapCBToES;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x581, Size: 1] int ProfiledScreenSwitch;//[Offset: 0x584, Size: 4] bool FirstTime_TMode_ArmsRace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x588, Size: 1] bool bOpenSprHghQltyComparison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x589, Size: 1] int BuildDoubleClick;//[Offset: 0x58c, Size: 4] float BuildDoubleClickDuration;//[Offset: 0x590, Size: 4] float DoubleClickSpeed;//[Offset: 0x594, Size: 4] int DoubleClickDistance;//[Offset: 0x598, Size: 4] bool ChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c, Size: 1] int BattleFPS;//[Offset: 0x5a0, Size: 4] int BattleRenderStyle;//[Offset: 0x5a4, Size: 4] int BattleRenderQuality;//[Offset: 0x5a8, Size: 4] int LobbyFPS;//[Offset: 0x5ac, Size: 4] int LobbyRenderStyle;//[Offset: 0x5b0, Size: 4] int LobbyRenderQuality;//[Offset: 0x5b4, Size: 4] bool HasGraphicsSeparateConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b8, Size: 1] bool SettingOperateInfect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5b9, Size: 1] bool FirstTime_Infect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ba, Size: 1] bool OBS_LogoShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bb, Size: 1] bool OBS_HitFeedback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bc, Size: 1] BulletPickUpCountSetting_XT;//[Offset: 0x5c0, Size: 60] Drug_PickUpCountSetting_XT;//[Offset: 0x5fc, Size: 60] NormalInfilling_PickUpCountSetting_XT;//[Offset: 0x638, Size: 60] HalloweenInfilling_PickUpCountSetting_XT;//[Offset: 0x674, Size: 60] ThrowObj_PickUpCountSetting_XT;//[Offset: 0x6b0, Size: 60] MultipleMirror_PickUpCountSetting_XT;//[Offset: 0x6ec, Size: 60] bool RingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x728, Size: 1] bool isOtherCloudSensitivityUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x729, Size: 1] bool IsCloudAndLocalSame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72a, Size: 1] bool RingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72b, Size: 1] bool CarPreciseChangeSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72c, Size: 1] bool SettingSensibilityEnterTrainRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72d, Size: 1] bool SettingVehicleRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72e, Size: 1] bool LRSwitcherGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x72f, Size: 1] PickUpCountSetting_Drug;//[Offset: 0x730, Size: 60] PickUpCountSetting_ThrowObj;//[Offset: 0x76c, Size: 60] PickUpCountSetting_MultipleMirror;//[Offset: 0x7a8, Size: 60] PickUpCountSetting_FixConsumeItemMap;//[Offset: 0x7e4, Size: 60] bool bTranslatePickupSettingToMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x820, Size: 1] bool OBS_CustomKillInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x821, Size: 1] bool LocalHideHelmet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x822, Size: 1] bool SettingDisableAutoPickupDropMirrorRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x823, Size: 1] bool UseIngameLike;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x824, Size: 1] bool ScreenShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x825, Size: 1] float CamLensSenShoulderTPP;//[Offset: 0x828, Size: 4] float CamLensSenShoulderFPP;//[Offset: 0x82c, Size: 4] float FireCamLensSenShoulderTPP;//[Offset: 0x830, Size: 4] float GyroscopeSenShoulderTPP;//[Offset: 0x834, Size: 4] float FireCamLensSenShoulderFPP;//[Offset: 0x838, Size: 4] float GyroscopeSenShoulderFPP;//[Offset: 0x83c, Size: 4] bool ShoulderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x840, Size: 1] bool RotateViewWithShoulderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x841, Size: 1] int ShoulderMode;//[Offset: 0x844, Size: 4] bool SettingHasOperatedShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x848, Size: 1] bool SettingHasOperatedRotateWithShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x849, Size: 1] bool OBS_SmokeGrenadeCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84a, Size: 1] bool OBS_SmokeGrenadeAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84b, Size: 1] bool bGunAccessoriesAddDefauleM4;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84c, Size: 1] bool bGunAccessoriesGuidedRemoveSelect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84d, Size: 1] bool bGunAccessoriesGuidedAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84e, Size: 1] bool bGunAccessoriesGuidedSelect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84f, Size: 1] bool bGunAccessoriesGuidedEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x850, Size: 1] bool bAddedGunAccessories;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x851, Size: 1] bool bGunSensitivityGuidedEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x852, Size: 1] bool bGunSensitivityGuidedAdd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x853, Size: 1] bool bGunSensitivityGuidedCopy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x854, Size: 1] int GunSensitivitySingleTrainingGuideCount;//[Offset: 0x858, Size: 4] bool bGunSensitivitySingleTrainingGuideTiped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c, Size: 1] bool OBS_ShowOwnWeaponKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85d, Size: 1] bool isCloudSensitivityUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85e, Size: 1] FString CloudSensitivityPlayerId_Custom;//[Offset: 0x860, Size: 12] bool isOtherCloudSensitivityUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x86c, Size: 1] bool IsCloudAndLocalSame_SensitivityCustom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x86d, Size: 1] bool isCloudAccessoriesUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x86e, Size: 1] FString CloudAccessoriesPlayerId_Custom;//[Offset: 0x870, Size: 12] bool isOtherCloudAccessoriesUsed_Custom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x87c, Size: 1] bool IsCloudAndLocalSame_AccessoriesCustom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x87d, Size: 1] int TpViewValue;//[Offset: 0x880, Size: 4] bool bHasCloudCustomSensitivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x884, Size: 1] int PickUpListMode;//[Offset: 0x888, Size: 4] bool GyroReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88c, Size: 1] bool bHasCloudCustomAccessories;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88d, Size: 1] float FireGyroscopeSenNoneSniper;//[Offset: 0x890, Size: 4] float FireGyroscopeSenRedDotSniper;//[Offset: 0x894, Size: 4] float FireGyroscopeSen2XSniper;//[Offset: 0x898, Size: 4] float FireGyroscopeSen4XSniper;//[Offset: 0x89c, Size: 4] float FireGyroscopeSen8XSniper;//[Offset: 0x8a0, Size: 4] float FireGyroscopeSen3XSniper;//[Offset: 0x8a4, Size: 4] float FireGyroscopeSen6XSniper;//[Offset: 0x8a8, Size: 4] float FireGyroscopeSenNoneSniperFp;//[Offset: 0x8ac, Size: 4] bool AutoParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b0, Size: 1] bool MapMarkEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8b1, Size: 1] float FireGyroscopeSenShoulderTPP;//[Offset: 0x8b4, Size: 4] float FireGyroscopeSenShoulderFPP;//[Offset: 0x8b8, Size: 4] bool FireGyroscopeRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bc, Size: 1] bool HasOperateRingThrowSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bd, Size: 1] bool HasOperatedRingThrowPressSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8be, Size: 1] bool SettingBasicGyroRverseRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bf, Size: 1] bool bLbsNear;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c0, Size: 1] bool bLbsWarZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c1, Size: 1] bool AutoContinueHeal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c2, Size: 1] bool FocalLengthModifySwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c3, Size: 1] bool FocalLengthModifySwitchRedPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c4, Size: 1] bool bRecordWonderfulReplayOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c5, Size: 1] int AntiAliasingValue;//[Offset: 0x8c8, Size: 4] bool OneKeyProneAndCrouchSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cc, Size: 1] bool HasOperateOneKeyProneAndCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cd, Size: 1] bool bLbsMain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8ce, Size: 1] bool bLbsChat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cf, Size: 1] bool bOpenBattleNewBieAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d0, Size: 1] bool bOpenLobbyNewBieAssist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d1, Size: 1] int JoystickSprintSensitity;//[Offset: 0x8d4, Size: 4] bool bHideIngameUIAvailable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d8, Size: 1] bool bCloseHitHeadAudio;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d9, Size: 1] int HightLightReshowAirLineTimes;//[Offset: 0x8dc, Size: 4] bool bHasSetWonderfulReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e0, Size: 1] bool bIsShowedHideUIGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e1, Size: 1] bool bAmericanCustomSettingGuide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8e2, Size: 1] float CamLensSenNoneSniper;//[Offset: 0x8e4, Size: 4] float CamLensSenRedDotSniper;//[Offset: 0x8e8, Size: 4] float CamLensSen2XSniper;//[Offset: 0x8ec, Size: 4] float CamLensSen4XSniper;//[Offset: 0x8f0, Size: 4] float CamLensSen8XSniper;//[Offset: 0x8f4, Size: 4] float FireCamLensSenNoneSniper;//[Offset: 0x8f8, Size: 4] float FireCamLensSenRedDotSniper;//[Offset: 0x8fc, Size: 4] float FireCamLensSen2XSniper;//[Offset: 0x900, Size: 4] float FireCamLensSen4XSniper;//[Offset: 0x904, Size: 4] float FireCamLensSen8XSniper;//[Offset: 0x908, Size: 4] float GyroscopeSenNoneSniper;//[Offset: 0x90c, Size: 4] float GyroscopeSenRedDotSniper;//[Offset: 0x910, Size: 4] float GyroscopeSen2XSniper;//[Offset: 0x914, Size: 4] float GyroscopeSen4XSniper;//[Offset: 0x918, Size: 4] float GyroscopeSen8XSniper;//[Offset: 0x91c, Size: 4] float VehicleEye;//[Offset: 0x920, Size: 4] float ParachuteEye;//[Offset: 0x924, Size: 4] float CamFpFreeEye;//[Offset: 0x928, Size: 4] float CamLensSenNoneSniperFP;//[Offset: 0x92c, Size: 4] float FireCamLensSenNoneSniperFP;//[Offset: 0x930, Size: 4] float GyroscopeSenNoneSniperFP;//[Offset: 0x934, Size: 4] float CamLensSen3XSniper;//[Offset: 0x938, Size: 4] float CamLensSen6XSniper;//[Offset: 0x93c, Size: 4] float FireCamLensSen3XSniper;//[Offset: 0x940, Size: 4] float FireCamLensSen6XSniper;//[Offset: 0x944, Size: 4] float GyroscopeSen3XSniper;//[Offset: 0x948, Size: 4] float GyroscopeSen6XSniper;//[Offset: 0x94c, Size: 4] float CamLensSenShoulderTPP;//[Offset: 0x950, Size: 4] float CamLensSenShoulderFPP;//[Offset: 0x954, Size: 4] float FireCamLensSenShoulderTPP;//[Offset: 0x958, Size: 4] float GyroscopeSenShoulderTPP;//[Offset: 0x95c, Size: 4] float FireCamLensSenShoulderFPP;//[Offset: 0x960, Size: 4] float GyroscopeSenShoulderFPP;//[Offset: 0x964, Size: 4] float FireGyroscopeSenNoneSniper;//[Offset: 0x968, Size: 4] float FireGyroscopeSenRedDotSniper;//[Offset: 0x96c, Size: 4] float FireGyroscopeSen2XSniper;//[Offset: 0x970, Size: 4] float FireGyroscopeSen4XSniper;//[Offset: 0x974, Size: 4] float FireGyroscopeSen8XSniper;//[Offset: 0x978, Size: 4] float FireGyroscopeSen3XSniper;//[Offset: 0x97c, Size: 4] float FireGyroscopeSen6XSniper;//[Offset: 0x980, Size: 4] float FireGyroscopeSenNoneSniperFp;//[Offset: 0x984, Size: 4] float FireGyroscopeSenShoulderTPP;//[Offset: 0x988, Size: 4] float FireGyroscopeSenShoulderFPP;//[Offset: 0x98c, Size: 4] bool bInitedCustomSensitivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x990, Size: 1] bool bFireGyroSenUseGryo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x991, Size: 1] bool bFireCamSenUseCam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x992, Size: 1] bool AutoHitMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x993, Size: 1] bool bResetDeathPlaybackSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x994, Size: 1] bool SwitchSoundVisualization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x995, Size: 1] bool bConsumeThrow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x996, Size: 1] int[] MaxACCount;//[Offset: 0x998, Size: 12] int[] DefaultACCount;//[Offset: 0x9a4, Size: 12] bool HasOperateSoundVisualization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b0, Size: 1] bool UseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9b1, Size: 1] OpenStoreTimes;//[Offset: 0x9b4, Size: 60] setting_ver_info;//[Offset: 0x9f0, Size: 60] bool bIsBackpackExpand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2c, Size: 1] bool OpenMotivation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2d, Size: 1] int HapticSwitch;//[Offset: 0xa30, Size: 4] int HapticVoiceSwitch;//[Offset: 0xa34, Size: 4] int HapticCharacterSwitch;//[Offset: 0xa38, Size: 4] int HapticWeaponSwitch;//[Offset: 0xa3c, Size: 4] int HapticVehicleSwitch;//[Offset: 0xa40, Size: 4] bool bHapticVoiceStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa44, Size: 1] bool bHapticVoiceGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa45, Size: 1] bool bHapticVoiceGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa46, Size: 1] bool bHapticVoiceVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa47, Size: 1] bool bHapticCharacterBeGunAttack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa48, Size: 1] bool bHapticCharacterBeOtherAttack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa49, Size: 1] bool bHapticCharacterFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4a, Size: 1] bool bHapticWeaponAttachment;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4b, Size: 1] bool bHapticWeaponAuto;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4c, Size: 1] bool bHapticWeaponSemiAuto;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4d, Size: 1] bool bHapticWeaponSniper;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4e, Size: 1] bool bHapticWeaponOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4f, Size: 1] bool bHapticVehicleDrive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa50, Size: 1] bool bHapticVehicleBeAttack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa51, Size: 1] bool bHapticVehicleHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa52, Size: 1] bool bIsOpenMapTaskUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa53, Size: 1] bool AmmoRemain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa54, Size: 1] bool ReshowAirlineRouteBtnChecked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa55, Size: 1] bool OBMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa56, Size: 1] bool OBTeammateList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa57, Size: 1] bool OBPlayerInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa58, Size: 1] int[] PlayerChatQuickTextIDList;//[Offset: 0xa5c, Size: 12] int[] PlayerChatQuickTextIDList;//[Offset: 0xa68, Size: 12] int[] PlayerChatQuickTextIDList;//[Offset: 0xa74, Size: 12] int PlayerChatIndex;//[Offset: 0xa80, Size: 4] int[] PlayerWheelChatQuickTextIDList;//[Offset: 0xa84, Size: 12] int[] PlayerWheelChatQuickTextIDList;//[Offset: 0xa90, Size: 12] int[] PlayerWheelChatQuickTextIDList;//[Offset: 0xa9c, Size: 12] int PlayerChatActorID;//[Offset: 0xaa8, Size: 4] bool bHasCloudBasicSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaac, Size: 1] bool isCloudSettingBasicUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaad, Size: 1] FString NewbieGuideDailyLimit;//[Offset: 0xab0, Size: 12] int LastSaveSettingBasicTM;//[Offset: 0xabc, Size: 4] bool OpenSilentChat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac0, Size: 1] bool DoubleIntimacyHint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac1, Size: 1] bool backgroundChat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac2, Size: 1] bool bCanMapLongPress;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xac3, Size: 1] float NoUIOpacity;//[Offset: 0xac4, Size: 4] int OldMarkStyle;//[Offset: 0xac8, Size: 4] PlayerFeatureVoiceCfg;//[Offset: 0xacc, Size: 60] int SoundVisualizationType;//[Offset: 0xb08, Size: 4] bool OBS_SwitchOBHttpComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0c, Size: 1] bool LocalHideMetroArmor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0d, Size: 1] int TargetNameGuideTimes;//[Offset: 0xb10, Size: 4] int DangerousGuideTimes;//[Offset: 0xb14, Size: 4] int HunterTaskGuideTimes;//[Offset: 0xb18, Size: 4] -------------------------------- Class: STExtraGameInstance.UAEGameInstance.GameInstance.Object delegate OnUserQualitySettingChanged;//[Offset: 0x390, Size: 12] delegate OnRenderQualitySettingsChanged;//[Offset: 0x39c, Size: 12] delegate OnUserMsaaSettingChanged;//[Offset: 0x3a8, Size: 12] delegate OnWaterReflectionSettingChanged;//[Offset: 0x3b4, Size: 12] delegate OnCampRoomChanged;//[Offset: 0x3c0, Size: 12] delegate ScreenOrientationChangedNotify;//[Offset: 0x3cc, Size: 12] RenderQualitySettings renderQualitySettingsLastSet;//[Offset: 0x3d8, Size: 8] RenderQualitySettings renderQualitySettingsApplying;//[Offset: 0x3e0, Size: 8] RenderQualitySettings renderQualitySettingsInit;//[Offset: 0x3e8, Size: 8] UserDetailSetting UserDetailSetting;//[Offset: 0x3f0, Size: 112] bool ExeCmdSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488, Size: 1] bool LobbyRenderSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x489, Size: 1] bool LobbyRenderSwitchLow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48a, Size: 1] bool TemporaryFixedLobbyRenderSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48b, Size: 1] bool LobbyRenderSwitchMid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48c, Size: 1] bool LobbyRenderSwitchHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48d, Size: 1] int iEnableRegionID;//[Offset: 0x490, Size: 4] SwitchesInMaps[] SwitchesInMaps;//[Offset: 0x494, Size: 12] RenderItem[] LobbyBackupRenderSettings;//[Offset: 0x4a0, Size: 12] RenderItem[] LobbyRenderSettingsUltralHigh;//[Offset: 0x4ac, Size: 12] RenderItem[] LobbyRenderSettingsHigh;//[Offset: 0x4b8, Size: 12] RenderItem[] LobbyRenderSettingsMid;//[Offset: 0x4c4, Size: 12] RenderItem[] LobbyRenderSettingsLow;//[Offset: 0x4d0, Size: 12] RenderItem[] LowFPSBackupRenderSettings;//[Offset: 0x4dc, Size: 12] RenderItem[] LowFPSRenderSettingProfileHigh;//[Offset: 0x4e8, Size: 12] RenderItem[] LowFPSRenderSettingProfileMid;//[Offset: 0x4f4, Size: 12] RenderItem[] MobileHDROpenConfig;//[Offset: 0x500, Size: 12] RenderItem[] MobileHDRCloseConfig;//[Offset: 0x50c, Size: 12] RenderItem[] MobileUltralHighOpenConfig;//[Offset: 0x518, Size: 12] RenderItem[] MobileUltralHighCloseConfig;//[Offset: 0x524, Size: 12] RenderItem[] MobileVerySmoothOpenConfig;//[Offset: 0x530, Size: 12] RenderItem[] MobileVerySmoothCloseConfig;//[Offset: 0x53c, Size: 12] RenderItem[] MobileMSAAOpenConfig;//[Offset: 0x548, Size: 12] RenderItem[] Mobile2xMSAAOpenConfig;//[Offset: 0x554, Size: 12] RenderItem[] MobileMSAACloseConfig;//[Offset: 0x560, Size: 12] RenderItem[] MobilePPOpenConfig;//[Offset: 0x56c, Size: 12] RenderItem[] MobilePPCloseConfig;//[Offset: 0x578, Size: 12] FString[] RePairDeleteDir;//[Offset: 0x584, Size: 12] RenderStyleParameterInMaps[] RenderStyleParamsInMaps;//[Offset: 0x590, Size: 12] MaterialParametersStyle[] MaterialParametersStyleArray;//[Offset: 0x59c, Size: 12] ObjectPoolClassConfig[] ObjectPoolClassConfigs;//[Offset: 0x5a8, Size: 12] FName[] ObjectPoolIgnoringProperties;//[Offset: 0x5b4, Size: 12] FString AutoTestMissionType;//[Offset: 0x5cc, Size: 12] FString CustomLineStr;//[Offset: 0x5d8, Size: 12] enum GamePlayMode;//[Offset: 0x5e4, Size: 4] Vector2D FOVRange;//[Offset: 0x5e8, Size: 8] Vector2D FOVScreenSizeCullingFactorRange;//[Offset: 0x5f0, Size: 8] bool bFOVChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f8, Size: 1] bool PVENightChangeCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f9, Size: 1] float SwimRotateX;//[Offset: 0x5fc, Size: 4] bool IsCutdownForHighTemp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x600, Size: 1] FString[] BPGameSubsystemClassPath;//[Offset: 0x604, Size: 12] int ModeID;//[Offset: 0x610, Size: 4] int ModeType;//[Offset: 0x614, Size: 4] WonderfulRecordingCut* WonderfulRecordingCut;//[Offset: 0x638, Size: 4] ClientInGameReplay* ClientInGameReplay;//[Offset: 0x63c, Size: 4] DeathPlayback* DeathPlayback;//[Offset: 0x640, Size: 4] CompletePlayback* CompletePlayback;//[Offset: 0x644, Size: 4] ObservingReplay* ObservingReplay;//[Offset: 0x648, Size: 4] WonderfulPlayback* WonderfulPlayback;//[Offset: 0x64c, Size: 4] MaterialInstanceDynamic* m_CustomTexMat;//[Offset: 0x650, Size: 4] AutoRobotModule* AutoModule;//[Offset: 0x654, Size: 4] FeatureSetCollection* FeatureSetCollection;//[Offset: 0x6b0, Size: 4] AvatarItemDownload* AssociatedAvatarItemDownload;//[Offset: 0x6b4, Size: 4] FadeDynamicStyleInfo FadeInfo;//[Offset: 0x6b8, Size: 12] float DefaultGray;//[Offset: 0x6c4, Size: 4] RemoteControlManager* RemoteControlManager;//[Offset: 0x704, Size: 4] CreativeModeGlobalManagerCenter* CreativeModeGlobalManagerCenter;//[Offset: 0x708, Size: 4] void WaterReflectionSettingChanged__DelegateSignature(bool bOpenWaterReflection);// 0x40a6134 void UserQualitySettingChanged__DelegateSignature(int UserQualitySettingLevel);// 0x40a6134 void UserMsaaSettingChanged__DelegateSignature(bool UserMsaaSetting);// 0x40a6134 void UpdateWorldCullDistanceVolumes();// 0x34a120c void TestAyncLoad();// 0x34a11f8 void SuperBattleWithPlayerName(FString IP, FString PlayerName, int PlayerKey);// 0x34a1074 void SuperBattle(FString IP);// 0x326e434 void StopRemoteControl();// 0x30cf50c void StartRemoteControlWithFile();// 0x30cf50c void StartRemoteControl(FString Name, FString Host, int Port);// 0x34a0dc0 void SetWorldDoorCullDistance(int Distance);// 0x34a0d48 void SetWorldCullDistanceVolumeEnable(FString Name, int Enable);// 0x34a0bac void SetWorldCompositionRelativeDistance(int LODIndex, float Distance);// 0x34a0af0 void SetWaterReflectionSetting(bool bDoOpen);// 0x34a0a70 void SetUserVulkanSetting(bool Enable);// 0x34a09f0 void SetUserSetingShadowQuality(bool bShadow);// 0x34a0970 void SetUserSetingMobilceContentSCale(float mcs);// 0x34a08f8 bool SetSoundEffectQuality(int Type);// 0x34a0878 void SetRenderQuality(RenderQualitySettings RenderQualitySettings);// 0x34a07cc void SetModeType(int ParamId);// 0x34a0754 void SetModeID(int ParamId);// 0x34a06dc void SetKillZValue(float KillZ);// 0x34a0664 void SetHZBMobileState();// 0x30cf50c void SetFOVScreenSizeCullingFactor(float FOV);// 0x34a05ec void SetEnableCullDistanceVolumeOffset(FString Name, bool Enable);// 0x34a0444 void SetEnableCullDistanceVolumeMovable(FString Name, bool Enable);// 0x34a029c static void SetCustomRouteLine();// 0x34a0288 static void SetAutoMissionType();// 0x34a0274 void ScreenOrientationChangedDelegate__DelegateSignature(int inScreenOrientation);// 0x40a6134 void ReSetFOVScreenSizeCullingFactor();// 0x34a0260 void RenderQualitySettingsChanged__DelegateSignature(RenderQualitySettings RenderQualitySettings);// 0x40a6134 void RenderForLowFPS();// 0x34a024c void RemovePPVBlendableMaterial(MaterialInterface* InMaterial);// 0x34a01d4 void RefuseRenderForLowFPS();// 0x34a01c0 void RefreshObjectPoolConfig();// 0x34a01ac void QuitGame();// 0x34a0198 void PreSetRenderQuality(RenderQualitySettings RenderQualitySettings, out bool renderLevelChanged);// 0x34a0098 void PreLoadBPGameSubsystem();// 0x34a0084 void OnStopAutoTest();// 0x34a0070 void OnStartAutoTest();// 0x30cf50c void ObjectPoolServerSwitch(bool bOn);// 0x349fff0 void ModifyAllLandscapeStreamingDistance(int Distance);// 0x31df68c void MakeLevelStreamingDistanceShorterWhenLanded();// 0x349ffdc bool IsViewedByReplay(const Actor* InActor);// 0x349ff5c bool isUsingAssumedNameInReplay();// 0x349ff34 bool IsSupportTagCulling();// 0x349ff18 bool IsSupportSwitchSoundEffectQuality();// 0x349fef0 bool IsSupportSwitchRenderLevelRuntime();// 0x349fec8 bool IsSupportMSAA();// 0x349fea0 bool IsSupportLDR();// 0x349fe78 static bool IsSecAutoRunTest();// 0x33685d0 bool IsRunningOnVulkan();// 0x349fe50 bool IsPVENightChangeCullDistance();// 0x349fe28 bool IsPlayingObservingReplay();// 0x349fe00 bool IsOpenMSAA();// 0x349fdd8 bool IsOpenHDR();// 0x349fdb0 bool IsObjectPoolEnabledByClassName(FName ClassName);// 0x349fd30 bool IsObjectPoolEnabled();// 0x349fd08 bool IsIOSOneGigabyteDevice();// 0x324323c bool IsInTournamentMap();// 0x349fce0 static bool IsGAutomatorTest();// 0x349fcb8 bool IsFoldingScreenDevice(float baseValue);// 0x349fc38 static bool IsAutoRunTestGamePVEProfile();// 0x349fc10 static bool IsAutoRunTestGamePVE();// 0x349fbe8 static bool IsAutoRunTestGameBindCompoment();// 0x349fbc0 static bool IsAutoRunTestGame();// 0x349fb98 void GVoiceCampRoomChanged__DelegateSignature(enum CampRoomType);// 0x40a6134 void GMStandalone(FString Map);// 0x349fa40 WonderfulRecordingCut* GetWonderfulRecordingCut();// 0x349fa18 WonderfulPlayback* GetWonderfulPlayback();// 0x349f9f0 bool GetWaterReflectionSetting();// 0x349f9c8 bool GetUserVulkanSetting();// 0x349f9a0 bool GetUserSetingShadowQuality();// 0x349f978 int GetUserQualitySettingLevel();// 0x31d7dc8 int GetSuppotMSAA();// 0x349f95c static FString GetSuperBattleParam();// 0x349f8a4 int GetSoundEffectQuality();// 0x349f87c RenderQualitySettings GetRenderQualityLastSet();// 0x349f824 RenderQualitySettings GetRenderQualityApplying();// 0x349f7cc ObservingReplay* GetObservingReplay();// 0x349f7a4 int GetModeType();// 0x349f77c int GetModeID();// 0x349f754 FString GetLoadWeatherName(FString InWeatherName);// 0x349f608 bool GetIsHighWeatherLevel(FString InWeatherLevelName);// 0x349f53c bool GetIsFirstInitWaterReflectionSetting();// 0x349f514 static STExtraGameInstance* GetInstance();// 0x349f4ec int GetExactDeviceLevel();// 0x349f4c4 int GetDeviceUpdateVersionFlag();// 0x312b240 FString GetDeviceProfilerLevel();// 0x349f404 byte GetDeviceMaxSupportSoundEffect();// 0x349f3dc byte GetDeviceMaxSupportLevel();// 0x349f3b4 int GetDeviceMaxFPSByDeviceLevel(byte renderlevel);// 0x349f334 int GetDeviceLimit();// 0x349f30c int GetDeviceLevel();// 0x312b7c4 bool GetDefaultSoundEffectQuality();// 0x349f2e4 DeathPlayback* GetDeathPlayback();// 0x349f2bc FString GetCurrentRHI();// 0x349f1fc CompletePlayback* GetCompletePlayback();// 0x349f1d4 ClientInGameReplay* GetClientInGameReplay();// 0x349f1ac static int GetAutoRunTestServerIdx();// 0x349f184 static FString GetAutoRunPassWD();// 0x349f0cc static FString GetAutoRunLuaTest();// 0x349f014 static FString GetAutoRunAccount();// 0x349ef5c AvatarItemDownload* GetAssociatedAvatarItemDownload();// 0x349ef34 bool GetApplyingShadowQuality();// 0x349ef0c FString GetActiveDeviceProfile();// 0x349ee4c void ExecuteCMD(FString CMDkey, FString CMDvalue);// 0x349ebdc void EnableStreamingLevelLOD(bool bEnable);// 0x349eb5c void EnableObjectPoolByClassName(FName ClassName, bool Enable);// 0x349ea90 void DrawMateritalToTexRenderTarget(TextureRenderTarget2D* TextureRenderTarget, Texture2D* tex1, Texture2D* tex2);// 0x349e990 bool DeleteSavedFiles(bool allfilesSaved);// 0x349e908 TextureRenderTarget2D* CreateTexRenderTarget(int Width, int Height);// 0x349e844 TextureRenderTarget2D* CreateCustomTex(Texture2D* TexResFirst, Texture2D* TexResSecond);// 0x349e780 void ChangeLevelFXActor(FString LevelName, bool isLoad);// 0x349e678 void ChangeCullDistanceVolume(bool UpdateCulldisImmediate);// 0x349e5f8 void bHideGroundLevels(bool Disable);// 0x349e578 void AutoActiveVerySmoothRenderItems(bool forceClose);// 0x349e4f8 void AutoActiveUltralHighRenderItems();// 0x349e4e4 void AutoActiveLDR();// 0x349e4d0 void AttachCameraViewToCharacter(STExtraBaseCharacter* Character);// 0x349e458 void AddOrUpdatePPVBlendableMaterial(MaterialInterface* InMaterial, float InWeight);// 0x349e39c bool ActiveStyle_PPForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x349e28c void ActiveStyle_PP(byte Level);// 0x349e20c bool ActiveStyle_ACESForDynamicRender(byte Type, float InterpSpeed, float DeltaTime);// 0x349e0fc void ActiveStyle(byte Level);// 0x349e07c void ActiveNightVision(bool bSet);// 0x349dffc void ActiveMSAA(bool bOpenMSAA, int MSAAValue);// 0x349df34 void ActiveDynamicStyle(bool bSet, byte Type, float InterpSpeed, bool bNeedDestroyComp);// 0x349ddd0 -------------------------------- Class: UAEGameInstance.GameInstance.Object ClientBaseInfo ClientBaseInfo;//[Offset: 0x1d0, Size: 288] delegate EnginePreTick;//[Offset: 0x2f0, Size: 12] FrontendHUD* AssociatedFrontendHUD;//[Offset: 0x340, Size: 4] LuaStateWrapper* LuaStateWrapper;//[Offset: 0x348, Size: 4] bool bStandAloneFromLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34c, Size: 1] delegate OnPreBattleResult;//[Offset: 0x368, Size: 12] FString[] HighWeatherNames;//[Offset: 0x37c, Size: 12] int HighWeatherMinRenderQuality;//[Offset: 0x388, Size: 4] int HighWeatherMaxRenderQuality;//[Offset: 0x38c, Size: 4] void SetLuaStateWrapper(LuaStateWrapper* TLuaStateWrapper);// 0x375e55c void OpenAssetLoadLog();// 0x30cf50c void OnPreBattleResult__DelegateSignature();// 0x40a6134 void LuaLeakDetect();// 0x375e548 void LuaDoString(FString LuaString);// 0x375e48c float GetWeatherTime();// 0x375e470 FString GetWeatherLevelName();// 0x375e358 int GetWeatherID();// 0x375e338 LuaStateWrapper* GetLuaStateWrapper();// 0x375e310 FString GetLoadWeatherName(FString InWeatherName);// 0x349f608 bool GetIsHighWeatherLevel(FString InWeatherLevelName);// 0x349f53c FString GetGameId();// 0x375e244 int GetDeviceLevel();// 0x312b7c4 UAEDataTable* GetDataTable_Mod(FString tableName);// 0x375e180 UAEDataTable* GetDataTable(FString tableName);// 0x375e0bc FrontendHUD* GetAssociatedFrontendHUD();// 0x375e094 void CloseAssetLoadLog();// 0x30cf50c -------------------------------- 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] AdvTextureList;//[Offset: 0xe0, 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] int PUBGDeviceFPSUltimateHigh;//[Offset: 0x5c, Size: 4] int PUBGDeviceFPSUltimateHighTA;//[Offset: 0x60, Size: 4] bool IsSupportTagCulling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] int PUBGTeamQualityEnhance;//[Offset: 0x68, Size: 4] int UserVulkanSetting;//[Offset: 0x6c, Size: 4] -------------------------------- Class: SwitchesInMaps FString MapName;//[Offset: 0x0, Size: 12] SwitchesItem[] Switches;//[Offset: 0xc, Size: 12] -------------------------------- Class: SwitchesItem FString Key;//[Offset: 0x0, Size: 12] float Value;//[Offset: 0xc, Size: 4] FString DependKey;//[Offset: 0x10, Size: 12] float DependValue;//[Offset: 0x1c, Size: 4] -------------------------------- Class: RenderItem FString RenderKey;//[Offset: 0x0, Size: 12] float RenderValue;//[Offset: 0xc, Size: 4] -------------------------------- Class: RenderStyleParameterInMaps byte DynamicStyleName;//[Offset: 0x0, Size: 1] FString[] PostProcessParams;//[Offset: 0x4, Size: 12] ACESParameter ACESParams;//[Offset: 0x10, Size: 40] -------------------------------- Class: ACESParameter LinearColor TintColor;//[Offset: 0x0, Size: 16] float Bright;//[Offset: 0x10, Size: 4] float Gray;//[Offset: 0x14, Size: 4] float ShoulderStrength;//[Offset: 0x18, Size: 4] float ToeStrength;//[Offset: 0x1c, Size: 4] float LinearStrength;//[Offset: 0x20, Size: 4] float LinearAngle;//[Offset: 0x24, Size: 4] -------------------------------- Class: MaterialParametersStyle FString StyleName;//[Offset: 0x0, Size: 12] MaterialParameterFloat[] Floats;//[Offset: 0xc, Size: 12] MaterialParameterVector[] Vectors;//[Offset: 0x18, Size: 12] -------------------------------- Class: MaterialParameterFloat FName Name;//[Offset: 0x0, Size: 8] float Value;//[Offset: 0x8, Size: 4] -------------------------------- Class: MaterialParameterVector FName Name;//[Offset: 0x0, Size: 8] Vector Vector;//[Offset: 0x8, Size: 12] -------------------------------- Class: WonderfulRecordingCut.Object WonderfulCutOutputData[] WonderfulCutOutputDataList;//[Offset: 0x1c, Size: 12] WonderfulCutContinuousKillOutputData[] WonderfulCutContinuousKillOutputDataList;//[Offset: 0x28, Size: 12] bool bIsChickenDinner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] float ChickenDinnerTimeSecs;//[Offset: 0x60, Size: 4] bool bIsShowSmallCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] float ShowSmallCircleTimeSecs;//[Offset: 0x68, Size: 4] WonderfulCutShootDamageData[] ShootDamageDataList;//[Offset: 0x6c, Size: 12] void StopRecord(bool bRankFirst);// 0x366d390 void StartRecord();// 0x366d37c void SortShootDamageData(out WonderfulCutShootDamageSortData[] LargeCircleDataList, out WonderfulCutShootDamageSortData[] SmallCircleDataList);// 0x366d140 void RemoveOutputDataInContinuousKillRange(out WonderfulCutShootDamageSortData[] SortDataList);// 0x366d00c void CaptureRecordCut(byte CaptureType, int DamagePlayerID, bool bAI, byte ShootDamageType, float ShootDistance, FString CauserName);// 0x366cd30 void BuildOutputData();// 0x366cd1c void BuildContinuousKillOutputData();// 0x366cd08 -------------------------------- 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: 0x17c, Size: 1] bool bDeathPlaybackEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17d, Size: 1] bool bWonderfulPlaybackEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17e, Size: 1] int ConditionKillNums;//[Offset: 0x180, Size: 4] enum WonderfulKeepState;//[Offset: 0x184, Size: 1] bool bCanKeepReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x185, Size: 1] DeathReplayData DeathReplayData;//[Offset: 0x188, Size: 232] BattleDeathPlaybackInfo BattleDeathPlaybackInfo;//[Offset: 0x2ac, Size: 8] BattleWonderfulInfo BattleWonderfulInfo;//[Offset: 0x2b8, Size: 56] LobbyWonderfulInfo LobbyWonderfulInfo;//[Offset: 0x2f0, Size: 96] void SetSaveTimestamp(uint64 InCurrentTime);// 0x31abab0 void SetGWonderfulPlaybackSwitch(bool bInSwitch);// 0x31aba30 void SetDeathReplayData(out const DeathReplayData ReplayData);// 0x31ab968 void SetClientVersion(FString InAppVersion, FString InSrcVersion);// 0x31ab828 void OnPlayerRespawnNotify();// 0x31ab814 void OnKillOrPutDownMessageEvent();// 0x31ab800 void OnBattleResultStopRecordingNotify();// 0x31ab7ec void MarkPlayerLastBeginInactiveTime(FString PlayerName);// 0x31ab730 void MarkPlayerLastBeginActiveTime(FString PlayerName);// 0x31ab674 bool IsSwitchedOffByDevice();// 0x31ab64c bool HaveWonderfulPlaybackData();// 0x31ab624 bool HaveDeathPlaybackData();// 0x31ab5fc enum GetWonderfulKeepState();// 0x31ab5bc FString GetCompressedFileName();// 0x31ab4fc int[] GetAllWonderfulPeriodType();// 0x31ab43c void EnableWonderfulPlayback(bool bEnable);// 0x31ab3bc void EnableDeathPlayback(bool bEnable);// 0x31ab33c void DeleteWonderfulPeriod(int PeriodIndex);// 0x31ab2c4 void ClearWonderfulPeriod();// 0x31ab2b0 bool CheckKillNumsCondition();// 0x31ab288 void AddWonderfulPeriod(enum InWonderfulType, float InStartTime, float InEndTime, out const float[] InAdditionalData, int InPeriodIndex);// 0x31ab0a4 -------------------------------- Class: GameReplay.Object UserWidget* GMUI;//[Offset: 0x30, Size: 4] class UserWidget* GMUIClass;//[Offset: 0x38, Size: 40] enum ReplayType;//[Offset: 0x60, Size: 1] delegate OnReplayReadyInitUIDelegate;//[Offset: 0x64, Size: 12] delegate OnReplayGotoTimeResetUIDelegate;//[Offset: 0x70, Size: 12] delegate OnReplayResetViewTargetDelegate;//[Offset: 0x7c, Size: 12] bool bIsPausePlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] STExtraPlayerController* PlayerController;//[Offset: 0x108, Size: 4] KillInfoRecordData[] RecordKillInfoDataArray;//[Offset: 0x10c, Size: 12] WeaponRecordDataForReplay[] RecordWeaponInfoDataArray;//[Offset: 0x118, Size: 12] MLAIInfoRecordData[] RecordMLAIInfoDataArray;//[Offset: 0x164, Size: 12] RebrithInfoRecordData[] RecordRebirthInfoDataArray;//[Offset: 0x170, Size: 12] bool StopRecordingReplay();// 0x31b7c04 bool StopPlay();// 0x3256084 bool StartRecordingReplay();// 0x31b7bc0 void SetSpectatorName(FString SpectatorName, bool bGM);// 0x3255edc bool SetReplayTimeDilation(float InDilation);// 0x3255e5c void SetReplayStreamer(FString InReplayStreamer);// 0x3255cc4 void SetIsGMSpectator(bool bGM);// 0x3255c48 void SetCurrentReplayTimeToSeconds(float Seconds);// 0x3255bd0 void SetCanChangeViewTarget(bool bCanChange);// 0x3255b50 void ResetPlaybackData();// 0x3255b3c void ReplayUnbindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x3255ac4 void ReplayOnWeaponChanged();// 0x3255ab0 void ReplayOnSimulatedWeaponChanged();// 0x3255a9c void ReplayOnBulletNumChanged();// 0x3255a88 void ReplayBindBulletNumChangedDelegate(STExtraBaseCharacter* pCharacter);// 0x3255a10 bool PlayReplay();// 0x32559e0 bool PauseReplay(bool bPaused);// 0x3255950 void LeaveFreeViewMode();// 0x30f0a0c bool IsInRecordState();// 0x3255928 bool IsInPlayState();// 0x3255900 bool IsGMSpectator();// 0x32558e4 bool IsFastForwarding();// 0x32558bc bool HaveRecordingData();// 0x325588c void HandleChangeStatePC();// 0x3255878 STExtraBaseCharacter* GetViewCharacter();// 0x3255850 SingleStrategyRecordFullInfo[] GetStrategyRecordArray(FString UId, int InStrategyTypeInReplay, bool bIsSort);// 0x3255678 FString GetSpectatorName();// 0x31d5380 float GetReplayRecordStartTime();// 0x3255650 PlayerCameraManager* GetPlayerCameraManager();// 0x3255628 float GetCurrentReplayTotalTimeInSeconds();// 0x3255600 float GetCurrentReplayCurTimeInSeconds();// 0x32555d8 bool GetCanChangeViewTarget();// 0x32555b0 void EnterFreeViewMode();// 0x30f0d34 void CreateGMUIIfNotExists();// 0x325559c void AddRecordRebirthInfo(FString PlayerUID);// 0x32554e0 void AddRecordMLAIInfo(uint32 InPlayerKey, uint64 InUID, byte InType, out const InAdditionalData);// 0x32552fc -------------------------------- Class: STExtraPlayerController.UAEPlayerController.LuaPlayerController.PlayerController.Controller.Actor.Object float FreeCameraStartMinPitchMin;//[Offset: 0xd78, Size: 4] float FreeCameraStartMinPitchMax;//[Offset: 0xd7c, Size: 4] bool bTrackingKillerEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd80, Size: 1] TouchIndexSet;//[Offset: 0xd84, Size: 60] byte OnFireTouchFingerIndex;//[Offset: 0xdc0, Size: 1] int TouchEndTriggerSkillID;//[Offset: 0xdc4, Size: 4] delegate OnPlayerContollerTouchBegin;//[Offset: 0xdc8, Size: 12] delegate OnPlayerControllerTouchEnd;//[Offset: 0xdd4, Size: 12] delegate OnAvatarInfoRep;//[Offset: 0xde0, Size: 12] FriendOBRelevancyCharacterSet;//[Offset: 0xe2c, Size: 60] float MinOBRelevancyJudgeDissquared;//[Offset: 0xe68, Size: 4] FName FeatureActorName;//[Offset: 0xe70, Size: 8] ValidTouchMoveFrameConfig[] ValidTouchMoveFrameConfig;//[Offset: 0xe78, Size: 12] ValidTouchMoveFrameConfig CurValidTouchMoveFrameConfig;//[Offset: 0xe84, Size: 24] byte[] IgnoreCameraMovingIndexArray;//[Offset: 0xe9c, Size: 12] byte[] IgnoreCameraMovePendingArray;//[Offset: 0xea8, Size: 12] byte[] AddTouchMoveFingerArray;//[Offset: 0xeb4, Size: 12] bool bNeedSetFireTouchFingerIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec0, Size: 1] byte OnFreeCameraFingerIndex;//[Offset: 0xec1, Size: 1] float FreeCameraSPL_Hor;//[Offset: 0xec4, Size: 4] float FreeCameraSPL_Ver;//[Offset: 0xec8, Size: 4] float FreeCamera_FPP_MIN;//[Offset: 0xecc, Size: 4] float FreeCamera_FPP_MAX;//[Offset: 0xed0, Size: 4] float FreeCamera_FPP_PITCH_MIN;//[Offset: 0xed4, Size: 4] float FreeCamera_FPP_PITCH_MAX;//[Offset: 0xed8, Size: 4] float FreeCamera_FPP_PITCH_MIN_LIMITED;//[Offset: 0xedc, Size: 4] float FreeCamera_FPP_PITCH_MAX_LIMITED;//[Offset: 0xee0, Size: 4] float FreeCameraSPL_Hor_Parachute;//[Offset: 0xee4, Size: 4] float FreeCameraSPL_Ver_Parachute;//[Offset: 0xee8, Size: 4] float RecoverLagDelayTime;//[Offset: 0xeec, Size: 4] Vector2D StartPosition;//[Offset: 0xef0, Size: 8] Vector2D CurFreeCamPosition;//[Offset: 0xef8, Size: 8] Rotator EmoteFreeCamPrevFigureResultDelta;//[Offset: 0xf00, Size: 12] Rotator SelfieFreeCamPrevFigureResultDelta;//[Offset: 0xf0c, Size: 12] FString FollowCandidateName;//[Offset: 0xf1c, Size: 12] IsTeammatesAutoFollowing;//[Offset: 0xf28, Size: 60] Rotator FreeCameraStartRotation;//[Offset: 0xf64, Size: 12] Transform FPPModeSpringArmTrans;//[Offset: 0xf70, Size: 48] byte FreeCameraFigerIndex;//[Offset: 0xfa0, Size: 1] bool GMShowVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa1, Size: 1] int8 CurrentBuildingIndex;//[Offset: 0xfa2, Size: 1] int WeaponReconnectOpIndex;//[Offset: 0xfa4, Size: 4] bool bHasInitUIFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa8, Size: 1] bool isShowVaultEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfaa, Size: 1] BattleSceneAvatarDisplayInfo[] BattleSceneAvatarDisplayInfoList;//[Offset: 0xfac, Size: 12] LinearColor CrossHairColor;//[Offset: 0xfb8, Size: 16] byte AutoAimType;//[Offset: 0xfc8, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd0, Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd1, Size: 1] bool bIsInResultView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe0, Size: 1] bool bForceHideConcentric;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe1, Size: 1] bool bForceShowBlueCircleEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe2, Size: 1] FString[] ScreenAppearToBeRemovedInResult;//[Offset: 0xfe4, Size: 12] ClientFatalDamageRecordData[] ClientFatalDamageRecords;//[Offset: 0xff0, Size: 12] ClientFatalDamageRecordData ClientFatalDamageLastRecords;//[Offset: 0xffc, Size: 216] SensibilityConfig SensibilityConfig;//[Offset: 0x10d4, Size: 236] bool bSingleShotWeaponShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1238, Size: 1] bool bShotGunShootMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1239, Size: 1] int UseMotionControlType;//[Offset: 0x123c, Size: 4] bool IsGyroReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1240, Size: 1] delegate OnCharacterNearDeathOrRescueingOtherNotifyDelegate;//[Offset: 0x1244, Size: 12] delegate OnPlayerEnterFlying;//[Offset: 0x1250, Size: 12] delegate OnPlayerChangeViewtargetToPlane;//[Offset: 0x125c, Size: 12] delegate OnPlayerExitFlying;//[Offset: 0x1268, Size: 12] delegate OnPlayerEnterJumping;//[Offset: 0x1274, Size: 12] delegate OnPlayerExitJumping;//[Offset: 0x1280, Size: 12] delegate OnPlayerEnterParachute;//[Offset: 0x128c, Size: 12] delegate OnPlayerExitParachute;//[Offset: 0x1298, Size: 12] delegate OnPlayerEnterWater;//[Offset: 0x12a4, Size: 12] delegate OnPlayerExitWater;//[Offset: 0x12b0, Size: 12] delegate OnPlayerEnterFighting;//[Offset: 0x12bc, Size: 12] delegate OnPlayerExitFighting;//[Offset: 0x12c8, Size: 12] delegate OnPlayerEnterFinished;//[Offset: 0x12d4, Size: 12] delegate OnPlayerStartReloadWeapon;//[Offset: 0x12e0, Size: 12] delegate OnPlayerEndReloadWeapon;//[Offset: 0x12ec, Size: 12] delegate OnTeammateHPChangeDelegate;//[Offset: 0x12f8, Size: 12] delegate OnShowHideSelfMarkDelegate;//[Offset: 0x1304, Size: 12] delegate OnShowAllTeammatePosDelegate;//[Offset: 0x1310, Size: 12] delegate OnShowAliasInfoDelegate;//[Offset: 0x131c, Size: 12] delegate OnCongregationFlagDelegate;//[Offset: 0x1328, Size: 12] delegate OnTeamFollowStageChangeDelegate;//[Offset: 0x1334, Size: 12] delegate OnCharacterBreathChange;//[Offset: 0x1340, Size: 12] delegate OnHideFollowPanelAndBtnDelegate;//[Offset: 0x134c, Size: 12] delegate OnTeammateTemperatureChangeDelegate;//[Offset: 0x1358, Size: 12] delegate OnRemindTeammateShoot;//[Offset: 0x1364, Size: 12] delegate OnLocalCharacterTemperatureChangeDel;//[Offset: 0x1370, Size: 12] delegate OnCharacterAntidoteChange;//[Offset: 0x137c, Size: 12] delegate OnOneTeamPlayerHPChangeDelegate;//[Offset: 0x1388, Size: 12] delegate OnNightBeggan;//[Offset: 0x1394, Size: 12] delegate OnNightEnded;//[Offset: 0x13a0, Size: 12] delegate OnPlayerHitInfoUpdate;//[Offset: 0x13ac, Size: 12] delegate OnPlayerSwitchToDeadBox;//[Offset: 0x13b8, Size: 12] int SelectedNightRenderConfig;//[Offset: 0x13c4, Size: 4] delegate OnInitTaskData;//[Offset: 0x13c8, Size: 12] delegate OnInitCollectionData;//[Offset: 0x13d4, Size: 12] delegate OnPlayerDoEmote;//[Offset: 0x13e0, Size: 12] delegate OnPlayerEnterArea;//[Offset: 0x13ec, Size: 12] delegate OnPlayerKilling;//[Offset: 0x13f8, Size: 12] delegate OnPickupItem;//[Offset: 0x1404, Size: 12] delegate OnDropItem;//[Offset: 0x1410, Size: 12] delegate OnDeathBoxSpawned;//[Offset: 0x141c, Size: 12] KillOrPutDownMessage KillOrPutDownMessageData;//[Offset: 0x1448, Size: 132] delegate OnKillOrPutDownMessage;//[Offset: 0x14cc, Size: 12] delegate OnStartFireEvent;//[Offset: 0x14d8, Size: 12] delegate OnStopFireEvent;//[Offset: 0x14e4, Size: 12] delegate OnReleaseFireBtn;//[Offset: 0x14f0, Size: 12] delegate OnReleaseScreen;//[Offset: 0x14fc, Size: 12] delegate OnFingerMove;//[Offset: 0x1508, Size: 12] delegate OnHandleCameraModeChanged;//[Offset: 0x1514, Size: 12] delegate OnSwitchCameraModeStart;//[Offset: 0x1520, Size: 12] delegate OnSwitchCameraModeEnd;//[Offset: 0x152c, Size: 12] delegate OnPlayerPickUpActor;//[Offset: 0x1538, Size: 12] delegate OnPlayerPutDownActor;//[Offset: 0x1544, Size: 12] delegate OnPlayerPutDownAllProp;//[Offset: 0x1550, Size: 12] delegate OnSwitchWeapon;//[Offset: 0x155c, Size: 12] delegate OnEquipWeaponDel;//[Offset: 0x1568, Size: 12] delegate OnUnequipWeaponDel;//[Offset: 0x1574, Size: 12] delegate OnUseInventoryItem;//[Offset: 0x1580, Size: 12] delegate OnChangeBattleOwnerDel;//[Offset: 0x158c, Size: 12] delegate OnDamageToOther;//[Offset: 0x1598, Size: 12] delegate OnLocalCharacterHPChangeDel;//[Offset: 0x15a4, Size: 12] delegate DelegatePlayerGoldChange;//[Offset: 0x15b0, Size: 12] delegate DelegatePlayerLevelChange;//[Offset: 0x15bc, Size: 12] delegate OnGameStartCountDownDelegate;//[Offset: 0x15c8, Size: 12] delegate OnRank;//[Offset: 0x15d4, Size: 12] delegate OnGameStartDelegate;//[Offset: 0x15e0, Size: 12] delegate OnPlayerNameChange;//[Offset: 0x15ec, Size: 12] delegate OnUseMainSlot;//[Offset: 0x15f8, Size: 12] delegate OnBackpackMainSlot;//[Offset: 0x1604, Size: 12] delegate OnRemoveMainSlot;//[Offset: 0x1610, Size: 12] delegate OnRepPlayerState;//[Offset: 0x161c, Size: 12] delegate OnRepTeammateChange;//[Offset: 0x1628, Size: 12] delegate OnRepTeammateAvatarDisplayInfo;//[Offset: 0x1634, Size: 12] delegate OnMapMarkChangeDelegate;//[Offset: 0x1644, Size: 12] delegate OnShowSkillPrompt;//[Offset: 0x1650, Size: 12] delegate OnHideSkillPrompt;//[Offset: 0x165c, Size: 12] delegate OnStartAutoSprintCountDown;//[Offset: 0x1668, Size: 12] delegate OnShowAutoSprintButton;//[Offset: 0x1674, Size: 12] delegate OnPlayerChangeWearingDone;//[Offset: 0x1680, Size: 12] delegate OnPlayerChangeWearingAnimFinished;//[Offset: 0x168c, Size: 12] delegate OnPlayerFinalAssistKill;//[Offset: 0x1698, Size: 12] delegate OnConsumableAvatarChange;//[Offset: 0x16a4, Size: 12] delegate OnEquipmentAvatarChange;//[Offset: 0x16b0, Size: 12] delegate OnEquipmentWeaponAvatarChange;//[Offset: 0x16bc, Size: 12] delegate OnGameStateChange;//[Offset: 0x16c8, Size: 12] delegate OnPlayerKilledOthersPlayer;//[Offset: 0x16d4, Size: 12] delegate OnChangeCharacterBeforeDelegate;//[Offset: 0x16e0, Size: 12] delegate OnChangeCharacterLogicDelegate;//[Offset: 0x16ec, Size: 12] delegate OnInfectionSelectZombieDelegate;//[Offset: 0x16f8, Size: 12] delegate OnSetChangeCharacterStateDelegate;//[Offset: 0x1704, Size: 12] delegate OnSetViewTarget;//[Offset: 0x1718, Size: 12] delegate OnCacheRecvInfectionSelectZombie;//[Offset: 0x172c, Size: 12] delegate OpenSequencerDelegate;//[Offset: 0x1738, Size: 12] STExtraBaseCharacter* tmpAnchorCharacter;//[Offset: 0x1754, Size: 4] delegate OnInterruptAutoSprintCountDown;//[Offset: 0x1758, Size: 12] delegate OnAutoSprintActive;//[Offset: 0x1764, Size: 12] delegate OnTakeDamagedDelegate;//[Offset: 0x1770, Size: 12] delegate OnPostTakeDamageDelegate;//[Offset: 0x177c, Size: 12] delegate OnPostTakeDamageForBP;//[Offset: 0x1788, Size: 12] delegate OnLostConnection;//[Offset: 0x1794, Size: 12] delegate OnReconnected;//[Offset: 0x17a0, Size: 12] delegate OnExitGame;//[Offset: 0x17ac, Size: 12] delegate OnSpectatorChange;//[Offset: 0x17b8, Size: 12] delegate OnSpectatorToFreeView;//[Offset: 0x17c4, Size: 12] delegate OnCharacterRecoveryHealth;//[Offset: 0x17d0, Size: 12] delegate RunOnNextFrameDelegate;//[Offset: 0x17dc, Size: 12] delegate MoveForwarDelegate;//[Offset: 0x17e8, Size: 12] delegate MoveRightDelegate;//[Offset: 0x17f4, Size: 12] NewbieGuideComponent* NewbieComponent;//[Offset: 0x1800, Size: 4] int MaternalZombieWeight;//[Offset: 0x1804, Size: 4] TimeWatchDogComponent* TimeWatchDogComponent;//[Offset: 0x1808, Size: 4] PlayerAntiCheatManager* AntiCheatManagerComp;//[Offset: 0x180c, Size: 4] SpectatorComponent* SpectatorComponent;//[Offset: 0x1810, Size: 4] bool bShouldReportAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1814, Size: 1] delegate NewbieShowCurGuide;//[Offset: 0x19d4, Size: 12] delegate PlayerControllerEnterFightingStateDelegate;//[Offset: 0x19e0, Size: 12] bool EnableAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19f0, Size: 1] bool DisableNewStopFireLogic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19f1, Size: 1] bool UseScreenStopFireCheckOnlyInModeTwo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19f2, Size: 1] bool EnableDebugRotatoInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19f3, Size: 1] bool EnableDebugRotatoInfoTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19f4, Size: 1] bool EnableNewUpdateTeamPlayerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19f5, Size: 1] bool EnableNetCullingDistOnVeryLowDevice;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19f6, Size: 1] float PC_CameraMoveRateX;//[Offset: 0x19f8, Size: 4] float PC_CameraMoveRateY;//[Offset: 0x19fc, Size: 4] float Mobile_CameraMoveRateX;//[Offset: 0x1a00, Size: 4] float Mobile_CameraMoveRateY;//[Offset: 0x1a04, Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveDis;//[Offset: 0x1a08, Size: 4] CurveFloat* CameraMoveSpeedUpAdditionalRateCurveBaseXMoveSpeed;//[Offset: 0x1a0c, Size: 4] bool bUseDisCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a10, Size: 1] CommonCameraModeData NormalCameraModeData;//[Offset: 0x1a14, Size: 36] CommonCameraModeData NearCameraModeData;//[Offset: 0x1a38, Size: 36] Vector2D NearCameraModeCameraMoveAdditionalRate;//[Offset: 0x1a5c, Size: 8] Vector2D NearCameraModeCameraMoveMaxSpeed;//[Offset: 0x1a64, Size: 8] AimCameraModeData AimCameraModeData;//[Offset: 0x1a6c, Size: 36] Vector2D AimCameraModeCameraMoveAdditionalRate;//[Offset: 0x1a90, Size: 8] Vector2D AimCameraModeCameraMoveMaxSpeed;//[Offset: 0x1a98, Size: 8] CommonCameraModeData PlaneCameraModeData;//[Offset: 0x1aa0, Size: 36] CameraViewPitchLimitDataMap;//[Offset: 0x1ac4, Size: 60] float MoveCameraMinDistanceThreshold;//[Offset: 0x1b00, Size: 4] float MoveCameraMinTimeThreshold;//[Offset: 0x1b04, Size: 4] float MoveCameraMaxDistanceThreshold;//[Offset: 0x1b08, Size: 4] PlayerClothLODLevel;//[Offset: 0x1b0c, Size: 60] enum[] PlayerClothLODAvatarTypeList;//[Offset: 0x1b48, Size: 12] bool ShouldShowPawnDetailInfoOnHUD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b54, Size: 1] bool ShouldSpringUsePawnControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b55, Size: 1] Actor* BonfireUIAttachedActor;//[Offset: 0x1b5c, Size: 4] bool bShowSuperCodeUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b60, Size: 1] byte CurCameraMode;//[Offset: 0x1b61, Size: 1] FString BPClassOverrideTag;//[Offset: 0x1b64, Size: 12] FName AutoScopeAimCompName;//[Offset: 0x1b70, Size: 8] float AutoScopeAimTraceDistance;//[Offset: 0x1b78, Size: 4] bool bMoveable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b7c, Size: 1] bool bMoveablePickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b7d, Size: 1] bool bMoveableAirborne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b7e, Size: 1] bool bMoveableLandHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b7f, Size: 1] float MoveableLandHardTime;//[Offset: 0x1b80, Size: 4] float CanMoveCDTime;//[Offset: 0x1b84, Size: 4] float CanSprintCDTime;//[Offset: 0x1b88, Size: 4] float SwitchPoseCDTime;//[Offset: 0x1b8c, Size: 4] float MovealbeSwitchPoseTime;//[Offset: 0x1b90, Size: 4] float AutoSprintRequestCD;//[Offset: 0x1b94, Size: 4] bool bCanGetTouchInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b98, Size: 1] Vector CurScreenMoveSpeed;//[Offset: 0x1b9c, Size: 12] float Mobile_CameraMoveAdjustSensitiveValue;//[Offset: 0x1ba8, Size: 4] float SpecialDeviceRate;//[Offset: 0x1bac, Size: 4] SpecialDeviceRateConfigs;//[Offset: 0x1bb0, Size: 60] bool bIsBattleOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bec, Size: 1] bool bIsAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bed, Size: 1] bool bIsMeleeAutoAimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bee, Size: 1] STExtraBaseCharacter* STExtraBaseCharacter;//[Offset: 0x1bf0, Size: 4] bool CharacterTouchMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bf4, Size: 1] bool IsDeadForLogout;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bf5, Size: 1] ServerHitEnemyReplicatedData ServerHitEnemyReplicatedData;//[Offset: 0x1bf8, Size: 8] bool bDebugShowYawInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c00, Size: 1] float AccumulateYawInput;//[Offset: 0x1c04, Size: 4] float LandAfterJumpPlaneDelayMoveTime;//[Offset: 0x1c08, Size: 4] bool bLandAfterJumpPlane;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0c, Size: 1] bool bIsLandingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0d, Size: 1] bool bIsNeedCheckPullPercentage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c0e, Size: 1] float NoRespondArea;//[Offset: 0x1c10, Size: 4] float ComfortableSwipeAddition;//[Offset: 0x1c14, Size: 4] bool bIsLeftScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c18, Size: 1] bool bIsRightScreenUseComfortableSwipe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c19, Size: 1] byte sprintOptType;//[Offset: 0x1c1a, Size: 1] float JoystickSprintDisThreshold;//[Offset: 0x1c1c, Size: 4] float JoystickSprintDisThresholdNew;//[Offset: 0x1c20, Size: 4] float JoystickSprintBtnHeight;//[Offset: 0x1c24, Size: 4] int JoystickSprintSensitity;//[Offset: 0x1c28, Size: 4] float JoystickSprintAngleThreshold;//[Offset: 0x1c2c, Size: 4] bool bIsUseDisOrSpeedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c30, Size: 1] byte JoystickOperatingMode;//[Offset: 0x1c31, Size: 1] float EasyGoStraightAngle;//[Offset: 0x1c34, Size: 4] float AssistAreaHalfHeight;//[Offset: 0x1c38, Size: 4] float AssistAreaRadius;//[Offset: 0x1c3c, Size: 4] bool bIsTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c40, Size: 1] TouchForceMap;//[Offset: 0x1c44, Size: 60] float TouchForceFireThreshold;//[Offset: 0x1c80, Size: 4] float DoubleClickFireTimeThreshold;//[Offset: 0x1c84, Size: 4] float DoubleClickFireDistanceThreshold;//[Offset: 0x1c88, Size: 4] float DoubleClickCancelDistanceThreshold;//[Offset: 0x1c8c, Size: 4] int TouchForceWatchFrame;//[Offset: 0x1c90, Size: 4] bool bUseTouchForce;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c94, Size: 1] float InputTouchRepeatLastTime;//[Offset: 0x1c98, Size: 4] byte TouchFireType;//[Offset: 0x1c9c, Size: 1] float TestForce;//[Offset: 0x1ca0, Size: 4] delegate On3DTouchForceChange;//[Offset: 0x1ca4, Size: 12] delegate OnDoubleClickCheck;//[Offset: 0x1cb0, Size: 12] bool bIsAutoAimOnlyInTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cbc, Size: 1] bool bIsAutoAimOnlyOnFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cbd, Size: 1] bool bMoveInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cbe, Size: 1] bool bAutoSprint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cbf, Size: 1] float AutoSprintBtnTime;//[Offset: 0x1cc0, Size: 4] float AutoSprintWaitingTime;//[Offset: 0x1cc4, Size: 4] float AutoSprintThreshold;//[Offset: 0x1cc8, Size: 4] float JoystickTriggerSprintDuration;//[Offset: 0x1ccc, Size: 4] float InHouseSpringArmLengthModifier;//[Offset: 0x1cd0, Size: 4] float InHouseSpringArmLengthModifierChangeSpeed;//[Offset: 0x1cd4, Size: 4] bool IsPlayerUnableToDoAutoSprintOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd8, Size: 1] float CurrentCameraFOV;//[Offset: 0x1cdc, Size: 4] float MinFovChangeView;//[Offset: 0x1ce0, Size: 4] WeaponSystemReconnectReplicateData WeaponSystemReconnectReplicateData;//[Offset: 0x1ce8, Size: 32] int GameTipMsgID;//[Offset: 0x1d08, Size: 4] FString GameTipParam1;//[Offset: 0x1d0c, Size: 12] FString GameTipParam2;//[Offset: 0x1d18, Size: 12] float AutoSprintCD;//[Offset: 0x1d60, Size: 4] TeamMateStates;//[Offset: 0x1d64, Size: 60] DoubleClickLastTouchInfoMap;//[Offset: 0x1da0, Size: 60] DoubleClickCurTouchInfoMap;//[Offset: 0x1ddc, Size: 60] float TeamInfoForceUpdateInterval;//[Offset: 0x1e1c, Size: 4] Transform FPPCameraLerpStartTransformRelative;//[Offset: 0x1e40, Size: 48] CurveFloat* CurveFPPCameraLerp;//[Offset: 0x1f08, Size: 4] CameraComponent* PreActiveCameraCache;//[Offset: 0x1f0c, Size: 4] CameraComponent* CurrentActiveCameraCache;//[Offset: 0x1f10, Size: 4] SpringArmComponent* CurrentActiveSpringArmCache;//[Offset: 0x1f14, Size: 4] PlayerTombBox* DeadTombBox;//[Offset: 0x1f60, Size: 4] bool bTempDeadBoxIgnoreTouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f64, Size: 1] FString[] ForbitPickList;//[Offset: 0x1f68, Size: 12] bool bForbitPickupEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f80, Size: 1] int pickupPlayerChoice;//[Offset: 0x1f84, Size: 4] bool bCanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f88, Size: 1] bool bShouldDisplayHitFinalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f89, Size: 1] float RescueRemainingSeconds;//[Offset: 0x1f8c, Size: 4] float RescueTotalSeconds;//[Offset: 0x1f90, Size: 4] bool IsCurrentSpectatorFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f94, Size: 1] float FreeViewUpRate;//[Offset: 0x1f98, Size: 4] byte MaxTouchMoveDelayFrame;//[Offset: 0x1f9c, Size: 1] int MaxCacheInputSpeedNum;//[Offset: 0x1fa0, Size: 4] bool bBleFreeCameraUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fa4, Size: 1] bool IsCatchUpByMonster;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fa5, Size: 1] Vector PreMonsterCatchUpPos;//[Offset: 0x1fa8, Size: 12] bool bSyncMLAIStateInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fb4, Size: 1] TeamateStateUAVChangedCompressData TeammateUAVStateChangeCompressedData;//[Offset: 0x1fb8, Size: 20] bool isPressingBtn_AimAndFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fcc, Size: 1] byte CurTouchAimAndFireFingerIndex;//[Offset: 0x1fcd, Size: 1] bool bOpeningBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fce, Size: 1] bool DiedisableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fcf, Size: 1] byte CurSightZoomFingerIndex;//[Offset: 0x2018, Size: 1] byte CurAimFireFingerIndex;//[Offset: 0x2019, Size: 1] byte ValidTouchMove;//[Offset: 0x2054, Size: 1] STExtraBaseCharacter* closedAimTarget;//[Offset: 0x2080, Size: 4] BackpackComponent* BackpackComponent;//[Offset: 0x2110, Size: 4] CommonBtnComponent* CommonBtnComponent;//[Offset: 0x2114, Size: 4] ChatComponent* ChatComponent;//[Offset: 0x2118, Size: 4] GuideComponent* GuideComponent;//[Offset: 0x211c, Size: 4] QuickSignComponent* QuickSignComponent;//[Offset: 0x2120, Size: 4] BaseTaskComponent* TaskComponent;//[Offset: 0x2124, Size: 4] delegate ClientObserveCharacterDelegate;//[Offset: 0x212c, Size: 12] bool bEnableDeathPlayback;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2145, Size: 1] int8 bEnableDeathPlaybackDelay;//[Offset: 0x2146, Size: 1] int[] ObserveReplicateItems;//[Offset: 0x2148, Size: 12] delegate OnOBPlayerItemChangedDelegate;//[Offset: 0x2154, Size: 12] delegate OnOBPlayerWeaponChangedDelegate;//[Offset: 0x2160, Size: 12] delegate OnOBPlayerBulletChangedDelegate;//[Offset: 0x216c, Size: 12] delegate OnViewTargetAttachedToVehicleDelegate;//[Offset: 0x2178, Size: 12] delegate OnViewTargetDetachedFromVehicleDelegate;//[Offset: 0x2184, Size: 12] BattleItemSpectatingData[] ObservedItemList;//[Offset: 0x21ac, Size: 12] bool bIsSendingObserveReq;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21b8, Size: 1] delegate OnViewTargetPoseChangedDelegate;//[Offset: 0x21f8, Size: 12] delegate OnAboutToChangeViewTarget;//[Offset: 0x2204, Size: 12] delegate OnFinishedChangeViewTarget;//[Offset: 0x2210, Size: 12] delegate OnCharacterStatesChange;//[Offset: 0x221c, Size: 12] bool bIsCheckLevelStreamingReturnBeforeFighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2228, Size: 1] bool bIsLevelLoadedSetGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2229, Size: 1] FriendObserver[] FriendObserverDetails;//[Offset: 0x222c, Size: 12] bool bShowWhoObservingMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2238, Size: 1] delegate ObservedTargetDieDelegate;//[Offset: 0x223c, Size: 12] float GotoSpectatingDelayTime;//[Offset: 0x224c, Size: 4] SyncOBDataActor* SyncOBDataActor;//[Offset: 0x2250, Size: 4] AIPlayerInfoInOB[] NearAIPlayerList;//[Offset: 0x2254, Size: 12] FString TPPFollowAIPlayerKey;//[Offset: 0x2264, Size: 12] AllStarReportInfoCache;//[Offset: 0x2270, Size: 60] ObservedData ObservedData;//[Offset: 0x22b0, Size: 72] bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2305, Size: 1] delegate OnToggleOBMapShowHide;//[Offset: 0x230c, Size: 12] delegate OnInterruptGameButtonShow;//[Offset: 0x2318, Size: 12] delegate OnToggleOBPlayerList;//[Offset: 0x232c, Size: 12] delegate OnSwitchToPlayerByNumPressed;//[Offset: 0x2338, Size: 12] delegate OnSwitchToTeamByNumPressed;//[Offset: 0x2344, Size: 12] delegate OnPCOBGetTeamBackPackInfoByNumPressed;//[Offset: 0x2350, Size: 12] delegate OnToggleOBTeamList;//[Offset: 0x235c, Size: 12] delegate WeaponEquipAttachment;//[Offset: 0x2368, Size: 12] delegate OnVehicleExitFreeCamera;//[Offset: 0x2374, Size: 12] delegate OnFreeViewChangedDelegate;//[Offset: 0x2380, Size: 12] delegate OnOBVehicleViewChangedDelegate;//[Offset: 0x238c, Size: 12] float OBTPPFreeViewArmLengthMax;//[Offset: 0x23a8, Size: 4] float OBTPPFreeViewArmLengthMin;//[Offset: 0x23ac, Size: 4] bool IsSmoothlyVehicleViewSpringArm;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23bc, Size: 1] bool NeedCheckChangeToVehicleView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23bd, Size: 1] CurveVector* OBVehicleViewArmOffset;//[Offset: 0x23c0, Size: 8] int OBVehicleViewAcceRecordsNum;//[Offset: 0x23c8, Size: 4] class CameraShake* OnHitCameraShake;//[Offset: 0x23d8, Size: 4] CurveVector* OBVehicleImpulseClamp;//[Offset: 0x23e4, Size: 8] CurveFloat* OBVehicleImpulseRollClamp;//[Offset: 0x23ec, Size: 8] float CurrentOBVehicleViewArmLength;//[Offset: 0x23f4, Size: 4] float OBVehicleViewArmLengthMax;//[Offset: 0x23f8, Size: 4] float OBVehicleViewArmLengthMin;//[Offset: 0x23fc, Size: 4] Vector OBVehicleRelativeLocation;//[Offset: 0x2400, Size: 12] float OBVehicleViewFOV;//[Offset: 0x240c, Size: 4] float fPlayerAliasInfoDistanceLimit;//[Offset: 0x2414, Size: 4] byte iPlayerAliasInfoCount;//[Offset: 0x2418, Size: 1] bool IsCharacterInitFlushStreaming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2419, Size: 1] bool IsAutoGetCircleInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x241a, Size: 1] delegate OnCharacterReceiveHealthChangeHistory;//[Offset: 0x241c, Size: 12] delegate OnLiveStateChanged;//[Offset: 0x2428, Size: 12] int FireMode;//[Offset: 0x2434, Size: 4] bool bNotMoveFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2438, Size: 1] bool bAlreadyFired;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2439, Size: 1] bool bFireNotToBuild;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x243a, Size: 1] bool WallFeedBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x243b, Size: 1] STExtraBaseCharacter*[] nowNearCharacterList;//[Offset: 0x243c, Size: 12] STExtraVehicleBase*[] nowNearVehicleList;//[Offset: 0x2448, Size: 12] STExtraVehicleBase*[] nowNearBlowVehicleList;//[Offset: 0x2454, Size: 12] STExtraShootWeapon*[] nowShotWeaponList;//[Offset: 0x2460, Size: 12] STExtraShootWeapon*[] nowOneShotWeaponList;//[Offset: 0x246c, Size: 12] Actor*[] nowGrenadeList;//[Offset: 0x2478, Size: 12] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2484, Size: 1] delegate triggerVoiceCheckDelegate;//[Offset: 0x2488, Size: 12] delegate triggerMoveVoiceCheckDelegate;//[Offset: 0x2494, Size: 12] delegate triggerShotVoiceCheckDelegate;//[Offset: 0x24a0, Size: 12] delegate triggerVehicleVoiceCheckDelegate;//[Offset: 0x24ac, Size: 12] delegate triggerGlassVoiceCheckDelegate;//[Offset: 0x24b8, Size: 12] delegate tirggerLandingVoiceCheckDelegate;//[Offset: 0x24c4, Size: 12] bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24d0, Size: 1] delegate OnPlayerCanJump;//[Offset: 0x24d4, Size: 12] delegate OnPlayerCannotJump;//[Offset: 0x24e0, Size: 12] bool bCanOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24ec, Size: 1] delegate OnPlayerCanOpenParachute;//[Offset: 0x24f0, Size: 12] delegate OnPlayerCannotOpenParachute;//[Offset: 0x24fc, Size: 12] bool bCanCloseParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2508, Size: 1] float PlaneFlyHeightFromGameMode;//[Offset: 0x250c, Size: 4] float CanOpenParachuteHeight;//[Offset: 0x2510, Size: 4] float ForceOpenParachuteHeight;//[Offset: 0x2514, Size: 4] float CloseParachuteHeight;//[Offset: 0x2518, Size: 4] float RealTimePawnHeight;//[Offset: 0x251c, Size: 4] float OB_RotationLagSpeed;//[Offset: 0x252c, Size: 4] OwnerClientCreateWeaponCache OwnerClientCreateWeaponCache;//[Offset: 0x2548, Size: 20] WeaponMgrInfo[] SpawnAndBackpackWeaponReplicatedDataWithMgr;//[Offset: 0x255c, Size: 12] Actor* ThePlane;//[Offset: 0x2568, Size: 4] float GameAssistantJoyStickOpacity;//[Offset: 0x2574, Size: 4] delegate OnNotifyServerOpenPickUpBox;//[Offset: 0x2578, Size: 12] delegate OnNotifyServerFirstOpenPickUpBox;//[Offset: 0x2584, Size: 12] delegate OnNotifyServerOpenAnyPickUpBox;//[Offset: 0x2590, Size: 12] bool bClientCheckResetViewTargetToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x259c, Size: 1] float ClientCheckResetViewTargetToCharacterConfigSeconds;//[Offset: 0x25a0, Size: 4] STExtraWeapon*[] TargetClientWeaponWaitForReconnectList;//[Offset: 0x25b8, Size: 12] class KillerTracker* KillerTrackerTemplate;//[Offset: 0x25c8, Size: 4] FString LastBreathMurder;//[Offset: 0x25d0, Size: 12] bool LastBreathMurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25dc, Size: 1] uint64 LastBreathMurderUID;//[Offset: 0x25e0, Size: 8] VehicleUserComponent* VehicleUserComp;//[Offset: 0x25e8, Size: 4] FString murderName;//[Offset: 0x25ec, Size: 12] FString FinalMurderName;//[Offset: 0x25f8, Size: 12] uint64 MurderUID;//[Offset: 0x2608, Size: 8] bool MurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2610, Size: 1] bool LastBreathMurderIsSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2611, Size: 1] bool MurderIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2612, Size: 1] OBHttpComponent* OBHttpComponent;//[Offset: 0x2648, Size: 4] bool bDisableItemOperationSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x264c, Size: 1] ImpactEffectCachedListSimulateMap;//[Offset: 0x2660, Size: 60] ImpactEffectCachedListLocalMap;//[Offset: 0x269c, Size: 60] float OceanSideDetectDistance;//[Offset: 0x26e0, Size: 4] float OceanSideDetectInterval;//[Offset: 0x26e4, Size: 4] int CurrOBAirDropID;//[Offset: 0x26e8, Size: 4] EndTouchScreenCommandMap;//[Offset: 0x26ec, Size: 60] bool bCanRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2728, Size: 1] AkAudioEvent* HitVehicleSound;//[Offset: 0x27fc, Size: 4] bool bIsPressingFireBtn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2800, Size: 1] FString ClientActivePlatformProfileName;//[Offset: 0x2804, Size: 12] float ZMoveDisCalcThreshold;//[Offset: 0x284c, Size: 4] bool bDebugDrawHUDCrossLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2850, Size: 1] StateMachineComponent* NewStateMachineComp;//[Offset: 0x2854, Size: 4] bool ExitFromHelicopterParachuteJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2858, Size: 1] enum ServerStateType;//[Offset: 0x2859, Size: 1] enum ClientStateType;//[Offset: 0x285a, Size: 1] enum GameStateMsgType;//[Offset: 0x285b, Size: 1] int HolographyCurrentSelectID;//[Offset: 0x2864, Size: 4] bool bSwitchesInMapsExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2868, Size: 1] bool bIsEnterBattleResultStep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2869, Size: 1] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x286a, Size: 1] float ObservingTime;//[Offset: 0x286c, Size: 4] KillerTracker* KillerCameraTracker;//[Offset: 0x2870, Size: 4] bool bEnableOBBulletTrackEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2884, Size: 1] bool bEnableOBBulletTrackEffectSetting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2885, Size: 1] MonsterTreasureBox* CurHUDMonsterTreasureBox;//[Offset: 0x2894, Size: 4] FString DefaultHUDClassPath;//[Offset: 0x2898, Size: 12] delegate OnClientReportPeerVisualFieldAcotrList;//[Offset: 0x28b8, Size: 12] STExtraPlayerController* DieInstigator;//[Offset: 0x28c4, Size: 4] bool IsImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28c8, Size: 1] bool IsCharacterDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28c9, Size: 1] AvatarCapture* AvatarCaptureInfo;//[Offset: 0x28cc, Size: 4] int BOptimizeBulletHit;//[Offset: 0x28d0, Size: 4] ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x28d4, Size: 56] FootprintActorInfo[] FootprintActorInfo;//[Offset: 0x290c, Size: 12] int MaxTeamFootprintCount;//[Offset: 0x2918, Size: 4] int MaxOtherFootprintCount;//[Offset: 0x291c, Size: 4] FootprintActorLookupTable;//[Offset: 0x2920, Size: 60] TrailMarkActorLookupTable;//[Offset: 0x295c, Size: 60] IdeaDecalManager* IdeaDecalManager;//[Offset: 0x299c, Size: 4] MaterialInstanceDynamic*[] BloodDecalMaterials;//[Offset: 0x29a0, Size: 12] LocalDecalHandleMap;//[Offset: 0x29ac, Size: 60] SupplySpot* CurrentSupplySpot;//[Offset: 0x2a00, Size: 4] EnhancerSpot* CurrentEnhancerSpot;//[Offset: 0x2a04, Size: 4] PlayerRevivalComponent* PlayerRevivalComp;//[Offset: 0x2a08, Size: 4] delegate OnPlayerEnterRevivalStateDelegate;//[Offset: 0x2a34, Size: 12] delegate OnPlayerLeaveRevivalStateDelegate;//[Offset: 0x2a40, Size: 12] delegate SetCaptureIDCardStatusDelegate;//[Offset: 0x2a50, Size: 16] delegate OnPlayerExitGameDelegate;//[Offset: 0x2a60, Size: 12] delegate OnEnterVehicleDelegate;//[Offset: 0x2a7c, Size: 12] delegate ClientOnEnterVehicle;//[Offset: 0x2a88, Size: 12] delegate ClientOnLeaveVehicle;//[Offset: 0x2a94, Size: 12] delegate ClientOnChangeVehicleSeatCompletedDelegate;//[Offset: 0x2aa0, Size: 12] delegate OnVehicleWeaponIsReadyForFireDelegate;//[Offset: 0x2aac, Size: 12] delegate ClientOnDeathReplayDataWhenFatalDamagedDelegate;//[Offset: 0x2ab8, Size: 12] delegate OnViewTargetChange;//[Offset: 0x2ac4, Size: 12] delegate OnPreViewTargetChange;//[Offset: 0x2ad0, Size: 12] delegate OnImprisonStateChange;//[Offset: 0x2adc, Size: 12] bool bEnableClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ae8, Size: 1] bool bClampControllerRelativeYaw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ae9, Size: 1] float ControllerRelativeYawMin;//[Offset: 0x2aec, Size: 4] float ControllerRelativeYawMax;//[Offset: 0x2af0, Size: 4] RevivalPointActor* CurOperatePlayerRevivalPoint;//[Offset: 0x2afc, Size: 8] int IdCardMarkType;//[Offset: 0x2b08, Size: 4] bool DisableJoystickMultiControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b28, Size: 1] int VehicleControlMode;//[Offset: 0x2b2c, Size: 4] bool VehicleJoystickLRSwitcher;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b30, Size: 1] delegate InfectionShowKillNumDelegate;//[Offset: 0x2b34, Size: 12] delegate InfectionPlayerPawnInitType;//[Offset: 0x2b40, Size: 12] float StreamingDistanceScaleFlying;//[Offset: 0x2b4c, Size: 4] bool bIsPlayerInWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b50, Size: 1] delegate OnPlayerInOutWhiteCircleChangedDelegate;//[Offset: 0x2b54, Size: 12] bool bIsPlayerOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b60, Size: 1] delegate OnPlayerInOutBlueCircleChangedDelegate;//[Offset: 0x2b64, Size: 12] float MoveDistanceThreshold;//[Offset: 0x2b70, Size: 4] float SpeedRecordTime;//[Offset: 0x2b74, Size: 4] float SpeedRecordAccTime;//[Offset: 0x2b78, Size: 4] delegate OnSelfPawnDeathDelegate;//[Offset: 0x2b7c, Size: 12] delegate OnChangeToWalkingDead;//[Offset: 0x2b88, Size: 12] bool bCanChangeToWalkingDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b94, Size: 1] delegate OnNotifyCanChangeToWalkingDead;//[Offset: 0x2b98, Size: 12] delegate OnChangeToWalkingDeadRes;//[Offset: 0x2ba4, Size: 12] bool GMDisableLeftScreenControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bb0, Size: 1] bool IsJoystickInLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bb1, Size: 1] delegate OnWeakGuidEventDelegate;//[Offset: 0x2bb4, Size: 12] delegate OnStopWeakGuidDelegate;//[Offset: 0x2bc0, Size: 12] delegate OnEnableGuidActorDelegate;//[Offset: 0x2bcc, Size: 12] delegate OnInfectionShowTipMsgDelegate;//[Offset: 0x2bd8, Size: 12] delegate OnInfectionPlaySoundEventDelegate;//[Offset: 0x2be4, Size: 12] class DamageType* GiveupDamageTypeClass;//[Offset: 0x2bf0, Size: 4] uint32 LastKillerKey;//[Offset: 0x2bf4, Size: 4] bool bAAlOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bf8, Size: 1] bool bIsBackPackPanelOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2bf9, Size: 1] bool bUseAntiDataReportFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c04, Size: 1] bool bUseAntiDataReportFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c05, Size: 1] bool bUseAntiDataReportFilterCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c06, Size: 1] float LastReportAntiDataTime;//[Offset: 0x2c08, Size: 4] delegate RefreshPickupFlagStatusDelegate;//[Offset: 0x2c0c, Size: 12] delegate OnRevivalAndEnterAirplane;//[Offset: 0x2c18, Size: 12] delegate OnSpawnVehicleServerTimeUpdatedDelegate;//[Offset: 0x2c24, Size: 12] bool bDisableTouchMoveInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c30, Size: 1] delegate OnPlayerControllerStateChangedDelegate;//[Offset: 0x2c34, Size: 12] delegate OnPlayerNumOnPlaneChangedDelegate;//[Offset: 0x2c40, Size: 12] delegate OnReconnectResetUIByPlayerControllerStateDelegate;//[Offset: 0x2c4c, Size: 12] delegate OnMemberVoiceDelegate;//[Offset: 0x2c58, Size: 12] delegate HideAllUIAfterDeadTipsShowDelegate;//[Offset: 0x2c64, Size: 12] Actor* InteractiveActor;//[Offset: 0x2c70, Size: 4] delegate OnVehicleWarKilledTrackerStartDelegate;//[Offset: 0x2c74, Size: 12] delegate OnVehicleWarKilledTrackerFinishDelegate;//[Offset: 0x2c80, Size: 12] delegate OnVehicleWarVehicleRepawnDelegate;//[Offset: 0x2c8c, Size: 12] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0x2c98, Size: 12] FloatingTextComponent* FloatingTextComp;//[Offset: 0x2ca4, Size: 4] delegate OnTouchInterfaceChangedDelegate;//[Offset: 0x2cbc, Size: 12] ParachuteAnimAssetCache;//[Offset: 0x2cc8, Size: 60] enum CurrentWeaponFunction;//[Offset: 0x2d04, Size: 1] float WeaponFunctionChangingInterval;//[Offset: 0x2d08, Size: 4] bool bWeaponFunctionIsChanging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d0c, Size: 1] float WeaponFunctionLastChangingTime;//[Offset: 0x2d10, Size: 4] WeatherConfigComponent* WeatherConfigComponent;//[Offset: 0x2d14, Size: 4] DynamicWeatherExMgr* DynamicWeatherExMgr;//[Offset: 0x2d18, Size: 4] bool bDstWeather;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d28, Size: 1] bool bDstWeatherFog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d38, Size: 1] delegate OnIndoorStateChangeDelegate;//[Offset: 0x2d3c, Size: 12] double LastFlyLeapPlatfromTime;//[Offset: 0x2d88, Size: 8] bool bEnableDSErrorLogReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dcc, Size: 1] bool InWateringRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2dcd, Size: 1] ActivitdedIDMap;//[Offset: 0x2dd0, Size: 60] WeaponHitDetailInfo ShowWeaponHitDetailInfo;//[Offset: 0x2e20, Size: 16] WeaponHitDetailInfo CacheWeaponHitDetailInfo;//[Offset: 0x2e30, Size: 16] LastGameRemainItemData LastGameRemainItemData;//[Offset: 0x2e40, Size: 48] bool bAddMovementTickInSpect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e70, Size: 1] bool bIsOpenGraySceneOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e72, Size: 1] bool bSceneIsGrayOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e73, Size: 1] float FadeGrayInterpSpeed;//[Offset: 0x2e74, Size: 4] PlayerAvatarHideState;//[Offset: 0x2e78, Size: 60] float ParachuteSlideReportDuration;//[Offset: 0x2eb4, Size: 4] float ParachuteReportLocationDiffSq;//[Offset: 0x2eb8, Size: 4] ParachuteData ParachuteData;//[Offset: 0x2ec0, Size: 128] float TrustClientSinceEnterParachuteJump;//[Offset: 0x2f48, Size: 4] float ClientParachuteLandedFinishTimeMax;//[Offset: 0x2f50, Size: 4] VehicleMoveDragData DragData;//[Offset: 0x2f60, Size: 24] int PhotographerOpenRecord;//[Offset: 0x2f78, Size: 4] int PhotographerTakePhotoRecord;//[Offset: 0x2f7c, Size: 4] int PhotographerTemplateRecord;//[Offset: 0x2f80, Size: 4] float ReportSimulatedDragInterval;//[Offset: 0x2f84, Size: 4] delegate OnTeammateRescueStateChanged;//[Offset: 0x2f90, Size: 12] TimerHandle LocalRescueEndedTimer;//[Offset: 0x2fa0, Size: 8] void ViewVehicle(float YawAdd, float PitchAdd, Vector Loc);// 0x350ded8 void ViewPlane();// 0x350dec4 void VehicleWarOpenSequencerDelegate__DelegateSignature(out const BattleOpenSequencerInfo SequencerInfo);// 0x40a6134 void VehicleWarFireTakeDamagedEvent(Vector CauserLocation);// 0x350de54 bool UseSharedBagSkin();// 0x350de24 void UserDropItemOperation(ItemDefineID DefineID);// 0x350dd9c void UseItem(int ID);// 0x350dd24 void UpdateTeammatesStreaming();// 0x350dd08 void UpdateSurfboardUI();// 0x350dcf4 void UpdateSelfRevivalCountdown(int CurCountdown);// 0x350dc74 void UpdatePoseViewPitchLimit();// 0x350dc60 void UpdatePoseState(byte PoseType);// 0x350dbe8 void UpdateBodyIndoorState(bool BodyIndoor);// 0x350db20 void UnPossess();// 0x350db04 void TryReqMoveToTarget(int FollowType, FString FollowUID);// 0x350d964 void TriggerVehicleVoiceCheckFuction(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x350d6b4 void TriggerShotVoiceCheckFuction(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x350d7bc void TriggerMoveVoiceCheckFuction(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x350d6b4 void TriggerLandingVoiceCheckFuction(Vector posVector, float showTime);// 0x350d5f8 void TriggerGlassVoiceCheckFuction(Vector posVector, float showTime);// 0x350d5f8 void TPPFollowAI(FString AIPlayerKey);// 0x3101380 void TouchMove(Vector Loc, byte FingerIndex);// 0x350d53c bool TouchEnd(byte PressType);// 0x350d4bc void TouchBegin(byte PressType);// 0x350d444 void ToggleOBVehicleView();// 0x350d430 void ToggleOBTPPFollowFreeView();// 0x350d41c void ToggleEnableOBBulletTrackEffectSetting(bool bEnable);// 0x350d39c void TeamMateUAVStateChanged(STExtraPlayerState* STPlayerState, TeamateStateUAVChangedCompressData ChangedCompressedData);// 0x350d2c0 void TeamMateStateChangedZNQ(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, float HealthMax, int VoiceID);// 0x350d098 void TeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector_NetQuantize100 Location, uint32 View, byte Roll, float Health, int VoiceID);// 0x350ceb8 void SwitchToTeamByNumPressed();// 0x350cea4 void SwitchToPlayerByNumPressed();// 0x350ce90 void SwitchToDeadBox();// 0x350ce7c void SwitchShowUI();// 0x350ce68 void SwitchPoseStateWithTransformServer(STExtraBaseCharacter* TargetCharacter, byte PoseState, Vector Position, Rotator Rotation);// 0x350ccb4 void SwitchPoseStateServer(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x350cbb8 void SwitchPoseStateFailedResponse(STExtraBaseCharacter* TargetCharacter, byte FailedPoseState, byte CurPoseState, enum FailReason);// 0x350ca68 void SwitchPoseStateClient(STExtraBaseCharacter* TargetCharacter, byte PoseState);// 0x350c9a4 void SwitchMouseCursorShowState();// 0x350c990 void SwitchGenerateItem();// 0x350c934 void SwitchCameraModeScope(byte Mode, STExtraBaseCharacter* InCharacter);// 0x350c878 void SwitchCameraModeByOrder();// 0x350c864 void SwitchCameraMode(byte Mode, STExtraBaseCharacter* InCharacter, bool IsUseLerpFPP, bool IsForceSwitch);// 0x350c708 void SwapWeaponByPropSlotOnServer(byte Slot1, byte Slot2, bool bForce);// 0x350c600 void StopBuildingMode(bool HideUI, bool ShrinkMenu);// 0x350c528 void StopAbsorb();// 0x350c4cc void StartLandOnGroundAfterJumpPlane();// 0x350c4b8 void StartInputCameraMoveTest(bool bIsStartInputCameraMoveTest, bool bIsStartTestAllTime, float IntervalTime);// 0x350c3a0 void StartGame();// 0x350c38c void StartFreeCamera(byte FigerIndex);// 0x350c314 void SpectatorCameraChange_Broadcast(bool bDie);// 0x350c24c void SpawnAITeam(int Num, int AITeamID, byte Difficulty);// 0x350c14c void SpawnAIPosi(int ID, int AITeamID, float PosiX, float PosiY, float PosiZ);// 0x350bfbc void SpawnAI(int Num, bool bSpawnAll);// 0x350bef8 void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x350be80 bool SkipChangeViewTarget();// 0x350be50 void ShutDownBroadcastFatalDamage(bool IsOpen);// 0x317f3c4 void ShowStringMsg(const FString Message, int MsgID, int ItemID, FString PlayerKeyString);// 0x350bbe8 void ShowPoints(const Vector[] Points, const Color Color, float LifeTime);// 0x350baa4 void ShowMovePath(const Vector[] Path);// 0x350b9e0 void ShowGameTips(int TipsID, FString Params);// 0x350b8d8 void ShowFireBtn(bool bShow);// 0x40a6134 void ShowBulletShoot(Vector StartLoc, Rotator Rot);// 0x350b810 void ShowAnimationButton(bool IsShow, int NewUIType);// 0x350b740 bool ShouldShowVoiceVisualizationForTrainingMode();// 0x350b710 bool ShouldShowVoiceVisualizationForSameTeam(Pawn* Other);// 0x350b688 bool ShouldSendFatalDamageToClient(UAECharacter* Causer, UAECharacter* Victim);// 0x350b5bc bool ShouldForceFPPView(STExtraPlayerCharacter* InCharacter);// 0x350b53c void SetVirtualStickVisibility(bool bJSVisiable);// 0x350b4bc void SetVirtualStickAutoSprintStatus(bool bVirtualstickAutoSprint);// 0x350b43c void SetVirtualJoystickWidgetRender(enum Visible);// 0x350b3c4 void SetViewYawLimit(float YawMin, float YawMax);// 0x350b308 void SetViewTargetTest(Actor* NewViewTarget);// 0x350b290 void SetTouchFingerIndex(bool TouchBegin, byte FingerIndex);// 0x350b1c8 void SetTeammateForbitPick(bool bForbit, int LogType);// 0x350b0b8 void SetSpectatorPawnLotation(out const Vector NewLocation);// 0x350b034 void SetSkillFingerIndex(byte FingerIndex);// 0x350afbc void SetSingleThreadUpdateAnim(bool InIsSingleThread);// 0x350af3c void SetShoulderFingerIndex(bool TouchBegin, byte FingerIndex);// 0x350ae74 void SetScopeFingerIndex(bool TouchBegin, byte FingerIndex);// 0x350adac void SetPlayerMark(Vector Loc);// 0x350ad00 void SetPlayerMapMultiMark(Vector NewLoc, bool bAdd, int MaxNum, bool bClearAll);// 0x350ab40 void SetPlane(Actor* Plane);// 0x350aac8 void SetPeekFingerIndex(bool TouchBegin, byte FingerIndex, bool AutoCancelPeek);// 0x350a9b4 void SetParachuteAnimCached(byte AnimOverrideType, bool InValue);// 0x350a8f0 void SetOBVehicleView(bool IsActive);// 0x350a870 void SetObservingTime(float Time);// 0x350a7f8 void SetMovable(bool IsMovable);// 0x350a778 void SetLocalUnPossesTest(bool bControllerSide, bool bPawnSide);// 0x350a6a8 void SetLaunchFlyStateOnServer(enum StateType);// 0x350a630 void SetLaunchFlyState(enum StateType);// 0x350a5b8 void SetJoyStickScale(float JSScale);// 0x350a540 void SetJoyStickPtrFireMode(int FireMode);// 0x350a4c8 void SetJoystickOperatingMode(byte OperatingMode, float GoStraightAngle);// 0x350a40c void SetJoyStickOpacityNotUpdate(float JSOpacity);// 0x350a394 void SetJoyStickOpacity(float JSOpacity);// 0x350a31c void SetJoyStickInteractionSize(Vector2D JSInteractionSize);// 0x350a2ac void SetJoyStickCenter(Vector2D JSCenter);// 0x350a23c void SetIsSnowy(bool bSnowy);// 0x350a1bc void SetIsShowBlood(bool InIsShowBlood);// 0x350a13c void SetIsRainy(bool bRainy);// 0x350a0bc void SetIsCacheReceiveRespawnZombie(bool isReceive);// 0x350a03c void SetIsBlizzard(bool bBlizzard);// 0x3509fbc void SetIgnoreMoveInput(bool bNewMoveInput);// 0x3509f34 void SetHasResultState(bool InState);// 0x3509eb4 void SetGameStateReconnectInfoToClient(ReConnectGameStateInfo ReConnectInfo);// 0x3509ce0 void SetEnterInteractiveActor(Actor* IActor, bool IsIn);// 0x3509c1c void SetEnableVoiceByPlayerKey(STExtraPlayerState* State, bool Enable);// 0x3509b58 void SetDisableTouchMoveInput(bool bDisable);// 0x3509ad8 void SetCustomSensibility(int WeaponID, int AttrIndex, float Value);// 0x35099d8 void SetCustomFlightRoute(float StartX, float StartY, float EndX, float EndY);// 0x3509890 void SetCurrentCameraFOV(float FOV, byte Mode);// 0x3509794 void SetControlRotation(out const Rotator NewRotation, FString CallSource);// 0x350967c void SetClientSpawnAndBackpackWeaponReplicatedDataArray(uint32 CharacterGUID, const ItemDefineID[] DataList, int WeaponSyncTicket);// 0x35094f8 void SetCircleInfoToClient(GetCircleInfo ReConnectInfo);// 0x3509368 void SetCaptureIDCardStatusDelegate__DelegateSignature(bool IsCapture);// 0x40a6134 void SetCanJump(bool CanJump);// 0x35092e8 void SetCanGotoExPlane(bool bFlag);// 0x3509268 void SetCanDropItem(bool bCanDrop);// 0x35091e8 void SetBeKickedPlayerName(FString InPlayerName);// 0x3509090 void SetAngledSightFingerIndex(bool TouchBegin, byte FingerIndex);// 0x3508fc8 void SetAllStarReportDataByOpenID(FString InPlayerOpenID, out AllStarReportData InReportData);// 0x3508eb4 void ServerUseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x3508d08 void ServerUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation, float TimeStamp);// 0x3508ba0 void ServerUpdateCurrentBuildIndex(int8 idx);// 0x3508aec void ServerTriggerSelectHolography(int HolographyID, int SkillID);// 0x35089f0 void ServerTriggerSelectGrenade(int GrenadeID);// 0x350893c void ServerTriggerCharacterSkillWithID(int SkillID, bool bEnable);// 0x350882c void ServerTriggerCharacterCustomEvent(byte SkillEvent, int SkillID);// 0x3508730 void ServerTestPaintDecal(int ID, const PlayerDecalData DecalData);// 0x350857c void ServerStopFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x350823c void ServerStopFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, uint32 CurClipID, BulletInClip CurBulletInClip);// 0x3507efc void ServerStopFillGas(STExtraShootWeapon* TargetWeapon);// 0x3507e48 void ServerStartPreBarrel(STExtraBaseCharacter* TargetCharacter, float HandledTime);// 0x3507d4c void ServerStartOnPlaneSurvive(float P_PlaneFlyHeight, float P_PlaneStartDistance, float P_PlaneFlySpeed, float P_HaveToJumpDistance, Vector P_MapCenterLoc, Vector P_PlaneStartLoc, float P_PlaneStartYaw);// 0x3507aa4 void ServerStartFireNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo, float MaxAimDistance, Vector2D ScreenAimRect);// 0x35078c0 void ServerStartFire(STExtraBaseCharacter* TargetCharacter, STExtraShootWeapon* TargetWeapon, const StartFireInfo InStartFireInfo);// 0x350777c void ServerStartFillGas(STExtraShootWeapon* TargetWeapon);// 0x35076c8 void ServerStartBarrelNew(WeaponManagerBaseComponent* WeaponMangerComp, STExtraShootWeapon* ShootWeapon);// 0x35075cc void ServerStartBarrel(STExtraBaseCharacter* TargetCharacter);// 0x3507518 void ServerSetShootType(STExtraBaseCharacter* TargetCharacter, byte ShootType);// 0x350741c void ServerSetSelfForceHideState(int SlotID, bool bSelfHide);// 0x350730c void ServerSetReloadMethod(Actor* TargetActor, byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x35071c8 void ServerSetObsverLocation(const Vector locat);// 0x350711c void ServerSetIsFreeView(bool isFreeView);// 0x3507054 void ServerSetFreeCameraRotationOnVehicle(Rotator InRotation, bool IsAutoReturn);// 0x3506f40 void ServerSetFreeCamera(Rotator InRotation);// 0x3506e94 void ServerSetControlRotationOnVehicle(Rotator InRotation, bool IsFreeCamera);// 0x3506d80 void ServerSetControlRotation(const Rotator NewRotation);// 0x3506cd4 void ServerSendLogToLobby(FString ErrorLog);// 0x3506c18 void ServerReportWatchGamePlayerInfoButtonClick(uint64 WatchPlayer_UID, uint64 WatchedPlayer_UID, float Duration);// 0x3506aac void ServerReportVehicleDrag(const VehicleMoveDragData InDragData);// 0x35069b8 void ServerReportPhotographerOp(byte OperationType);// 0x3506904 void ServerReplicateExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x35066a0 void ServerRemoteDestroyAllActor();// 0x3506680 void ServerRemoteDestroyActor(int SingleId);// 0x3506608 int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x35064ac void ServerReceiveThePlane(int64 TimeStamp);// 0x35063f4 void ServerQuitSpectating();// 0x3506398 void ServerPickItem(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3505fa8 void ServerOpenParachute();// 0x3505f4c void ServerObserveKiller();// 0x3505ef0 void ServerObserveCharacter(uint32 InPlayerKey);// 0x3505e3c void ServerObserveAirDropBox(int boxId);// 0x3505d88 void ServerNotifyAutoFollowStatus(bool IsStartFollow, STExtraBaseCharacter* Target);// 0x3505c78 void ServerKickPlayerFromGame(uint32 InPlayerKey);// 0x3505bc4 void ServerJumpFromPlane();// 0x3505b68 void ServerInterruptGame();// 0x3505b0c void ServerInternalSetTeammateForbidPick(bool bIsForbid, int TLogIndex);// 0x3505a44 void ServerHearSound(int AkEventID, const Vector AkLocation);// 0x3505950 void ServerHandleMsg(enum Msg);// 0x350589c void ServerHandleHitDataArrayFlowOpt(STExtraShootWeapon* TargetWeapon, SACData AntiCheatData, const BulletHitInfoWithoutDamage[] HitInfoWithoutDamageArray);// 0x3505678 void ServerHandleHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData);// 0x350552c void ServerHandleExtraHitDataArray(STExtraShootWeapon* TargetWeapon, const SACData InAntiCheatData, const HitTargetExtraData[] HitExtraDataArray);// 0x3505358 void ServerGetTotalPlayers();// 0x35052fc void ServerGetPlayerAliasInfoList();// 0x35052a0 void ServerGetCircleInfo();// 0x3505244 void ServerFight();// 0x35051e8 void ServerExitFromHelicopter(STExtraVehicleBase* ExitVehicle);// 0x3505134 void ServerExitFreeCamera();// 0x35050d8 void ServerDropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x3504f74 void ServerDriveFireBalloon(STExtraFireBalloon* FireBalloon, bool bNewDrive);// 0x3504e64 void ServerDoPickupRevivalFlag();// 0x3504e08 void ServerDisuseItem(ItemDefineID DefineID, enum Reason);// 0x3504cec void ServerControlFireBalloonMoveEx(STExtraFireBalloon* FireBalloon, float MoveUpValue, float MoveForwardValue, float MoveRightValue);// 0x3504b58 void ServerControlFireBalloonMove(STExtraFireBalloon* FireBalloon, float MoveUpValue);// 0x3504a5c void ServerCMD_RPC(FString Cmd);// 0x3504968 void ServerCMD(FString Cmd);// 0x3101380 void ServerClearTeammatesCache();// 0x350490c void ServerChangeWeaponScheme(int Index);// 0x3504858 void ServerChangeWeaponFunction(enum NewWeaponFunction);// 0x35047a4 void ServerChangeVehicleAvatar(const int AvatarID);// 0x35046f0 void ServerChangeStatePC(enum TargetStateType);// 0x3504678 void ServerChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x3504514 void ServerAutoSwitchSameSlotWeapon(byte CurrentSlot);// 0x350449c void SendWeaponInfoToOB(out OBPlayerWeaponRecord[] WeaponReport);// 0x3504368 void SendStringWithMsgID(FString Message, int MsgID, FString PlayerKeyString);// 0x35041e4 void SendStringMsgWithTransform(FString Message, int MsgID, int ItemID, FString PlayerKeyString, int MsgExtraParam, byte CheckSetting, bool bIncludeTeammates);// 0x3503f3c void SendStringMsg(FString Message, int MsgID, int ItemID, FString PlayerKeyString, int MsgExtraParam, byte CheckSetting, bool bIncludeTeammates);// 0x3503c94 void SendStringDirect(FString Message);// 0x3503bd8 void SendLogToLobbyOnece(byte LogType);// 0x3503b60 void SendGameStateInitOK();// 0x3503b04 void SendEndTouchScreenUICommand(out FString UIMsg);// 0x3503a38 void SendDeviceInfo(const FString PlatformProfileName, const DeviceInfo DeviceInfo);// 0x35038bc void SendCustomMsg(FString Message, int MsgExtraParam, bool bSTTMsg);// 0x3503770 void ScopeOut();// 0x350375c void ScopeIn();// 0x3503748 void S2C_ResponseSkillPrompt(int SkillID, float RemainingTime, FString PromptText, float TotalTime);// 0x3503574 void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x350341c void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x35032c4 void RunOnNextFrameEvent();// 0x35032b0 void RunOnNextFrame__DelegateSignature();// 0x40a6134 void RspGetVehiclePos(STExtraVehicleBase* SimVehicle, Vector pos);// 0x35031ec void RPC_UseInteractiveActor();// 0x3503190 void RPC_Server_VehicleWarSetPlayerHasLogin();// 0x3503134 void RPC_Server_ShootSpecialBullet(Transform LaunchTrans, STExtraShootWeapon* TargetWeapon);// 0x3502fb0 void RPC_Server_ShootSeekAndLockProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf, const SeekAndLockRPGBulletUploadData UploadData);// 0x3502c40 void RPC_Server_ShootProjectileBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf);// 0x3502930 void RPC_Server_ShootMultiEnergyAccumulateProjectileBulletsSimulate(STExtraShootWeapon* TargetWeapon, const ShootMultiBulletsParam[] LaunchParams, float CurAccEnergyPercent);// 0x35027ac void RPC_Server_ShootGrenadeBullet(STExtraShootWeapon* TargetWeapon, Transform Trans, ShootTimeData InShootTimeInf);// 0x35024a0 void RPC_Server_SetRemainBoxIsSearched(PlayerRemainTombBox* RemainBox);// 0x35023e4 void RPC_Server_SetPlayerStateChoose(int choose);// 0x3502330 void RPC_Server_SetMicphoneTLogToServer(const TLog_Micphone MicphoneTlog);// 0x350226c void RPC_Server_SendLog(FString ErrorLog);// 0x3502178 void RPC_Server_RequestRefreshOwnerPawnHealth();// 0x350211c void RPC_Server_ReqHealth();// 0x35020c0 void RPC_Server_ReportPeerVisualFieldActorList(const Actor*[] VisualFieldActorList);// 0x3501fcc void RPC_Server_RemovePhotonDestructibleFragment(const HitResult Hit);// 0x3501f0c void RPC_Server_RemoveFracturedMeshFragment(Actor* ImpactActor, Actor* OtherActor, Vector NormalImpulse, const HitResult Hit);// 0x3501d68 void RPC_Server_PrintHP();// 0x3501d0c void RPC_Server_NotifySwapMainWeaponFinished(byte Slot1, byte Slot2);// 0x3501c10 void RPC_Server_NotifyServerUseSpot(SupplySpot* InSupplySpot);// 0x3501b5c void RPC_Server_NotifyServerUseEnhancerSpot(EnhancerSpot* InEnhancerSpot);// 0x3501aa8 void RPC_Server_NotifyServerProjectileBulletImpact(const ExplosionProjectileHitInfo InExProjectileHitInfo, ProjectileBulletBase* Bullet);// 0x35019b4 void RPC_Server_NotifyServerPetNotDownload(int PetId);// 0x3501900 void RPC_Server_NotifyServerOpenAnyPickUpBox(PlayerTombBox* TombBox);// 0x350184c void RPC_Server_NotifyServerLaserProjectileBulletAutoExplode(ProjectileBulletBase* Bullet, const ExplosionProjectileHitInfo InExpProjectileInfo);// 0x3501758 void RPC_Server_NotifyServerEnemyStep(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x3501604 void RPC_Server_NotifyServerEnemyShoot(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience);// 0x3501450 void RPC_Server_NotifyServerAddOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x350135c void RPC_Server_NotifyBreakWindow(UAEHouseActor* OwnerTarget, UAEWindowRepData Window);// 0x3500fb0 void RPC_Server_NorifyServerClientHasFinishReconnectedWeaponSystem();// 0x3500f48 void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeaponWithWeaponMgr(const ItemDefineID[] WeaponIDArray, WeaponManagerComponent* WeaponMgr);// 0x3500e0c void RPC_Server_NorifyServerClientHasFinishedHandleSpawnWeapon(const ItemDefineID[] WeaponIDArray);// 0x3500d18 void RPC_Server_NorifyServerAddFirstOpenedTreasureBoxes(const int[] TreasureBoxIDArray);// 0x3500c24 void RPC_Server_NorifyServerAddFirstOpenedPlayerTombBoxes(const int[] PlayerTombBoxIDArray);// 0x3500b30 void RPC_Server_NorifyServerAddFirstOpenedAirDropBoxes(const int[] AirDropBoxIDArray);// 0x3500a3c void RPC_Server_EquipWeaponBullet(STExtraShootWeapon* TargetWeapon, int BulletID);// 0x3500940 void RPC_Server_ConfirmMisKill(uint32 bConfirm, const GameBaseInfo ClientBaseInfo);// 0x35007f8 void RPC_Server_ClientHasReactivated();// 0x350079c void RPC_Server_ClientHasFinishedRecoverWeapon_New(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x3500638 void RPC_Server_ClientHasFinishedRecoverWeapon(STExtraWeapon* Weapon, const WeaponReconnectReplicateData RecoverData);// 0x35004d4 void RPC_Server_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x35003d8 void RPC_Server_BattleStateTime(float InBattleStateTime);// 0x3500324 void RPC_ReviveState_GiveUpRevive();// 0x35002c8 void RPC_RequireDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr);// 0x3500214 void RPC_RemoteCustomEventWithObjects(FString EventTag, FString CustomParam, Object* TObject01, Object* TObject02);// 0x3500000 void RPC_RemoteCustomEventWithObject(FString EventTag, FString CustomParam, Object* TObject);// 0x34ffe3c void RPC_RemoteCustomEvent(FString EventTag, FString CustomParam);// 0x34ffcc0 void RPC_PushDynamicWeatherInfo(DynamicWeatherMgr* DynamicWeatherMgr, WeatherControllerRepData RepWeatherInfo);// 0x34ffbc0 void RPC_OwnerClient_WeaponWarmUpEnd(STExtraWeapon* Weapon);// 0x34ffb0c void RPC_OwnerClient_SwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x34ff9b4 void RPC_OwnerClient_SetTeammatesYouAttackFirstToClient(const FString[] ListOnServer);// 0x34ff858 void RPC_OwnerClient_SetMurderInfo(FString murderName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x34ff650 void RPC_OwnerClient_SetLastBreathMurder(FString MurderPlayerName, const bool IsAI, const uint64 InUID, const bool IsMurderSameTeam);// 0x34ff448 void RPC_OwnerClient_SetCurrentWeaponVisible(bool bVisible);// 0x34ff380 void RPC_OwnerClient_PlayerEnableAttrModifier(bool bEnable, const AttrModifyItem ItemData);// 0x34ff1a8 void RPC_OwnerClient_PlayerConsumeItem(const ItemDefineID ID, int Count);// 0x34ff0ac void RPC_OwnerClient_PlayerAddHealth(float AddVal, byte Reason);// 0x34fefb0 void RPC_OwnerClient_PlayerAddEnergy(float AddVal, byte Reason);// 0x34feeb4 void RPC_OwnerClient_NotifyClientEquipWeaponAttachment(byte WeaponPropSlot, const ItemDefineID DefineID, bool bEquip);// 0x34fed5c void RPC_OwnerClient_HandleAIShootBulletHit(Vector_NetQuantize10 BulletStart, Vector_NetQuantize10 BulletEnd);// 0x34fec44 void RPC_OwnerClient_FlushPlayerHealthChangeHistory(const float[] ChangeHistory, STExtraBaseCharacter* TargetPlayer);// 0x34feb08 void RPC_OwnerClient_ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x34fe9c4 void RPC_GiveUpGame();// 0x34fe968 void RPC_DrawDebug_Sphere(const Vector Center, float Radius, Color Color, float LifeTime);// 0x34fe828 void RPC_DrawDebug_Line(const Vector Start, const Vector End, Color Color, float LifeTime);// 0x34fe6f0 void RPC_ClientSetVehicleSpawnServerTime(float STime);// 0x34fe670 void RPC_Client_UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x34fe568 void RPC_Client_UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x34fe354 void RPC_Client_UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x34fe188 void RPC_Client_UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x34fdfbc void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x34fddf0 void RPC_Client_ShowNewCommonCountDown(float TotalTime, int StringId, int TypeId);// 0x34fdce8 void RPC_Client_SetSpectatorPawnLotation(const Vector NewLocation);// 0x34fdc3c void RPC_Client_RemoteDestroyAllActor();// 0x34fdc20 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x34fdba0 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x34fda0c void RPC_Client_PreSetBulletListInClip(STExtraShootWeapon* TargetWeapon, BulletInClip CurBulletInClip);// 0x34fd774 void RPC_Client_PlayerBulletHitVehicleSound(Vector Loc, Rotator Rot);// 0x34fd65c void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x34fd3b4 void RPC_Client_NotifyHealth(float Health);// 0x34fd300 void RPC_Client_InfectionShowKillNum(int ShowKillNum);// 0x34fd280 void RPC_Client_DestroyWeapon(FName LogicSocket, const ItemDefineID ID, bool bEnableBroadcast);// 0x34fd11c void RPC_Client_ClientDisplayScoreChangeTips(WarPlayerStateScore ScoreStruct);// 0x34fd028 void RPC_Client_CircleRun(int Index, int TotalNum);// 0x34fcf2c void RPC_Client_ChangeWeaponState(STExtraWeapon* Weapon, byte StateType);// 0x34fce30 void RPC_Client_BeginInteractiveProcess();// 0x34fce14 void RPC_Client_AirAttack(const AirAttackOrder airAttackOrderSrc, const Vector AirAttackArea);// 0x34fcc84 void RPC_CancelUseInteractiveActor();// 0x34fcc28 void RevivalTemateSuccess();// 0x34fcc0c void RevivalTemateFailImpl(FString Reason);// 0x34fcb48 void RevivalTemateFail(FString Reason);// 0x34fca84 float RetriveMobileContentScaleFactor();// 0x34fca5c void RestoreDefaultInteractionSize(int JSIndex);// 0x34fc9e4 void RespawnRecoverData(UAEPlayerController* PC);// 0x34fc96c bool ResetValidTouchMoveFrame();// 0x34fc944 void ResetMissingUIUpdate();// 0x40a6134 void ResetIgnoreMoveInput();// 0x34fc928 void RequireNetCullingDistanceByDevice();// 0x34fc8cc void RequireDeviceInfo();// 0x34fc8b0 void RequestPlayerNewbieInfo();// 0x34fc89c bool RequestChangeWearInBattle(int NewIndex);// 0x34fc81c bool RequestChangeWear(int NewIndex);// 0x34fc79c void ReqSwitchPersonPerspective(bool IsNewFPP);// 0x34fc6d4 void ReqRecordEnterIceMountain();// 0x34fc678 void ReqGetVehiclePos(STExtraVehicleBase* SimVehicle);// 0x34fc5c4 void ReportWatchGamePlayerInfoButtonClick(float DuriationTime);// 0x34fc54c void ReportVehicleMoveFlow(const VehicleMoveFlow VehicleMoveFlow);// 0x34fc3f0 void ReportPlayerPositionFlow(const PlayerPositionFlow PlayerPositionFlow);// 0x34fc288 void ReportClientParachuteData(ParachuteData InParachuteData);// 0x34fbfc0 void ReportAntiCheatInfo();// 0x34fbfac void Rep_RefreshInteractiveActor();// 0x34fbf98 void RemoveTouchMoveFinger(byte FingerIndex);// 0x34fbf20 void RemoveCustomSensibility(int WeaponID);// 0x34fbea8 void ReleaseFire();// 0x40a6134 void ReInitUIAfterReCreatePawn(UAEPlayerController* UAEPC);// 0x34fbe30 void ReInitParachuteItem();// 0x34fbe1c void RefreshTopMostUIPanel(byte Type);// 0x40a6134 void RefreshShootDetailInfo();// 0x34fbe08 void RefreshPickupFlagStatusDelegate__DelegateSignature();// 0x40a6134 void RecoverStatusAfterReconnecting();// 0x34fbdec void RecoverJoystick(int FingerIndex);// 0x34fbd74 void RecordPathPoint();// 0x34fbd60 void ReceiveClientRestart();// 0x40a6134 void ReceiveBackpackComponent();// 0x34fbd44 void QuitSpectating();// 0x34fbd30 void PrintStringToScreen(FString inString, LinearColor TextColor, float Duration);// 0x34fbbe0 void PreViewTargetChangeDelegate__DelegateSignature(Actor* NewTarget, Actor* PrevTarget);// 0x40a6134 void PressGrenade(bool isThrow);// 0x40a6134 void PressFire(int FingerIndex);// 0x40a6134 void PlayerLiveStateChangedInOB(enum State, Character* OwnerCharacter);// 0x34fbb24 void PlayerKillingDelegate__DelegateSignature();// 0x40a6134 void PlayerEnterAreaDelegate__DelegateSignature(int AreaID);// 0x40a6134 void PlayerDoEmoteDelegate__DelegateSignature(int EmoteIndex);// 0x40a6134 void PlayerControllerToggleDelegate__DelegateSignature(bool bOpen);// 0x40a6134 void PlayerControllerSelfPawnDeathDelegate__DelegateSignature();// 0x40a6134 void PlayerControllerNotifyChangeToWalkingDead__DelegateSignature(bool bCanChange, bool bIsWalkingDeadFinish);// 0x40a6134 void PlayerControllerChangeToWalkingDeadRes__DelegateSignature(bool bSucc);// 0x40a6134 void PlayerControllerChangeToWalkingDead__DelegateSignature();// 0x40a6134 void PlayBattleSound(FString BankName, FString SoundName);// 0x34fb9e4 void PickupInitialItemListForRobustness();// 0x34fb9d0 void PCOBGetTeamBackPackInfoByNumPressed();// 0x34fb9bc void OpenParachute();// 0x34fb9a8 void OnWeaponEquipAttachmentDelegate__DelegateSignature(STExtraShootWeapon* Weapon, enum Type, bool bEquip);// 0x40a6134 void OnWeaponEquipAttachment(byte WeaponPropSlot, out const ItemDefineID DefineID, bool bEquip);// 0x40a6134 void OnWeakGuidEventDelegate__DelegateSignature(int GuidID, Actor* GuidActor);// 0x40a6134 void OnWallFeedBack(bool _WallFeedBack);// 0x34fb928 void OnViewTargetPoseChanged(byte LastPose, byte NewPose);// 0x34fb86c void OnViewTargetDetachedFromVehicle(STExtraVehicleBase* LastVehicle);// 0x34fb7f4 void OnViewTargetChangeVehicleSeat();// 0x34fb7e0 void OnViewTargetChangePoseDelegate__DelegateSignature(byte LastPose, byte NewPose);// 0x40a6134 void OnViewTargetChange__DelegateSignature(STExtraBaseCharacter* ViewTarget, STExtraBaseCharacter* LastViewTarget, bool bIsOnPlane);// 0x40a6134 void OnViewTargetAttachedToVehicle(STExtraVehicleBase* InVehicle);// 0x34fb768 void OnVehicleWeaponIsReadyForFireDelegate__DelegateSignature();// 0x40a6134 void OnVehicleWarVehicleRepawnDelegate__DelegateSignature();// 0x40a6134 void OnVehicleWarKilledTrackerStartDelegate__DelegateSignature();// 0x40a6134 void OnVehicleWarKilledTrackerFinishDelegate__DelegateSignature();// 0x40a6134 void OnVehicleExitFreeCameraDelegate__DelegateSignature(bool bExit);// 0x40a6134 void OnUseVehicleWarWeapon();// 0x34fb754 void OnUseVehicleWarItem();// 0x34fb740 void OnUseVehicleWarEyes();// 0x34fb72c void OnUseMainSlot__DelegateSignature(byte Slot);// 0x40a6134 void OnUseInventoryItemDelegate__DelegateSignature();// 0x40a6134 void OnUnequipWeaponDelegate__DelegateSignature();// 0x40a6134 void OnUITouchMoveDelegate__DelegateSignature(Vector Loc);// 0x40a6134 static void OnTryReqMoveToTarget(const Object* WorldContextObject, int FollowType, FString FollowUID);// 0x34fb54c void OnTouchInterfaceChangedDelegate__DelegateSignature();// 0x40a6134 void OnTeammateTemperatureChangeDelegate__DelegateSignature();// 0x40a6134 void OnTeammatesAllDie();// 0x34fb538 void OnTeammateLogin(int InTeamID);// 0x34fb4c0 void OnTeammateHPChangeDelegate__DelegateSignature();// 0x40a6134 void OnTeamFollowStageChangeDelegate__DelegateSignature();// 0x40a6134 void OnTakeDamaged__DelegateSignature(float DamageAngel);// 0x40a6134 void OnSwitchWeaponDelegate__DelegateSignature();// 0x40a6134 void OnSwitchToTeamByNumPressed__DelegateSignature();// 0x40a6134 void OnSwitchToPlayerByNumPressed__DelegateSignature();// 0x40a6134 void OnSwitchCameraModeStartDelegate__DelegateSignature(byte CameraMode);// 0x40a6134 void OnSwitchCameraModeEndDelegate__DelegateSignature(byte CameraMode);// 0x40a6134 void OnStopWeakGuidDelegate__DelegateSignature();// 0x40a6134 void OnStopFireDelegate__DelegateSignature();// 0x40a6134 void OnStartFireDelegate__DelegateSignature();// 0x40a6134 void OnStartAutoSprintCountDown__DelegateSignature();// 0x40a6134 void OnSpectatorToFreeView__DelegateSignature();// 0x40a6134 void OnSpectatorChangeFunc();// 0x34fb4ac void OnSpectatorChange__DelegateSignature();// 0x40a6134 void OnSpectatorCameraChange(bool bDie);// 0x40a6134 void OnSpawnVehicleServerTimeUpdatedDelegate__DelegateSignature();// 0x40a6134 void OnShowSkillPromptDelegate__DelegateSignature(int SkillID, float LastTime, float TotalTime, FString PromptText, Object* PromptIcon, bool bCanCancelSkill, bool bShowAnim);// 0x40a6134 void OnShowHideSelfMarkDelegate__DelegateSignature();// 0x40a6134 void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x40a6134 void OnShowAutoSprintButton__DelegateSignature(bool Visible, Vector2D showPos, bool IsInside);// 0x40a6134 void OnShowAnimationButton(bool IsShow, int NewUIType);// 0x34fb3dc void OnShowAllTeammatePosDelegate__DelegateSignature(bool bShow);// 0x40a6134 void OnShowAliasInfoDelegate__DelegateSignature();// 0x40a6134 void OnSetViewTarget__DelegateSignature(Actor* Target);// 0x40a6134 void OnSetChangeCharacterState__DelegateSignature(byte ChangeState);// 0x40a6134 void OnServerFinishPickupRevivalFlag();// 0x34fb3c0 void OnRevivalAndEnterAirplane__DelegateSignature();// 0x40a6134 void OnRescuedStateChanged__DelegateSignature(bool bBeingRescued);// 0x40a6134 void OnRepTeammateChange__DelegateSignature();// 0x40a6134 void OnRepTeammateAvatarDisplayInfoChange__DelegateSignature();// 0x40a6134 void OnRepPlayerState__DelegateSignature();// 0x40a6134 void OnRepNotify_SetBattleOwner();// 0x34fb3ac void OnRepNotify_ServerHitEnemyReplicatedData();// 0x30cf50c void OnRep_WeatherFog();// 0x34fb398 void OnRep_WeaponSystemReconnectReplicateData();// 0x34fb384 void OnRep_WeaponFunctionChanged();// 0x34fb370 void OnRep_WeaponAvatarDataList();// 0x34fb354 void OnRep_UsedSimulation();// 0x34fb338 void OnRep_SwitchWeather();// 0x34fb324 void OnRep_STExtraBaseCharacter();// 0x34fb310 void OnRep_SpawnAndBackpackWeaponReplicatedDataWithMgr();// 0x34fb2fc void OnRep_ShowWeaponHitDetailInfo();// 0x34fb2e8 void OnRep_ServerStateType();// 0x34fb2d4 void OnRep_Plane();// 0x34fb2c0 void OnRep_ObservedItemList();// 0x34fb2ac void OnRep_InWateringRangeBP();// 0x40a6134 void OnRep_InWateringCRange();// 0x34fb258 void OnRep_InitialEquipmentAvatar();// 0x34fb23c void OnRep_InitialConsumableAvatar();// 0x34fb220 void OnRep_ImprisonmentTeammateSucess();// 0x34fb20c void OnRep_GameStateMsgType();// 0x34fb1f8 void OnRep_ForbitPickEffect();// 0x34fb1e4 void OnRep_ForbitPick();// 0x34fb1d0 void OnRep_EnableDeathPlaybackDelay();// 0x34fb1bc void OnRep_DeadTombBox();// 0x34fb1a8 void OnRep_CanOpenParachute();// 0x34fb194 void OnRep_CanJump();// 0x34fb180 void OnRep_CanImprisonmentTeammate();// 0x34fb16c void OnRep_BattleSceneAvatarDisplayInfoList();// 0x34fb158 void OnRep_BackpackComponent();// 0x34fb144 void OnRep_AutoAimType();// 0x34fb130 void OnRemoveMainSlot__DelegateSignature(byte Slot);// 0x40a6134 void OnRemindTeammateShoot__DelegateSignature(FString sPlayerKey, bool bShow, float nDist);// 0x40a6134 void OnReleaseScreen__DelegateSignature(byte FingerIndex);// 0x40a6134 void OnReleaseFireBtnDelegate__DelegateSignature();// 0x40a6134 void OnReleaseFire();// 0x34fb11c void OnReconnectResetUIByPlayerControllerStateDelegate__DelegateSignature();// 0x40a6134 void OnReconnected__DelegateSignature();// 0x40a6134 void OnRank__DelegateSignature(int Kills, int Rank);// 0x40a6134 void OnPressVehicleWarMatchData();// 0x34fb108 void OnPressTurnplateQuickMsgBtn();// 0x34fb0f4 void OnPressTriggerEntireMapBtn();// 0x34fb0e0 void OnPressShowTagVehileSeatListBtn();// 0x34fb0cc void OnPressRolewearChangeBtn(int Index);// 0x34fb054 void OnPressItemSKillBtn();// 0x34fb040 void OnPressFire();// 0x34fb02c void OnPressBackpackBtn();// 0x34fb018 void OnPostTakeDamageForBP__DelegateSignature(float Damage, out const DamageEvent DamageEvent, Actor* Victim, Actor* DamageCauser);// 0x40a6134 void OnPlayerUseRecoverItem();// 0x34fb004 void OnPlayerStateChanged();// 0x34faff0 void OnPlayerReConnected(int LostPlayerKey);// 0x34faf3c void OnPlayerPutDownAllPropDelegate__DelegateSignature();// 0x40a6134 void OnPlayerPutDownActorDelegate__DelegateSignature(STExtraBaseCharacter* TargetPlayer, Actor* TargetActor);// 0x40a6134 void OnPlayerPickUpActorDelegate__DelegateSignature(byte SurvivePickUpGlobalCategory, int ID);// 0x40a6134 void OnPlayerNumOnPlaneChangedDelegate__DelegateSignature();// 0x40a6134 void OnPlayerNameChange__DelegateSignature(FString changedplayername);// 0x40a6134 void OnPlayerLostConnection(int LostPlayerKey);// 0x34fae88 void OnPlayerLeaveRevivalStateDelegate__DelegateSignature();// 0x40a6134 void OnPlayerKilledOthersPlayer__DelegateSignature(out const FatalDamageParameter FatalDamageParameter);// 0x40a6134 void OnPlayerInOutWhiteCircleChangedDelegate__DelegateSignature(bool bIsInWhiteCircle);// 0x40a6134 void OnPlayerInOutBlueCircleChangedDelegate__DelegateSignature(bool bIsInBlueCircle);// 0x40a6134 void OnPlayerHitFireBtn(bool bIsRightBtn);// 0x34fae08 void OnPlayerFinalAssistKill__DelegateSignature();// 0x40a6134 void OnPlayerExitGameDelegate__DelegateSignature();// 0x40a6134 void OnPlayerEnterRevivalStateDelegate__DelegateSignature();// 0x40a6134 void OnPlayerControllerStateChangedDelegate__DelegateSignature(enum StateType);// 0x40a6134 void OnPlayerClickDriveBtn();// 0x34fadf4 void OnPlayerChangeWearingDone__DelegateSignature(int Index, float LastTime);// 0x40a6134 void OnPlayerChangeWearingAnimFinished__DelegateSignature(int Reason);// 0x40a6134 void OnPlayerCanGetInVehicle(bool CanGetInVehicle);// 0x34facb0 void OnPickupItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x40a6134 void OnPickUpExpand();// 0x34fac48 void OnPickUpCollapsed(bool isCollapsed);// 0x34fabc8 void OnPickUpActor(int Guid, int PickupCount, int TotalCount);// 0x34faac8 void OnPCOBGetTeamBackPackInfoByNumPressed__DelegateSignature();// 0x40a6134 void OnOneTeamPlayerHPChangeDelegate__DelegateSignature(int Index);// 0x40a6134 void OnOccupyNewbieGuide(int inGuideID);// 0x34faa50 void OnOBVehicleHitActor(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x34fa8e8 void OnObserverLevelLoaded();// 0x34fa8d4 void OnObservedWeaponDataChanged(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x34fa82c void OnObservedUsingWeaponChanged();// 0x34fa818 void OnObservedPoisonFogStageChanged();// 0x34fa804 void OnObservedItemsChanged();// 0x34fa7f0 void OnObservedBulletNumChanged();// 0x34fa7dc void OnOBPawnExitVehicle(STExtraVehicleBase* InTargetVehicle);// 0x34fa764 void OnNightStateChangedDelegate__DelegateSignature();// 0x40a6134 void OnNewbieGuideHandlePickUp(int inPickUpID);// 0x34fa6ec void OnMemberVoiceDelegate__DelegateSignature(int member, int Status);// 0x40a6134 void OnMapMarkChangeDelegate__DelegateSignature(int TeamMateSerialNumber);// 0x40a6134 void OnLostConnection__DelegateSignature();// 0x40a6134 void OnLocalCharacterTemperatureChangeDelegate__DelegateSignature(float currentTP, float ratioHP);// 0x40a6134 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x40a6134 void OnLiveStateChanged__DelegateSignature(enum LiveState);// 0x40a6134 void OnLandOnGroundAfterJumpPlaneEnd();// 0x40a6134 void OnKillerNotify(Actor* Killer);// 0x34fa674 void OnItemOperCount(ItemDefineID DefineID, enum OperationType, int Count);// 0x34fa564 void OnItemOperationInfo(BackpackComponent* Sender, out const ItemOperationInfo ItemOperationInfo);// 0x34fa484 void OnItemOperation(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x34fa374 void OnInterruptAutoSprintCountDown__DelegateSignature();// 0x40a6134 void OnInfectionShowTipMsgDelegate__DelegateSignature(int MsgID, int IconID, float showTime, float DelayTime);// 0x40a6134 void OnInfectionPlaySoundEvent__DelegateSignature(int SoundID);// 0x40a6134 void OnIndoorStateChangeDelegate__DelegateSignature();// 0x40a6134 void OnImprisonStateChange__DelegateSignature(bool bEnterImprison);// 0x40a6134 void OnHideSkillPromptDelegate__DelegateSignature(bool bForce, int SkillID);// 0x40a6134 void OnHideFollowPanelAndBtnDelegate__DelegateSignature();// 0x40a6134 void OnHandleCameraModeChangedDelegate__DelegateSignature(byte CameraMode);// 0x40a6134 void OnGameStateChange__DelegateSignature(FName GameState);// 0x40a6134 void OnGameStartDelegate__DelegateSignature();// 0x40a6134 void OnGameStartCountDownDelegate__DelegateSignature(float CountdownTime);// 0x40a6134 void OnGameModeStateChanged();// 0x40a6134 void OnFingerMove__DelegateSignature(byte FingerIndex, Vector Loc);// 0x40a6134 void OnExitGame__DelegateSignature();// 0x40a6134 void OnEquipWeaponDelegate__DelegateSignature();// 0x40a6134 void OnEquipmentWeaponAvatarChange__DelegateSignature();// 0x40a6134 void OnEquipmentAvatarChange__DelegateSignature();// 0x40a6134 void OnEnterBattleResultStep();// 0x34fa360 void OnDropItemDelegate__DelegateSignature(int ItemID, int Count, STExtraPlayerController* PC);// 0x40a6134 void OnDoubleClickCheckDelegate__DelegateSignature(byte FingerIndex);// 0x40a6134 void OnDeathBoxSpawnedDelegate__DelegateSignature(Transform SpawnTransform);// 0x40a6134 void OnDeadBoxExpand();// 0x34fa34c void OnDeadBoxCollapsed(bool isCollpased);// 0x34fa2cc void OnDamageToOtherDelegate__DelegateSignature(float damageToOther);// 0x40a6134 void OnConsumableAvatarChange__DelegateSignature();// 0x40a6134 void OnCongregationFlagDelegate__DelegateSignature();// 0x40a6134 void OnClientWillGotoSpectating();// 0x34fa2b8 void OnClientReportPeerVisualFieldAcotrList__DelegateSignature(int CamID, Actor*[] PeerVisualFieldActorList);// 0x40a6134 void OnClickVehicleWarBuff();// 0x34fa2a4 void OnClickToggleOBVehicleView();// 0x34fa290 void OnCharacterVehicleCheckVoiceTriggerDelegate__DelegateSignature(STExtraVehicleBase* nowVehicle, Vector posVector, float showTime);// 0x40a6134 void OnCharacterShotCheckVoiceTriggerDelegate__DelegateSignature(STExtraShootWeapon* nowWeapon, Vector posVector, float showTime, bool isslience, bool isExplosion);// 0x40a6134 void OnCharacterRecoveryHealthEvent();// 0x34fa27c void OnCharacterRecoveryHealth__DelegateSignature();// 0x40a6134 void OnCharacterReceiveHealthChangeHistory__DelegateSignature(out const float[] HealthChangeHistory);// 0x40a6134 void OnCharacterNearDeathOrRescueingOtherNotifyDelegate__DelegateSignature(bool IsNearDeath, bool IsRescueingOther);// 0x40a6134 void OnCharacterMoveCheckVoiceTriggerDelegate__DelegateSignature(STExtraBaseCharacter* nowCharacter, Vector posVector, float showTime);// 0x40a6134 void OnCharacterLandingCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x40a6134 void OnCharacterGlassCheckVoiceTriggerDelegate__DelegateSignature(Vector posVector, float showTime);// 0x40a6134 void OnCharacterCurrentActivityIDRep(int CurrentActivityID);// 0x34fa1fc void OnCharacterCheckVoiceTriggerDelegate__DelegateSignature(Actor* nowActor, float checkDis);// 0x40a6134 void OnCharacterBreathChangeDelegate__DelegateSignature(float currentBR, float ratioBR, Character* OwnerCharacter, int HealthStatus);// 0x40a6134 void OnCharacterAntidoteChangeDelegate__DelegateSignature(float FAntidoteExeTime, float FAntidoteMaxTime);// 0x40a6134 void OnChangeBattleOwnerDelegate__DelegateSignature();// 0x40a6134 void OnBuyRevivalTeammate(int TeammateIndex);// 0x34fa17c void OnBuyRevivalSign();// 0x34fa160 void OnBackpackMainSlot__DelegateSignature(byte Slot);// 0x40a6134 void OnAvatarInfoRep__DelegateSignature(int[] ItemIdList, FString PlayerUID, FString AvatarType);// 0x40a6134 void OnAutoSprintActive__DelegateSignature();// 0x40a6134 void OnAssociationOperation(ItemDefineID DefineID, ItemDefineID TargetDefineID, enum OperationType, byte Reason);// 0x34f9ff8 void On3DTouchForceChangeDelegate__DelegateSignature();// 0x40a6134 void ObserveWhoKilledMe();// 0x34f9fe4 void ObserveClientSetPoisonSmogStage(int SmogStage);// 0x34f9f30 void ObserveCharacter(FString InPlayerName);// 0x34f9dd8 void ObserveAirDropBox(int boxId);// 0x34f9d60 void OBCameraTurnSlower();// 0x34f9d4c void OBCameraTurnFaster();// 0x34f9d38 void OBCameraMoveSlower();// 0x34f9d24 void OBCameraMoveNear();// 0x34f9d10 void OBCameraMoveFaster();// 0x34f9cfc void OBCameraMoveFar();// 0x34f9ce8 void NotifyOpenSequencer(BattleOpenSequencerInfo Info);// 0x34f9ad0 void NotifyIsInResultView(bool isInResultView);// 0x34f9a44 void NotifyInOutPickUpActorWrapperBP(bool bIsIn);// 0x40a6134 void NotifyDeadBoxExpand();// 0x40a6134 void NotifyDeadBoxCollapsed(bool isCollpased);// 0x40a6134 void MoveUp(float Rate);// 0x34f99cc void MoveToAIWithClassName(FString AIClassName, float XOffset, float YOffset, float ZOffset);// 0x34f9840 void MoveToAI();// 0x34f982c void MoveRightDelegate__DelegateSignature(float Rate);// 0x40a6134 void MoveForwarDelegate__DelegateSignature(float Rate);// 0x40a6134 void ModifyTouchIndex(Vector Loc, byte FingerIndex);// 0x34f9770 void ModifyCameraViewPitchLimitWithPose(byte Pose, float PitchMin, float PitchMax);// 0x34f9670 void MemberVoice(int member, int Status);// 0x40a6134 void MarkStartFireFrame();// 0x34f965c void LocalGetGameStateReconnectInfo();// 0x34f9648 void LerpFPPCamera();// 0x34f9634 void KickPlayerFromGame();// 0x34f9620 void JumpFromPlane();// 0x34f960c void JoystickTriggerSprint(bool bIsSprint);// 0x40a6134 bool IsViewTarget(const Actor* pActor);// 0x34f9584 bool IsUse3DTouch();// 0x34f955c bool IsTouchToRotControl();// 0x34f952c bool IsTombBoxTeammate(const PlayerTombBox* TombBox);// 0x34f94ac bool IsToggleOBBulletTrackEffect();// 0x34f9484 bool IsTeammate(const STExtraBaseCharacter* InCharacter);// 0x34f9404 bool IsStandalone();// 0x34f93d0 bool IsShowBlood();// 0x34f93b0 bool IsSameTeam(Pawn* Other);// 0x34f9330 bool IsRevivalMode();// 0x34f9300 bool IsReleasePosInAimBtnRange(Vector Loc);// 0x34f9280 bool IsParachuteAnimCached(byte AnimOverrideType);// 0x34f9200 bool IsMurderSelfDefense(FString InformMurderName);// 0x34f913c bool IsMoveable_DontConsiderFollowingState();// 0x34f9114 bool IsMoveable();// 0x34f90ec bool IsLastBreathOrRescueingOther();// 0x34f90c4 bool IsInRevival();// 0x34f909c bool IsInPlane();// 0x34f9074 bool IsInParachuteOpen();// 0x34f904c bool IsInParachuteJump();// 0x34f9024 bool IsInParachute();// 0x34f8ffc bool IsInObservingPlayback();// 0x34f8fd4 bool IsInNormalPlane();// 0x34f8fac bool IsInInitial();// 0x34f8f84 bool IsInFreeCameraView();// 0x34f8f68 bool IsInFinish();// 0x34f8f40 bool IsInFight();// 0x34f8f18 bool IsInDeathReplay();// 0x34f8ef0 bool IsInDead();// 0x34f8ec8 bool IsForbitPickMakeEffect();// 0x34f8ea0 bool IsForbitPick(out const FName TombName);// 0x34f8e0c bool IsCharacterCanEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x34f8d40 bool IsCanViewEnemy();// 0x34f8d18 bool IsCanSpectateTeammate();// 0x34f8cf0 bool IsCanImprisonmentTeammate();// 0x34f8cc8 bool IsCacheReceiveRespawnZombie();// 0x34f8ca0 bool IsAutoParachuteEnable();// 0x34f8c78 bool IsAllowActorTouchMove();// 0x34f8c50 bool IsAGMPlayer();// 0x34f8c28 void InputCameraMoveTest(float DeltaSeconds);// 0x34f8bb0 void InitWeatherConfigComponent();// 0x34f8b9c void InitVehicleAvatarSkinList();// 0x34f8b80 void InitVehicleAvatarList();// 0x34f8b64 void InitTaskDatas(uint32 InPlayerKey);// 0x34f8aec void InitTaskDataDelegate__DelegateSignature(int TaskId, int process, FString ext_info);// 0x40a6134 void InitTaskData(int TaskId, int process, FString ext_info);// 0x34f8904 void InitTaskComponent();// 0x34f88f0 void InitNewbieComponent(out const int[] FinishedGuide, out const int[] FinishedCounts, int PlayerLevel, int PlayerExperienceType);// 0x40a6134 void InitJoyStickAfterActivation();// 0x40a6134 void InitCollectionDataDelegate__DelegateSignature(int ItemID, int CurrentCount, int TotalCount);// 0x40a6134 void InitCollectionData(int ItemID, int CurrentCount, int TotalCount);// 0x34f87f0 void InfectionSelectZombieDelegate__DelegateSignature(enum TargetPawnType);// 0x40a6134 void ImprisonmentTeammate(FString TeammateName);// 0x34f86fc void HideGameTipForLowFPSWarning();// 0x34f86e8 void HideAllUIAfterDeadTipsShowDelegate__DelegateSignature();// 0x40a6134 FString HawkEyesLocalize(int InPlayerKey);// 0x34f85d8 void HandleVirtualJoystickInput(out const Geometry Geometry, out const Vector2D ScreenPosition, int PointerIndex, bool MouseDown);// 0x34f8460 void HandleUpdateShovelingRelease();// 0x34f844c void HandleUpdateShovelingPressed();// 0x34f8438 void HandleUpdateShoveling();// 0x34f8424 void HandleTogglePlayerListInOB();// 0x34f8410 void HandleToggleOBTeamList(bool InShow);// 0x34f8390 void HandleToggleMapInOB();// 0x34f837c void HandleToggleHitDamageDisplay();// 0x34f8368 void HandleToggleBulletTrack();// 0x34f8354 void HandleTipInfo(FString FullMsg);// 0x34f8298 void HandleSwitchToTeammatePrev();// 0x34f8284 void HandleSwitchToTeammateNext();// 0x34f8270 void HandleSwitchToTeam(int InTeamID);// 0x34f81f8 void HandleSwitchToPlayerIndex(int InPlayerIndex);// 0x34f8180 void HandleMsg(enum Msg);// 0x34f8108 void HandleLeaveFreeViewInOB();// 0x34f80f4 void HandleLandOnGroundEnd();// 0x34f80e0 void HandleFlyLeapPlatform();// 0x34f8084 void HandleEnterFreeViewInOB();// 0x34f8070 void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const WeatherChangeEvent Event);// 0x34f7fa0 void HandleClientHasReactivated();// 0x34f7f8c void HandleChangeRolewearDone();// 0x40a6134 void HandleCameraModeChanged(byte NewMode, STExtraBaseCharacter* InCharacter);// 0x34f7ed0 int GotoSpectating(int TeammatePlayerid);// 0x34f7e48 void GotoFlying();// 0x34f7e34 void GMTeleport(FName Teleporter);// 0x34f7dbc void GMSetBoolPoisonCircle();// 0x34f7da8 void GMSetBoolAirDrop();// 0x34f7d94 void GMSetBoolAirAttack();// 0x34f7d80 void GMSetBoolAI();// 0x34f7d6c void GMEnableRandom();// 0x34f7d58 void GMEnableAllComponent();// 0x34f7d44 void GMDisableRandom();// 0x34f7d30 void GMDisableAllComponent();// 0x34f7d1c int GetWriteCircleDistance();// 0x34f7cf4 WeatherConfigComponent* GetWeatherConfigComponent();// 0x34f7ccc WeaponHitDisanceSectionArray GetWeaponHitDistanceSectionByID(int ID);// 0x34f7c00 int GetWeaponDIYPlanID(int WeaponID);// 0x34f7b80 int GetWeaponAvatarItemId(int BPID);// 0x34f7af8 int GetWeaponAvatarID(int WeaponID, bool isGrenade);// 0x34f7a2c float GetViewPortDPIScale();// 0x34f79fc VehicleUserComponent* GetVehicleUserComp();// 0x34f79d4 bool GetUseMotionControlLog();// 0x34f79ac bool GetUseMotionControlEnable();// 0x34f7984 int GetUnlockWearCount();// 0x34f795c float GetTouchForce(byte FingerIndex);// 0x34f78dc Actor* GetThePlane();// 0x34f78bc STExtraPlayerState* GetTeammatePlayerStateFromPlayerTombBox(const PlayerTombBox* TombBox);// 0x34f783c SpringArmComponent* GetTargetedSpringArm();// 0x34f7814 int GetStatTriangles();// 0x310b4a0 FString GetStatMemory();// 0x34b5a70 int GetStatDrawCalls();// 0x310b4a0 STExtraPlayerState* GetSpecOrDemoPlayerState();// 0x34f77ec Pawn* GetSpecOrDemoPawn();// 0x34f77c4 BattleItemData[] GetSpecialClothingInAllBackpack(int Index);// 0x34f766c int[] GetSpecialClothingCountInAllBackpack(int Index);// 0x34f7564 int[] GetSpecialAreaList();// 0x34f74a4 int GetSpecialAreaID();// 0x34f747c SIslandInactiveClearComponent* GetSIslandInactiveClearComponent();// 0x34f7454 Rotator GetSensibilityRate(float YawInput, float PitchInput, bool bIsMotionControl);// 0x34f7330 BattleSceneAvatarDisplayInfo GetSelfAvatarDisplayInfo();// 0x34f71d4 FString GetRHIThreadTime();// 0x34b5a70 int GetRevivalCountDownTime();// 0x34f71ac FString GetRenderThreadTime();// 0x34b5a70 FString GetRemarkNameByGID(FString actorName, FString actorUID);// 0x40a6134 QuickSignComponent* GetQuickSignComponent();// 0x34f7184 FString GetPresentTime();// 0x34b5a70 STScreenAppearanceComponent* GetPlayerScreenAppearanceComponent();// 0x34f715c PlayerInfoInOB GetPlayerInfoInOBByName(FString InPlayerName);// 0x34f7074 STExtraBaseCharacter* GetPlayerCharacterSafety();// 0x34f704c CharacterParachuteComponent* GetParachuteComponent();// 0x34f7024 AnimationAsset* GetParachuteAnimAsset(byte AnimType, byte AnimOverrideType);// 0x34f6f60 Transform GetPaintDecalTargetTransform();// 0x34f6f00 ObservingReplay* GetObservingPlayback();// 0x34f6ed8 OBHttpComponent* GetOBHttpComponent();// 0x34f6eb0 Vector GetNewestAirDropBoxPos();// 0x34f6e68 FString GetMurderUIDStr();// 0x34f6d6c FString GetMurderName();// 0x34f6cac bool GetMurderIsAI();// 0x34f6c74 BattleItemSpectatingData[] GetMultiItemFromItemList(int[] ItemSpecifiedID);// 0x34f6a94 uint32 GetMoyaTime();// 0x34f6a6c byte GetMaxTouchForceFinger();// 0x34f6a2c Vector2D GetJoyStickVisualSize();// 0x34f69ec float GetJoyStickOpacity();// 0x34f69c4 Vector2D GetJoyStickCenter();// 0x34f6984 int GetItemUseSpecialAreaID(int ItemID);// 0x34f6904 bool GetIsRespawn();// 0x34f68e4 bool GetIsMurderSameTeam();// 0x34f68ac bool GetIsFreeCamera();// 0x34f688c enum GetInfectionPawnSubType();// 0x34f6864 enum GetInfectionPawnMainType();// 0x34f683c IdeaDecalManager* GetIdeaDecalManager();// 0x34f6814 FString GetGameThreadTime();// 0x34b5a70 void GetGameStateReconnectInfoOnServer();// 0x34f67b8 LastGameRemainItemData GetGameRemainItems();// 0x34f66cc int GetFriendDistance();// 0x310b4a0 Vector GetFocalLocation();// 0x34f667c FString GetFinalMurderName();// 0x34f655c WeaponHitDetailInfo GetDetailHitInfo();// 0x34f6428 void GetDailyTaskReportData(out DailyTaskReportInfo ResultData);// 0x34f62ac enum GetCurrentStateType();// 0x34f6284 Vector GetCurrentLevelOffset();// 0x34f623c STExtraPlayerState* GetCurPlayerState();// 0x34f6214 int GetCurPlayerId();// 0x34f61ec STExtraBaseCharacter* GetCurPlayerCharacter();// 0x34f61c4 Vector GetCurPawnLocation();// 0x34f617c Pawn* GetCurPawn();// 0x34f6154 float GetCurFPS();// 0x310b4a0 Rotator GetControlLookRotation();// 0x34f6104 Vector GetControlLookPoint(int LineTraceRange, out bool HitTaget);// 0x34f6018 BattleItemData[] GetClothingInAllBackpack(int Index);// 0x34f5ec0 class Object GetClassFromBPClassManager(class Object BaseClass);// 0x34f5e40 ChatComponent* GetChatComponent();// 0x34f5e18 uint32 GetBeKickedPlayerKey();// 0x34f5df0 BackpackComponent* GetBackpackComponent();// 0x34f5dc8 AllStarReportData GetAllStarReportDataByOpenID(FString InPlayerOpenID);// 0x34f5cfc void GenerateIdCardMark(out const Vector Loc);// 0x34f5c70 SearchedTombBoxAndWrapperListResult[] GenerateAirDropData(int boxId);// 0x34f5b0c void GameModeGotoFightingState();// 0x34f5af8 void FreeCameraTouchMove(Vector Loc, byte FingerIndex);// 0x34f5a3c void ForceServerSetControlRotationOnVehicle();// 0x34f5a28 void ForceReleaseCurTouchMoveFinger();// 0x34f5a14 void ForceDropItemsWithTypeList(out const int[] TypeList);// 0x34f5948 void ForceDropItemsWithType(int TypeItem);// 0x34f58d0 void ForceDropItemsWithoutTypeList(out const int[] IgnoreTypeList);// 0x34f5804 void ForceDropItems(out const int[] ItemTableList);// 0x34f5738 void ForceDropAllItem();// 0x34f5724 bool ForbidSpectateTeamMateOnPlane();// 0x34f56f4 void FlushItem(int onlyStatic);// 0x34f567c void FireTakeDamagedEvent(Vector CauserLocation);// 0x34f560c void FireOrGrenade();// 0x34f55f8 void Fight();// 0x34f55e4 void FadeSceneToGrayOnDeath(bool bSet);// 0x34f5564 BattleSceneAvatarDisplayInfo ExtractAvatarDisplayInfo(STExtraPlayerCharacter* TargetCharacter);// 0x34f53c0 void ExitNightState();// 0x34f53ac void ExitFreeCamera(bool IsForceReset);// 0x34f532c void ExecDSCommand(const FString DSCommand);// 0x34f5268 void EquipIceDrinkItems(out const int[] ItemList);// 0x34f519c void EnterVehicleDelegate__DelegateSignature(bool IsEnter, Actor* Vehicle);// 0x40a6134 void EnterNightState();// 0x34f5188 void EndTouchScreen(Vector Loc, byte FingerIndex, bool UseOldEndFireJudge);// 0x34f5080 void EndForceTouchFire(Vector Loc);// 0x34f5010 void EnablePlayerInHouse(bool bIsIn);// 0x34f4f90 void EnableGuidActorDelegate__DelegateSignature(int GuidID, bool bNewEnable);// 0x40a6134 void EnableAutoParachute(bool bEnable);// 0x34f4f10 void DynamicCreateComponents();// 0x34f4efc void DropItemsWithType(int TypeItem);// 0x34f4e84 void DropItem(int ID);// 0x34f4e0c void DropAllItem();// 0x34f4df8 void DoUITouchMove(Vector Loc);// 0x40a6134 void DoubleClickCancel(const byte FingerIndex);// 0x34f4d80 void DoTouchMove(float Yaw, float Pitch);// 0x40a6134 void DoRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x34f4ccc void DoGiveUpRevivalTemmates(RevivalPointActor* RevivalPoint);// 0x34f4c18 void DoAfterCanNotPickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x40a6134 void DisplayLuaGameTipsWithTime(FString FunctionName, int ID, FString Param1, FString Param2, float ControlTime);// 0x34f49c4 void DisplayLuaGameTips(FString FunctionName, int ID, FString Param1, FString Param2);// 0x34f47b8 void DisplayLowFPSCountingDown();// 0x34f47a4 void DisplayGameWarningTipWithMsgIDAndString(int ID, FString Param1, FString Param2);// 0x34f44ec void DisplayGameTipWithMsgIDAndString(int ID, FString Param1, FString Param2);// 0x34f4234 void DisplayGameTipWithMsgID(int ID);// 0x34f41bc void DisplayGameTipForLowFPSWarning(int ID, FString Param1, FString Param2);// 0x34f3f04 void DisplayCustomLuaGameTips(FString FunctionName, int ID, out const byte[] ExpandDataContent);// 0x34f3d70 void DisplayBattleGeneralTip(int ID, FString Param1, FString Param2);// 0x34f3ab8 void DispatchPlayerRespawnedEvent(UAEPlayerController* PlayerController);// 0x34f3a40 void DispatchPlayerReconnectedEvent();// 0x34f3a2c void DispatchPlayerLostEvent();// 0x34f3a18 void DispatchPlayerExitEvent();// 0x34f3a04 void DispatchPlayerAboutToRespawnEvent(UAEPlayerController* PlayerController);// 0x34f398c void DelegatePlayerLevelChange__DelegateSignature(int Level);// 0x40a6134 void DelegatePlayerGoldChange__DelegateSignature(int Gold);// 0x40a6134 void DelayGotoSpectating();// 0x34f3978 void DelayForceExitFreeCamera();// 0x34f3964 void DebugSetUIVisibility(bool bUIVisibility);// 0x40a6134 void DealGetAllNearShotWeapon(float disRate);// 0x34f38ec void DealGetAllNearMoveVehicle(float checkDis, float minSpeed);// 0x34f3830 void DealGetAllNearMoveCharacter(float checkDis);// 0x34f37b8 void CorrectVehicleState(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x34f35fc void ConsumeRevivalSign();// 0x34f35e0 void ClientUpdateShovelingState(Vector StartPos, Rotator ShovelingRotation);// 0x34f34c8 void ClientStopShoveling();// 0x34f346c void ClientStartOnlineGame();// 0x34f3450 void ClientShowInfectAreaWarning();// 0x34f33f4 void ClientSetTotalPlayers(const PlayerStaticInfoInOB[] InPlayerStaticInfoList, const PlayerBaseInfoInOB[] InTotalPlayers);// 0x34f32cc void ClientSetPoisonSmogStage(int SmogStage);// 0x34f3218 void ClientSetOBData(uint32 InPlayerKey, int InTeamID, STExtraBaseCharacter* CurViewChar);// 0x34f3110 void ClientSetControlRotation(const Rotator NewRotation);// 0x34f3098 void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x34f2f9c void ClientSetAIPosToTarget(Vector StartPos, Vector targetPos);// 0x34f2ed4 void ClientSetAIPos(uint32 KeyID, Vector pos, bool isStart);// 0x34f2dc0 void ClientSendRoundEndEvent(bool bIsWinner, int ExpendedTimeInSeconds);// 0x34f2cf0 void ClientRPC_TeamMateStateChanged(const TeamMateStateInfo TeamMateInfo);// 0x34f2c48 void ClientQuitViewEnemy();// 0x34f2c2c void ClientPlayItemOperationSound(int ItemSoundID, enum ItemOperation, Actor* TargetActor);// 0x34f2b2c void ClientOnLeaveVehicleDelegate__DelegateSignature();// 0x40a6134 void ClientOnHurt();// 0x34f2b10 void ClientOnEnterVehicleDelegate__DelegateSignature(int SeatType);// 0x40a6134 void ClientOnDeathReplayDataWhenFatalDamaged__DelegateSignature(bool bIsDead, bool bIsValidDeathReplay, bool bIsSuicide, FString InPlayerName, FString PlayerUID, bool bIsPlayerAI, enum AIType, int DamageType, FString MLAIUID);// 0x40a6134 void ClientOnDamageToOther(float _DamageToOther);// 0x34f2a90 void ClientOnChangeVehicleSeatCompletedDelegate__DelegateSignature(enum SeatType);// 0x40a6134 void ClientObserveCharacter(uint32 InPlayerKey, bool IsOnPlane, enum InServerStateType);// 0x34f297c void ClientInterruptGame();// 0x34f2920 void ClientInitIngameUIAfterRespawn();// 0x34f28c4 void ClientHearSound(int AkEventID, const Vector AkLocation);// 0x34f2808 void ClientHandleMsg(enum Msg, int64 TimeStamp);// 0x34f2740 void ClientGotoSpectating();// 0x34f2724 void ClientGiveUpRevivalTemmates();// 0x34f2708 void ClientGameStarted();// 0x34f26ec void ClientFriendBattleEnd(bool bIsShowWatchFriendBattleEndTips);// 0x34f2664 void ClientForbidLoadParahuteAnim(bool bCanForbid);// 0x34f25dc void ClientExitFromHelicopter(bool SkipOpenParachute);// 0x34f2554 void ClientEnterViewBox(int boxId);// 0x34f24d4 void ClientEndOnlineGame();// 0x34f24b8 void ClientDisplayNormalTips(FString Content);// 0x34f23f4 void ClientDisplayLuaGameTipsWithTime(FString FunctionName, int ID, FString Param1, FString Param2, float ControlTime);// 0x34f2198 void ClientDisplayLuaGameTips(FString FunctionName, int ID, FString Param1, FString Param2);// 0x34f1f84 void ClientDisplayGameTipWithMsgIDAndString(int ID, FString Param1, FString Param2);// 0x34f1dc0 void ClientDisplayGameTipWithMsgID(int ID);// 0x34f1d0c void ClientDisplayCustomLuaGameTips(FString FunctionName, int ID, const byte[] ExpandDataContent);// 0x34f1b80 void ClientCheckStartShovelingFail();// 0x34f1b24 void ClientChangeWeaponFunction(enum NewWeaponFunction);// 0x34f1a70 void ClientChangeStatePC(enum TargetStateType);// 0x34f19f0 void ClearParachuteAnimAssetCache();// 0x34f19dc void ClearDeadTombBox();// 0x34f19c8 Vector2D ClampFreeCamIconOffset(out const Geometry MyGeometry);// 0x34f1928 bool CientRevivalTemmates();// 0x34f1900 void CheckServerStateIgnoreTouch();// 0x34f18e4 void CheckQuitSpectatingInClientRestart(Pawn* NewPawn);// 0x34f1864 void CheckParachuteLandedFinish();// 0x34f1850 bool CheckNeedReport(out const SACData InAntiCheatData);// 0x34f1768 void CheckDeadBoxIgnoreTouch();// 0x34f174c void CheckConsumeGlideItem();// 0x34f1738 bool CheckAllVehicleWeaponIsReadyForFire(bool WithBroadEvent);// 0x34f16b0 bool ChecCanChangeWeaponScheme();// 0x34f1680 void ChangeWeather(int WeatherID);// 0x34f1608 bool ChangeWeaponSchemeIndex(int NewIndex);// 0x34f1588 void ChangeWeaponFunction(enum NewWeaponFunction);// 0x34f1510 void ChangeToWalkingDead();// 0x34f14fc void ChangeStatePC(enum TargetStateType);// 0x34f1484 void ChangeSpectatorStateToFreeView();// 0x34f1470 bool ChangeRolewearIndex(int NewIndex);// 0x34f13f0 void ChangeCharacterLogicDelegate__DelegateSignature(enum TargetPawnType);// 0x40a6134 void ChangeCharacterBeforeDelegate__DelegateSignature(enum TargetPawnType);// 0x40a6134 void CanSeeAllUI(bool bUIVisibility);// 0x317f3c4 bool CanBePickUpByItemID(out const ItemDefineID DefineID);// 0x34f1350 bool CanBePickUp(Actor* Target, int AdditionalParam, int pickCount);// 0x34f1240 bool CanAutoSwitchGrenade(int GrenadeID);// 0x34f11b8 void CallTeamMateUAVStateChanged(TeamMateStateInfo TeamMateInfo);// 0x34f10d4 void CallTeamMateStateChanged(STExtraPlayerState* STPlayerState, Vector Location, Rotator Rotation, float Health, int VoiceID, float Temperature);// 0x34f0ef0 void CallShowTouchInterface(bool InShow);// 0x34f0e68 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);// 0x34f0898 Vector2D CalcAttactBtnPos(float LocX, float LocY, float SizeX, float SizeY);// 0x34f0738 void CacheShootDetailInfoShootNum(int ShootNum);// 0x34f06c0 void CacheShootDetailInfoHitPos(byte HitPos);// 0x34f0648 void CacheRecvInfectionSelectZombie__DelegateSignature(bool bRecv);// 0x40a6134 void C2S_RequestSkillPrompt();// 0x34f05ec void C2S_RequestBeingRescuedRemainingTime();// 0x34f0590 void BroadcastFatalDamageToClientWithStruct(const FatalDamageParameter FatalDamageParameter);// 0x34f0440 void BroadcastClientsSpawnExplosionEffect(class STExtraExplosionEffect Template, Transform Trans, Actor* ActorOwner, Pawn* InstigatorPawn, enum method);// 0x34f01d0 SpringArmComponent* BPGetTargetedSpringArm();// 0x34f019c bool BPGetIsAndroidSimulator();// 0x34f0174 void BPCastUIMsgWithTwoParam(FString Func, FString module, FString Param1, FString Param2);// 0x34eff28 void BPCastUIMsgWithParam(FString Func, FString module, FString Param1);// 0x34efd64 void BP_OceanSideDetected(out const Vector OceansideLocation, bool bDetectedRiver);// 0x40a6134 void BP_BeginSpectatingState();// 0x40a6134 void BluePrintSetViewTarget(STExtraBaseCharacter* pCharacter);// 0x34efcec void BindVoiceCheckFunction();// 0x34efcd8 void BindVirtualJoystickInputDelegates(bool bBind);// 0x34efc58 void BeginTouchScreen(Vector Loc, byte FingerIndex);// 0x34efb9c void BeginAbsorb();// 0x34efb40 void BackToGameDataRefresh();// 0x34efb2c bool AutoSelectViewTarget();// 0x34efb04 void AutoSelectTeammateToView();// 0x34efaf0 void AddTouchMoveFinger(byte FingerIndex, byte Priority, out const Vector TouchLoc);// 0x34ef9e4 void AddParachuteAnimAssetCache(byte AnimType, AnimationAsset* AnimAsset, byte AnimOverrideType);// 0x34ef8e4 void AddItemAttachList(int BaseItemID);// 0x34ef86c void AddItem(int ID, int Count, int PickupType);// 0x34ef76c void AddCharacterVirtualItemToBackpack();// 0x34ef758 void AddAvatarItem(int ID, int Color, int Pattern, int Num);// 0x34ef610 void ActivateTouchInterface(TouchInterface* NewTouchInterface);// 0x34ef590 -------------------------------- Class: STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object delegate OnPlayerTeleport;//[Offset: 0xc84, Size: 12] delegate OnDeath;//[Offset: 0xc90, Size: 12] delegate OnBulletChange;//[Offset: 0xc9c, Size: 12] delegate OnPlayerPoseChange;//[Offset: 0xca8, Size: 12] delegate OnAnimAssetSkeletonMatch;//[Offset: 0xcb4, Size: 12] delegate OnPlayerEnterRescueingStatus;//[Offset: 0xcc0, Size: 12] delegate OnPlayerEnterCallingForRevivalStatus;//[Offset: 0xccc, Size: 12] delegate OnPlayerPickUp;//[Offset: 0xcd8, Size: 12] delegate OnPlayerWeaponChangeState;//[Offset: 0xce4, Size: 12] delegate OnPlayerWeaponReloadLastBullet;//[Offset: 0xcf0, Size: 12] delegate OnWeaponFireModeChangeDelegate;//[Offset: 0xcfc, Size: 12] delegate OnWeaponShootIntervalModeChangeDelegate;//[Offset: 0xd08, Size: 12] delegate OnHideUIAfterPlayerDeadDelegate;//[Offset: 0xd14, Size: 12] delegate OnPlayerHandFoldedChanged;//[Offset: 0xd20, Size: 12] delegate IsEnterNearDeathDelegate;//[Offset: 0xd2c, Size: 12] delegate OnFollowStateChanged;//[Offset: 0xd38, Size: 12] delegate OnPlayerStartRescue;//[Offset: 0xd6c, Size: 12] delegate OnCharacterAimModeChanged;//[Offset: 0xd78, Size: 12] delegate OnPerspectiveChanged;//[Offset: 0xd84, Size: 12] delegate OnServerPerspectiveChanged;//[Offset: 0xd90, Size: 12] delegate OnDoSomethingDelaySomeFrames;//[Offset: 0xd9c, Size: 12] delegate OnDeathDelegate;//[Offset: 0xda8, Size: 12] delegate OnPostTakeDamage;//[Offset: 0xdb4, Size: 12] delegate OnReconnectNotifyDelegate;//[Offset: 0xdc0, Size: 12] delegate OnStartInitDelegate;//[Offset: 0xdcc, Size: 12] delegate OnCharacterShootHitServerDelegate;//[Offset: 0xdd8, Size: 12] delegate OnUpdateForSleepComponent;//[Offset: 0xde4, Size: 12] delegate AnimMontagePlayDelegate;//[Offset: 0xe20, Size: 12] delegate AnimPlaySlotAnimDelegate;//[Offset: 0xe2c, Size: 12] delegate OnCharacterStartFillGasDelegate;//[Offset: 0xe38, Size: 12] delegate OnCharacterStartFireDelegate;//[Offset: 0xe44, Size: 12] delegate OnCharacterStopFireDelegate;//[Offset: 0xe50, Size: 12] delegate OnCharacterShootDelegate;//[Offset: 0xe5c, Size: 12] delegate OnCharacterShootBulletDelegate;//[Offset: 0xe68, Size: 12] delegate OnCharacterBecomeViewTarget;//[Offset: 0xe74, Size: 12] delegate OnCharacterEndViewTarget;//[Offset: 0xe80, Size: 12] delegate OnCharacterWeaponEquipDelegate;//[Offset: 0xe8c, Size: 12] delegate OnCharacterWeaponUnEquipDelegate;//[Offset: 0xe98, Size: 12] delegate OnPawnChangeFinishDelegate;//[Offset: 0xea4, Size: 12] delegate OnPawnRespawnDelegate;//[Offset: 0xeb0, Size: 12] delegate OnRequestPaintDecalDelegate;//[Offset: 0xebc, Size: 12] delegate OnPawnExitParachute;//[Offset: 0xec8, Size: 12] delegate SetClimbAnimationDelegate;//[Offset: 0xed4, Size: 12] delegate OnCanVaultFlagChangeDelegate;//[Offset: 0xee0, Size: 12] delegate OnPreRepAttachment;//[Offset: 0xeec, Size: 12] delegate OnPostRepAttachment;//[Offset: 0xef8, Size: 12] delegate OnCalcPickUpItemFlow;//[Offset: 0xf04, Size: 12] delegate OnCalcUseItemFlow;//[Offset: 0xf10, Size: 12] delegate OnReceivePlayerKey;//[Offset: 0xf1c, Size: 12] AkAudioEvent* DeathSound;//[Offset: 0xf28, Size: 4] AkAudioEvent* PickupSound;//[Offset: 0xf2c, Size: 4] AkAudioEvent* ThrowawayWeaponSound;//[Offset: 0xf30, Size: 4] AkAudioEvent* SwitchFireModeSound;//[Offset: 0xf34, Size: 4] AkAudioEvent* SwitchSightSound;//[Offset: 0xf38, Size: 4] AkAudioEvent* MountAccessoriesSound;//[Offset: 0xf3c, Size: 4] bool IsInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf40, Size: 1] bool bShowName;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf40, Size: 1] bool bShowDamageToOther;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xf40, Size: 1] float NetDelayMinAniCompensate;//[Offset: 0xf44, Size: 4] bool bIsFPPOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf48, Size: 1] float Money;//[Offset: 0xf4c, Size: 4] bool bHasHandleDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf50, Size: 1] bool bDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf51, Size: 1] bool bIgnoreInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xf51, Size: 1] bool FriendThread;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf52, Size: 1] bool bUseSameTeamDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf53, Size: 1] bool bShootSameTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf54, Size: 1] float MaxSwimSprintSpeed;//[Offset: 0xf58, Size: 4] bool IsFiveTimesWalkSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf5c, Size: 1] bool bIsSelfieMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5d, Size: 1] bool bIsDrawLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5e, Size: 1] bool bAllowToggleADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5f, Size: 1] float AllowToggleADSCoolDownLength;//[Offset: 0xf64, Size: 4] bool bCanBeHitWhenHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf69, Size: 1] float PreviousValueToSetForHealthPredict;//[Offset: 0xf6c, Size: 4] float PreviousValueToSetForEnergyPredict;//[Offset: 0xf70, Size: 4] float ValueLimitForHealthPredict;//[Offset: 0xf74, Size: 4] FName HeadSocketName;//[Offset: 0xf78, Size: 8] FName LFootSocketName;//[Offset: 0xf80, Size: 8] FName RFootSocketName;//[Offset: 0xf88, Size: 8] MoveAntiCheatComponent* MoveAntiCheatComponent;//[Offset: 0xf90, Size: 4] LagCompensationComponent* LagCompensationComponent;//[Offset: 0xf94, Size: 4] BaseCharacterEffectCom* EffectComponent;//[Offset: 0xf98, Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xf9c, Size: 4] CharacterParachuteComponent* ParachuteComponent;//[Offset: 0xfa0, Size: 4] NavigationInvokerComponent* NavigationInvokerComponent;//[Offset: 0xfa4, Size: 4] CapsuleComponent* DeltaRotationTestCapusle;//[Offset: 0xfa8, Size: 4] GroupPhysicsComponent* GroupPhysics;//[Offset: 0xfac, Size: 4] bool bIsWeaponFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb0, Size: 1] Rotator ServerControlRotation;//[Offset: 0xfb4, Size: 12] byte PoseState;//[Offset: 0xfc0, Size: 1] float LastChangeCapsuleSizeTime;//[Offset: 0xfc4, Size: 4] Actor* ThePlane;//[Offset: 0xfc8, Size: 4] float ReplicatedNowShovelingSpeed;//[Offset: 0xfcc, Size: 4] Rotator ReplicatedShovelingRotation;//[Offset: 0xfd0, Size: 12] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfdc, Size: 1] bool SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfdd, Size: 1] bool IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfde, Size: 1] bool bIsHideCrossHairType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe8, Size: 1] float VaultCheckBroadcastInterval;//[Offset: 0xfec, Size: 4] bool bEnableSinkEnergy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xff0, Size: 1] Actor* CacheRepActorForGetRandomLoc;//[Offset: 0xff4, Size: 4] byte ClientSidePoseState;//[Offset: 0xffc, Size: 1] float RadialDamageScale;//[Offset: 0x1000, Size: 4] float RadialDamageReduce;//[Offset: 0x1004, Size: 4] float MomentumResistanceScale;//[Offset: 0x1008, Size: 4] float MomentumResistanceFixed;//[Offset: 0x100c, Size: 4] float MoveOptimizeChangeCD;//[Offset: 0x10b4, Size: 4] byte LastPoseState;//[Offset: 0x10bc, Size: 1] float LastSwitchCharPoseTime;//[Offset: 0x10c0, Size: 4] bool bEnablePoseStateChangeOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d8, Size: 1] float ConstPoseStateOptimizeOfflineTime;//[Offset: 0x10dc, Size: 4] bool bUsePoseStateOfflineCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e4, Size: 1] bool bUpdateCameraWhenShootInMovePlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e5, Size: 1] bool bAttachmentRepNotifyAlways;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e6, Size: 1] bool bEnableSwoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e7, Size: 1] float AnimDeathLifeSpan;//[Offset: 0x10e8, Size: 4] bool DestroyOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ec, Size: 1] bool bRespawnResetAnimBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ed, Size: 1] class STExtraShootWeapon* AutoEquipWeaponTemplate;//[Offset: 0x10f0, Size: 4] WeaponSlotSwitchTimeData[] SwitchSlotTimeDataList;//[Offset: 0x10f4, Size: 12] Actor*[] PlayerSlotData;//[Offset: 0x1100, Size: 12] Actor*[] InventoryData;//[Offset: 0x110c, Size: 12] AkComponent* SoundComp;//[Offset: 0x116c, Size: 4] AkComponent* AmbientSoundComp;//[Offset: 0x1170, Size: 4] bool IsAmbientSoundPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1174, Size: 1] bool bEnableFootSoundOverride;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1175, Size: 1] AkAudioEvent* FootstepSound;//[Offset: 0x1178, Size: 4] AkAudioEvent* AmbientSound;//[Offset: 0x117c, Size: 4] AkAudioEvent* AkHitHeadWithHelmet;//[Offset: 0x1180, Size: 4] AkAudioEvent* AkHitHeadWithoutHelmet;//[Offset: 0x1184, Size: 4] enum[] ModesIgnoreHitHead;//[Offset: 0x1188, Size: 12] SpecialMapAmbientSoundConfig;//[Offset: 0x1194, Size: 60] SceneComponent* MeshContainer;//[Offset: 0x11d0, Size: 4] Vector2D MeshContainerDefaultOffsetXY;//[Offset: 0x11d4, Size: 8] int CurrentTaskTriggerAreaID;//[Offset: 0x11dc, Size: 4] float ProduceSoundInterval;//[Offset: 0x11e0, Size: 4] float ProduceSoundVelocitySquared;//[Offset: 0x11e4, Size: 4] float HearRadius;//[Offset: 0x11e8, Size: 4] bool bVaultIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11f4, Size: 1] bool bIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11f5, Size: 1] Actor* WaterObj;//[Offset: 0x11f8, Size: 4] bool UseShootVerifyEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11fc, Size: 1] byte DSHitPartJudgment;//[Offset: 0x11fe, Size: 1] STCharacterNearDeathComp* NearDeatchComponent;//[Offset: 0x1200, Size: 4] STCharacterRescueOtherComp* RescueOtherComponent;//[Offset: 0x1204, Size: 4] STCharacterFollowComp* AutoFollowComponent;//[Offset: 0x1208, Size: 4] bool IsRescueingOther;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x120c, Size: 1] float ReplciateRestoringDuraion;//[Offset: 0x1210, Size: 4] float NearDeathBreath;//[Offset: 0x1214, Size: 4] bool IsBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1218, Size: 1] float EnterNearDeathCDTimeInitValue;//[Offset: 0x121c, Size: 4] bool bIsCallingForRevival;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1224, Size: 1] float DistSquaredInterruptRevival;//[Offset: 0x1228, Size: 4] BodyTypeDef ProneBodyDef;//[Offset: 0x122c, Size: 8] BodyTypeDef StandBodyDef;//[Offset: 0x1234, Size: 8] BodyTypeDef CrouchBodyDef;//[Offset: 0x123c, Size: 8] BodyTypeDef DyingBodyDef;//[Offset: 0x1244, Size: 8] BodyTypeDef VechicleBodyDef;//[Offset: 0x124c, Size: 8] NewHitBodyPosMap;//[Offset: 0x1254, Size: 60] Vector ScopeNewIdleLoc;//[Offset: 0x1290, Size: 12] Vector ScopeNewAimLoc;//[Offset: 0x129c, Size: 12] float ScopeMoveInOutSpeed;//[Offset: 0x12a8, Size: 4] Vector ScopeAimShootSpreadDir;//[Offset: 0x12ac, Size: 12] float ScopeAimShootSpreadAddDirValSpeed;//[Offset: 0x12b8, Size: 4] float ScopeAimShootSpreadDecDirValSpeed;//[Offset: 0x12bc, Size: 4] float ScopeAimShootSpreadDirValMax;//[Offset: 0x12c0, Size: 4] Rotator ScopeAimShootSpreadRot;//[Offset: 0x12c8, Size: 12] float ScopeAimShootSpreadAddRotValSpeed;//[Offset: 0x12d4, Size: 4] float ScopeAimShootSpreadDecRotValSpeed;//[Offset: 0x12d8, Size: 4] float ScopeAimShootSpreadRotValMax;//[Offset: 0x12dc, Size: 4] float ScopeLagScale;//[Offset: 0x12e4, Size: 4] float ScopeAimCrosshairUIScale;//[Offset: 0x12e8, Size: 4] float ScopeFov;//[Offset: 0x12ec, Size: 4] bool bIsUseDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12f0, Size: 1] class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x12f4, Size: 4] class PlayerTombBox* DefaultDeadInventoryBoxTemplate;//[Offset: 0x12f8, Size: 4] float DeadInventoryBoxOverrideFindPutDownPointZThreshold;//[Offset: 0x12fc, Size: 4] int FirstDamageTypeSpesificID;//[Offset: 0x1300, Size: 4] float RefreshUITimeAfterSpawn;//[Offset: 0x1304, Size: 4] float RefreshUITimeAfterSpawnInterval;//[Offset: 0x1308, Size: 4] Vector ScopeNewTargetLoc;//[Offset: 0x1314, Size: 12] bool bMarkScopeLocDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1320, Size: 1] CustomSpringArmComponent* SpringArmComp;//[Offset: 0x1324, Size: 4] bool bFreeView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1328, Size: 1] CameraComponent* ThirdPersonCameraComponent;//[Offset: 0x132c, Size: 4] SpringArmComponent* FPPSpringArmComp;//[Offset: 0x1330, Size: 4] CameraComponent* FPPCameraComp;//[Offset: 0x1334, Size: 4] SpringArmComponent* ScopeSpringArmComp;//[Offset: 0x1338, Size: 4] CameraComponent* ScopeCameraComp;//[Offset: 0x133c, Size: 4] SceneComponent* ShoulderCameraRoot;//[Offset: 0x1340, Size: 4] bool bHasStuckOperation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1344, Size: 1] SyncAKEvent SyncAKEvent;//[Offset: 0x1348, Size: 16] delegate OnJoyStickInteruptDelegate;//[Offset: 0x1358, Size: 12] delegate OnPlayerAttrChangeDelegate;//[Offset: 0x1364, Size: 12] delegate OnCharacterAttrChangedWithDetail;//[Offset: 0x1370, Size: 12] delegate OnMovementBaseChanged;//[Offset: 0x137c, Size: 12] bool bIsDelayingMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1388, Size: 1] bool bDebugNewWeaponSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1389, Size: 1] bool bDebugPVEShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x138a, Size: 1] BoxComponent* ProneBoxComponent;//[Offset: 0x138c, Size: 4] Vector ProneBoxRelativeLocation;//[Offset: 0x1390, Size: 12] DamageCauserRecordData[] DamageCauserRecords;//[Offset: 0x139c, Size: 12] DamageCauserRecordData[] DamageRecords;//[Offset: 0x13a8, Size: 12] PlayerLastDamageTime;//[Offset: 0x13b4, Size: 60] int MaxRecordOvertimeAssistTime;//[Offset: 0x13f0, Size: 4] float LastDamageTime;//[Offset: 0x13f4, Size: 4] float OutOfContestConfig;//[Offset: 0x13f8, Size: 4] STCharacterMovementComponent* STCharacterMovement;//[Offset: 0x13fc, Size: 4] bool AttackerNeedReceiveDamageRpc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1400, Size: 1] float PickUpRadius;//[Offset: 0x1404, Size: 4] bool bSyncCameraByChar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1408, Size: 1] SimLocalViewData SimulateViewData;//[Offset: 0x140c, Size: 16] SimViewData NetSimulateViewData;//[Offset: 0x141c, Size: 6] bool IsFakeOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1430, Size: 1] AnchorPlatData AnchorPlat;//[Offset: 0x1434, Size: 8] bool bShouldIgnorePVSTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150c, Size: 1] class TrailMarkActor* ProneTrailMarkClass;//[Offset: 0x1510, Size: 40] TrailMarkActor* WeakProneTrailMarkActor;//[Offset: 0x1538, Size: 8] delegate OnMoveBlockDelegate;//[Offset: 0x154c, Size: 12] PickUpItemData[] CacheDropItemDataList;//[Offset: 0x1558, Size: 12] float MaxDispalyFootprintDistance;//[Offset: 0x1568, Size: 4] Rotator DefaultMeshRot;//[Offset: 0x156c, Size: 12] Vector DefaultMeshLoc;//[Offset: 0x1578, Size: 12] InteractiveMoveActor* CurrentInteractiveMoveActor;//[Offset: 0x1584, Size: 4] class AnimInstance* MainCharAnimClass;//[Offset: 0x1588, Size: 4] class AnimInstance* MainCharFPPAnimClass;//[Offset: 0x158c, Size: 4] class AnimInstance* MainCharTPPAnimClass;//[Offset: 0x1590, Size: 4] class AnimInstance* AvatarAnimClassCache;//[Offset: 0x1594, Size: 4] bool IsNetFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1598, Size: 1] bool IsFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1599, Size: 1] int CurrentEmoteIndex;//[Offset: 0x159c, Size: 4] delegate EmoteMontageFinishedEvent;//[Offset: 0x15a4, Size: 12] delegate OnLoadAndStartPlayEmoteAnimEvent;//[Offset: 0x15b0, Size: 12] delegate ReadyToPlayEmoteMontageFailedDelegate;//[Offset: 0x15bc, Size: 12] AnimationAsset* TempEmoteResource;//[Offset: 0x15c8, Size: 40] AnimSequenceBase* CurrentLoadedEmoteSequence;//[Offset: 0x15f0, Size: 4] float CurrentLoadedEmoteBlendTime;//[Offset: 0x15f4, Size: 4] bool bEnablePlayerPickUpAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1610, Size: 1] bool bEnablePlayerDeadAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1611, Size: 1] bool bRecordKillData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1612, Size: 1] float AIThrowPitch;//[Offset: 0x1614, Size: 4] Vector2D AISpeedScale;//[Offset: 0x1618, Size: 8] bool bValidCalculate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1620, Size: 1] PawnStateRelatedBuffMap;//[Offset: 0x1624, Size: 60] PawnStateRelatedBuffIDMap;//[Offset: 0x1660, Size: 60] int[] ToRemoveBuffSkillIdListWhenOnPlane;//[Offset: 0x169c, Size: 12] bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16a8, Size: 1] bool IsAutoFollow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16a9, Size: 1] STExtraBaseCharacter* WhoFollowMe;//[Offset: 0x16ac, Size: 4] float[] HealthChangeHistoryPerFrame;//[Offset: 0x16b0, Size: 12] float LastSyncHealthChange;//[Offset: 0x16bc, Size: 4] Vector CurInputVector;//[Offset: 0x16c0, Size: 12] StaticMeshComponent* ScopComp;//[Offset: 0x16cc, Size: 4] PhysicsAsset* PhysicsAssetOverride_Dead;//[Offset: 0x16dc, Size: 4] float voiceCheckCD;//[Offset: 0x16e0, Size: 4] float voiceCheckShowCD;//[Offset: 0x16e4, Size: 4] float VoiceCheckDis;//[Offset: 0x16e8, Size: 4] float voiceCheckDisInParachute;//[Offset: 0x16ec, Size: 4] bool voiceCheckInParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16f0, Size: 1] int voiceBeginCheckDisWhenUAV;//[Offset: 0x16f4, Size: 4] DanyinCompletedIDSet;//[Offset: 0x1710, Size: 60] PlayerGunCollosionComp* PlayerGunCollosionComp;//[Offset: 0x174c, Size: 4] STExtraPlayerState* STExtraPlayerState;//[Offset: 0x175c, Size: 4] byte MovementModeBeforeNearDeath;//[Offset: 0x1760, Size: 1] float MoveableSwitchPoseTime;//[Offset: 0x1764, Size: 4] STExtraPlayerState* WhoKillMeRecord;//[Offset: 0x1768, Size: 4] int HandFolderRatio;//[Offset: 0x176c, Size: 4] float SwimUpRate;//[Offset: 0x1770, Size: 4] PlayerSwimComponent* swimComponet;//[Offset: 0x1774, Size: 4] bool bEnableWorldPawnCollisionDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1779, Size: 1] bool bEnableWorldPawnCollisionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x177a, Size: 1] WeaponRecordDataForReplay WeaponRecordDataForReplay;//[Offset: 0x1784, Size: 12] bool SkipCirclePain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1790, Size: 1] bool bIsOutBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1791, Size: 1] PickUpItemData[] CacheDropList;//[Offset: 0x1798, Size: 12] bool bForbidAiPronePull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17a4, Size: 1] bool bUpdateContainerLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17a5, Size: 1] Vector MoveInputState;//[Offset: 0x17d4, Size: 12] byte MovementInputReplication;//[Offset: 0x17e0, Size: 1] float SwitchPoseCD;//[Offset: 0x1804, Size: 4] float SwitchPoseStartTime;//[Offset: 0x1808, Size: 4] float SwitchPerspectiveStartTime;//[Offset: 0x180c, Size: 4] bool bHasCallGameModeKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1828, Size: 1] float CollideByTeammateCDConfig;//[Offset: 0x1840, Size: 4] PoseChangeTime SwitchPoseTime;//[Offset: 0x1848, Size: 16] Transform HitBoxLeanTransL;//[Offset: 0x1860, Size: 48] Transform HitBoxLeanTransR;//[Offset: 0x1890, Size: 48] BaseCharacterPickupProxy* PickupProxy;//[Offset: 0x18d8, Size: 4] PickupManagerComponent* PickupManagerComponent;//[Offset: 0x18dc, Size: 4] CharacterWeaponManagerComponent* WeaponManagerComponent;//[Offset: 0x18e0, Size: 4] float DelayHideDuration;//[Offset: 0x18e4, Size: 4] float DelayResetStandDuration;//[Offset: 0x18e8, Size: 4] float DelayHideDuration_SimulatePhysicsDead;//[Offset: 0x18ec, Size: 4] bool bEnableRagdollAfterDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18f0, Size: 1] float MaxRagdollActiveDuration;//[Offset: 0x18f4, Size: 4] bool bEnableAnimFrameCounter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1910, Size: 1] PlayerAnimList CurPlayerAnimList;//[Offset: 0x1914, Size: 192] AnimParamList CurAnimParamList;//[Offset: 0x19d4, Size: 304] PlayerVehAnimList CurPlayerVehAnimList;//[Offset: 0x1b04, Size: 180] AnimVehParamList CurAnimVehParamList;//[Offset: 0x1bb8, Size: 48] AnimStatusKeyList LastUpdateStatusKeyList;//[Offset: 0x1be8, Size: 32] AnimStatusKeyList CurUpdateStatusKeyList;//[Offset: 0x1c08, Size: 32] delegate ThrowGrenadeModeChangedDelegate;//[Offset: 0x1c28, Size: 12] byte ThrowGrenadeMode;//[Offset: 0x1c34, Size: 1] byte PrevThrowGrenadeMode;//[Offset: 0x1c35, Size: 1] bool bShowHPFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c44, Size: 1] bool IsPeekLeft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c45, Size: 1] bool IsEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c46, Size: 1] float PeekCheckCollisionTimer;//[Offset: 0x1c48, Size: 4] bool PeekHasCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c50, Size: 1] float AutoScopeDelayTimeWhenPeek;//[Offset: 0x1c54, Size: 4] int IsEnableReportPlayerBehavior;//[Offset: 0x1c58, Size: 4] float HighWalkSpeed;//[Offset: 0x1c70, Size: 4] float WalkSpeedChangeRate;//[Offset: 0x1c74, Size: 4] float WalkSpeedThreshold;//[Offset: 0x1c78, Size: 4] float MaxCrouchSpeed;//[Offset: 0x1c7c, Size: 4] float MaxProneSpeed;//[Offset: 0x1c80, Size: 4] float MaxSprintSpeed;//[Offset: 0x1c84, Size: 4] float MaxSprintCrouchSpeed;//[Offset: 0x1c88, Size: 4] float MaxSwimSpeed;//[Offset: 0x1c8c, Size: 4] float HealthPredict;//[Offset: 0x1c90, Size: 4] float BreathAmount;//[Offset: 0x1c94, Size: 4] bool bShouldDrowningHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c98, Size: 1] int PoisonSmogStage;//[Offset: 0x1c9c, Size: 4] float PoisonSmogProgress;//[Offset: 0x1ca0, Size: 4] float AntidoteExeTime;//[Offset: 0x1ca4, Size: 4] float AntidoteMaxTime;//[Offset: 0x1ca8, Size: 4] float SpeedDynamicScale;//[Offset: 0x1cac, Size: 4] float TurnInPlaceAngel;//[Offset: 0x1cb0, Size: 4] delegate PoisonFogStageUpdatedDelegate;//[Offset: 0x1cb4, Size: 12] byte HealthStatus;//[Offset: 0x1cc0, Size: 1] byte LastHealthStatus;//[Offset: 0x1cc1, Size: 1] delegate OnHealthStatusChangeDelegate;//[Offset: 0x1cc4, Size: 12] BodyPartConfigMap;//[Offset: 0x1cd0, Size: 60] bool bIsLastTwoCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d0c, Size: 1] float SpeedRate;//[Offset: 0x1d10, Size: 4] float EnergySpeedScale;//[Offset: 0x1d14, Size: 4] float RecoveryScale;//[Offset: 0x1d18, Size: 4] float DefaultSpeedValue;//[Offset: 0x1d1c, Size: 4] float PawnBackpackCapacity;//[Offset: 0x1d20, Size: 4] float SwitchWeaponSpeedScale;//[Offset: 0x1d24, Size: 4] CharacterEnergyData Energy;//[Offset: 0x1d28, Size: 52] CharacterEnergyPhase[] TemperaturePhaseList;//[Offset: 0x1d5c, Size: 12] bool bCheckRelevantWithFOV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d68, Size: 1] float FarDistanceAimFOV;//[Offset: 0x1d6c, Size: 4] float FarRelevantDistanceSqured;//[Offset: 0x1d70, Size: 4] float MiddleDistanceAimFOV;//[Offset: 0x1d74, Size: 4] float MiddleRelevantDistanceSqured;//[Offset: 0x1d78, Size: 4] float VerticalSpeedFallingDamageThrehod;//[Offset: 0x1d80, Size: 4] float VerticalFallingDamageCoefficient;//[Offset: 0x1d84, Size: 4] float PrachuteLandedFallingDamageMax;//[Offset: 0x1d8c, Size: 4] bool EnablePrachuteLandedFallingDamageMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d90, Size: 1] float HorizontalSpeedFallingDamageThrehod;//[Offset: 0x1d94, Size: 4] CurveFloat* CurveHorizontalSpeedFallingDamage;//[Offset: 0x1d98, Size: 4] class STDamageCameraShake* DamageShakeClass;//[Offset: 0x1d9c, Size: 4] float StandHalfHeight;//[Offset: 0x1da0, Size: 4] float CrouchHalfHeight;//[Offset: 0x1da4, Size: 4] float ProneHalfHeight;//[Offset: 0x1da8, Size: 4] float CrouchEnableCheckTolerance;//[Offset: 0x1dac, Size: 4] float StandRadius;//[Offset: 0x1db0, Size: 4] float DyingRadius;//[Offset: 0x1db4, Size: 4] float DyingBeCarriedRadius;//[Offset: 0x1db8, Size: 4] HealthPredictShowData[] HealthPredictShowDataList;//[Offset: 0x1dbc, Size: 12] HealthPredictShowData[] EnergyPredictShowDataList;//[Offset: 0x1dc8, Size: 12] SecuryInfoComponent* SecuryComponent;//[Offset: 0x1dd4, Size: 4] bool bInAssistantState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1de4, Size: 1] delegate InAssistantStateDelegate;//[Offset: 0x1de8, Size: 12] bool bWasOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1df4, Size: 1] RepVehicleAttachment VehicleReplication;//[Offset: 0x1df8, Size: 24] RepVehicleAttachment CurrentVehicleAttachment;//[Offset: 0x1e10, Size: 24] STExtraVehicleBase* LastAttachedVehicle;//[Offset: 0x1e2c, Size: 4] float LastVehicleDamageCD;//[Offset: 0x1e30, Size: 4] float LastLeaveVehicleTime;//[Offset: 0x1e34, Size: 4] int VehicleSeatIdx;//[Offset: 0x1e38, Size: 4] bool bForceSetRepMovLocationOnAttachmentRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e42, Size: 1] float LeaveVehicleVelocityKeepTime;//[Offset: 0x1e44, Size: 4] bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e60, Size: 1] PredictLineComponent* PredictLineComp;//[Offset: 0x1e64, Size: 4] CharacterAvatarComponent2* AvatarComponent2;//[Offset: 0x1e68, Size: 4] STExtraUnderWaterEffectComp* UnderWaterEffectComponent;//[Offset: 0x1e6c, Size: 4] delegate OnAttachedToVehicle;//[Offset: 0x1e7c, Size: 12] delegate OnDetachedFromVehicle;//[Offset: 0x1e88, Size: 12] delegate OnChangedVehicleSeat;//[Offset: 0x1e94, Size: 12] delegate OnPlayerStateUpdated;//[Offset: 0x1ea0, Size: 12] float MaxLeaveVehicleVelocity;//[Offset: 0x1eb8, Size: 4] delegate SwitchAngledSightEventDelegate;//[Offset: 0x1ec8, Size: 12] Rotator AngledSightRotOffset;//[Offset: 0x1ed4, Size: 12] STExtraWeapon* CurrentReloadWeapon;//[Offset: 0x1fe4, Size: 4] bool EnableSprintSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fe8, Size: 1] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x1fec, Size: 4] DynamicComponentMap;//[Offset: 0x200c, Size: 60] STParachuteState STReplicateParchuteState;//[Offset: 0x2048, Size: 24] SlideMoveData SlideMoveData;//[Offset: 0x2060, Size: 20] UAEChaParachuteAnimListComponent* CharParachuteAnimListComponentCache;//[Offset: 0x2074, Size: 4] STReplicatedMoveState STReplicatedMoveState;//[Offset: 0x2078, Size: 32] bool bReplicatedIsStartParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2098, Size: 1] float MoveForwardInputValue;//[Offset: 0x209c, Size: 4] float MoveRightInputValue;//[Offset: 0x20a0, Size: 4] bool bIsParachuteLandingAnimEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20a4, Size: 1] float ParachuteLandingHeightAdded;//[Offset: 0x20a8, Size: 4] bool bIsParachuteLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20ac, Size: 1] bool bEnableAutoFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20ad, Size: 1] float TargetPlayerAIPolicyDecisionLogInterval;//[Offset: 0x20b0, Size: 4] float RelevantPlayerAIPolicyDecisionLogInterval;//[Offset: 0x20b4, Size: 4] ParachuteFollowComponent* ParachuteFollowComp;//[Offset: 0x20bc, Size: 4] STExtraBaseCharacter*[] FlyingTeam;//[Offset: 0x20c0, Size: 12] STExtraBaseCharacter* Leader;//[Offset: 0x20cc, Size: 4] enum FollowState;//[Offset: 0x20d0, Size: 1] ParachuteFollowState[] TeammateParachuteFollowState;//[Offset: 0x20d4, Size: 12] STExtraBaseCharacter*[] Inviters;//[Offset: 0x20e0, Size: 12] STExtraPlayerState*[] InviterStateArr;//[Offset: 0x20ec, Size: 12] FString LatestInviter;//[Offset: 0x20f8, Size: 12] bool IsDuringTransferLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2104, Size: 1] float MaxTemporaryNotAllowInvitedTime;//[Offset: 0x2148, Size: 4] float maxShowAlpha;//[Offset: 0x2150, Size: 4] float MoveMaxShowDis;//[Offset: 0x2154, Size: 4] float WeaponMaxShowDis;//[Offset: 0x2158, Size: 4] float VehicleMaxShowDis;//[Offset: 0x215c, Size: 4] float FPPPutDownWeaponCoolingStart;//[Offset: 0x2188, Size: 4] float FPPPutDownWeaponCoolingEnd;//[Offset: 0x218c, Size: 4] float FPPSprintWeaponSmoothTime;//[Offset: 0x2190, Size: 4] bool bDynamicHoldGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21dc, Size: 1] LastEmoteInfo LastEmoteInfo;//[Offset: 0x21ec, Size: 12] float CollectPlayerRouteInterval;//[Offset: 0x21fc, Size: 4] int IsEnableReportRoute;//[Offset: 0x2280, Size: 4] Vector EmoteColBox;//[Offset: 0x22c8, Size: 12] EmoteColBoxMap;//[Offset: 0x22d4, Size: 60] int IsEnableLogAIPlayerPos;//[Offset: 0x2318, Size: 4] float CompVisionOpDis;//[Offset: 0x231c, Size: 4] float CompVisionOpDelay;//[Offset: 0x2320, Size: 4] bool bHasAppliedVisionCompOp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2324, Size: 1] CharacterCompOutOfVisionOptimizationDataMap;//[Offset: 0x2334, Size: 60] bool bEnableCompVisionOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2370, Size: 1] float MaxRelavantDistance;//[Offset: 0x2378, Size: 4] float MaxRelavantDistanceSquared;//[Offset: 0x237c, Size: 4] int IsEnableReportPlayerKillFlow;//[Offset: 0x2380, Size: 4] int IsEnableReportGameSetting;//[Offset: 0x2384, Size: 4] int EnableReportGameSettingLevel;//[Offset: 0x2388, Size: 4] int IsEnableReportMrpcsInCircleFlow;//[Offset: 0x238c, Size: 4] int IsEnableReportMrpcsInPartCircleFlow;//[Offset: 0x2390, Size: 4] int IsEnableReportMrpcsFlow;//[Offset: 0x2394, Size: 4] bool CrowdAgentConsidered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2398, Size: 1] BaseFPPComponent* FPPComp;//[Offset: 0x23a0, Size: 4] UAECharacterAnimListComponent* OwnedCharacterAnimComp;//[Offset: 0x23a4, Size: 4] float ClientSwitchWeaponDeltaTime;//[Offset: 0x23b0, Size: 4] float ClientCallSwitchWeaponDur;//[Offset: 0x23b4, Size: 4] bool bIsSwapingMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23b8, Size: 1] float EquipingScopeDelay;//[Offset: 0x23bc, Size: 4] bool bClientHasFinishedReloadWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23c1, Size: 1] delegate OnEquipZoomScope;//[Offset: 0x23c4, Size: 12] float CharacterFallingVelocityZFactor;//[Offset: 0x23d4, Size: 4] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23ec, Size: 1] bool IsOpenCommonShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x23ed, Size: 1] int AloneDistance;//[Offset: 0x23f4, Size: 4] int NearTeamPlayerDistance;//[Offset: 0x23f8, Size: 4] AnimationAsset* ChangeWearingMontage;//[Offset: 0x2400, Size: 40] float ChangeWearingLastTime;//[Offset: 0x2428, Size: 4] int ChangeWearingPromptTextID;//[Offset: 0x242c, Size: 4] FString ChangeWearingPromptText;//[Offset: 0x2430, Size: 12] AnimMontage* ChangeWearingAnimMontage;//[Offset: 0x243c, Size: 4] delegate WearingMontageFinishedEvent;//[Offset: 0x2440, Size: 12] SoftObjectPath ChangeWearingIconPath;//[Offset: 0x2490, Size: 24] Vector ChangeWearingColBox;//[Offset: 0x24a8, Size: 12] float PaintDecalMaxDistance;//[Offset: 0x24b4, Size: 4] bool bDetectingPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24b8, Size: 1] bool bValidPaintDecalTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24b9, Size: 1] float RequestPaintDecalCD;//[Offset: 0x24bc, Size: 4] float MaxRequestPaintDecalCD;//[Offset: 0x24c0, Size: 4] ChildActorComponent* DecalComponent;//[Offset: 0x24c4, Size: 4] Actor* DecalActor;//[Offset: 0x24c8, Size: 4] bool bInBattleState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24cc, Size: 1] float OutBattleStateTime;//[Offset: 0x24d0, Size: 4] delegate OnBattleStateChange;//[Offset: 0x24d8, Size: 12] delegate OnCharacterPlayEmote;//[Offset: 0x24e4, Size: 12] delegate OnCharacterWin;//[Offset: 0x24f0, Size: 12] delegate OnCharacterFallingModeChange;//[Offset: 0x24fc, Size: 12] Vector LastServerHitImpactPoint;//[Offset: 0x2508, Size: 12] byte RemainUseSupplySpotTimes;//[Offset: 0x2514, Size: 1] byte RemainUseEnhancerSpotTimes;//[Offset: 0x2515, Size: 1] bool IsShowHealthBar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2516, Size: 1] int[] UseEnhanceSpotTip;//[Offset: 0x2518, Size: 12] int MonsterDamageReduceSkillID;//[Offset: 0x2524, Size: 4] InteractionEmoteConfig;//[Offset: 0x2528, Size: 60] STExtraBaseCharacter* InteractionEmoteSender;//[Offset: 0x2564, Size: 4] STExtraBaseCharacter* InteractionEmoteReceiver;//[Offset: 0x2568, Size: 4] bool IsInitCharacterSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2576, Size: 1] FString CharacterSkillTableName;//[Offset: 0x2578, Size: 12] STExtraVehicleBase* RelevantVehicleInReady;//[Offset: 0x2584, Size: 4] PhysicsAsset* DeathCachePhysicsAsset;//[Offset: 0x2588, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x259c, Size: 252] byte MeleeAutoAimType;//[Offset: 0x2698, Size: 1] bool bIsInObjectPool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26a4, Size: 1] PlayerRespawnData PlayerRespawnData;//[Offset: 0x26a8, Size: 32] bool bRespawnQuitSpectating;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c8, Size: 1] CharacterHide CharacterHide;//[Offset: 0x26cc, Size: 12] float CharacterShowWeaponTime;//[Offset: 0x26d8, Size: 4] enum CharacterMainType;//[Offset: 0x26dd, Size: 1] enum CharacterSubType;//[Offset: 0x26de, Size: 1] delegate BulletTrackShowDelegate;//[Offset: 0x26e0, Size: 12] delegate OnClientHoldGrenadeStateChange;//[Offset: 0x26ec, Size: 12] delegate MarkPlayerPosDelegate;//[Offset: 0x26f8, Size: 12] delegate OnPlayerOpenDoorDelegate;//[Offset: 0x2704, Size: 12] float Config_PlayerHurt_ResetTime;//[Offset: 0x2710, Size: 4] PlayerMantleComponent* VaultControllerComp;//[Offset: 0x2714, Size: 4] AnimParamsComponent* AnimParamsComponent;//[Offset: 0x2718, Size: 4] bool EnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271c, Size: 1] bool EnableBulletFlySound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271d, Size: 1] bool bEnableSetMeshUpdateFlagInBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x271e, Size: 1] delegate OnUseSpringJump;//[Offset: 0x2720, Size: 12] float LastSprintTriggerTime;//[Offset: 0x272c, Size: 4] float FallingTime;//[Offset: 0x2734, Size: 4] bool bInteractWithActivityActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2738, Size: 1] bool IsShowRevivalPointIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2739, Size: 1] bool bIsGiveupWhenMatchGoalAchieved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x273a, Size: 1] Actor* MyConstActor;//[Offset: 0x273c, Size: 4] bool EnterSnowArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2740, Size: 1] byte[] ShowSnowAreaTypes;//[Offset: 0x2744, Size: 12] float TickCanDriveSnowBoardInterval;//[Offset: 0x2750, Size: 4] float ClientAttachToVehicleKeepTime;//[Offset: 0x2758, Size: 4] float RefreshAnimListTimerMaxTime;//[Offset: 0x2764, Size: 4] float RealtimeVerifyInterval;//[Offset: 0x2768, Size: 4] float RealtimeVerifyIntervalRandomOffset;//[Offset: 0x276c, Size: 4] bool bAddPoseStateCheckResponse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2780, Size: 1] bool bTemperoryDisableFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2781, Size: 1] float FixMovementOnVehicleInterval;//[Offset: 0x2784, Size: 4] float voiceCheckUAVOperatorDeltaTime;//[Offset: 0x278c, Size: 4] Transform DefaultParticleAttachTransform;//[Offset: 0x27a0, Size: 48] byte DefaultParticleAttachLocationType;//[Offset: 0x27d0, Size: 1] InjuryParticleAttachOffset[] ParticleAttachOffsetArray;//[Offset: 0x27d4, Size: 12] float ParticleShowingInterval;//[Offset: 0x27e0, Size: 4] bool bIsShowingInjuryEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27e8, Size: 1] bool bIsShowingToxicEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27e9, Size: 1] ParticleSystem* InjuryAndToxicParticleEffect;//[Offset: 0x27f0, Size: 40] Vector MoveAdditionalSpeed;//[Offset: 0x2818, Size: 12] int CharacterMovementReplicatID;//[Offset: 0x2824, Size: 4] int CharacterReplicatID;//[Offset: 0x2828, Size: 4] ParticleSystem* ProtectedInjuryAndToxicParticleEffect;//[Offset: 0x282c, Size: 4] float RTNoDamageTime;//[Offset: 0x2830, Size: 4] bool IsCanEnableWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2834, Size: 1] bool IsWingUpControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x283c, Size: 1] float MinWingUpControlTime;//[Offset: 0x2848, Size: 4] WidgetComponent* PlayerInfoWidgetComp;//[Offset: 0x284c, Size: 4] FString DebugInfoWidgetPath;//[Offset: 0x2850, Size: 12] FString DebugInfoWidgetRefreshFunName;//[Offset: 0x285c, Size: 12] Vector DebugInfoLocation;//[Offset: 0x2868, Size: 12] Actor* ACurrentFloor;//[Offset: 0x2874, Size: 8] bool IsMotifyAutoUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x287c, Size: 1] bool IsMotifyAttackerByState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x287d, Size: 1] float WaitRefreshShootDetailInfoTime;//[Offset: 0x2880, Size: 4] float CurWaitRefreshShootDetailInfoTime;//[Offset: 0x2884, Size: 4] float[] AIHotValueDebugInfo;//[Offset: 0x2888, Size: 12] Actor*[] OverlapDarkAreas;//[Offset: 0x2894, Size: 12] float SwimmingSwitchMovementModeCD;//[Offset: 0x28a0, Size: 4] int PrepareEmoteId;//[Offset: 0x28a8, Size: 4] FString EmoteSouceEventName;//[Offset: 0x28ac, Size: 12] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x28b8, Size: 4] bool bIsInUnderGroundArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28bc, Size: 1] bool bIsAroundUndergroundEntry;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28bd, Size: 1] bool bIsSkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28be, Size: 1] uint32 SightVisionMask;//[Offset: 0x28c0, Size: 4] bool bUnderWaterPoseCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28c5, Size: 1] bool bReviseIgnoreState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28c6, Size: 1] bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28c7, Size: 1] bool bRepShoulderState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28c8, Size: 1] bool bForceChangePersonPerspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28c9, Size: 1] bool bSkillLockChangePersonPerspective;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28ca, Size: 1] float SimulateFootstepQueryInternal;//[Offset: 0x2958, Size: 4] NotDownloadPetIDs;//[Offset: 0x2964, Size: 60] bool bDisableAttachRepInBeCarried;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29a0, Size: 1] NetCarryBackState NetCarryBackState;//[Offset: 0x29a4, Size: 12] STCharacterCarryBackComp* CarryBackComponent;//[Offset: 0x29b0, Size: 4] DynamicOptimizeActorComponents* DynamicOptimizeActorComponent;//[Offset: 0x29b4, Size: 4] delegate OnCharacterHiddenStateChange;//[Offset: 0x29b8, Size: 12] BattleRoyaleGameMode* CachedGameMode;//[Offset: 0x29c4, Size: 4] void VaultStartPosNotifyBPToCpp(bool isvaultting, bool IsValidVault, STExtraBaseCharacter* vaultCharacter, Vector StartPos);// 0x345d1dc void VaultFailPawnCPP(const FString Content);// 0x345d118 void VaultFailPawnBluePrint(out const FString Content);// 0x345d044 bool ValidCalculate();// 0x345d01c void UseVehWeaponView(STExtraShootWeapon* OldVehWeapon, STExtraShootWeapon* NewVehWeapon);// 0x345cf60 void UseSpringJump(int SpringID);// 0x345cee8 void UserCancelRescue();// 0x345ced4 void UpdateUnderGroundArea(bool bEnterUnderGroundArea);// 0x345ce54 bool UpdateShovelingState();// 0x345ce2c void UpdateShovelingHoldStateRelease();// 0x345ce18 void UpdateShovelingHoldStatePressed();// 0x345ce04 void UpdatePoseCollisionCpp(byte CurState, byte PreState);// 0x345cd48 void UpdateFallingTime(float Delta);// 0x345ccd0 void UpdateDynamicHoldGunOption();// 0x345ccbc void UpdateCurrentShootWeaponTick();// 0x345cca8 void UpdateAttrValue(FString AttrName, float Val, int Reason, bool bSet);// 0x345cb14 void UpdateAllInstanceBodyTransform(int Type);// 0x345ca9c void UnequipWeaponFinish();// 0x30cf50c void UnequipWeapon(byte Slot, bool bSwitchWeapon);// 0x345c9d8 void TryToBroadcastFatalDamageEvent(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x345c810 void TryReplaySpecialMontage();// 0x345c7fc void TryPeek(bool IsLeft, bool ButtonDown);// 0x345c72c void TryFollowInitialParachuteLeader(FString Name);// 0x345c5d4 bool TriggerEntrySkillWithParams(int SkillID, out const FString[] InKeyStrings, bool bEnable);// 0x345c3f4 bool TriggerEntrySkillWithID(int SkillID, bool bEnable);// 0x345c320 void ThrowGrenadeModeChangedDelegate__DelegateSignature(byte NewMode, byte PrevMode);// 0x40a6134 void TakeDamageWhenThrowedDelegate__DelegateSignature();// 0x40a6134 void SyncVoiceLODSector(STExtraBaseCharacter* Char, float InVoice1, float InVoice2, float InVoice3, const int Index);// 0x345c188 void SyncVoiceCellInfo(STExtraBaseCharacter* Char, int InVoice1, int InVoice2, float InVoice3);// 0x345c038 void SyncVisibilityFor(STExtraBaseCharacter* Char, bool bVisible);// 0x345bf6c void SyncServerTagsChange(out const FName[] newTags, out const FName[] oldTags);// 0x345be08 void SyncPosition(STExtraBaseCharacter* Char, const Vector Position);// 0x345bd4c void SyncFootVoice(STExtraBaseCharacter* Char, byte FootStepState, const Vector_NetQuantize100 VoiceCheckVector);// 0x345bc4c void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x345bbcc bool SwitchWeaponCheck(byte Slot, bool bIgnoreState);// 0x345baf8 bool SwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x345b988 void SwitchToLastWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x345b868 void SwitchToLastNoneGrenageWeapon(bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState, bool bSwitchToNoneWhenNoWeapon);// 0x345b6f4 void SwitchShoulderStateServer(bool bShoulder);// 0x345b62c void SwitchShoulderStateLocal(bool bShoulder);// 0x345b5a4 void SwitchShoulderState(bool bShoulder);// 0x345b524 bool SwitchPoseState(byte State, bool bIgnoreCD, bool bIgnoreCheck, bool ShouldShowPrompt, bool IsTriggerByPressBtn);// 0x345b364 void SwapMainWeapon();// 0x345b350 void STServerUpdateStateDirectly(float InThrottleInput, float InSteeringInput, Vector InLocalVelocity);// 0x345b1f4 void STServerUpdateState(float InThrottleInput, float InSteeringInput, int8 State, const Rotator CameraRotation);// 0x345b06c float StopSlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float blendTime);// 0x345af5c bool StopPlayEmoteAnim(int EmoteIndex);// 0x345aedc void StopMove();// 0x345aec8 bool StopFireFilter();// 0x345ae98 void StopFire();// 0x345ae84 void StopFillGas();// 0x345ae70 bool StopChangeWearingAnim();// 0x345ae48 void StopCarryBack(enum InDetachMethod);// 0x345add0 void StopAnimMontageOriginal(AnimMontage* AnimMontage);// 0x345ad58 void StopAllMontages(FString GroupName);// 0x345ac00 void StopAllAnimations(bool bStop);// 0x345ab80 void StartWaitRefreshShootDetailInfo();// 0x345ab6c bool StartPlayEmoteAnim(int EmoteIndex);// 0x345aaec void StartFireSimple(byte ShootMode);// 0x345aa6c bool StartFireFilter(STExtraShootWeapon* ExtraWeapon);// 0x345a9e4 void StartFire(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget, bool DoCheck, STExtraShootWeapon* ExtraWeapon);// 0x345a7f8 void StartFillGas();// 0x345a7e4 bool StartChangeWearingAnim();// 0x345a7bc void SpawnFootprint(enum FootprintType);// 0x345a744 void SpawnAndSwithToGrenadeServerCall(int InGrenadeID);// 0x345a690 STExtraWeapon* SpawnAndSwitchToGrenadeOnServer(int GrenadeID);// 0x345a610 STExtraWeapon* SpawnAndSwitchToGrenadeOnClient(int GrenadeID);// 0x345a590 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bResetBulletNum);// 0x345a3d4 void ShowPlayerDebugInfo(bool bShow, FString[] BasicInfoKeys, FString[] DetailInfoKeys);// 0x3459fa8 void ShowNightVisionFrame();// 0x3459f8c void ShowInjuryScreenEffect();// 0x3459f78 void ShowDebugRole();// 0x3459f64 void ShowDebugRecordData();// 0x3459f50 void ShowDebugPickUpFlow();// 0x3459f3c void ShowDebugEquipOrUnequipFlow();// 0x3459f28 void ShowDebugBornLandFlow();// 0x3459f14 void ShowConfirmDialogOfMisKill();// 0x3459ef8 bool ShouldUpdateHPOnUI();// 0x3459ec8 bool ShouldShowCorp();// 0x3459ea0 bool ShouldShowAnchor();// 0x3459e78 bool ShouldAutoScopeWhenPeek();// 0x3459e48 enum ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x3459d2c void SeverParachuteSimualteDrag(uint32 DragCount);// 0x3459c78 void SetWeaponShootType(byte ShootType);// 0x3459c00 void SetViewTargetAgainForOB();// 0x3459bec void SetThrowGrenadeMode(byte ThrowMode);// 0x3459b74 void SetTargetPlayer(STExtraBaseCharacter* InTargetPlayer);// 0x3459afc void SetSightVision(bool Enable, enum Flag);// 0x3459a34 void SetSightCondition(bool Enable, enum Flag);// 0x3459a34 void SetRTNoDamageTimer(float Timer);// 0x34599bc void SetReloadMethod(byte reloadMethod, STExtraShootWeapon* ShootWeapon);// 0x34598f8 void SetPrepareEmoteId(int InEmoteID);// 0x3459880 void SetPawnReloadWeaponFinished(bool IsFinished);// 0x34597f8 void SetOverrideCirclePainActor(Actor* CirclePainActor);// 0x3459780 void SetMeshForceAnimLOD(int InNewForceAnimLOD);// 0x3459708 void SetMeshContainerOffsetZ(float Z);// 0x3459690 void SetMeshContainerOffsetY(float Y);// 0x3459618 void SetMeshContainerOffsetX(float X);// 0x34595a0 void SetIsDuringTransferLeader(bool isTransfer);// 0x3459520 void SetIsAutoFollow(bool Val, STExtraBaseCharacter* IFollowWho);// 0x3459458 void SetInsectCameraEnable(bool bEnable);// 0x34593d8 void SetHighWalkSpeed(float WalkSpeed);// 0x3459360 void SetHealthSafety(float NewHealth, byte Reason);// 0x34592a4 void SetHandFoldRatio(int Ratio);// 0x345922c static void SetExpandDataContent(out const byte[] Content);// 0x3459168 void SetExitingParachute(bool ExitParachute);// 0x34590e8 void SetEnterSnowArea(bool IsEnterSnowArea);// 0x3459068 void SetEmoteSouceEventName(FString EventName);// 0x3458f10 void SetDelayStateSwitchTime(float DelayTime);// 0x3458e98 void SetCurScopeFov(float InFov);// 0x3458e20 void SetCurrentVehicle(STExtraVehicleBase* InVehicle);// 0x3458dac bool SetCurrentPersonPerspective(bool IsNewFPP, bool ForceSetting);// 0x3458cd4 void SetCurrentFloor(Actor* floor);// 0x3458c5c void SetComponentsActive(class Object ComponentClass, bool IsActive);// 0x3458b90 void SetCheatSpeedModifier(float NewModifier);// 0x3458b10 void SetCharAnimUpdateFlag();// 0x3458af4 void SetCharAnimInstanceClass(class Object NewAnimClass, FString SetReason, bool bForceClearOldAnim);// 0x34589a8 void SetCharacterHideInGame(bool bHide, bool bStopTick, bool bCloseCollision, float fScale);// 0x345883c void SetChangeWearingPromptEnable(bool bShow);// 0x34587bc void SetBasePoseStateMachineSwitching(bool bIsSwitching);// 0x345873c void SetBaseBluePrint(PrimitiveComponent* NewBase, const FName BoneName, bool bNotifyActor);// 0x345862c void SetAttachmentExtraData(int SeatIndex);// 0x34585b4 void SetAttachment(Actor* InAttachParent, SceneComponent* InAttachComponent, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D, FName AttachSocket);// 0x34583c4 void SetAntidoteMaxTime(float MaxTime);// 0x345834c void SetAntidoteExeTime(float ExeTime);// 0x34582d4 void SetAnimParamIsRescueing(bool Val);// 0x3458254 void SetAnimParamIsNearDeathStatus(bool Val);// 0x34581d4 void SetAnimParamClimbAnimTime(float ExplicitTime, bool bFlag);// 0x3458110 void SetAnimParamClimbAnimSwitch(bool bFlag, float TransTime);// 0x3458048 void SetAnimParamCallingForRevival(bool bIsCalling);// 0x3457fc8 void SetAnimParamAlwaysLandLight(bool bAlwaysLandLight);// 0x3457f48 void SetAnimMontagePlayRate(AnimMontage* AnimMontage, float InPlayRate);// 0x3457e8c void SetAnimListComponentChild(UAECharAnimListCompBase* ChildComp, bool Add, byte AddLayer, byte AnimOverrideType);// 0x3457d38 void SetAmbientRTPC(FString RTPC, float Value);// 0x3457b9c void SetAIActive(bool bActive);// 0x3457b1c void SetActorLocationServerAndClient(Vector Location);// 0x3457aac bool SetActorLocationSafetyWithParams(Vector NewLocation, out const ResolvePenetrationParams ResolveParams);// 0x34578a0 bool SetActorLocationSafety(Vector NewLocation);// 0x3457828 void ServerUpdateShovelingHoldState(bool ishold);// 0x3457760 void ServerTriggerJump();// 0x3457704 void ServerSetPoisonSmogStage(int SmogStage);// 0x345768c void ServerSetPeekState(bool IsLeft, bool ButtonDown);// 0x3457568 void ServerSetPeekCollision(bool HasCollision);// 0x34574a0 void ServerSetMovementStateNew(byte Input);// 0x34573ec void ServerSetMovementState(Vector Input);// 0x3457340 void ServerSendToLobbyServerUseItem(int ItemID, int Count);// 0x3457284 void ServerResponseInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x34570a0 void ServerRequestPaintDecal(int DecalId, const PlayerDecalData DecalData);// 0x3456eec void ServerPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x3456de8 void ServerPutDownTarget(Actor* Target);// 0x3456d34 void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x3456ba0 void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData ItemData, enum PickupAttachmentID, ItemDefineID TargetDefineID);// 0x3456928 void ServerInviteTeammate(FString Name, enum InvitationType);// 0x34567ec void ServerHandleBulletHitData(STExtraWeapon* OwnerWeapon, out BulletHitInfoUploadData Data);// 0x34566d8 void ServerFollowTeammate(FString Name);// 0x34565e4 void ServerDropCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x3456530 bool ServerCheckEmoteCanPlay(int EmoteIndex);// 0x34564a8 void ServerChangeThrowGrenadeMode(byte ThrowMode);// 0x34563f4 void ServerCancelFollow();// 0x3456398 void SendServerMoveToClientUnreliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x3456260 void SendServerMoveToClientUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x3456128 void SendServerMoveToAdjustClient(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x3455ff0 void SendClientMoveToServerUnreliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x3455e78 void SendClientMoveToServerUnreliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x3455d00 void SendClientMoveToServerReliabyNew(float TimeStamp, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x3455b88 void SendClientMoveToServerReliaby(float TimeStamp, const Vector Position, const Rotator Rotation, const Vector Velocity);// 0x3455a10 void SendClientMoveToServerAccurate(float TimeStamp, float ThrottleInput, float SteerInput, float GlidingSpeed, enum State, Rotator CameraRotation, const Vector_NetQuantize Position, const Rotator Rotation, const Vector_NetQuantize100 Velocity);// 0x3455704 void SendAckServerMoveToClient(float TimeStamp);// 0x3455684 SearchedTombBoxAndWrapperListResult[] SearchTombBoxes();// 0x3455560 SearchedPickUpItemResult[] SearchPickUpWrapperActors(bool bIncludeWrapprsOnGround, bool bIncludeWrapprsInBox);// 0x345545c void Scoping(byte NewType);// 0x34553e4 void ScopeOut(byte NewType);// 0x345536c void ScopeInterrupt(byte NewType);// 0x34552f4 void ScopeIn(byte NewType);// 0x345527c void SaveMeshUpdateFlag();// 0x3455258 void RspSetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x34551a4 void RspPlayInteractionEmote(int EmoteId);// 0x34550f0 void RspClientSureLeaveVehicle(bool bCanLeave);// 0x3455068 void RPC_Server_TriggerEntryEventWithParams(int SkillID, const FString[] InKeyStrings, bool bEnable);// 0x3454e60 void RPC_Server_TriggerEntryEventByID(int SkillID, bool bEnable);// 0x3454d50 void RPC_Server_SwitchWeaponShootInterval(STExtraShootWeapon* Weapon, enum Mode);// 0x3454c54 void RPC_Server_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x3454a88 void RPC_Server_SwapMainWeapon();// 0x3454a2c void RPC_Server_SpawnAndSwitchToGrenade(int GrenadeID);// 0x3454978 void RPC_Server_ShootVertifyFailAlarm(const enum VertifyRes, FString Tips);// 0x345483c void RPC_Server_SetHandFoldRatio(int Ratio);// 0x3454788 void RPC_Server_SetCurScopeFov(float InFov);// 0x34546d4 void RPC_Server_ReportSimulateCharacterLocation(STExtraBaseCharacter* MoveCharacter, const Vector Location, float TargetTime, int MoveType);// 0x3454548 void RPC_Server_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x34544ec void RPC_Server_ChangeWeaponState(byte State, STExtraWeapon* Weapon);// 0x34543f0 void RPC_Server_ChangeToShootGrenade();// 0x3454394 void RPC_NetMulticast_HandlePlayerPickUpActor(float TargetZLoc);// 0x34542e0 void RPC_CollideByTeamMate(STExtraBaseCharacter* pOtherChar);// 0x345422c void RPC_Client_TeleportToFinish(bool bSuccess, Vector DestLocation, Rotator DestRotation);// 0x34540ac void RPC_Client_SwitchWeapon(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x3453ee0 void RPC_Client_SwapMainWeapon();// 0x3453e84 void RPC_Client_SpawnAndSwitchToGrenade(int GrenadeID);// 0x3453dd0 void RPC_Client_ShootVertifyRes(const enum VertifyRes, const BulletHitInfoUploadData HistoryShootData, const CharacterHistoryData HistoryChData, const Vector ServerVictmPos);// 0x3453bdc void RPC_Client_ShootVertifyFailAlarm(const enum VertifyRes, FString Tips);// 0x3453aa0 void RPC_Client_SetReloadCurWeapon(STExtraWeapon* Weapon);// 0x34539ec void RPC_Client_ReportPlayerKillFlow(STExtraBaseCharacter* killedPlayer);// 0x3453938 void RPC_Client_OnNearDeathRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x3453848 void RPC_Client_OnNearDeathRecordingNotify(FString SpectatorName, bool bSpectatorIsAI);// 0x34536f8 void RPC_Client_OnDeathStopRecordingNotify_New(const DeathReplayData DeathReplayData);// 0x3453608 void RPC_Client_OnDeathStopRecordingNotify(FString SpectatorName, bool bSpectatorIsAI, bool bForce);// 0x345345c void RPC_Client_OnDamageNotifyRecord(int DamagerID, bool bAI, float fHealth, int OtherHealthStatus, float ShootDistance, int DamageType, FName CauserName);// 0x34531b4 void RPC_Client_NoticeSimulateMoveErrorRange(STExtraBaseCharacter* MoveCharacter, float ErrorRange);// 0x34530b8 void RPC_Client_MarkPlayersOnUI(const PlayerPosMarkerParam[] PlayerMarkersParam);// 0x3452fc4 void RPC_Client_DrawDebugSphere(Vector Center, float Radius, int Segments, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x3452d50 void RPC_Client_DrawDebugLine(Vector LineStart, Vector LineEnd, Color Color, bool bPersistentLines, float LifeTime, byte DepthPriority, float Thickness);// 0x3452b20 void RPC_Client_DestroyGrenadeAndSwitchBackToPreviousWeapon();// 0x3452ac4 void RPC_Client_ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x345296c void RestoreMeshUpdateFlag();// 0x3452948 void ResponceInvite(FString SomeOne, enum res, enum InviteType, bool NotAllowInvitedLater);// 0x34527b4 void ResetValueLimitForHealthPredict();// 0x34527a0 void ResetCharAnimInstanceClass(FString SetReason, bool bForceClearOldAnim);// 0x3452690 void ResetCharacterEnergy();// 0x345267c void ResetCharacter();// 0x3452660 void ResetCamera();// 0x345264c void ResetAnimInstanceClass();// 0x3452638 void RequestWeaponStopFire(STExtraShootWeapon* ShootWeapon);// 0x34525c0 void RequestUserCancleRescue();// 0x3452564 void RequestServerSureLeaveVehicle();// 0x3452508 void RequestServerAssistantTrackVehicle(bool bEnterAssistant);// 0x3452440 bool RequestPaintDecal(int DecalId);// 0x34523c0 void ReqStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x34522c4 void ReqStartChangeWearing();// 0x3452268 void ReqSetIsWingUpControl(bool IsUpControl);// 0x34521a0 void ReqSetInteractionEmoteReceiver(STExtraBaseCharacter* Receiver);// 0x34520ec void ReqPlayInteractionEmote(STExtraBaseCharacter* OtherCharacter, int SelfEmoteId, int OtherEmoteId);// 0x3451fa8 void ReqInteruptPlayEmote(int EmoteIndex);// 0x3451ef4 void ReqInteruptChangeWearing();// 0x3451e98 void ReqEmotePlayFinished(int EmoteIndex);// 0x3451de4 void ReqChangeWearingFinished(int Index);// 0x3451d30 void ReqAcceptInteractionEmote();// 0x3451cd4 void ReportPVSException(const Vector OwnPos, const Vector OtherPos, const Vector Vel);// 0x3451ba8 void ReportExceptionOnVehicle(FString Msg);// 0x40a6134 void ReportAntiCheatInfo();// 0x30cf50c void RemoveClientLeaveStateCheck(enum State);// 0x3451b30 void RemoveBuffWhenGotoPlane();// 0x3451b1c bool ReloadWeaponFilter();// 0x3451aec bool ReloadCurrentWeapon();// 0x3451ac4 void RegisterPlayerPickUpList();// 0x3451ab0 void RefreshVehicleReplication();// 0x3451a9c void RefreshPersonPerspective();// 0x3451a88 void RefreshPawnVaultTypeServer();// 0x3451a2c void RefreshPawnVaultTypeAll(bool isFpsEnable);// 0x34519a4 void RefreshMoveAttrModifier();// 0x3451990 void RefreshAvatar(enum SlotType, bool IsEquipped, int ItemID);// 0x3451884 void RecordFinalParachuteLeader();// 0x3451870 void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x34517b0 void PutDownTarget(Actor* Target);// 0x3451738 void PrintAIPolicyDecisionData();// 0x3451724 bool PreSwitchWeaponBySlot(byte Slot, bool bUseAnimation, bool bForceFinishPreviousSwitch, bool ignoreState);// 0x34515b4 void PreDoDrop(STExtraBaseCharacter* DamageCauser);// 0x345153c void PostGetPlayerAnimation();// 0x40a6134 void PostCollectDropWrapperList();// 0x40a6134 bool PoseOnGround(byte InPoseState);// 0x34514b4 void PlayWeaponSound(AkAudioEvent* WeaponSound, STExtraWeapon* Weapon);// 0x34513f8 void PlaySwitchSightSound(bool IsScopeIn);// 0x3451378 void PlaySwitchFireModeSound();// 0x3451364 void PlaySpecialAmbientSound(AkAudioEvent* TargetSound);// 0x34512ec float PlaySlotAnim(AnimSequenceBase* AnimSequence, FName SlotName, float InPlayRate, float blendTime);// 0x3451194 void PlaySelfThrowAwayWeaponSound();// 0x3451180 void PlayPullBoltSound();// 0x345116c void PlayOperateItemSound(FString BankName, FString SoundName);// 0x3450efc void PlayMountAccessoriesSound();// 0x3450ee8 void PlayMagOUTSound();// 0x3450ed4 void PlayMagINSound();// 0x3450ec0 void PlayLocalShellDropFX();// 0x3450eac void PlayLoadBulletSound();// 0x3450e98 void PlayFootstepSound(byte FootStepState);// 0x3450e18 bool PlayerConfirmToRescue();// 0x3450df0 void PlayChangeMagazineSound();// 0x3450ddc void PlayAmbientSound();// 0x3450dc8 void PickUpWrapperAttachmentItem(Actor* Target, out const PickUpItemData ItemData, enum PickupAttachmentID, ItemDefineID TargetDefineID);// 0x3450b94 void PickUpWrapperActor(Actor* Target, out const PickUpItemData ItemData, int pickCount, int BattleItemClientPickupType);// 0x3450970 void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData, enum PickupAttachmentID, ItemDefineID TargetDefineID);// 0x345073c void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x34505f4 void PickUpActor(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x34504ac void PawnVaultStopCPP();// 0x3450490 void PawnVaultStopBluePrint();// 0x3450474 void PawnVaultServerStopCheckCPP();// 0x3450418 void PawnVaultServerStopCheckBluePrint();// 0x34503fc 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);// 0x344ff74 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);// 0x344fb98 void PawnVaultAllCPP(float dis, float Height, float Length, const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x344f824 void PawnVaultAllBluePrint(float dis, float Height, float Length, out const FString VaultKey, Vector StartPos, Actor* checkActor, float crossblockMaxFall, float crossblockMaxDis, Vector HitPoint, Rotator movedir);// 0x344f494 void PawnLeaveState(enum State);// 0x344f414 bool PawnHasState(enum PawnState);// 0x344f38c bool PawnEnterState(enum State);// 0x344f304 bool PawnAllowState(enum State, bool withLog);// 0x344f230 void ParseServiceDebugInfo(FString[] BasicInfoKeys, FString[] DetailInfoKeys);// 0x344ee4c void OnWeaponEquipmentUpdateHandled();// 0x3141150 void OnWeaponEquipmentUpdate();// 0x344ee30 void OnWeaponDropStart(STExtraShootWeapon* ShootWeapon);// 0x344edb8 void OnWeaponDropFinished(STExtraShootWeapon* ShootWeapon);// 0x344ed40 void OnUnEquipWeaponWithParams(STExtraShootWeapon* ShootWeapon, enum Reason);// 0x344ec7c void OnUnEquipWeapon();// 0x40a6134 void OnStatusChanged();// 0x344ec60 void OnStateLeave(enum EnteredState);// 0x344ebe0 void OnStateEnter(enum EnteredState);// 0x344eb60 void OnShowName(bool _IsShow, FString _Name);// 0x40a6134 void OnServerCheckWarnSoundUAV(enum soundType);// 0x344eae0 void OnScopeNotHandFold();// 0x344eacc void OnScopeHandFold();// 0x344eab8 void OnRep_WaterObj();// 0x344eaa4 void OnRep_VehicleSeatIdx();// 0x344ea90 void OnRep_VehicleReplication();// 0x344ea7c void OnRep_UnmannedVehicleSyncData();// 0x344ea60 void OnRep_ThrowGrenadeMode(byte PrevMode);// 0x344e9e8 void OnRep_Temperature(float LastValue);// 0x344e968 void OnRep_SwitchWeaponSpeedScale();// 0x344e954 void OnRep_StatusChanged(byte prevStatus);// 0x344e8d4 void OnRep_SightVisionMask();// 0x344e8c0 void OnRep_ShowRevivalPointIcon();// 0x33e09a4 void OnRep_ShowHPFX();// 0x344e8ac void OnRep_ShoulderStateChanged();// 0x31415c8 void OnRep_ServerLastTransformUpdateTimeStamp();// 0x344e898 void OnRep_ScopeFov();// 0x344e884 void OnRep_ResetDataOnRespawn();// 0x344e870 void OnRep_ReplicatedParachuteState();// 0x30cf50c void OnRep_ReplicatedMoveState();// 0x344e85c void OnRep_ReplicatedMovement();// 0x31db434 void OnRep_ReplicatedIsStartParachute();// 0x344e848 void OnRep_RemainUseSupplySpotTimes();// 0x344e834 void OnRep_RemainUseEnhancerSpotTimes();// 0x344e820 void OnRep_PoseStateNotify(byte LastState);// 0x344e7a8 void OnRep_PoisonFogStageChange();// 0x344e794 void OnRep_PlayerKey();// 0x344e778 void OnRep_PeekHasCollision();// 0x344e764 void OnRep_NetSimulateViewData();// 0x344e750 void OnRep_MovementInputReplication();// 0x344e73c void OnRep_MoneyNotify();// 0x344e728 void OnRep_IsWingUpControl();// 0x344e714 void OnRep_IsRescueingOtherStatusChange();// 0x344e700 void OnRep_IsInvincible();// 0x344e6e4 void OnRep_IsFPPChanged();// 0x344e6c8 void OnRep_IsFakeOnVehicle();// 0x344e6ac void OnRep_IsBeingRescuedStatusChange();// 0x344e698 void OnRep_InAssistantState();// 0x344e684 void OnRep_HealthPredict();// 0x344e670 void OnRep_HealthMax();// 0x344e654 void OnRep_Health(float PrevHealth);// 0x30d1a48 void OnRep_HandFolderRatio();// 0x344e640 void OnRep_FollowState();// 0x344e62c void OnRep_EnergyChange();// 0x344e618 void OnRep_CurrentVehicle(STExtraVehicleBase* LastVehicle);// 0x344e5a0 void OnRep_CurrentStates(uint64 prevStates);// 0x344e51c void OnRep_CharacterHide();// 0x344e508 void OnRep_CharacterFallingVelocityZFactor();// 0x344e4f4 void OnRep_CarryBackStateChanged();// 0x3141134 void OnRep_BreathAmmountChange();// 0x344e4e0 void OnRep_bIsCallingForRevival();// 0x344e4cc void OnRep_AntidoteMaxTimeSync();// 0x30cf50c void OnRep_AntidoteExeTimeSync();// 0x30cf50c void OnRep_AngleSightRotOffsetChanged();// 0x344e4b8 void OnRep_AnchorPlat();// 0x344e4a4 void OnRep_AKEventNotify();// 0x344e490 void OnPreRepAttachmentDelegate__DelegateSignature(Actor* AttachParent, SceneComponent* AttachComponent, FName AttachSocket, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D);// 0x40a6134 void OnPostRepAttachmentDelegate__DelegateSignature(Actor* AttachParent, SceneComponent* AttachComponent, FName AttachSocket, Vector RelativeLocation, Rotator RelativeRotation, Vector RelativeScale3D);// 0x40a6134 void OnPostFlushHealthChangeHistoryOnServer();// 0x344e474 void OnPoseStateChange(byte LastState, byte CurState);// 0x40a6134 void OnPlayEmoteStop(int EmoteIndex);// 0x344e3fc void OnPlayEmoteEnd(int EmoteIndex);// 0x344e384 bool OnPlayEmote(int EmoteId);// 0x344e304 void OnOverlapDarkArea(bool bIsBegin, Actor* DarkAreaActor);// 0x344e23c void OnOpenDoor(PUBGDoor* Door, int DoorState);// 0x344e178 void OnNotifyHurt();// 0x40a6134 void OnLoadEmoteAssetEnd(BackpackEmoteHandle* Handle, int EmoteIndex);// 0x344e0bc void OnLoadEmoteAssetBegin(BackpackEmoteHandle* Handle, int EmoteIndex, out SoftObjectPath[] OutAssetRefListToLoad);// 0x344df00 void OnLeaveStateInChangeWearing(enum HasLeavedState);// 0x344de88 void OnInterruptCurrentEmote();// 0x344de74 void OnInterruptChangeWearing();// 0x344de60 void OnHealthChangeFromRPC(float PrevHealth, float InHealth);// 0x344dda4 void OnFollowStateChangedDelegate__DelegateSignature(enum LastFollowState, enum NewFollowState);// 0x40a6134 void OnFollowStateChange();// 0x344dd90 void OnFlushHealthChangeHistoryOnClient(out const float[] ChangeHistory);// 0x344dcbc void OnEquipWeapon(byte Slot);// 0x40a6134 void OnEnterStateInChangeWearing(enum HasEnteredState);// 0x344dc44 void OnEndCurrentEmote(int EmoteIndex, int StopReason);// 0x344db88 void OnEndChangeWearing(int StopReason);// 0x344db10 void OnDetectPaintDecalTarget(bool bStart);// 0x40a6134 void OnCurEquipedShootWeaponReloadLastBullet(int RemainReloadTimes);// 0x344da90 void OnCurEquipedShootWeaponChangeState(byte LastState, byte State);// 0x344d9d4 void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x344d8d4 void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x344d7d4 void OnChangeWearingAnimFinishedEvent(int Reason);// 0x344d75c bool OnChangeWearing(int Index);// 0x344d6dc void OnBPMoneyChange();// 0x40a6134 void OnBPIsInvincibleChange();// 0x40a6134 void OnBPHealthChange();// 0x40a6134 void OnBeforeGetUp();// 0x40a6134 void OnAsyncLoadEmoteAnim(AnimationAsset* CurrentEmoteAnim, BackpackEmoteHandle* Handle, int EmoteIndex);// 0x344d4d4 void OnAsyncLoadChangeWearingAnim();// 0x344d4c0 void OnActorHitHandle(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x344d358 void NotifyMissPickupAvailableActor(Actor* Target);// 0x344d2e0 void NotifyMeetPickupAvailableActor(Actor* Target, bool bUpdatePickupManager);// 0x344d21c void NM_SetPeekState(bool Enable, bool IsLeft);// 0x344d144 void MulticastStartPlayEmoteWithRand(int EmoteIndex, int Rand);// 0x344d048 void MulticastStartChangeWearing();// 0x344cfec void MulticastPlayerSoundByID(int SoundID);// 0x344cf38 void MulticastInteruptPlayEmoteOnServer(int EmoteIndex);// 0x344ce84 void MulticastInteruptPlayEmote(int EmoteIndex);// 0x344cdd0 void MulticastInteruptChangeWearingOnServer();// 0x344cd74 void MulticastInteruptChangeWearing();// 0x344cd18 void MoveCameraTo(Vector DestLocation, Rotator DestRotation, bool bEaseOut, bool bEaseIn, float OverTime, bool bForceShortestRotationPath);// 0x344cb2c bool Montage_IsPlaying(AnimMontage* AnimMontage);// 0x344caac void MeleeServer();// 0x344ca50 void MeleeReleased();// 0x344ca3c void MeleeLocal();// 0x40a6134 void MeleeBroadcastOtherClients();// 0x344c9e0 void Melee(bool IsForCE);// 0x344c960 void MarkRecentAutoPickUp(SearchedPickUpItemResult PickUpResult);// 0x344c6fc void LogWeaponsDataInWeaponManagerAndBackpack();// 0x344c6e8 void LocalUnEquipWeapon(STExtraWeapon* Weapon);// 0x344c670 bool LocalSwitchPersonPerspective(bool IsNewFPP, bool IsUseLerp, bool IsForceSwitch);// 0x344c548 bool LocalStartPlayEmote(int EmoteIndex);// 0x344c4c8 bool LocalStartChangeWearing();// 0x344c4a0 bool LocalInteruptPlayEmote(int EmoteIndex);// 0x344c420 bool LocalInteruptChangeWearing();// 0x344c3f8 void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x344c33c void LevaveFire(STExtraShootWeapon* OwnerShootWeapon);// 0x344c2bc void LeaveState(enum State);// 0x344c23c void LeaveServerState(enum State);// 0x344c188 void LeaveBattleState();// 0x344c174 bool IsWeaponOwnerLocallyControlled();// 0x344c144 bool IsVisionOptimizationComponent(SceneComponent* InSceneComp);// 0x344c0c4 bool IsValidPaintDecalTarget_Simple();// 0x344c0a4 bool IsValidPaintDecalTarget(out enum OutvalidationType, out Vector OutStart, out Vector OutEnd);// 0x344bf6c bool IsUsingGrenade();// 0x344bf44 bool IsThermalImagingValid();// 0x344bf1c bool IsSwimOnWaterSuface();// 0x344bef4 bool IsSameTeamWithPlayerState(PlayerState* otherPS);// 0x344be74 bool IsSameTeamWithLocal();// 0x344be4c bool IsSameTeam(Pawn* Other);// 0x344bdc4 bool IsSameCharAnimClass(class Object NewAnimClass);// 0x344bd44 bool IsReplayViewTarget();// 0x344bd1c bool IsProneMove();// 0x344bcf4 bool IsOnVehicleNotUAV();// 0x344bccc bool IsOnVehicle();// 0x344bca4 bool IsOnFireBalloon();// 0x344bc7c bool IsNowUpWater();// 0x344bc54 bool IsNightVisionValid();// 0x344bc2c bool IsNearDeath();// 0x344bc04 bool IsLocalViewed();// 0x344bbd4 bool IsLocalControlorView();// 0x344bbac bool IsInteractiveMoveComponentTakeOverJump();// 0x344bb84 bool IsInInteractiveMoveComponentState();// 0x344bb5c bool IsInFlyingTeam();// 0x344bb34 bool IsInEditor();// 0x324323c bool IsInCarryBackState();// 0x344bb0c bool IsInBeCarriedBackState();// 0x344bae4 bool IsHealthyAlive();// 0x344babc bool IsHealthAlive();// 0x344ba94 bool IsHandleInFold();// 0x344ba6c bool IsGunADS();// 0x344ba3c bool IsFirstPerson();// 0x344ba14 bool IsExitingParachute();// 0x344b9ec bool IsEnabledNewPickUpSystem();// 0x344b9c4 bool IsEnableDamage(STExtraBaseCharacter* TargetBaseCharacter);// 0x344b944 bool IsEnableBulletFlySound();// 0x344b914 bool IsDropAvatar();// 0x344b8e4 bool IsDetectingPaintDecalTarget();// 0x344b8c4 bool IsDefaultCharType();// 0x344b894 bool IsComponentDormant(ActorComponent* InComp);// 0x344b814 bool IsCompatibleSkeletalCharAnimClass(class Object NewAnimClass);// 0x344b794 bool IsClientCarryBackViewTarget();// 0x344b76c bool IsClientBeCarriedBackViewTarget();// 0x344b744 bool IsClient_WeaponOwner();// 0x344b714 bool IsCharacterSprinting();// 0x344b6ec bool IsChangeWearingState();// 0x344b6c4 bool IsCarryBackEnable();// 0x344b69c bool IsCanDriveSnowBoard();// 0x344b674 bool IsBattleState();// 0x344b64c bool IsAttackerIgnoreDamage(int DamageEventType);// 0x344b5c4 bool IsAngledSight();// 0x344b59c bool IsAllowScopeIn();// 0x344b574 bool IsAlive();// 0x344b544 void InviteTeammate(FString Name, enum InvitationType);// 0x344b444 void InteractiveMoveComponentHandleJumpInput();// 0x344b430 void InteractiveMoveComponentHandleEnterInput();// 0x344b41c void InsertDelayStateRelation(enum OldState, enum NewState);// 0x344b360 void InitCharacterSkillList();// 0x344b34c bool InDarkArea();// 0x344b324 void InClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x344b268 void HidePlayerMagOnGunReload();// 0x344b254 void HideNightVisionFrame();// 0x344b238 bool HaveAngledSight();// 0x344b210 bool HasState(enum State);// 0x344b188 bool HasSightCondition(enum Flags);// 0x344b108 bool HasCarryBackState(enum InState);// 0x344b088 bool HasAnyStates(enum[] States);// 0x344af28 bool HasAnySightVision(enum Flags);// 0x344aea8 bool HasAllStates(enum[] States);// 0x344ad48 void HandleWeaponShootLost();// 0x344ad2c void HandleWeaponOnShoot();// 0x344ad18 void HandleUnmannedVehicleControlAnimLoadFinished(byte InAnimType, STExtraVehicleBase* Vehicle, float PlayRate);// 0x344ac18 void HandleStartFireDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x344ab98 void HandleStartFillGasDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x344ab18 void HandleShootDelegate(STExtraShootWeapon* OwnerShootWeapon);// 0x344aa98 void HandlePlayOperateItemSoundOnServer(int ItemSoundID, enum ItemOperation);// 0x344a9dc void HandlePlayerWeaponChangeState(byte WeaponStateType);// 0x344a95c void HandlePlayerPoseChanged(byte LastPose, byte NewPose);// 0x344a8a0 void HandlePlayerPickUpActor(Actor* WrapperActor, float TargetZLoc);// 0x344a7e4 void HandlePlayEmoteCloseWeapon(byte TargetChangeSlot);// 0x344a76c void HandleOpenPickUpBoxAction();// 0x344a758 void HandleOnCharAnimLoadingFinished();// 0x344a73c void HandleMoveAntiShootVerifyMiss();// 0x344a720 void HandleConsumeItemSkillBreak();// 0x344a70c void HandleChangeWearingCloseWeapon(byte TargetChangeSlot);// 0x344a694 void HandleBulletHitEvent(out const HitResult InImpactResult);// 0x344a5f0 void HandleAutoSwitchWeaponDelay();// 0x344a5dc void GrenadeBackToWeaponServerCall();// 0x344a580 void GMShowName();// 0x30cf50c Actor* GetWeaponUserConst();// 0x344a550 float GetWeaponOwnerPawnHealth();// 0x344a520 WeaponManagerComponent* GetWeaponManager();// 0x344a4f0 Rotator GetViewRotation();// 0x344a4a0 int GetVehicleSeatSafetyIndex();// 0x344a478 PlayerMantleComponent* GetVaultComponent();// 0x344a450 float GetValueLimitForHealthPredict();// 0x344a428 STExtraUnderWaterEffectComp* getUnderWaterEffectComponent();// 0x344a400 Vector GetUIHelmetPosition();// 0x344a3b0 enum GetUAVState();// 0x344a394 byte GetThrowGrenadeMode();// 0x344a374 int GetTeamMateIndex(STExtraBaseCharacter* Teammate);// 0x344a2f4 STExtraBaseCharacter* GetTargetPlayer();// 0x344a2d4 SkeletalMeshComponent* GetSpecialWeaponAttachMesh();// 0x344a2a4 AkComponent* GetSoundComponent();// 0x344a27c int[] GetSkillIdListByCharaSkillID(int[] CharSkillTableIDList);// 0x344a09c float GetSimpleCollisionHalfHeightInStandPose();// 0x344a074 FString GetShootWeaponNameByWeapon(int ItemDefineID);// 0x40a6134 Vector GetShootVertifyHitBoxScale(out const CharacterHistoryData CharacterHistotyData, out const MovementRecordData MovementRecordData);// 0x3449f28 SecuryInfoComponent* GetSecuryComponent();// 0x3449f00 int GetSaveRevivalCount();// 0x3449ed0 STCharacterRescueOtherComp* GetRescueOtherComponent();// 0x3449eb0 STExtraVehicleBase* GetRelevantVehicleInReady();// 0x3449e90 int GetRedClothIDByEmote(int EmoteIndex);// 0x3449e08 Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x3449d70 BoxComponent* GetProneShapeComponent();// 0x3449d50 byte GetPlayerWeaponFireMode();// 0x3321a9c byte GetPlayerWeaponEquipSlot();// 0x3449d28 AnimVehParamList GetPlayerVehAnimParam(float DeltaTime);// 0x3449c64 PlayerVehAnimList GetPlayerVehAnimation();// 0x3449c30 int GetPlayerTeamIndex();// 0x3449c08 STExtraPlayerState* GetPlayerStateSafety();// 0x3449be0 STExtraPlayerState* GetPlayerState();// 0x3449bb0 FString GetPlayerNameSafety();// 0x3449ae8 Vector GetPlayerMovementDir();// 0x3449a98 FString GetPlayerDetailInfo();// 0x34499d8 STExtraPlayerController* GetPlayerControllerSafety();// 0x34499a8 STExtraPlayerController* GetPlayerControllerInReplay();// 0x3449980 AnimParamList GetPlayerAnimParam(float DeltaTime);// 0x3449820 PlayerAnimData GetPlayerAnimationByEventType(byte AnimEventType);// 0x3449798 PlayerAnimList GetPlayerAnimation();// 0x344968c PickupManagerComponent* GetPickupManager();// 0x3449664 Vector GetOwnerShootStartLocation();// 0x3449614 Vector GetOverrideCirclePainPos();// 0x34495cc int GetNearTeamPlayerNum();// 0x34495a4 Vector GetMoveInputLocalDir();// 0x344955c MoveAntiCheatComponent* GetMoveAntiCheatComponentInterface();// 0x344952c int GetMeshAnimLOD();// 0x3449504 FString GetLatestInviter();// 0x3449444 STExtraPlayerState* GetLastInviterPlayerState();// 0x344941c LagCompensationComponentBase* GetLagCompensationComponent();// 0x34493ec float GetKdValue();// 0x34493c4 bool GetIsPlayingEmote();// 0x34493a4 bool GetIsFPPOnVehicle();// 0x3449374 bool GetIsFPP();// 0x33b7534 bool GetIsChangeWearing();// 0x3449354 float GetInjuryFreeRate(int BodyPart);// 0x34492cc enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x3449158 Vector GetHeadLocation(bool bUseHeadBone);// 0x34490c0 int GetHandFolderRatio();// 0x3449090 Vector GetGunOwnerHeadLocation();// 0x3449040 GroupPhysicsComponent* GetGroupPhysicsComponent();// 0x3449024 enum GetGender();// 0x3449008 bool GetFuzzyPosition(out Vector FuzzyPostion);// 0x3448f7c BaseFPPComponent* GetFPPComp();// 0x3448f54 Vector GetFollowerLocOffset(STExtraBaseCharacter* follower);// 0x3448ec4 Vector GetFollowerLoc(STExtraBaseCharacter* follower);// 0x3448e34 STExtraAnimInstanceBase* GetExtraAnimInstanceBase(bool bisFPP);// 0x3448dac FString GetEmoteHandlePath(int ItemID);// 0x40a6134 BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x40a6134 FString GetEmote(int ItemDefineID);// 0x40a6134 STExtraWeapon* GetCurrentWeapon();// 0x3448d84 int GetCurrentVehicleAnimVehicleType();// 0x3448d5c STExtraVehicleBase* GetCurrentVehicle();// 0x3448d2c uint64 GetCurrentStatesInterface();// 0x3448cfc STExtraShootWeapon* GetCurrentShootWeapon();// 0x3448cd4 STExtraWeapon* GetCurrentShieldWeapon();// 0x3448cac InteractiveActorMoveComponent* GetCurrentInteractiveMoveComponent();// 0x3448c84 int GetCurrentFloorType();// 0x3448c5c float GetCrouchHalfHeight();// 0x3448c3c FString GetCorpName();// 0x3448b7c Controller* GetControllerSafety();// 0x3448b4c UAEChaParachuteAnimListComponent* GetCharParachuteAnimListComponent();// 0x3448b24 float GetCharacterXYPlaneVelocity();// 0x3448afc enum GetCharacterSubType();// 0x3448ad4 enum GetCharacterMainType();// 0x3448aac CharacterEnergyData GetCharacterEnergy();// 0x34488c4 UAECharacterAnimListComponent* GetCharacterAnimComponent();// 0x3448894 STCharacterCarryBackComp* GetCarryBackComp();// 0x344886c STExtraBaseCharacter* GetCarryBackCharacter();// 0x3448844 CapsuleComponent* GetCapsuleComponentInterface();// 0x3448814 Rotator GetCachedControlRotation();// 0x34487cc STExtraBaseCharacter* GetBeCarriedBackCharacter();// 0x34487a4 CharacterAvatarComponent2* getAvatarComponent2();// 0x344877c AnimParamsComponent* GetAnimParamsComponent();// 0x344875c bool GetAnimParamAlwaysLandLight();// 0x3448734 float GetAnimMontagePlayRate(AnimMontage* AnimMontage);// 0x34486b4 float GetAdjustDurabilityReduce(float DurabilityReduce, enum HitPos);// 0x34485f0 PickUpItemData[] GetAdditionalTombBoxItemBP(int InstanceIDCnt);// 0x344853c SpringArmComponent* GetActiveSpringArm();// 0x344850c void GeneratePlayerBackpackWrappersToGround();// 0x34484f0 void FpsPawnVaultToServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x3448224 void FpsPawnVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x3447fe0 void ForceWeaponFireInMuzzleDirection(bool bUseMuzzleDirection);// 0x3447f60 void ForceSyncPosistion(STExtraBaseCharacter* Char, const RepMovement RepMovement);// 0x3447e9c void ForceSwitchWeaponBySlotOnServer(byte Slot, bool bUseAnimation);// 0x3447dd0 void ForceRepFPPChange(bool bSetSelf);// 0x3447d48 void ForcePlayerUpdateAnimation();// 0x3447d34 void ForceDestroyWeaponInventoryAndClearData();// 0x3447d20 void ForceCorrectClient(const Vector Postion, const Rotator Rotation, const Vector Velocity);// 0x3447c30 void FollowTeammate(FString Name);// 0x3447ad8 enum FindBuffRelatedPawnStateByID(int BuffID);// 0x3447a58 enum FindBuffRelatedPawnState(FName BuffName);// 0x34479d8 bool FindActorLocationSafetyWithParams(out Vector FindLoc, Vector NewLocation, out const ResolvePenetrationParams ResolveParams);// 0x3447774 bool FindActorLocationSafety(out Vector FindLoc, Vector NewLocation);// 0x344769c void FillPlayerAnimRate(out PlayerAnimList InAnimList);// 0x34474c0 bool FillGasWeaponFilter();// 0x3447498 void FaceRotation(Rotator NewControlRotation, float DeltaTime);// 0x34473d4 void ExitClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x344735c void EquipZoomScope(int WeaponID, int ScopeID);// 0x34472a0 void EquipWeaponFinish();// 0x30cf50c void EquipWeapon(byte Slot, bool bSwitchWeapon);// 0x34471dc bool EnterState(enum State);// 0x3447154 void EnterServerState(enum State);// 0x34470a0 void EnterFire();// 0x3447084 void EnterClimbingActor(InteractiveMoveActor* ClimbingActor);// 0x344700c void EnterBattleState();// 0x3446ff8 void EnterAssistantOnTrackVehicle(bool bEnter);// 0x3446f78 bool EnergyBuffConditionOK();// 0x3446f50 void EnableStanbyAnim(bool bIsEnable);// 0x3446ed0 bool EmoteAnimFinishedSuccessfully();// 0x3446ea8 void DoDetectPaintDecalTarget(bool bStart);// 0x3446e28 void DoAutoDropWeapon(STExtraShootWeapon* ShootWeapon);// 0x3446db0 void DisappearOnDeath();// 0x3446d9c void DettachWeapon();// 0x30cf50c bool DestroyWeaponOnServerByPropSlot(byte Slot, bool bEnableBroadcast);// 0x3446cd0 bool DestroyWeaponOnServer(FName LogicSocket, bool bEnableBroadcast);// 0x3446bfc void DestroyGrenadeAndSwitchBackToPreviousWeaponOnServer();// 0x3446be8 void DelayResetStandState();// 0x3446bd4 void DelayMoveEnd();// 0x3446bc0 void DelayMove(float Time);// 0x3446b48 void DelayHidden();// 0x3446b2c void DelayCustomDepth(float Time);// 0x3446ab4 void DelayChangeRectiftAvatar(float InDelayTime, enum InSlotType, int InItemID, bool bWear);// 0x3446964 void CurrentMeleeReleased();// 0x3446950 void CurrentMelee(bool IsForCE);// 0x34468d0 CapsuleComponent* CreateCapsuleComponentForDeltaRotation(enum Why);// 0x3446848 byte ConvertWeaponSlotToCharacterAnimType(byte WeaponSlot);// 0x34467c8 byte ConvertWeaponFireModeToWeaponAnimType(byte FireMode);// 0x3446748 byte ConvertCharacterPoseStateToPoseType(byte InPoseState);// 0x34466c8 void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x34465c4 void ControlClientPutDownTarget(Actor* Target);// 0x3446510 void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);// 0x3446414 void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x3446260 void CollectPlayerTombBoxIDCard(out PickUpItemData[] OutItemDataList, out int InstanceIDCnt);// 0x3446154 void ClientSyncServerTagsChange(const FName[] newTags, const FName[] oldTags);// 0x3445fd8 void ClientSomeOneResponseMe(FString BeInvitedName, enum res, enum InivationType);// 0x3445e8c void ClientSomeOneInviteMe(FString SomeOne, enum InvitationType);// 0x3445d84 void ClientShowVeteranRecruitParachuteTeamTip(const int TipsID, FString Param1, FString Param2);// 0x3445bf8 void ClientShowAutoGroupParachuteTeamTips(bool bDoGroupSuccessfully, FString LeaderName);// 0x3445ae4 void ClientSetLeaveVehicleLocation(Vector LeaveLocation);// 0x3445a6c void ClientSetAntidoteTime(float MaxTime, float ExeTime);// 0x34459a8 void ClientSetActorLocation(Vector Location, bool bDeactiveMov);// 0x34458dc void ClientResponseFeedback(enum res);// 0x344585c void ClientPlayVehicleOverlapCameraShake();// 0x3445800 void ClientPlayInteractEmote(int EmoteId);// 0x3445780 void ClientOnPossessBy(Controller* NewController);// 0x34456cc void ClientFeedbackZombiePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x34454fc void ClientFeedbackZombieMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShotDamage);// 0x3445318 void ClientFeedbackVehiclePointDamage(float Damage, const STPointDamageEvent DamageEvent, Pawn* DamageInstigatorPawn, bool IsHeadShot);// 0x3445148 void ClientChangeCharacterMesh(int MeshID);// 0x34450c8 void ClientBulletLineTrace(Vector_NetQuantize BornPos, Vector_NetQuantize EndPos, STExtraBaseCharacter* InstigatorCharacter);// 0x3444f64 void ClientAttackerHandleShootDamageTips(const ShootDamageTipsStr ShootDamageTipsStr);// 0x3444ea8 void ClientAIHotValueDebugInfo(const float[] Info);// 0x3444de4 void ClearOnDeath(Controller* EventInstigater, Actor* DamageCauser);// 0x3444d20 void ClearHPUI();// 0x3444d04 void ClearClientJump();// 0x3444cf0 void ClampWorldLocation(out Vector OutVector);// 0x3444c6c bool CheckWeaponIsCurUsingWeapon(STExtraWeapon* CurWeapon);// 0x3444be4 bool CheckRecentAutoPickUp(SearchedPickUpItemResult PickUpResult, float OverTime);// 0x3444934 void CheckPoseCollisionRight();// 0x3444918 bool CheckPlayerNeedUpdateAnimation(out byte OutForceUpdateFlag);// 0x3444880 bool CheckPickWeaponCanAutoUse();// 0x3444850 bool CheckOnMoveablePlatform();// 0x3444364 void CheckNeedReload(STExtraShootWeapon* OwnerShootWeapon, Actor* WeaponOwnerActor);// 0x344478c bool CheckIsWearingThoseClothes(out const int[] InClothIDList);// 0x34446b8 bool CheckIsWearingThisCloth(int InClothID);// 0x3444638 bool CheckIsValidEmoteIDBP(int EmoteIndex);// 0x34445b0 bool CheckEmoteCollision(int EmoteId);// 0x3444530 void CheckCharacterDelayHide();// 0x344451c bool CheckCanShovelInSpringState();// 0x34444ec bool CheckCanAutoUseWeapon(STExtraWeapon* Weapon);// 0x3444464 bool CheckBuffTarget(STBuff* Buff);// 0x34443dc bool CheckBaseIsSmallMoveable();// 0x34443b4 bool CheckBaseIsMoving();// 0x344438c bool CheckBaseIsMoveable();// 0x3444364 void CharacterStateReset();// 0x3444350 void CharacterProcessAnimLanded();// 0x3444334 static byte CharacterPoseStateToPoseType(byte InPoseState);// 0x34442bc void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x34441b0 void CharacterHideInGameLogic();// 0x33e08c4 bool ChangeWearingAnimFinishedSuccessfully();// 0x3444188 void ChangeVehWeaponCameraData(bool Enable, float InVehicleSpringArmLength);// 0x34440c0 void ChangeRectiftAvatar(enum InSlotType, int InItemID, bool bWear);// 0x3443fb8 bool CanSelfRescue();// 0x3443f90 bool CanRegisterToPickUpList(Actor* Actor);// 0x3443f08 bool CanPlayHitAnim();// 0x3443ed8 bool CanPaintDecal(int DecalId);// 0x3443e58 bool CanHearWeaponLockSound();// 0x3443e28 bool CanEnterWaterArea(enum[] disallowedState);// 0x3443cc8 bool CanEnterState(enum NewState);// 0x3443c48 bool CanChangeThrowMode();// 0x3443c20 void CancelFollow();// 0x3443c0c bool CanAutoUseWeaopon(int WeaponID);// 0x3443b84 void CalculateUseBuffFlow(int InBuffID);// 0x3443b0c void CalculateTakeItemFlow(int SpesificID, int Count);// 0x3443a50 float CalculateTakeDamageFinalDamage(float Damage, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x34438dc void CalculateShootPlayerHeadNum(int AddShootTimes, bool IsAI);// 0x3443810 void CalculatePickUpItemFlowInstance(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam, uint64 InstanceID);// 0x344362c void CalculatePickUpItemFlow(int SpesificID, int Count, Vector Location, int SourceType, int AdditionalParam);// 0x3443498 void CalculateHeathRecoverVal(float RecoverVal, int Reason);// 0x34433d4 void CalculateHeathRecoverTimes();// 0x34433b8 void CalculateBuildingEnterFlow(int InBuildingID, int InCount);// 0x34432fc void CalculateBornLandThrowGrenade(int ID);// 0x3443284 void CalculateBornLandGrenadeBattle(int ID, bool bHitOthers);// 0x34431c0 void CalculateAreaUseItemFlow(int SpesificID, int Count);// 0x3443104 void CalculateActivityEventFlow(TLog_ActivityEventType InEventID, int InCount);// 0x344302c void CalcKillDataDeferred(out const DamageCauserRecordData Record);// 0x3442f84 void BulletLineTrace(Vector BornPos, Vector EndPos, PrimitiveComponent* MeshComp, Actor* BulletActor);// 0x3442e38 void BulletChange();// 0x3442ddc void BroadcastOtherClientsDie(Controller* Killer, Actor* DamageCauser, const HitResult KillingHitInfo, Vector KillingHitImpulseDir, const DamageEvent DamageEvent, bool bIsPointDamage);// 0x3442b78 void BroadcastFatalDamageInfoWrapper(UAECharacter* Causer, UAECharacter* VictimName, int DamageType, int AdditionalParam, bool IsHeadShot, int ResultHealthStatus, int PreviousHealthStatus, UAECharacter* WhoKillMe, int KillerKillCount);// 0x34428c4 void BroadcastFatalDamageInfo(UAECharacter* Causer, UAECharacter* Victim, ClientFatalDamageRecordData Data, uint32 CauserKey, uint32 VictimKey);// 0x3442668 void BroadcastClientsSimulateVehicleDamageDie(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x344239c void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3442120 void BroadcastClientsSimulateSTRadialDamage(float BaseDamage, const STRadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3441d2c void BroadcastClientsSimulateRadialDamageDie(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x34419f4 void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x344170c void BroadcastClientsSimulatePoisonDamageDie(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x3441440 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x34411c4 void BroadcastClientsSimulatePointDamageDie(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x3440ef8 void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3440c7c void BroadcastClientsSimulateMeleeDamageDie(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x344099c void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x344070c void BroadcastClientsSimulateFallingDamageDie(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x3440440 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x34401c4 void BroadcastClientsSimulateDrowningDamageDie(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x343fef8 void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x343fc7c void BroadcastClientsSimulateDotDamageDie(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x343f9ac void BroadcastClientsSimulateDotDamage(float BaseDamage, const DotDamageEvent DotDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x343f72c void BroadcastClientsSimulateBurningDamageDie(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x343f454 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x343f1cc void BroadcastClientsSimulateAirAttackDamageDie(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage, byte RespawnCount);// 0x343ee94 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x343ebac float BPTakeDamage(float Damage, const Controller* EventInstigator, const Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x343ea30 void BPResetCharacter();// 0x40a6134 void BPReceiveRadialDamage(float DamageReceived, const DamageType* DamageType, Vector Origin, float Radius, out const HitResult HitInfo, Controller* InstigatedBy, Actor* DamageCauser, out const Vector ImpulseDir);// 0x40a6134 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);// 0x40a6134 void BPReceiveMeleeDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x40a6134 void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x40a6134 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x40a6134 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x40a6134 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x343e8bc float BPCalFinalDamage(Controller* Killer, float FinalDamage, bool bHeadShoot, bool bBreathing);// 0x343e750 void BP_SetInteractionEmoteSender(STExtraBaseCharacter* Sender);// 0x40a6134 void BP_ResetDataOnRespawn();// 0x343e734 int BP_GetWeaponSyncTicket();// 0x343e704 enum BP_CheckWeaponSyncTicket(int InTicket);// 0x343e67c void AutoScopeWhenPeek();// 0x343e668 void AttachWeapon();// 0x30cf50c void AsyncAnimOpenDoorCallback(AnimationAsset* RetAsset);// 0x343e5f0 void AsyncAnimListOpenDoorCallback(AnimationAsset*[] RetAssetList);// 0x343e498 void ApplyLeaveVehicleVelocity(Vector InLeaveVelocity);// 0x343e428 bool AllowState(enum State, bool withLog);// 0x343e354 void AlertPopInDev(FString Message);// 0x343e260 void AIStartFireOnServer(int BurstShootBulletsLimit, float BurstShootTimeLimit, byte ShootMode, Vector SimpleShootTarget);// 0x343e10c void AddPlayerLastDamageTime(STExtraPlayerState* Player, int Time);// 0x343e050 void AddOneDamageCauserRecord(Controller* Causer, int HSChangeMargin, out const DamageEvent DamageEvent, bool IsHeadShot, Actor* DamageCauser);// 0x343de90 void AddMoveOffSet(float Forward, float Right, float Up);// 0x343dd90 void AddDamageRecord(Controller* Causer, float Damage, int HSChangeMargin, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x343dbdc void AddClientLeaveStateCheck(enum State, float Duration);// 0x343db20 void ActivateParachuteFreeFallingShake(float FreeFallingShakeTime);// 0x343daa8 -------------------------------- Class: STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object bool bForceOpenPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bc, Size: 1] delegate CharacterAnimEventDelegate;//[Offset: 0x8c0, Size: 12] delegate CharacterCommonEventDelegate;//[Offset: 0x8cc, Size: 12] delegate OnPushDamageDynamicDelegate;//[Offset: 0x900, Size: 12] delegate OnTakeDamageDynamicDelegate;//[Offset: 0x90c, Size: 12] delegate OnPreTakeDamageDynamicDelegate;//[Offset: 0x918, Size: 12] delegate OnClientPushDamageEvent;//[Offset: 0x924, Size: 12] float Health;//[Offset: 0x9a8, Size: 4] float HealthMax;//[Offset: 0x9ac, Size: 4] int[] TypeIds;//[Offset: 0x9b0, Size: 12] float SwimSpeedDynamicScale;//[Offset: 0x9bc, Size: 4] bool bDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x9c0, Size: 1] bool bAIIgnore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c1, Size: 1] float threatenValue;//[Offset: 0x9c4, Size: 4] float HurtParticleOffset;//[Offset: 0x9c8, Size: 4] delegate DoOnNextFrameEnsureSpawnActorTriggerSuccess;//[Offset: 0x9d4, Size: 12] STExtraVehicleBase* CurrentVehicle;//[Offset: 0x9e0, Size: 4] UnmannedVehicleSyncData CurrentUnmannedVehicleSyncData;//[Offset: 0x9e4, Size: 8] UnmannedVehicleSyncData LastUnmannedVehicleSyncData;//[Offset: 0x9ec, Size: 8] STExtraVehicleBase* CurrentRemoteControlledVehicle;//[Offset: 0x9f4, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x9f8, Size: 4] bool EnableStatesInterruptRPC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9fc, Size: 1] FString CharacterStateType;//[Offset: 0xa04, Size: 12] bool bEnableDebugServiceInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa10, Size: 1] FString BehaviorServiceDebugInfo;//[Offset: 0xa50, Size: 12] FString ServiceDebugInfoForShow;//[Offset: 0xa5c, Size: 12] int DebugInfoDetailLv;//[Offset: 0xa68, Size: 4] delegate OnHandleSkillStartDelegate;//[Offset: 0xa6c, Size: 12] delegate OnHandleSkillEndDelegate;//[Offset: 0xa78, Size: 12] float SkillPromptStartTime;//[Offset: 0xa84, Size: 4] float SkillPromptDuration;//[Offset: 0xa88, Size: 4] STBaseBuffSystemComponent* BuffSystemComponent;//[Offset: 0xa9c, Size: 4] STBuffSystemComponent* BuffSystem;//[Offset: 0xaa0, Size: 4] UTSkillManagerComponent* SkillManager;//[Offset: 0xaa4, Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0xaa8, Size: 4] ActorAttributeComponent* ActorAttribute;//[Offset: 0xaac, Size: 4] delegate StateEnterHandler;//[Offset: 0xab0, Size: 12] delegate StateLeaveHandler;//[Offset: 0xabc, Size: 12] delegate StateInterruptedHandlerBP;//[Offset: 0xad4, Size: 12] delegate OnSimulateCharacterStatesChange;//[Offset: 0xae0, Size: 12] uint64 CurrentStates;//[Offset: 0xb00, Size: 8] uint64 DisabledStates;//[Offset: 0xb08, Size: 8] PawnStateDisable[] DisabledPawnStates;//[Offset: 0xb10, Size: 12] float RencentStatesValidRange;//[Offset: 0xb1c, Size: 4] RencentStatesMap;//[Offset: 0xb20, Size: 60] delegate OnPawnStateDisabled;//[Offset: 0xb5c, Size: 12] delegate OnPawnStateEnabled;//[Offset: 0xb68, Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0xb74, Size: 12] PartHitComponent* PartHitComponent;//[Offset: 0xb80, Size: 4] bool bIsGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb85, Size: 1] TurnAroundViewComponent* TurnAroundViewComp;//[Offset: 0xb8c, Size: 4] byte TeamNum;//[Offset: 0xb94, Size: 1] TickControlComponent* TickControlComp;//[Offset: 0xb98, Size: 4] float SpeedScale;//[Offset: 0xba4, Size: 4] float SpeedValue;//[Offset: 0xba8, Size: 4] float Temperature;//[Offset: 0xbac, Size: 4] float TemperatureMax;//[Offset: 0xbb0, Size: 4] float TemperatureMin;//[Offset: 0xbb4, Size: 4] bool bUseModifiedTargetLocIfNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc4, Size: 1] bool bCanBePickByPicker;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc5, Size: 1] CharacterMaterialComponent* CharacterMaterialComponent;//[Offset: 0xbcc, Size: 4] float VehicleDetailedTraceDist;//[Offset: 0xbd0, Size: 4] float SpringArmTraceDist;//[Offset: 0xbd4, Size: 4] BodyRelativeOffsetConfig;//[Offset: 0xbd8, Size: 60] ActivitySyncData ActicitySyncData;//[Offset: 0xc14, Size: 28] bool bDisableFaceRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc38, Size: 1] void StopCurrentLevelSequence();// 0x40a6134 bool SetSubAnimNodeAnimInstance(FName SubInstanceSlotName, AnimInstance* AnimInstance);// 0x348fd68 void SetPawnStateDisabled(enum PawnState, bool bNewDisabled);// 0x348fca4 bool SetBuffExpiry(FName BuffName, float ExpirySecondsFromNow);// 0x348fbd0 void S2C_InterruptState(int StateID, int InterruptedBy);// 0x348fb0c void RPC_Client_SetServiceDebugInfo(FString Info);// 0x348fa48 void RPC_Client_SetIsMLAI(bool InIsMLAI);// 0x348f9c0 bool ResetSubAnimNodeAnimInstance(FName SubInstanceSlotName);// 0x348f940 void ResetPawnStateDisabled(enum State);// 0x348f8c8 bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x348f7b8 bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x348f660 bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x348f53c void RemoveBaseBuffSystemComponent();// 0x348f528 void PlayLevelSequenceByPathAndBindingInfo(FString SequenceActorPath, FString LevelSequencePath, out const TrackBindingInfo, float TimeOffset);// 0x40a6134 void PlayLevelSequenceByPath(FString SequenceActorPath, FString LevelSequencePath, float TimeOffset);// 0x40a6134 float PlayAnimMontageWithStartPos(AnimMontage* AnimMontage, float InPlayRate, FName StartSectionName, float StartPos);// 0x348f3c8 void OnRep_UnmannedVehicleSyncData();// 0x344ea60 void OnRep_Temperature(float LastValue);// 0x344e968 void OnRep_HealthMax();// 0x344e654 void OnRep_Health(float PrevHealth);// 0x30d1a48 void OnRep_DisabledStates(uint64 prevStates);// 0x348f344 void OnRep_CurrentStates(uint64 prevStates);// 0x344e51c void OnRep_ActivitySyncData();// 0x348f330 void OnLeaveStateForBp(enum State);// 0x40a6134 void OnHandleSkillStart__DelegateSignature(Character* OwnerCharacter, int SkillID);// 0x40a6134 void OnHandleSkillEnd__DelegateSignature(Character* OwnerCharacter, enum StopReason, int SkillID);// 0x40a6134 void OnEnterStateForBp(enum State);// 0x40a6134 void LeaveState(enum State);// 0x344c23c bool IsPawnStateDisabledByWeapon(STExtraWeapon* Weapon, enum State);// 0x348f264 bool IsPawnStateDisabled(enum State);// 0x348f1e4 bool IsCanDamageTeammate(out const DamageEvent DamageEvent);// 0x348f140 bool IsCanDamageSelf(out const DamageEvent DamageEvent);// 0x348f09c bool IsAlive();// 0x344b544 bool HasState(enum State);// 0x344b188 bool HasRencentState(enum State);// 0x348f014 bool HasBuffID(int BuffID);// 0x348ef8c bool HasBuff(FName BuffName);// 0x348ef04 STExtraVehicleBase* GetUnmannedVehicle();// 0x348eee8 UTSkillManagerComponent* GetSkillManager();// 0x348eeb8 float GetScaledSpeed();// 0x348ee88 FString GetPlayerNameSafety();// 0x3449ae8 STExtraPlayerController* GetPlayerControllerSafety();// 0x34499a8 enum GetObserverType();// 0x348ee58 enum[] GetDamageableGameObjectType();// 0x348ed90 STExtraVehicleBase* GetCurrentVehicle();// 0x3448d2c float GetBuffExpiry(FName BuffName);// 0x348ed08 float GetBuffDuration(int InstID, int CauseSkillID);// 0x348ec3c UAEBlackboard* GetBuffBlackboard(int BuffID);// 0x348ebbc void FillBuffBlackboard(int BuffID, UAEBlackboardParameter[] ParamList);// 0x348ea34 int ExtractDamageParams(out const DamageEvent DamageEvent, Actor* DamagetCauser, out int DamagetType);// 0x348e8f4 int ExtractDamageAdditionType(out const DamageEvent DamageEvent, Actor* DamagetCauser);// 0x348e808 bool EnterState(enum State);// 0x3447154 bool DestroySubAnimInstance(AnimInstance* AnimInstance);// 0x348e788 void DelayHidden();// 0x3446b2c AnimInstance* CreateSubAnimInstance(class AnimInstance InstanceClass, FName InstanceName);// 0x348e6c4 void Client_ShowDebugString(Vector InLocation, FString InText, Actor* InActor, Color InColor, float InTime);// 0x348e4f0 void Client_ShowDebugSphere(Vector InLocation, float InRadius, Color InColor, float InTime);// 0x348e3a4 void Client_ShowDebugLine(Vector InStart, Vector InEnd, Color InColor, float InTime);// 0x348e258 void Client_ShowDebugCone(Vector InLocation, float InRadius, Color InColor, float InTime, Vector forwardDir, float ang);// 0x348e074 void Client_ShowDebugCapsule(Vector InLocation, float InRadius, float Length, Color InColor, float InTime, Rotator Rot, float ang);// 0x348de48 void Client_ShowDebugBox(Vector Center, Color InColor, float InTime, Vector Extent, Quat Rot);// 0x348dca4 void ClearBuff();// 0x3414f00 bool ChangeBuffDuration(int InstID, float Duration);// 0x348dbd8 bool CanBeAttackedByWeapon(int WeaponID);// 0x348db50 void BPReceiveDamage(float Damage, const DamageType* DamageType, Controller* InstigatedBy, Actor* DamageCauser);// 0x40a6134 void BPOnRespawned();// 0x40a6134 void BPOnRecycled();// 0x40a6134 bool AllowState(enum State, bool withLog);// 0x343e354 void AddEntryEventTokenByID(int SkillID);// 0x348dad8 bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer, int Level);// 0x348d980 int AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID, int Level);// 0x348d7e0 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x348d63c -------------------------------- Class: UAECharacter.Character.Pawn.Actor.Object int iRegionCharacter;//[Offset: 0x648, Size: 4] FName RepPropertyCategory;//[Offset: 0x650, Size: 8] FName PlayerType;//[Offset: 0x658, Size: 8] FString PlayerName;//[Offset: 0x660, Size: 12] FString Nation;//[Offset: 0x66c, Size: 12] uint32 PlayerKey;//[Offset: 0x678, Size: 4] FString PlayerUID;//[Offset: 0x67c, Size: 12] FString MLAIPlayerUID;//[Offset: 0x688, Size: 12] int TeamID;//[Offset: 0x694, Size: 4] bool bTeamLeader;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x698, Size: 1] int CampID;//[Offset: 0x69c, Size: 4] int resID;//[Offset: 0x6a0, Size: 4] enum DefaultCharacterGender;//[Offset: 0x6a4, Size: 1] GameModePlayerItem[] InitialItemList;//[Offset: 0x6a8, Size: 12] GameModePlayerUpassInfo UpassInfo;//[Offset: 0x6b4, Size: 44] GameModePlayerPetInfo PetInfo;//[Offset: 0x6e0, Size: 24] int planeAvatarId;//[Offset: 0x6f8, Size: 4] int DyeDebugFlag;//[Offset: 0x6fc, Size: 4] GameModePlayerTaskData[] InitialTaskDataList;//[Offset: 0x700, Size: 12] bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70c, Size: 1] bool bIsMLAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70d, Size: 1] bool bIsAIWithPet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70e, Size: 1] float DestinyValue;//[Offset: 0x710, Size: 4] float RatingScore;//[Offset: 0x720, Size: 4] bool UseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x724, Size: 1] bool DefaultIsUseWholeBodyModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x725, Size: 1] FString LuaFilePath;//[Offset: 0x734, Size: 12] LuaNetSerialization LuaNetSerialization;//[Offset: 0x740, Size: 60] void SetNetCullDistanceSquared(float fNetCullDistanceSquared);// 0x30b2a2c void SendLuaDSToClient(int ID, out const byte[] Content);// 0x3bda180 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x3bda044 void OnRep_UseWholeModel();// 0x3bda030 void OnRep_TeamID();// 0x3bda01c void OnRep_PlayerUID();// 0x3bda008 void OnRep_PlayerKey();// 0x344e778 void OnRep_MLAIPlayerUID();// 0x3bd9ff4 void OnRep_CampID();// 0x3bd9fe0 bool IsDefaultCharType();// 0x344b894 int GetTeamId();// 0x3bd9fc4 FString GetPlayerKey();// 0x3bd9f04 ActorComponent*[] GetNonSimulatedComponents_OnFighting();// 0x3bd9e3c ActorComponent*[] GetNonSimulatedComponents_NonTeammates();// 0x3bd9d74 ActorComponent*[] GetNonSimulatedComponents();// 0x3bd9cac ActorComponent*[] GetNonDedicatedComponents();// 0x3bd9be4 PrimitiveComponent* GetMovementBaseComponent();// 0x3bd9bbc int GetCampId();// 0x3bd9b94 void ClientAcknowledgeReconnection(uint32 Token);// 0x3bd9b14 -------------------------------- Class: STExtraVehicleBase.Pawn.Actor.Object int iRegionVehicle;//[Offset: 0x42c, Size: 4] class AnimInstance[] CharacterInVehicleAnimBPs;//[Offset: 0x430, Size: 12] bool MeshAlwaysTickPoseAndRefreshBones;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c, Size: 1] bool AutoEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43d, Size: 1] enum VehicleType;//[Offset: 0x43e, Size: 1] enum VehicleShapeType;//[Offset: 0x43f, Size: 1] ItemDefineID AvatarDefaultCfg;//[Offset: 0x440, Size: 24] ItemDefineID AvatarDefaultCfgLOD;//[Offset: 0x458, Size: 24] MaterialInterface* BrokenMat;//[Offset: 0x470, Size: 4] ParticleSystem* AssetParticleExplosion;//[Offset: 0x478, Size: 40] ParticleSystem* PS_OnHitObstacles;//[Offset: 0x4a0, Size: 4] ParticleSoftWrapperMap;//[Offset: 0x4a4, Size: 60] ParticleRuntimeDataMap;//[Offset: 0x4e0, Size: 60] Texture2D* VehicleIcon;//[Offset: 0x51c, Size: 4] bool AdjustViewDistanceByHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x520, Size: 1] float AdjustViewDistanceBaseDist;//[Offset: 0x524, Size: 4] float AdjustViewDistanceBaseFactor;//[Offset: 0x528, Size: 4] bool IsUnmannedVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52c, Size: 1] bool bCanChangeSeatAccurately;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52d, Size: 1] float ShowGrainyScreenMinDist;//[Offset: 0x530, Size: 4] bool ImmuePassageDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x534, Size: 1] float FuelConsumptionModifierBoost;//[Offset: 0x538, Size: 4] bool bCanBoostSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53c, Size: 1] bool bUseSyncAtClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53d, Size: 1] bool bCheckOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53e, Size: 1] float LanscapeCheckDistance;//[Offset: 0x540, Size: 4] bool bLockZeroAngularDamping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x544, Size: 1] float LockZeroAngularDampingValue;//[Offset: 0x548, Size: 4] bool bInvulnerableWhenHasRiders;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54c, Size: 1] bool bRespawnNeedAdjustLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54d, Size: 1] int MainMaterialIndex;//[Offset: 0x550, Size: 4] FText VehicleDisplayName;//[Offset: 0x554, Size: 12] bool ShowVehicleEnterButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x560, Size: 1] bool AdvanceVehicleShowAsStandardVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x561, Size: 1] Vector AirDropVelocity;//[Offset: 0x564, Size: 12] StaticMesh* AirDropParachuteMesh;//[Offset: 0x570, Size: 4] FName AirDropParachuteSocketName;//[Offset: 0x578, Size: 8] float AirdropOvertime;//[Offset: 0x580, Size: 4] delegate OnVehicleStartAirdrop;//[Offset: 0x584, Size: 12] delegate OnVehicleEndAirdrop;//[Offset: 0x590, Size: 12] bool bAllowDifferentTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59c, Size: 1] bool SupportMusicGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59d, Size: 1] bool VehicleBackpack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x59e, Size: 1] float BackpackCapacity;//[Offset: 0x5a0, Size: 4] FName BackpackName;//[Offset: 0x5a8, Size: 8] int[] marr_MidIndexes;//[Offset: 0x5b0, Size: 12] float EnterVehicleCameraBlendTime;//[Offset: 0x5bc, Size: 4] float ExitVehicleCameraBlendTime;//[Offset: 0x5c0, Size: 4] bool bEnableVehicleSteeringCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c4, Size: 1] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x5c8, Size: 4] bool DisableTickVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cc, Size: 1] float StaticForceFixInterval;//[Offset: 0x5d0, Size: 4] float voiceCheckCD;//[Offset: 0x5d4, Size: 4] float voiceCheckShowCD;//[Offset: 0x5d8, Size: 4] float VoiceCheckDis;//[Offset: 0x5dc, Size: 4] float voiceUsingHornCheckDis;//[Offset: 0x5e0, Size: 4] float voiceCheckSpeed;//[Offset: 0x5e4, Size: 4] bool EnableMapMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x604, Size: 1] int[] SwitchSeatWithItemTypeList;//[Offset: 0x608, Size: 12] Vector[] RouteList;//[Offset: 0x614, Size: 12] int[] AutoDrive_BestWaypoint;//[Offset: 0x620, Size: 12] int AutoDrive_CurrentTargetWaypointIdx;//[Offset: 0x62c, Size: 4] Vector AutoDriverTargetPosition;//[Offset: 0x630, Size: 12] Vector AutoDriverStartPosition;//[Offset: 0x63c, Size: 12] delegate OnSeatAttached;//[Offset: 0x648, Size: 12] delegate OnSeatDetached;//[Offset: 0x654, Size: 12] delegate OnSeatChange;//[Offset: 0x660, Size: 12] delegate OnStartResolveStuck;//[Offset: 0x66c, Size: 12] delegate OnEndResolveStuck;//[Offset: 0x678, Size: 12] bool mb_ZeroLocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x684, Size: 1] FString LuaFilePath;//[Offset: 0x688, Size: 12] LuaNetSerialization LuaNetSerialization;//[Offset: 0x694, Size: 60] bool bDebugDrawEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d0, Size: 1] float PassengerInjuryAvoidance;//[Offset: 0x6d4, Size: 4] bool IsCanVehicleJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] bool CanPushUpCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d9, Size: 1] bool CanSimulatePhysics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6da, Size: 1] uint16 ReplicatedFuelRatio;//[Offset: 0x6dc, Size: 2] ParticleSystem* ParticleExplosion;//[Offset: 0x714, Size: 4] enum VehicleHealthState;//[Offset: 0x718, Size: 1] bool bIsEngineStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x719, Size: 1] bool bIsUsingHorn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71a, Size: 1] bool bIsBoosting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71b, Size: 1] bool bIsVehicleSpringArmAutoReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71c, Size: 1] Vector BloodEffectScale;//[Offset: 0x720, Size: 12] SkeletalMeshComponent* Mesh;//[Offset: 0x72c, Size: 4] VehicleSeatComponent* VehicleSeats;//[Offset: 0x730, Size: 4] VehicleDamageComponent* VehicleDamage;//[Offset: 0x734, Size: 4] VehicleCommonComponent* VehicleCommon;//[Offset: 0x738, Size: 4] BuoyancyForceComponent* BuoyancyForceComponent;//[Offset: 0x73c, Size: 4] VehicleSyncComponent* VehicleSyncComponent;//[Offset: 0x740, Size: 4] LagCompensationComponentBase* VehicleShootAntiCheat;//[Offset: 0x744, Size: 4] TickedComponents;//[Offset: 0x748, Size: 60] VehicleComponent*[] WeakTickedComponents;//[Offset: 0x784, Size: 12] bool bClearComponentTickWhenDestroyed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x790, Size: 1] float EnActiveTimeThreshold;//[Offset: 0x798, Size: 4] bool bFreezeNeedChangeVehiclePhysx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a4, Size: 1] float VehicleHitThreshold;//[Offset: 0x7b4, Size: 4] float VehicleHitCharacterThreshold;//[Offset: 0x7b8, Size: 4] float AndroidGLES2TailLightScale;//[Offset: 0x7c8, Size: 4] int EnableTickEffectsDevciveLevel;//[Offset: 0x7cc, Size: 4] VehBackpackItem[] VehicleBackpackItems;//[Offset: 0x7d8, Size: 12] bool bServerPrecentPenetratingEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e5, Size: 1] bool bServerClearLinearVelocityZEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e6, Size: 1] bool bPeneTerrainProtectionEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e7, Size: 1] float lastForwardSpeed;//[Offset: 0x7e8, Size: 4] delegate OnClientEnterVehicleEvent;//[Offset: 0x7ec, Size: 12] delegate OnClientExitVehicleEvent;//[Offset: 0x7f8, Size: 12] delegate OnClientChangeVehicleSeatEvent;//[Offset: 0x804, Size: 12] bool NeedCheckMovetoVehicleStraight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x810, Size: 1] bool bEnableEnterDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x812, Size: 1] float VehicleEnterDistance;//[Offset: 0x814, Size: 4] float TickEnterSphereInterval;//[Offset: 0x818, Size: 4] float EnterSphereExtraHeight;//[Offset: 0x81c, Size: 4] bool EnableTickEnterSphereAsyncLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x829, Size: 1] float AsyncLoadResDistance;//[Offset: 0x82c, Size: 4] float TickEnterSphereAsyncLoadResInterval;//[Offset: 0x830, Size: 4] bool EnableCullWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x839, Size: 1] float TickEnterCullWaterSphereInterval;//[Offset: 0x83c, Size: 4] float EnterCullWaterDistanceSq;//[Offset: 0x840, Size: 4] Vector CullWaterCapsuleA;//[Offset: 0x844, Size: 12] Vector CullWaterCapsuleB;//[Offset: 0x850, Size: 12] float CullWaterCapsuleRadius;//[Offset: 0x85c, Size: 4] float CullWaterCapsuleBlendWidth;//[Offset: 0x860, Size: 4] float PeneTerrainProtectionInterval;//[Offset: 0x86c, Size: 4] float SaveValidTransformInterval;//[Offset: 0x870, Size: 4] Vector PeneTerrainProtectionFixOffset;//[Offset: 0x874, Size: 12] bool bIsAirdroppingVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a8, Size: 1] StaticMeshComponent* AirDropParachuteMeshComp;//[Offset: 0x8b8, Size: 4] AkAudioEvent* Sfx_EngineLoop;//[Offset: 0x8bc, Size: 4] AkAudioEvent* Sfx_EngineLoop_Team;//[Offset: 0x8c0, Size: 4] AkAudioEvent* Sfx_Boost;//[Offset: 0x8c4, Size: 4] AkAudioEvent* Sfx_FireLoop;//[Offset: 0x8c8, Size: 4] AkAudioEvent* Sfx_Landing;//[Offset: 0x8cc, Size: 4] AkAudioEvent* Sfx_Explosion;//[Offset: 0x8d0, Size: 4] AkAudioEvent* Sfx_HitBody;//[Offset: 0x8d4, Size: 4] AkAudioEvent* Sfx_HitZombie;//[Offset: 0x8d8, Size: 4] AkAudioEvent* Sfx_HitMetal;//[Offset: 0x8dc, Size: 4] AkAudioEvent* Sfx_Horn;//[Offset: 0x8e0, Size: 4] AkAudioEvent* Sfx_Throttle;//[Offset: 0x8e4, Size: 4] AkAudioEvent* Sfx_UnderWater_In;//[Offset: 0x8e8, Size: 4] AkAudioEvent* Sfx_UnderWater_Out;//[Offset: 0x8ec, Size: 4] AkAudioEvent* Sfx_CannotThrottle;//[Offset: 0x8f0, Size: 4] AkAudioEvent* Sfx_BodyOverlapDamage;//[Offset: 0x8f4, Size: 4] AkAudioEvent* Sfx_EngineStart;//[Offset: 0x8f8, Size: 4] AkAudioEvent* Sfx_EngineStop;//[Offset: 0x8fc, Size: 4] float EngineSfxEndDelayTime;//[Offset: 0x900, Size: 4] bool bAudioLogEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x904, Size: 1] STExtraVehicleSfxLoop EngineSfxLoop;//[Offset: 0x908, Size: 92] STExtraVehicleSfxLoop FireSfxLoop;//[Offset: 0x964, Size: 92] STExtraVehicleSfxLoop HornSfxLoop;//[Offset: 0x9c0, Size: 92] AkComponent* SoundComponent;//[Offset: 0xa1c, Size: 4] float RPMSfxScale;//[Offset: 0xa4c, Size: 4] float ThrottleSfxMinSpeed;//[Offset: 0xa50, Size: 4] enum VehicleSyncTag;//[Offset: 0xa69, Size: 1] float ReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0xa6c, Size: 4] delegate OnVehiclePossessed;//[Offset: 0xa70, Size: 12] delegate OnVehicleUnPossessed;//[Offset: 0xa7c, Size: 12] VehicleSimViewData SimulateViewData;//[Offset: 0xa98, Size: 4] VehicleSimViewData SimulateFreeCameraViewData;//[Offset: 0xa9c, Size: 4] VehicleSpringArmComponent* mp_VehicleSpringArm;//[Offset: 0xaa0, Size: 4] bool bAddVehicleRotationChangeOnPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaa4, Size: 1] delegate OnVehicleHealthStateChanged;//[Offset: 0xae0, Size: 12] bool bAlwaysIgnoreRideCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaec, Size: 1] float MinRideAngleDgree;//[Offset: 0xaf0, Size: 4] bool bServerDetachApplyVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xaf4, Size: 1] bool bCanUseSpeculativeCCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb00, Size: 1] bool bUseSpeculativeCCDOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb01, Size: 1] float VehicleRadiusImulseScale;//[Offset: 0xb04, Size: 4] float VehicleAdditionalBlowUp;//[Offset: 0xb08, Size: 4] bool bResolvingStuckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb30, Size: 1] float StuckMinImpulse;//[Offset: 0xb34, Size: 4] float ContinuousStuckInterval;//[Offset: 0xb38, Size: 4] float ContinuousStuckTimeBeforeResoving;//[Offset: 0xb3c, Size: 4] float StuckResovingTime;//[Offset: 0xb40, Size: 4] float ContinuousStuckTimer;//[Offset: 0xb48, Size: 4] float StuckResovingTimer;//[Offset: 0xb4c, Size: 4] float PenePercent;//[Offset: 0xb50, Size: 4] bool bShouldRespawnSelfWhenUnusable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xba0, Size: 1] float RespawnWaitingTime;//[Offset: 0xba4, Size: 4] float RespawnTickInterval;//[Offset: 0xba8, Size: 4] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbac, Size: 1] bool bServerDetachEveryoneWhenRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc30, Size: 1] bool bEnableAntiCheat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc38, Size: 1] class VehicleAntiCheatTask[] VACTaskSetups;//[Offset: 0xc3c, Size: 12] VehicleAntiCheatTask*[] VACTasks;//[Offset: 0xc48, Size: 12] VehicleAntiCheatTask*[] VacInstancedTasks;//[Offset: 0xc54, Size: 12] bool bEnableServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc90, Size: 1] bool EnableServerRecordWhenEnterCheatPunishMentNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc98, Size: 1] SkeletalMeshComponent* FPPMeshComponent;//[Offset: 0xcb0, Size: 4] MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0xcb4, Size: 4] SkeletalMesh* MeshAssetRef;//[Offset: 0xcb8, Size: 40] SkeletalMesh* TPPMesh;//[Offset: 0xce0, Size: 4] bool bOnPlayerActiveRegionsChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7c, Size: 1] bool bInActiveRegions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7d, Size: 1] bool bEnableSkeletalMeshOptimizationDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd7e, Size: 1] Vector SeekLockOffset;//[Offset: 0xd80, Size: 12] FName SeekLockSocket;//[Offset: 0xd90, Size: 8] float ProduceSoundInterval;//[Offset: 0xd98, Size: 4] delegate VehicleAnimEventDelegate;//[Offset: 0xda0, Size: 12] BattleItemHandleBase* BindingHandle;//[Offset: 0xdac, Size: 4] delegate OnEnterVehicle;//[Offset: 0xdb0, Size: 12] float OverlapCameraShakeInterval;//[Offset: 0xdc4, Size: 4] float OverlapDamageRate;//[Offset: 0xdcc, Size: 4] float OverlapImpulseRate;//[Offset: 0xdd0, Size: 4] float OverlapImpulseRateZ;//[Offset: 0xdd4, Size: 4] float MaxOverlapImpulse;//[Offset: 0xdd8, Size: 4] float MinOverlapSpeed;//[Offset: 0xddc, Size: 4] float OverlapSimpleCharacterInterval;//[Offset: 0xde0, Size: 4] float OverlapVehicleDamageRate;//[Offset: 0xde8, Size: 4] float MaxOverlapVehicleDamageRange;//[Offset: 0xdec, Size: 4] ESTAINoiseEventParams EngineParams;//[Offset: 0xdf4, Size: 16] float EngineSoundCheckInterval;//[Offset: 0xe04, Size: 4] float EngineSoundMinCheckSpeed;//[Offset: 0xe0c, Size: 4] ESTAINoiseEventParams LoudspeakerParams;//[Offset: 0xe10, Size: 16] bool IsForbidNightVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe21, Size: 1] class AttrModifyComponent* AttrModifyCompClass;//[Offset: 0xe24, Size: 4] class STBuffSystemComponent* BuffSystemCompClass;//[Offset: 0xe28, Size: 4] AttrModifyComponent* AttrModifyComp;//[Offset: 0xe2c, Size: 4] STBuffSystemComponent* BuffSystemComp;//[Offset: 0xe30, Size: 4] enum[] DamageableGameObjectTypeList;//[Offset: 0xe34, Size: 12] delegate OnVehicleAvatarDataCopied;//[Offset: 0xe40, Size: 12] VehicleAvatarComponent* VehicleAvatar;//[Offset: 0xe4c, Size: 4] VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0xe50, Size: 4] bool bAdvanceAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe54, Size: 1] bool ForcePlayerUpdateAnimEveryFrame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe55, Size: 1] int CandidateAvatarID;//[Offset: 0xe58, Size: 4] bool bNeedDelayProcessAvatarOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5c, Size: 1] bool bEnableWeakTickComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe64, Size: 1] float WeakTickDoSomethingDuration;//[Offset: 0xe68, Size: 4] bool bSpawnedInReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe6c, Size: 1] IdeaDecalActor*[] AttachedDecalActors;//[Offset: 0xe70, Size: 12] float MaxLinearVelocity;//[Offset: 0xe7c, Size: 4] bool bInBuffSpeedState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe80, Size: 1] int TeamID;//[Offset: 0xe84, Size: 4] int CampID;//[Offset: 0xe88, Size: 4] float VehicleGoStraight;//[Offset: 0xe8c, Size: 4] bool DamageIgnoreWheels;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe90, Size: 1] STExtraPlayerCharacter* ReqExchangeCharacter;//[Offset: 0xe94, Size: 4] float ExchangeVehicleSeatInterval;//[Offset: 0xe98, Size: 4] delegate OnHitSpecialEffectDelegate;//[Offset: 0xea0, Size: 12] delegate OnControlRotationInit;//[Offset: 0xeac, Size: 12] WeaponManagerBaseComponent* WeaponManagerComponent;//[Offset: 0xeb8, Size: 4] EffectComponent* NewEffectComponent;//[Offset: 0xebc, Size: 4] bool OpenShootVertify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec0, Size: 1] bool IsPveShootVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec1, Size: 1] int WeaponReconnectIdx;//[Offset: 0xec4, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0xec8, Size: 4] enum UAVOperateState;//[Offset: 0xed0, Size: 1] float SingleMoveRate;//[Offset: 0xed4, Size: 4] SoftObjectPath VehicleStatesConfigClass;//[Offset: 0xed8, Size: 24] SoftObjectPath VehicleBloodMaxHpConfigClass;//[Offset: 0xef0, Size: 24] int CurrentVehicleStatesData;//[Offset: 0xf08, Size: 4] PlayerTombBox*[] TombBoxOnVehicle;//[Offset: 0xf18, Size: 12] STExtraBaseCharacter*[] StandingVehiclePlayers;//[Offset: 0xf24, Size: 12] bool IsExploded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf30, Size: 1] FName ExplodedTombBoxPlaceSocket;//[Offset: 0xf38, Size: 8] float TombBoxTraceLength;//[Offset: 0xf40, Size: 4] float PlayerOutAngleCosin;//[Offset: 0xf44, Size: 4] bool bFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf48, Size: 1] bool bNeedFrozenStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf49, Size: 1] bool bInHouseSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4a, Size: 1] float SleepVehicleTolerance;//[Offset: 0xf4c, Size: 4] float StaticFixAngel;//[Offset: 0xf50, Size: 4] float ClientAwakeVehicleTolerance;//[Offset: 0xf54, Size: 4] float SleepVehicleTickTime;//[Offset: 0xf58, Size: 4] float ServerInitForceSleepPhysicsDelay;//[Offset: 0xf60, Size: 4] float ClientInitForceSleepPhysicsDelay;//[Offset: 0xf64, Size: 4] int CannotEnterTips;//[Offset: 0xf70, Size: 4] bool CanLeaveVehicleVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf74, Size: 1] float LeaveVehicleVelocity;//[Offset: 0xf78, Size: 4] int CannotLeaveTips_HighSpeed;//[Offset: 0xf7c, Size: 4] int CannotDriveTips;//[Offset: 0xf80, Size: 4] delegate VehicleBeforeWheelDestroy;//[Offset: 0xf88, Size: 12] Vector AttachedRelLoc;//[Offset: 0xf94, Size: 12] Actor* AttachedActor;//[Offset: 0xfa0, Size: 4] int HasAttachedActorTips;//[Offset: 0xfa4, Size: 4] bool bEnableTickSafeSpawnInternalNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb0, Size: 1] VehicleAIComponent* VehicleAIComponent;//[Offset: 0xfb4, Size: 4] float LandTraceMaxHeight;//[Offset: 0xfb8, Size: 4] FName ChassisBoneName;//[Offset: 0xfc0, Size: 8] byte CameraDataType;//[Offset: 0xfc8, Size: 1] bool ShowUpDownGUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc9, Size: 1] bool ShowHeightUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfca, Size: 1] bool ShowStateUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfcb, Size: 1] int VehicleOperationMode;//[Offset: 0xfcc, Size: 4] bool ForceUseTPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd0, Size: 1] bool bEnableMoveForwardInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfd1, Size: 1] void WeakTick(float DeltaTime);// 0x355bc14 void VehicleBeenDestroyedCleanInfoDisplay(enum InVehicleHealthState);// 0x355bb9c void UpdateHeightToLand();// 0x355bb88 void UnregisterComponentWeakTick(VehicleComponent* InComponent);// 0x355bb10 void UnregisterComponentTick(VehicleComponent* InComponent);// 0x355ba98 void TickVehicleHealthState();// 0x344e778 void TickEnableAvatarOutline();// 0x355ba84 void StopEngine();// 0x355ba68 void StopAutoDriving();// 0x355ba54 void StartFireSimple(byte ShootMode);// 0x355b9dc void StartEngine();// 0x355b9c0 void StartAirDrop();// 0x355b9a4 void SpawnItemForVehicleBackpack(out const PickUpItemData[] ItemList);// 0x355b8f8 void ShowBoostingEffect(bool bShow);// 0x40a6134 bool ShouldUseSpecialHitEffect();// 0x355b8c8 enum ShootCharacterVertify(out const BulletHitInfoUploadData ShootData, STExtraShootWeapon* Weapon);// 0x355b7ac void SetWeaponReconnectIdx(int ReconnectOpIndex);// 0x355b72c void SetVehicleStates(int ID, bool bEnable, float fTime);// 0x355b620 void SetVehicleReplicatedFuelRatio(float InFuel);// 0x355b5a8 void SetVehicleMusicPlayState(bool bEnabled);// 0x40a6134 void SetUsingHorn(bool bUse);// 0x355b528 void SetUAVOperateState(enum NewState);// 0x355b4b0 void SetSpawnedInReady(bool bFlag);// 0x355b434 void SetSimulatePhysics(bool bSimulate);// 0x355b3b4 void SetRegionBasedNetConsideration(bool bUseRegion);// 0x355b334 void SetPhysActive(bool bActive, float Delay);// 0x355b26c void SetJoystickMoveVelocity(Vector2D moveVelocity);// 0x355b1fc void SetHandBrake(float Rate);// 0x34b87f4 void SetBoosting(bool bEnalbed);// 0x34b876c void SetAirControlF(float Rate);// 0x355b17c void SetAirControlB(float Rate);// 0x355b0fc void ServerSetUsingHorn(bool bUse);// 0x355b034 void ServerSetIsVehicleSpringArmAutoReturn(bool bEnalbed);// 0x355af6c void ServerSetBoosting(bool bEnalbed);// 0x355aea4 void ServerSetAttachedActor(Actor* InAttachTarget);// 0x355ae2c void ServerSetAirControlF(float Rate);// 0x355ad78 void ServerSetAirControlB(float Rate);// 0x355acc4 void ServerResetToPosition(Vector NewLocation, Rotator NewRotation);// 0x355abfc void ServerDetachEveryoneFromSeat(bool bMustExit, bool bApplyVehicleVelocity);// 0x355ab2c void SendVehicleInAirChangedTimeToServer();// 0x355aad0 void SendTriggerEventToServer(VehicleTriggerComponent* VTComp);// 0x355aa1c void SendCreateDamage(STExtraSimpleCharacter* Target);// 0x355a968 void SendClient_ForceUpdate_ControlRotationOnVehicle_SimulateViewData();// 0x355a94c void SafeSleepVehicle();// 0x355a938 void RestartAntiCheat();// 0x355a924 void ResetJoystickMove();// 0x355a910 void RequestChangeVehicleAvatar();// 0x355a8b4 bool RemoveBuffBySkill(int SkillID, int LayerCount, Actor* Causer);// 0x355a7a4 bool RemoveBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID);// 0x355a64c void RemoveAntiStuckBox();// 0x355a638 void RegisterItemHandle(BattleItemHandleBase* BindingHandle);// 0x355a5c0 void RegisterComponentWeakTick(VehicleComponent* InComponent);// 0x355a548 void RegisterComponentTick(VehicleComponent* InComponent);// 0x355a4d0 void RecordValidTransform();// 0x355a4bc void RecordInAirTime();// 0x355a4a8 void ProcessAvatarOutline();// 0x355a48c void PrintStats();// 0x355a470 bool PreChangeVehicleFPPAvatar();// 0x355a448 bool PreChangeVehicleBrokenAvatar();// 0x355a420 bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x355a35c void PostLoadFPPMesh();// 0x355a340 void PlaySfxOneShot(AkAudioEvent* AkEvent);// 0x355a2c8 bool PawnHasState(enum PawnState);// 0x355a240 bool OverlapTest(out const Transform Transform, PrimitiveComponent* PrimComp, out const Transform PrimCompTransform, bool UseOBB);// 0x355a050 void OnUserSwitchWeapon(STExtraBaseCharacter* InUser, byte Slot);// 0x3559f88 void OnUpdateEffects();// 0x40a6134 void OnStopFire();// 0x40a6134 void OnSkeletalMeshSleep(PrimitiveComponent* WakingComponent, FName BoneName);// 0x3559ecc void OnSkeletalMeshAwake(PrimitiveComponent* WakingComponent, FName BoneName);// 0x3559e10 void OnSetTailLightValue(float LightValue);// 0x40a6134 void OnServerPlayerChangeVehicleSeat(enum LastSeatType, enum NewSeatType);// 0x40a6134 void OnRep_VehicleSyncFlag();// 0x3559dfc void OnRep_VehicleHealthState();// 0x3559de8 void OnRep_TeamID();// 0x354d02c void OnRep_SimulateViewData();// 0x3559dd4 void OnRep_SimulateFreeCameraViewData();// 0x3559dc0 void OnRep_ServerLastReplicatedServer();// 0x3559dac void OnRep_ReplicatedFuelRatio();// 0x3559d98 void OnRep_IsVehicleSpringArmAutoReturn();// 0x3559d84 void OnRep_IsForbidNightVehicle();// 0x3559d70 void OnRep_IsEngineStarted();// 0x3559d5c void OnRep_IsBoosting();// 0x3559d48 void OnRep_IsAirdroppingVehicle();// 0x3559d34 void OnRep_FrozenStatic();// 0x3559d20 void OnRep_CurrentVehicleStatesData(int OldVehicleStatesData);// 0x3559ca8 void OnRep_CandidateAvatar();// 0x40a6134 void OnRep_CampID();// 0x30cf50c void OnRep_AttachedRelLoc();// 0x3559c94 void OnRep_AttachedActor();// 0x3559c80 void OnPlayerReqExitVehicle(STExtraPlayerCharacter* Player);// 0x3559c00 void OnPlayerExitVehicle(bool IsDriver, const STExtraPlayerCharacter* Character, bool bSuccess);// 0x40a6134 void OnPlayerEnterVehicle(bool IsSuccess, enum SeatType);// 0x40a6134 void OnMeshLoaded(SoftObjectPath AssetRef);// 0x3559a94 void OnFireBeginOverlapEvent(Actor* OtherActor);// 0x3559a1c void OnEngineStop();// 0x40a6134 void OnEngineStart();// 0x40a6134 void OnBoostingChanged();// 0x40a6134 void NotifyServerProjectileBulletImpact(out const ExplosionProjectileHitInfo InExpProjectileInfo, ProjectileBulletBase* Bullet);// 0x3559948 void MultiCast_ApplyImpulse(const Vector Origin, float DamageOuterRadius, float BaseMomentumMag);// 0x3559848 void LoadFPPVehicleModel();// 0x3559834 bool IsVehicleWarVehicle();// 0x3530bd4 bool IsVehicleBlockFromExplosion();// 0x3523cac bool IsValidYawInput(float YawInput, VehicleSpringArmComponent* SpringArm);// 0x3559768 bool IsUsingFPPModel();// 0x3559740 bool IsUnusable();// 0x3559710 bool IsUCAV();// 0x35596e8 bool IsUAV();// 0x35596b8 bool IsSpawnedInReady();// 0x355969c bool IsSimulatePhysics();// 0x3559674 bool IsNotInWater();// 0x3559644 bool IsMotorbike();// 0x355961c bool IsInMidAir();// 0x35595ec bool IsInBuffSpeedState();// 0x35595d0 bool IsHelicopter();// 0x35595a8 bool IsEntirelyUnderWater();// 0x3559580 bool IsElectronic_Failure();// 0x3559558 bool IsDestroyed();// 0x3559530 bool IsClient_WeaponOwner();// 0x348ee58 bool IsCanEnter();// 0x3559500 bool IsAutoDriving();// 0x35594d8 bool IsArmedVehicle();// 0x35594b0 bool IsAmphibiousVehicle();// 0x3559488 bool IsAlive();// 0x3559458 bool IsAirVehicle();// 0x314e21c bool IsAI();// 0x3559428 bool IsActiveEffect(FName EffectName);// 0x35593a8 void InitVehicle(int FuelPercent, bool bEngineOn, bool bInHouse);// 0x355928c bool HasVehicleStates(int ID, int srcVehicleStatesData);// 0x35591c8 bool HasSkillID(int SkillID);// 0x3559148 bool HasBuffID(int BuffID);// 0x35590c0 bool HasAutoDriveTarget();// 0x3559098 void HandlePlayerAttachedToVehcicle(STExtraBaseCharacter* Player);// 0x3530b54 void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x34cbd50 void HandleOnVehicleAvatarDataCopied();// 0x3559084 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x3558f7c void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x3558de4 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x3558cdc void HandleOnMeshHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x354bc84 void HandleMoveAntiShootVerifyMiss();// 0x3558cc0 void HandleMeshPhysicsCreated();// 0x3558cac void HandleLocalPlayerLeaveVehicle(STExtraPlayerCharacter* Player);// 0x3558c2c void HandleLocalPlayerEnterVehicle(STExtraPlayerCharacter* Player);// 0x34af718 void HandleLocalPlayerDeadth(STExtraBaseCharacter* Player);// 0x3558bb4 Actor* GetWeaponUserConst();// 0x3558b84 Actor* GetWeaponUser();// 0x3558b54 int GetWeaponReconnectIdx();// 0x3558b24 WeaponOwnerProxy* GetWeaponOwnerProxy();// 0x3558af4 uint32 GetWeaponOwnerPlayerKey();// 0x3558ac4 float GetWeaponOwnerPawnHealth();// 0x3558a94 WeaponManagerBaseComponent* GetWeaponManagerBase();// 0x3558a64 WeaponManagerComponent* GetWeaponManager();// 0x3558a34 Rotator GetViewRotation();// 0x344a4a0 SkeletalMeshComponent* GetVehicleWheelMesh();// 0x3558a0c VehicleShootWeapon* GetVehicleWeapon(int SeatId, int WeaponListID);// 0x3558948 VehicleSyncComponent* GetVehicleSync();// 0x355892c VehicleSpringArmComponent* GetVehicleSpringArm();// 0x3558904 int GetVehicleSkinItemID();// 0x35588dc VehicleSeatComponent* GetVehicleSeats();// 0x35588c0 float GetVehicleReplicatedFuelRatio();// 0x3558898 VehicleDamageComponent* GetVehicleDamage();// 0x355887c VehicleCommonComponent* GetVehicleCommon();// 0x3558860 Vector GetVehicleCenter();// 0x3558818 VehicleAvatarComponent* GetVehicleAvatar();// 0x35587f0 VehicleAIComponent* GetVehicleAIComponent();// 0x35587d4 VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x35587ac bool GetUsingHorn();// 0x3558784 int GetTeamId();// 0x355875c MaterialInstanceDynamic* GetTailLightDIM();// 0x3558734 AkComponent* GetSoundComponent();// 0x355870c Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x32a0c14 Vector GetRotationInputDir();// 0x3425778 float GetReloadAllWeaponTime();// 0x35586e4 Actor*[] GetQueryIgnoreActors();// 0x355861c Rotator GetPhysicsBoundsRotation(bool IsOBB);// 0x3558584 Vector GetPhysicsBoundsExtent(bool IsOBB);// 0x35584ec Vector GetPhysicsBoundsCenter(bool IsOBB);// 0x3558454 float GetMoveRightRate();// 0x3558438 float GetMoveForwardRate();// 0x355841c SkeletalMeshComponent* GetMesh();// 0x3558400 LagCompensationComponentBase* GetLagCompensationComponent();// 0x35583d0 BattleItemHandleBase* GetItemHandle();// 0x35583b4 bool GetIsPhysSleep();// 0x3558384 bool GetIsOpenVertify();// 0x3558368 float GetHandBrakeRate();// 0x355834c Vector GetGunOwnerHeadLocation();// 0x35582fc MaterialInstanceDynamic* GetFrontLightDIM();// 0x35582d4 float GetForwardSpeed();// 0x331b7c8 STExtraPlayerCharacter* GetFirstPassenger();// 0x35582ac MaterialInstanceDynamic* GetFFPLightDIM();// 0x3558284 SkeletalMeshComponent* GetEquipWeaponAttachMesh();// 0x3558254 bool GetEnableTickEnterSphereAsyncLoadRes();// 0x3558238 STExtraPlayerCharacter* GetDriver();// 0x3558210 uint64 GetCurrentStatesInterface();// 0x35581e0 void GetCurrentOverlapActors(out STExtraSimpleCharacter*[] Result);// 0x3558114 void GetCullWaterCapsule(out Vector OutCapsulePointA, out Vector OutCapsulePointB, out float OutCullWaterCapsuleRadius, out float OutCullWaterCapsuleBlendWidth);// 0x3557f88 class AnimInstance GetCharacterInVehicleAnimBP(int SeatId);// 0x3557f08 int GetCampId();// 0x3557ee0 BuoyancyForceComponent* GetBuoyancyForce();// 0x3557ec4 Vector GetBoxExtent();// 0x3557e7c int GetAvatarId();// 0x3557e54 void GetAllVehicleWeaponList(out VehicleShootWeapon*[] OutList);// 0x3557d88 void GetAllSkeletalMeshList(out SkeletalMeshComponent*[] OutList);// 0x3557cbc void ExitFPPVehicle();// 0x3557ca8 void EnterFPPVehicle();// 0x3557c94 void EnablePlayMusic(bool InEnable);// 0x3557c18 void EnableMoveForwardInput(bool InEnable);// 0x3557b9c void EnableAvatarOutline(enum OutlineType);// 0x3557b24 void DestroyAndRespawnSelf();// 0x3557b10 void DeactiveEffect(FName EffectName);// 0x3557a98 void CreateAntiStuckBox();// 0x3557a84 void CorrectControlRotation(Rotator NewRotation);// 0x3557a0c void ClientPlayVehicleCameraShake();// 0x35579b0 void ClientFeedbackPointDamage(Actor* DamageCauser);// 0x35578fc void ClearInputs();// 0x35578e8 void ClearDecals();// 0x35578d4 void ClearBuff();// 0x35578b8 void ClearAllInputState();// 0x355789c void ClearAllComponentWeakTick();// 0x3557888 void ClearAllComponentTick();// 0x3557874 bool CheckHaveSpecialAttachActor();// 0x3545d90 void CheckEnableAvatarOutline();// 0x40a6134 bool CheckAllWeaponIsReadyForFire();// 0x355784c void ChangeVehicleAvatar(STExtraPlayerController* MainPlayerController);// 0x35577cc void ChangeAssetBy(BackpackVehicleAvatarHandle* InAvatarHandle);// 0x3557754 bool CanVehicleJump();// 0x355772c bool CanPushUpCharacterWhenPenetrating();// 0x3557710 bool CanLeaveVehicle();// 0x34325f0 bool CanDrive(STExtraPlayerCharacter* Character);// 0x3557688 bool CanBeSeekAndLocked(SeekAndLockWeaponComponent* TargetComponent);// 0x3557600 bool CanAutoDrivingNoDriver();// 0x35575d8 bool CanAutoDriving();// 0x35575b0 void CalcPhysicsBounds(out Vector OutLocation, out Rotator OutRotation, out const Transform NewVehicleTM, bool IsOBB);// 0x35573e0 void BroadCastEnterVehicleEvent(bool IsSucc, enum SeatType);// 0x3557310 void BroadcastClientVehicleExplosionEffect();// 0x35572f4 void BPPostLoadFPPMesh();// 0x40a6134 void BPPlayOverlapDamageCameraShake();// 0x40a6134 void BPOnSetAttachedActor(Actor* InAttachTarget);// 0x3557274 void AutoLoadEffect();// 0x3557260 bool ApplyAnimation();// 0x3557238 void AfterBeginPlay();// 0x40a6134 void AddHealthSafety(float AddVal);// 0x35571b8 bool AddBuffBySkill(int SkillID, int LayerCount, Actor* Causer, int Level);// 0x3557060 int AddBuffByID(int BuffID, Actor* Causer, int LayerCount, int CauserSkillID, int Level);// 0x3556ec0 void ActiveEffectAsync(FName EffectName);// 0x3556e48 void ActiveEffect(FName EffectName);// 0x3556dd0 -------------------------------- 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] delegate OnVehicleWeaponRep;//[Offset: 0x1a4, Size: 12] FName[] AlternativeLeaveVehicleSockets;//[Offset: 0x1b0, Size: 12] FName[] AlternativeEnterVehicleSockets;//[Offset: 0x1bc, Size: 12] float LeaveVehicleVelocityScale;//[Offset: 0x1c8, Size: 4] bool bCheckValidLeaveLocationBySweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc, Size: 1] bool bCheckLeaveLocationSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cd, Size: 1] float LeaveLocationSpaceInflation;//[Offset: 0x1d0, Size: 4] bool bEnableForceLeave;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d4, Size: 1] bool bHidenCharacterOnSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d5, Size: 1] bool bCanChangeSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d6, Size: 1] enum[] SeatGUITypes;//[Offset: 0x1e0, Size: 12] delegate OnSeatAttached;//[Offset: 0x1ec, Size: 12] delegate OnSeatDetachedBefore;//[Offset: 0x1f8, Size: 12] delegate OnSeatDetached;//[Offset: 0x204, Size: 12] delegate OnSeatChanged;//[Offset: 0x210, Size: 12] delegate OnUpdateSeatGUI;//[Offset: 0x21c, Size: 12] FString LatestDriverPlayerName;//[Offset: 0x228, Size: 12] delegate OnDriverChange;//[Offset: 0x234, Size: 12] FString LatestDriverPlayerUID;//[Offset: 0x240, Size: 12] int MaxInUseSeatGUIIndex;//[Offset: 0x250, Size: 4] STExtraPlayerController* RemoteController;//[Offset: 0x258, Size: 4] bool bDelayOnRepOccupiersInReConnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c, Size: 1] STExtraPlayerCharacter* mp_CurDriver;//[Offset: 0x260, Size: 4] bool bShowSeatUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x264, Size: 1] void VehicleWeaponRepDelegate__DelegateSignature();// 0x40a6134 void TestReleaseSeatAnim();// 0x361a364 void SeatOccupiersChangedDelegate__DelegateSignature();// 0x40a6134 void ReAttachAllCharacters();// 0x361a350 void ProcessPawnUseVehWeaponRotation(STExtraBaseCharacter* InChar, FName AttachSocketName);// 0x361a294 void OnSeatSocketChanged__DelegateSignature();// 0x40a6134 void OnRep_VehicleWeapons();// 0x361a280 void OnRep_Occupiers();// 0x361a26c void OnRep_Attachments();// 0x361a258 void OnDeleyReleaseWeapon(STExtraPlayerCharacter* Character, int SeatIdx);// 0x361a19c bool IsSeatIndexAvailable(int SeatIndex);// 0x361a11c bool IsSeatAvailableTeam(STExtraBaseCharacter* InCharacter);// 0x361a09c bool IsSeatAvailable(enum SeatType);// 0x361a01c bool IsDriver(STExtraBaseCharacter* InCharacter);// 0x3619f9c bool IsCharacterControlWeapon(STExtraPlayerCharacter* InCharacter);// 0x3619f1c bool HasCharacter(const STExtraBaseCharacter* Character);// 0x3619e9c int GetSeatNum();// 0x3499914 bool GetPlayerSeatInfo(STExtraPlayerCharacter* InPlayer, out STExtraVehicleSeat SeatInfo);// 0x3619c80 STExtraBaseCharacter* GetPassenger(int SeatIndex);// 0x3619bf4 int GetInUseSeatNum();// 0x3619bcc STExtraBaseCharacter* GetFirstSeatCharacterBySeatType(enum SeatType);// 0x3619b4c STExtraPlayerCharacter* GetFirstPassenger();// 0x3619b24 int GetDriverSeatIndex();// 0x3619afc STExtraPlayerCharacter* GetDriver();// 0x3619ad4 int GetChracterSeatIndex(STExtraBaseCharacter* Character);// 0x3619a54 int GetAvailableSeatIndex(enum SeatType);// 0x36199d4 void DetachEveryoneSafely();// 0x30cf50c void ClientSetLocalWeaponWillCtr(STExtraPlayerCharacter* Character, VehicleShootWeapon* VehShootWeapon);// 0x36198d8 void ClientSetLeaveVehicleLocation(STExtraPlayerCharacter* Character, Vector LeaveLocation);// 0x3619814 void ClientChangeSeatCameraData(STExtraPlayerCharacter* Character, int OldIndex, int NewIndex);// 0x36196d0 void ChangeCharacterSeatSocket(out const FName[] InSeatSockets);// 0x3619604 bool CanChangeSeat(const STExtraBaseCharacter* InCharacter, int NewSeatIndex, out int FailedTips);// 0x3619508 -------------------------------- Class: VehicleComponent.LuaActorComponent.ActorComponent.Object -------------------------------- Class: STExtraVehicleSeat enum SeatType;//[Offset: 0x0, Size: 1] FName AnimCompTagName;//[Offset: 0x8, Size: 8] FName EnterVehicleSocket;//[Offset: 0x10, Size: 8] FName LeaveVehicleSocket;//[Offset: 0x18, Size: 8] bool bHasUpDownPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] byte OccupyMovementMode;//[Offset: 0x21, Size: 1] enum HoldWeaponType;//[Offset: 0x22, Size: 1] enum SeatSpecialType;//[Offset: 0x23, Size: 1] bool IsCanLeanOut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool NarrowSeatNeedUseCommomAimAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] int GUIDisplayIndex;//[Offset: 0x28, Size: 4] CurveFloat* MinViewPitchCurve;//[Offset: 0x2c, Size: 4] Rotator CharRotVsVehiRot;//[Offset: 0x30, Size: 12] enum 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] float OnSeatCameraSpringArmLength;//[Offset: 0xa4, Size: 4] -------------------------------- 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] bool UseByDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] int VehicleWeaponParentIndex;//[Offset: 0x54, Size: 4] -------------------------------- Class: VehicleShootWeapon.STExtraShootWeapon.STExtraWeapon.LuaActor.Actor.Object delegate OnVehWeaponUseStateChange;//[Offset: 0xf58, Size: 12] float RotateSpeedOnVehicle;//[Offset: 0xf64, Size: 4] bool bDoWeaponYawOnComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf68, Size: 1] bool bDoWeaponRotationLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf69, Size: 1] float WeaponRotationLagYawThreshold;//[Offset: 0xf6c, Size: 4] float WeaponRotationLagPitchThreshold;//[Offset: 0xf70, Size: 4] bool bUseWeaponRotationLagSubstepping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf74, Size: 1] bool bEquipOnDriversSeat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf75, Size: 1] float WeaponRotationLagMaxTimeStep;//[Offset: 0xf78, Size: 4] float WeaponRotationLagSpeed;//[Offset: 0xf7c, Size: 4] float WeaponRotationScopingScale;//[Offset: 0xf80, Size: 4] float WeaponRotationYawScopingScale;//[Offset: 0xf84, Size: 4] bool bUseVehWeaponDisableCameraLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf88, Size: 1] bool bWeaponStateNotifyCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf89, Size: 1] byte FireMode;//[Offset: 0xf8a, Size: 1] enum CameraSpace;//[Offset: 0xf8b, Size: 1] bool bUseVehWeaponView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8c, Size: 1] bool bUseOwnerActorView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8d, Size: 1] bool bIgnorePawnControlView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8e, Size: 1] bool bDebugCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8f, Size: 1] FName CameraParentComponentTag;//[Offset: 0xf90, Size: 8] bool bAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf98, Size: 1] FName VehWeaponBindSocket;//[Offset: 0xfa0, Size: 8] CameraOffsetData VehWeaponViewCameraData;//[Offset: 0xfa8, Size: 32] bool bUseAnimRotationLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc8, Size: 1] CameraOffsetData OwnerActorViewCameraData;//[Offset: 0xfcc, Size: 32] Vector2D PitchRange;//[Offset: 0xfec, Size: 8] Vector2D YawRange;//[Offset: 0xff4, Size: 8] bool bUseSeatLimitCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xffc, Size: 1] bool bShowCrosshairUsedByDriver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xffd, Size: 1] bool bNeedCalcMuzzleSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xffe, Size: 1] FName OnBlockMuzzleSocket;//[Offset: 0x1000, Size: 8] AnimSequence* VehicleWeaponIdle;//[Offset: 0x1008, Size: 4] AnimSequence* VehicleWeaponReload;//[Offset: 0x100c, Size: 4] AnimSequence* VehicleWeaponUnuseIdle;//[Offset: 0x1010, Size: 4] float VehicleWeaponReloadRate;//[Offset: 0x1014, Size: 4] AnimMontage* VehicleWeaponFireMontage;//[Offset: 0x1018, Size: 4] bool bVehicleWeaponUseHandIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x101c, Size: 1] FName VehicleWeaponGripSocketR;//[Offset: 0x1020, Size: 8] FName VehicleWeaponGripSocketL;//[Offset: 0x1028, Size: 8] bool bControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1030, Size: 1] bool bEnableControlled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1031, Size: 1] bool bEnableAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1032, Size: 1] bool bEnableFreeCameraWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1033, Size: 1] bool bEnableExitWeaponViewWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1034, Size: 1] bool bEnableReturnBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1044, Size: 1] bool bEnableRotateCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1045, Size: 1] bool bEnableMoveCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1046, Size: 1] bool bEnableScopeAfterReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1047, Size: 1] float UnEquipTime;//[Offset: 0x1048, Size: 4] bool bAnimFollowCameraOnlyInADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104e, Size: 1] FName CharacterSocket;//[Offset: 0x1050, Size: 8] float TimeDelayAttachCharacter;//[Offset: 0x1058, Size: 4] bool bEnableShowVehicleWeaponUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105c, Size: 1] bool bEnableShowControlButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105d, Size: 1] bool bEnableShowSlotUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105e, Size: 1] bool bEnableShowInterferenceLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105f, Size: 1] bool bEnableShowCompass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1060, Size: 1] bool bUsePredictLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1061, Size: 1] class GrenadePredictLine* GrenadePredictLineClass;//[Offset: 0x1064, Size: 4] FName GrenadePredictLineSocket;//[Offset: 0x1068, Size: 8] GrenadePredictLine* GrenadePredictLine;//[Offset: 0x1070, Size: 4] bool bCanConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1074, Size: 1] float FuelConsumptionRate;//[Offset: 0x1078, Size: 4] Rotator MuzzleShootDirection;//[Offset: 0x1080, Size: 12] float LastUseTimeStamp;//[Offset: 0x108c, Size: 4] Vector MuzzleShootTarget;//[Offset: 0x1090, Size: 12] Vector2D MuzzleShootTargetOnScreenLoc;//[Offset: 0x109c, Size: 8] Vector4 Limit;//[Offset: 0x10b0, Size: 16] Vector2D UIOffset;//[Offset: 0x10c0, Size: 8] float StartReloadDelayTime;//[Offset: 0x10d8, Size: 4] float EndReloadDelayTime;//[Offset: 0x10e8, Size: 4] STExtraPlayerCharacter* RefSeatPlayer;//[Offset: 0x10ec, Size: 4] bool bLocalUseWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10f0, Size: 1] Actor* OwnerActor;//[Offset: 0x10f4, Size: 4] STExtraVehicleBase* OwnerVehicle;//[Offset: 0x10f8, Size: 4] WeaponOverHeatingComponent* WeaponOverHeatingComp;//[Offset: 0x1118, Size: 4] int BulletTypeTipMsgID;//[Offset: 0x111c, Size: 4] int NotEnoughEnergyTipMsgID;//[Offset: 0x1120, Size: 4] int CantUseFireWeaponTipMsgID;//[Offset: 0x1124, Size: 4] void StartReloadAnim();// 0x361bbfc void SetVehWeaponTickEnabled(bool bEnabled);// 0x361bb7c void SetUsePawnControlRotation(STExtraPlayerCharacter* Character, bool IsUse, bool IsThirdPerson);// 0x361ba68 void SetCameraSpace(enum InCameraSpace);// 0x361b9f0 void OnVehicleExplode();// 0x361b9d4 void OnRep_OwnerActorBP();// 0x40a6134 void OnRep_OwnerActor();// 0x361b9c0 void OnClientVehWeaponUseStateChange__DelegateSignature(STExtraPlayerCharacter* uCharacter, bool bUse);// 0x40a6134 void NetMulticastReturnBullets();// 0x361b964 void MulUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed, const WeaponSyncData SyncData);// 0x361b808 void K2_SetSpecialMeshHide(bool isHide);// 0x40a6134 void K2_OnUsedOrNot(STExtraPlayerCharacter* Character, bool bUsed);// 0x40a6134 void K2_OnReturnBullets();// 0x40a6134 MeshComponent* K2_GetWeaponMeshComp();// 0x40a6134 void HnadleScopeInAfterReload();// 0x361b7f4 void HandleWeaponStateChanged(byte LastState, byte NewState);// 0x361b738 void HandleWeaponStartReload();// 0x361b724 void HandleWeaponEndReload();// 0x361b710 void HandleEndTouchScreenInReloading(byte FingerIndex);// 0x361b690 void HandleBeginTouchScreenInReloading(out const Vector2D Loc);// 0x361b60c STExtraPlayerCharacter* GetPlayerCharacter();// 0x361b5e4 STExtraVehicleBase* GetOwnerVehicle();// 0x361b5bc Rotator GetOwnerCameraRotator();// 0x361b574 Vector2D GetMuzzleShootTargetOnScreen();// 0x361b534 Transform GetCharacterSocketTransform();// 0x361b4d4 void DoVehicleWeaponEquipActionBP(bool bEquip);// 0x40a6134 void DoUsedOrNotBP(STExtraPlayerCharacter* Character, bool bUsed);// 0x40a6134 void DoAutoReloadVehicleWeapon(STExtraShootWeapon* ShootWeapon);// 0x361b45c bool CheckIsAutonomousOrObTarget();// 0x361b434 void ChangeScopingRotateSpeed(bool IsScoping);// 0x361b3b4 void AfterReloadEnd();// 0x361b3a0 -------------------------------- Class: STExtraShootWeapon.STExtraWeapon.LuaActor.Actor.Object bool CloseLowLevelDeviceHitEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x908, Size: 1] bool bUseAdjusetImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x909, Size: 1] float voiceCheckCD;//[Offset: 0x90c, Size: 4] float voiceCheckShowCD;//[Offset: 0x910, Size: 4] bool isDefaultSlienceWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x914, Size: 1] WeaponVerifyConfig ShootVerifyConfig;//[Offset: 0x930, Size: 64] bool bIsPistol;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x970, Size: 1] bool bIsAIOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x971, Size: 1] delegate OnShootWeaponAutoReloadDel;//[Offset: 0x974, Size: 12] delegate OnCurBulletChange;//[Offset: 0x980, Size: 12] delegate OnCurBarrelBulletChangeDelegate;//[Offset: 0x98c, Size: 12] delegate OnStartFireDelegate;//[Offset: 0x998, Size: 12] delegate OnStopFireDelegate;//[Offset: 0x9a4, Size: 12] delegate OnWeaponShootDelegate;//[Offset: 0x9b0, Size: 12] delegate OnServerWeaponShootDelegate;//[Offset: 0x9bc, Size: 12] delegate OnWeaponShootHitDelegate;//[Offset: 0x9c8, Size: 12] delegate OnWeaponReloadStartDelegate;//[Offset: 0x9d4, Size: 12] delegate OnWeaponReloadReplayDelegate;//[Offset: 0x9e0, Size: 12] delegate OnWeaponReloadEndDelegage;//[Offset: 0x9ec, Size: 12] delegate OnWeaponEquipDelegate;//[Offset: 0x9f8, Size: 12] delegate OnWeaponUnEquipDelegate;//[Offset: 0xa04, Size: 12] delegate OnWeaponEquipAnimProcessDelegate;//[Offset: 0xa10, Size: 12] delegate OnWeaponUnEquipAnimProcessDelegate;//[Offset: 0xa1c, Size: 12] delegate OnLeftLastBulletWhenReloadOneByOneDelegate;//[Offset: 0xa28, Size: 12] delegate OnReloadScuccessDelegate;//[Offset: 0xa34, Size: 12] delegate OnBulletNumChangeDelegate;//[Offset: 0xa40, Size: 12] delegate OnShootIntervalModeChangeDelegate;//[Offset: 0xa4c, Size: 12] delegate OnWeaponShootPlayerNotifyDelegate;//[Offset: 0xa64, Size: 12] delegate OnWeaponDurabilityChangedDelegate;//[Offset: 0xa70, Size: 12] delegate OnWeaponSecurityLogShootActorDelegate;//[Offset: 0xa7c, Size: 12] delegate OnShootWeaponAutoDrop;//[Offset: 0xa88, Size: 12] delegate OnWeaponDropStart;//[Offset: 0xa94, Size: 12] delegate OnWeaponDropFinished;//[Offset: 0xaa0, Size: 12] delegate OnBulletLaunch;//[Offset: 0xaac, Size: 12] delegate OnBulletImpact;//[Offset: 0xab8, Size: 12] delegate OnBulletImpactFX;//[Offset: 0xac4, Size: 12] delegate OnSpawnBulletImpactFX;//[Offset: 0xad0, Size: 12] delegate OnChangeShootType;//[Offset: 0xadc, Size: 12] CrossHairComponent* CachedCrossHairComponent;//[Offset: 0xae8, Size: 4] BulletHitInfoUploadComponent* CachedBulletHitInfoUploadComponent;//[Offset: 0xaec, Size: 4] BulletTrackComponent* CachedBulletTrackComponent;//[Offset: 0xaf0, Size: 4] delegate OnScopeIn;//[Offset: 0xaf4, Size: 12] delegate OnScopeOut;//[Offset: 0xb00, Size: 12] delegate OnScopeInContinue;//[Offset: 0xb0c, Size: 12] STExtraShootWeaponComponent* ShootWeaponComponent;//[Offset: 0xb18, Size: 4] MultiBulletComponent* MultiBulletComponent;//[Offset: 0xb1c, Size: 4] GrenadeLaunchComponent* GrenadeLaunchComponent;//[Offset: 0xb20, Size: 4] EnergyAccumulateShootComponent* EnergyAccumulateShootComponent;//[Offset: 0xb24, Size: 4] FillGasComponent* FillGasComponent;//[Offset: 0xb28, Size: 4] int CurBulletNumInClip;//[Offset: 0xb2c, Size: 4] BulletInClip CurBulletInClip;//[Offset: 0xb30, Size: 16] int CurMaxBulletNumInOneClip;//[Offset: 0xb40, Size: 4] int CurBulletNumInBarrel;//[Offset: 0xb44, Size: 4] int DynamicReloadType;//[Offset: 0xb48, Size: 4] byte ShootMode;//[Offset: 0xb4c, Size: 1] byte CurShootType;//[Offset: 0xb4d, Size: 1] int CurShootTotalType;//[Offset: 0xb50, Size: 4] float VoiceCheckDis;//[Offset: 0xb54, Size: 4] float SilenceVoiceCheckDis;//[Offset: 0xb58, Size: 4] float nowVoiceCheckDis;//[Offset: 0xb5c, Size: 4] Vector ShootTargetLoc;//[Offset: 0xb60, Size: 12] int AngledSightID;//[Offset: 0xb78, Size: 4] byte TraceChannel;//[Offset: 0xb7c, Size: 1] Vector LastImpactEffectLocation;//[Offset: 0xb80, Size: 12] float LastImpactEffectTime;//[Offset: 0xb8c, Size: 4] int CurBurstShootIndex;//[Offset: 0xb94, Size: 4] Transform BoltActionTransform;//[Offset: 0xba0, Size: 48] bool bHasFinishConfirmedFromServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd0, Size: 1] int ClientShootTimes;//[Offset: 0xbd4, Size: 4] AkAudioEvent* BulletFlySound;//[Offset: 0xbd8, Size: 4] AkAudioEvent* LoadBulletSound;//[Offset: 0xbdc, Size: 4] AkAudioEvent* ChangeMagazineSound;//[Offset: 0xbe0, Size: 4] AkAudioEvent* MagazineINSound;//[Offset: 0xbe4, Size: 4] AkAudioEvent* MagazineOUTSound;//[Offset: 0xbe8, Size: 4] AkAudioEvent* PullBoltSound;//[Offset: 0xbec, Size: 4] Vector BulletDecalScale;//[Offset: 0xbf0, Size: 12] BulletInClip CurBulletInClipOnSimulatedClients;//[Offset: 0xbfc, Size: 16] bool CurAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0d, Size: 1] float DropDuration;//[Offset: 0xc10, Size: 4] NormalProjectileComponent* NormalProjectileComponent;//[Offset: 0xc14, Size: 4] float AIShootLoudness;//[Offset: 0xc18, Size: 4] float AIShootStartAttenuationDis;//[Offset: 0xc1c, Size: 4] float AIShootMaxDis;//[Offset: 0xc20, Size: 4] float AISilenceShootLoudness;//[Offset: 0xc24, Size: 4] float AISilenceShootStartAttenuationDis;//[Offset: 0xc28, Size: 4] float AISilenceShootMaxDis;//[Offset: 0xc2c, Size: 4] bool bEnableSwitchToGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc30, Size: 1] byte CurShootWeaponState;//[Offset: 0xc31, Size: 1] ShootWeaponEntity* ShootWeaponEntityComp;//[Offset: 0xc40, Size: 4] ShootWeaponEffectComponent* ShootWeaponEffectComp;//[Offset: 0xc44, Size: 4] ShootWeaponAutoTestHandle* AutoTestHandle;//[Offset: 0xc48, Size: 4] int md_MaxBulletArraySize;//[Offset: 0xc4c, Size: 4] enum CurShootIntervalMode;//[Offset: 0xc50, Size: 1] bool IsEquipSilencer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc51, Size: 1] bool IsEquipACCore;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc52, Size: 1] bool IsEquipFiringSuppressor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc53, Size: 1] bool IsEquipCompensator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc54, Size: 1] Vector OffsetFPPLocation;//[Offset: 0xc58, Size: 12] Rotator OffsetFPPRotation;//[Offset: 0xc64, Size: 12] Vector OffsetFPPCrouchLocation;//[Offset: 0xc70, Size: 12] Rotator OffsetFPPCrouchRotation;//[Offset: 0xc7c, Size: 12] Vector OffsetFPPProneLocation;//[Offset: 0xc88, Size: 12] Rotator OffsetFPPProneRotation;//[Offset: 0xc94, Size: 12] Rotator OffsetFPPScopeRotation;//[Offset: 0xca0, Size: 12] Vector OffsetAngledFPPLocation;//[Offset: 0xcac, Size: 12] Rotator OffsetAngledFPPRotation;//[Offset: 0xcb8, Size: 12] Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xcc4, Size: 12] Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xcd0, Size: 12] Vector OffsetAngledFPPProneLocation;//[Offset: 0xcdc, Size: 12] Rotator OffsetAngledFPPProneRotation;//[Offset: 0xce8, Size: 12] Rotator OffsetAngledFPPScopeRotation;//[Offset: 0xcf4, Size: 12] bool DefaultScopeVisiable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd00, Size: 1] enum[] AvailableWeaponAttachmentSocketTypeList;//[Offset: 0xd10, Size: 12] AttrModifyComponent* AttrModifierCompoment;//[Offset: 0xd1c, Size: 4] WeaponAttrModifyConfig[] WeaponAttrModifyConfigList;//[Offset: 0xd20, Size: 12] int[] AttachedAttachmentID;//[Offset: 0xd2c, Size: 12] AttachedAttachmentInstanceID;//[Offset: 0xd38, Size: 60] int[] DefaultAttachedAttachmentID;//[Offset: 0xd74, Size: 12] uint32 ShootID;//[Offset: 0xd80, Size: 4] WeaponAntiCheatComp* AntiCheatComp;//[Offset: 0xd84, Size: 4] SimulateBulletHitInfoData[] SimulateHitDataArray;//[Offset: 0xd88, Size: 12] bool IsInitAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd98, Size: 1] bool IsRegisterCanModifyAttr;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd99, Size: 1] bool bIsResettedMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe40, Size: 1] bool bUnlimitBulletWhenStandAlone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe80, Size: 1] bool bEnableReloadADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe88, Size: 1] bool bPostFireReloading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe89, Size: 1] bool bCanAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8a, Size: 1] delegate OnSetRearSightIndexDelegate;//[Offset: 0xe8c, Size: 12] float WeaponDurability;//[Offset: 0xe98, Size: 4] int8 CurRearSightIndex;//[Offset: 0xe9c, Size: 1] bool bEquipmentModifierOnlyRepOwner;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xea4, Size: 1] int UpgradeInfoID;//[Offset: 0xea8, Size: 4] uint32[] UpgradeBModifyIdArray;//[Offset: 0xeac, Size: 12] bool bUseNewUploadData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeb8, Size: 1] bool bUseHitDataFlowOpt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeb9, Size: 1] ReplayStartFireInfo ReplayStartFireInfo;//[Offset: 0xec0, Size: 56] BulletHitInfoUploadDataInReplay[] RepRelpayHitDataArray;//[Offset: 0xf38, Size: 12] void UpdateComponentTick();// 0x3531850 void TimerNetMulticastShootBug();// 0x30cf50c void SuccessReload();// 0x3531834 bool StopFireFilter();// 0x314e21c void StopFire(byte ToState);// 0x35317b4 void StopFillGas();// 0x35317a0 int StartReload();// 0x3531770 bool StartFireFilter();// 0x3531740 void StartFire();// 0x344e778 void StartFillGas();// 0x353172c void StartDoPreBarrel(float HandledTime);// 0x35316ac void StartDoBarrel();// 0x3531690 void ShowDefaultScope(bool bShow);// 0x3531610 void ShowDefaultAttachmentComponentByType(enum Type, bool bVisible);// 0x353154c void ShootIDIsNotValid();// 0x3531530 void SetWeaponAttrModifierEnable(FString AttrModifierID, bool Enable, bool ClientSimulate);// 0x35313d8 void SetUpgradeInfoID(int ID);// 0x3531360 void SetReloadWithNoCostFromEntity(bool bReloadWithNoCost);// 0x35312e0 void SetReloadTypeOnServer(byte ReloadType);// 0x3531268 void SetRearSightIndex(int Index);// 0x35311f0 void SetCurShootType(byte ShootType);// 0x3531178 void SetCurrentBulletNumInClipOnServer(BulletInClip InBulletInClip);// 0x3531014 void SetCurrentBulletNumInClipOnClient(BulletInClip InBulletInClip);// 0x3530eb0 void SetCurReloadMethod(byte method);// 0x3530e38 void SetBulletInClip(out BulletInWeapon[] InCurBulletList, int Count);// 0x3530d24 void SetBaseImpactDamageEntity(float Damage);// 0x31df68c void SetAvailableWeaponAttachmentSocketTypeList(out enum[] List);// 0x3530c18 bool ScopeOut();// 0x314e1bc void ScopeInContinue();// 0x3530c04 bool ScopeIn();// 0x3530bd4 void S2C_SyncAllClientsBulletsNum(int BulletsNum);// 0x3530b54 void RPC_ServerStopReload(int InterruptState);// 0x3530aa0 void RPC_ServerSetMaxBulletNum();// 0x3530a44 void RPC_ServerSetBaseImpactDamageEntity(float Damage);// 0x3530990 void RPC_Server_SetRearSightIndex(int Index);// 0x35308dc void RPC_ClientSetCurShootType(byte ShootType);// 0x3530828 void RPC_ClientSetCurReloadMethod(byte method);// 0x3530774 void RPC_ClientNotifyLeftLastBulletWhenReloadOneByOne(int RemainReloadTimes);// 0x35222f0 void RPC_ClientChangeFreshWeaponState_WithParams(byte State, byte Parameter);// 0x3530678 void RPC_Client_SetBulletNumInClip(BulletInClip InBulletInClip);// 0x3530430 void RPC_Client_DebugShootOtherBlock(Actor* BlockAct, PrimitiveComponent* BlockComp, Vector BlockActWorldVec, Vector BlockCompWorldVec);// 0x353027c void RotateCrossHair(Rotator Rot);// 0x353020c void ResetInitialBulletNumInClip(bool bSetZero);// 0x353018c void ResetCurBulletNumInBarrel();// 0x3530178 void ReSetBulletInClip(BulletInClip NewBulletInClip);// 0x3530014 void RemoveGrenadeLaunchBullet(int RemoveNum);// 0x352ff9c void RemoveBulletInClip(int RemoveNum, bool IsRevert);// 0x352fed8 void RefreshBulletInClip(int Count);// 0x352fe60 void ReduceWeaponDurability(float ReduceAmount);// 0x352fde8 void PreSetBulletListInClip(BulletInClip NewBulletInClip);// 0x352fc84 byte PopNextSpecialBulletID();// 0x352fc54 void OnWeaponUnEquipDelegate__DelegateSignature();// 0x40a6134 void OnWeaponUnEquipAnimProcessDelegate__DelegateSignature();// 0x40a6134 void OnWeaponShootPlayerNotifyDelegate__DelegateSignature();// 0x40a6134 void OnWeaponShootHitDelegate__DelegateSignature(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x40a6134 void OnWeaponShootDelegate__DelegateSignature();// 0x40a6134 void OnWeaponSecurityLogShootActorDelegate__DelegateSignature(Actor* InHitActor, out const SecurityLogHitTargetInfo TargetInfo);// 0x40a6134 void OnWeaponReloadStartDelegate__DelegateSignature();// 0x40a6134 void OnWeaponReloadReplayDelegate__DelegateSignature();// 0x40a6134 void OnWeaponReloadEndDelegage__DelegateSignature();// 0x40a6134 void OnWeaponEquipDelegate__DelegateSignature();// 0x40a6134 void OnWeaponEquipAnimProcessDelegate__DelegateSignature();// 0x40a6134 void OnWeaponDurabilityChangeDelegate__DelegateSignature();// 0x40a6134 void OnStopFireDelegate__DelegateSignature();// 0x40a6134 void OnStartFireDelegate__DelegateSignature();// 0x40a6134 void OnSpawnBulletImpactFX__DelegateSignature(out const BulletHitInfoUploadData ImpactResult, STEShootWeaponBulletImpactEffect* ImpactEffect);// 0x40a6134 void OnShootWeaponDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x40a6134 void OnShootWeaponAutoReloadDelegate__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x40a6134 void OnShootWeaponAutoDrop__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x40a6134 void OnShootIntervalModeChangeDelegate__DelegateSignature();// 0x40a6134 void OnSetRearSightIndexDelegate__DelegateSignature(int PrevIndex, int PostIndex);// 0x40a6134 void OnScopeInContinue__DelegateSignature();// 0x40a6134 void OnRep_WeaponDurability();// 0x352fc40 void OnRep_UpgradeInfoID();// 0x352fc2c void OnRep_SimulateHitDataArray();// 0x352fc18 void OnRep_RelpayHitDataArray();// 0x352fc04 void OnRep_IsEquipACCore();// 0x352fbf0 void OnRep_DynamicReloadType(int OldVal);// 0x352fb78 void OnRep_CurRearSightIndex(int8 PrevIndex);// 0x352fb00 void OnRep_CurMaxBulletNumChange();// 0x352faec void OnRep_CurCurShootIntervalMode();// 0x352fad8 void OnRep_CurBulletInClipOnSimulatedClients();// 0x352fac4 void OnReloadScuccess__DelegateSignature(STExtraShootWeapon* ShootWeapon);// 0x40a6134 void OnMaxBulletChange__DelegateSignature();// 0x40a6134 void OnLeftLastBulletWhenReloadOneByOne__DelegateSignature(int RemainNum);// 0x40a6134 void OnCurBulletChange__DelegateSignature();// 0x40a6134 void OnCurBarrelBulletChangeDelegate__DelegateSignature();// 0x40a6134 void OnChangeShootType__DelegateSignature(STExtraShootWeapon* ShootWeapon, byte ShootType);// 0x40a6134 void OnBulletNumChangeDelegate__DelegateSignature();// 0x40a6134 void OnBulletLaunch__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet);// 0x40a6134 void OnBulletImpactFX__DelegateSignature(out const BulletHitInfoUploadData ImpactResult, STEShootWeaponBulletImpactEffect* ImpactEffect);// 0x40a6134 void OnBulletImpact__DelegateSignature(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet, out const HitResult HitRet);// 0x40a6134 void NotifyServerNoneShootAction();// 0x352fa68 void NotifyLeftLastBulletWhenReloadOneByOneOnServer(int RemainReloadTimes);// 0x352f9f0 void NotifyClientNoneShootAction();// 0x352f994 void LocalSetBulletNumInClip(BulletInClip InBulletInClip);// 0x352f830 bool IsWeaponDurabilityLoss();// 0x352f808 bool IsWeaponAttachmentFullEquiped();// 0x352f7e0 bool IsVehicleWeapon();// 0x352f7b8 bool IsUsingGrenadeLaunch();// 0x352f790 bool IsUseNewUploadData();// 0x352f768 bool IsSwallowBulletTarget(Actor* TargetActor);// 0x352f6e0 bool IsSupportBolt();// 0x34ae718 bool IsSupportAutoAim();// 0x352f6b8 bool IsSpecialBulletIDValid(byte SpecialBulletID, int CurShootID);// 0x352f5ec bool IsPostFireReloading();// 0x352f5d0 bool IsOwnerInGunADS();// 0x352f5a8 bool IsInPreFire();// 0x352f580 static bool IsGHasInfiniteBullets();// 0x352f558 bool IsForbidShootTarget(Actor* TargetActor);// 0x352f4d0 bool IsEnableReloadADS();// 0x352f4b4 bool IsEnableDropBullet();// 0x352f48c bool IsDriverVehicleWeapon();// 0x352f464 bool IsAutoDrop();// 0x352f43c void InitWeaponDurability(int NewVal);// 0x352f3c4 bool HasUpgrade();// 0x352f39c bool HasMultiBullet();// 0x352f374 void HandleWeaponScopeUnEquiped(enum Type);// 0x352f2fc void HandleWeaponScopeEquiped(enum Type);// 0x352f284 void HandleWeaponAvatarPutOnSlot(int SlotID);// 0x31df68c void HandleWeaponAvatarLoaded(int SlotID, ItemDefineID DefineID);// 0x352f1b4 void HandleWeaponAvatarClearSlot(int SlotID);// 0x31df68c void HandleScopeOut(bool bIsBegin);// 0x352f134 void HandleScopeIn(bool bIsBegin);// 0x352f0b4 void HandlePartsEquipped(int WeaponSlotID, bool IsEquipped);// 0x352eff0 void HandleAllWeaponAvatarLoaded();// 0x352efdc byte GetWeaponReloadType();// 0x352efb4 int GetWeaponIDFromEntity();// 0x352ef8c int GetWeaponID();// 0x332aaac int GetWeaponDurability();// 0x352ef64 float GetWeaponBodyLength();// 0x352ef3c Vector GetVolleyShootDirection(Vector TargetLoc, Vector OldStartLoc, Vector NewStartLoc, Vector BulletDir);// 0x352eda4 ParticleSystem* GetVisualBulletTrackFX();// 0x352ed7c bool GetVisualBulletTrackEnabled();// 0x352ed54 WeaponVisualBulletItemConfig GetVisualBulletItemConfig();// 0x352ed14 FName GetVerifyScopeSocketNameFromEntity();// 0x352ecd4 bool GetUseSpecificBulletNumOnReloadFromEntity();// 0x352ecac bool GetUseReasonableBoltFromEntity();// 0x352ec84 int GetUpgradeInfoID();// 0x352ec5c float GetTraceDistanceFromEntity();// 0x352ec34 FName GetSilencerSocketNameFromEntity();// 0x352ebf4 ShootWeaponEntity* GetShootWeaponEntityComponent();// 0x352ebcc ShootWeaponEffectComponent* GetShootWeaponEffectComponent();// 0x352eba4 byte GetShootTypeFromEntity();// 0x352eb7c float GetShootReduceDurabilityAmount();// 0x352eb54 int GetShootIntervalShowNumberFromEntity();// 0x352eb2c float GetShootIntervalFromEntity(int BulletIndex);// 0x352eaa4 FName GetShellDropSocketNameFromEntity();// 0x352ea64 MeshComponent* GetScopeMeshByType(FName SocketName, enum Type, int SocketIndex);// 0x352e954 int GetScopeID(bool bIsAngledOpticalSight);// 0x352e8c4 MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x352e7a0 MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x352e688 int GetRemainReloadTimes();// 0x352e660 bool GetReloadWithNoCostFromEntity();// 0x352e638 float GetReloadTimeMagOutFromEntity();// 0x352e610 float GetReloadTimeMagInFromEntity();// 0x352e5e8 float GetReloadTimeFromEntity();// 0x352e5c0 FString GetReloadTIDPostfixByReloadType(byte ReloadType, bool IsTactical);// 0x352e46c FName GetReloadTIDNameNew(byte method);// 0x352e3e4 FName GetReloadTIDName(byte method);// 0x352e354 float GetReloadTacticalTimeFromEntity();// 0x352e32c int GetReloadSpecificBulletNumFromEntity();// 0x352e304 float GetReloadRateFromEntity();// 0x352e2dc float GetReloadDurationStartFromEntity();// 0x352e2b4 float GetReloadDurationLoopFromEntity();// 0x352e28c float GetReloadDurationEndFromEntity();// 0x352e264 Transform GetRelativeMuzzleTransform();// 0x352e1fc float GetReferenceDistance();// 0x352e1d4 FName GetRearSightSocket(int Index);// 0x352e14c Rotator GetRearSightRot();// 0x352e104 int GetRearSightIndex();// 0x352e0dc Rotator GetRearSightHandRotOffset();// 0x352e094 float GetRangeModifier();// 0x352e06c SRangeAttenuateConfig[] GetRangeAttenuateFromEntity();// 0x352dfac float GetPreFireTimeFromEntity();// 0x352df84 float GetPreFireAnimScaleFromEntity();// 0x352df5c float GetPostReloadTimeFromEntity();// 0x352df34 float GetPostFireTimeFromEntity();// 0x352df0c float GetPostFillGasTime();// 0x352dee4 FName GetOverrideScopeAimSocketName();// 0x352dea4 int GetOnceReloadBulletNumOverride();// 0x352de74 byte GetNextSpecialBulletID();// 0x352de44 bool GetNeedMagAnimationWhenReload();// 0x352de1c Transform GetMuzzleTransform();// 0x352ddb4 FName GetMuzzleSocketNameFromEntity();// 0x352dd6c float GetMinShootIntervalFromEntity();// 0x352dd44 float GetMaxVelocityOffsetAddRateFromEntity();// 0x352dd1c float GetMaxValidHitTimeFromEntity();// 0x352dcf4 float GetMaxImpactEffectSkipTimeFromEntity();// 0x352dccc int GetMaxBulletNumInOneClipFromEntity();// 0x352dca4 int GetMaxBulletNumInBarrelFromEntity();// 0x352dc7c bool GetIsNeedOffsetVelocityFromEntity();// 0x352dc54 bool GetIsEnableScopeInFromEntity();// 0x352dc2c float GetImpactEffectSkipDistanceFromEntity();// 0x352dc04 float GetIgnoreRangeAttenuatDis();// 0x352dbdc WeaponHitPartCoff GetHitPartCoff(Actor* Victim, bool IsGunADS);// 0x352daf4 AkAudioEvent* GetGrenadeLaunchShootSound();// 0x352dacc WeaponCrossHairPerformData[] GetGrenadeLaunchCrossHairData();// 0x352d970 float GetGasAddDamageRate();// 0x352d948 float GetGameDeviationFactor();// 0x352d920 FName GetFiringSuppressorSocketNameFromEntity();// 0x352d8e0 float GetFireSensitiveYawRate();// 0x352d8b8 float GetFireSensitivePitchRate();// 0x352d890 int GetExtraShootIntervalShowNumberFromEntity();// 0x352d868 float GetExtraShootIntervalFromEntity();// 0x352d840 GetEquipAttachSlotMap();// 0x352d670 MeshComponent* GetDefaultAttachmentComponentByType(enum Type);// 0x352d5e8 byte GetCurSightVisionType();// 0x352d5c0 byte GetCurSightType();// 0x352d590 enum GetCurShootIntervalMode();// 0x352d574 int GetCurrentBulletNumInClip();// 0x352d558 float GetCurReloadTime();// 0x352d530 byte GetCurReloadMethod();// 0x352d508 float GetCurGasRate();// 0x352d4e0 float GetCurGasAngle();// 0x352d4b8 int GetCurBulletNumInClip();// 0x352d490 float GetCrossHairInitSize();// 0x352d468 float GetCrossHairBurstSpeed();// 0x352d440 float GetCrossHairBurstIncreaseSpeed();// 0x352d418 byte GetControllerRole();// 0x32265fc int GetConstantWeaponDurabilityFromEntity();// 0x352d3f0 bool GetClipHasInfiniteBulletsFromEntity();// 0x352d3c8 MeshComponent* GetChildMeshComp(FName compTag);// 0x352d348 bool GetCanRecordHitDetailFromEntity();// 0x352d320 float GetBurstShootIntervalFromEntity();// 0x352d2f8 float GetBurstShootCDFromEntity();// 0x352d2d0 int GetBurstShootBulletsNumFromEntity();// 0x352d2a8 ItemDefineID GetBulletTypeFromEntity();// 0x352d25c BulletTrackComponent* GetBulletTrackComponent();// 0x352d234 float GetBulletRangeEntity();// 0x352d20c int GetBulletNumSingleShotFromEntity();// 0x352d1e4 int GetBulletNumSingleShotAtFire(bool IsGunADS);// 0x352d154 float GetBulletMomentumFromEntity();// 0x352d12c float GetBulletFireSpeedFromEntity();// 0x319ba64 float GetBaseReloadTime(bool bTactical);// 0x352d0a4 float GetBaseImpactDamageEntity();// 0x352d07c enum[] GetAvailableWeaponAttachmentSocketTypeList();// 0x352cf64 float GetAutoShootCDFromEntity();// 0x352cf34 bool GetAutoReloadFromEntity();// 0x352cf0c float GetAnimForegripParam();// 0x352cee4 bool GetADSManualStop();// 0x352cebc float GetAccessoriesVRecoilFactor();// 0x352ce94 float GetAccessoriesRecoveryFactor();// 0x352ce6c float GetAccessoriesHRecoilFactor();// 0x352ce44 float GetAccessoriesDeviationFactor();// 0x352ce1c void ForceSyncAllClientsBulletsNumOnServer();// 0x352ce08 void FixBulletNumWithValideData();// 0x352cdf4 bool EnablePlayBoltAnimation();// 0x352cdcc void EnableInfiniteBullets(bool bEnableInfiniteBullets);// 0x352cd4c void DoGrenadeLaunchStartReload();// 0x352cd38 void CostGasByOneShoot();// 0x352cd24 bool ConditionForbidShootTarget();// 0x314e2dc void ConditionDrawRelpayHitData(out const BulletHitInfoUploadDataInReplay HitData);// 0x352cc18 void ClearWeaponAttrModifier();// 0x352cc04 void ClampBulletInClip(int MinCount, int MaxCount);// 0x352cb48 void CheckReloadAttr();// 0x352cb34 bool CheckNeedClientSetMaxBulletNum();// 0x352cb0c bool CanSwitchToGrenade();// 0x352caf0 float CalcReloadAnimRate(AnimMontage* ReloadMontage, byte WeaponReloadMethod);// 0x352ca2c void BP_OnSyncSimulatedClientsCurBullets();// 0x40a6134 void AddWeaponDurability(int AddAmount);// 0x352c9b4 bool AddWeaponAttrModifierConfig(FString ConfigId, out const WeaponAttrModifyData[] AttrModifiers, int UnquieID);// 0x352c7ac void AddOwnerOffsetVelocity(out Vector OrginalVelocity);// 0x352c728 void AddFillGas(float AddTime);// 0x352c6b0 void AddBulletInClip(BulletInWeapon[] InCurBulletList, int Count);// 0x352c514 -------------------------------- Class: STExtraWeapon.LuaActor.Actor.Object int iRegionWeapon;//[Offset: 0x3c8, Size: 4] float MaxWaitHandleAvatarMeshChangedTime;//[Offset: 0x3cc, Size: 4] bool GM_DisableHandleAvatarMeshChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0, Size: 1] bool GM_UseAsyncMeshLoad;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d1, Size: 1] bool GM_EnableNewWeaponInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d2, Size: 1] bool GM_EnableCheckReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d3, Size: 1] bool GM_EnableCheckReInitSimWeaponOwnerProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4, Size: 1] MainWeaponTableStruct WeaponCfg;//[Offset: 0x3d8, Size: 16] Transform WeaponAttachMeshOffset;//[Offset: 0x3f0, Size: 48] Transform FPPWeaponOffset;//[Offset: 0x420, Size: 48] Transform FPPWeaponOffsetNonShooting;//[Offset: 0x450, Size: 48] Transform FPPWeaponOffsetSprint;//[Offset: 0x480, Size: 48] Transform TDModeFPPWeaponOffset;//[Offset: 0x4b0, Size: 48] Transform TDModeFPPWeaponOffsetNonShooting;//[Offset: 0x4e0, Size: 48] Transform TDModeFPPWeaponOffsetSprint;//[Offset: 0x510, Size: 48] int CrossHairType;//[Offset: 0x540, Size: 4] float UnMatchStateSyncCheckInterval;//[Offset: 0x544, Size: 4] WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x548, Size: 4] PredictLineComponent* PredictLine;//[Offset: 0x54c, Size: 4] FName WeaponStaticMeshCompTag;//[Offset: 0x550, Size: 8] WeaponOwnerProxy* OwnerProxy;//[Offset: 0x558, Size: 4] delegate WeaponEffectActionDelegate;//[Offset: 0x55c, Size: 12] delegate FireOneShotEffectDelegate;//[Offset: 0x568, Size: 12] delegate OnShootWeaponChangeState;//[Offset: 0x574, Size: 12] delegate OnWeaponChangeStateCommon;//[Offset: 0x580, Size: 12] delegate OnWeaponAttachToBackDelegate;//[Offset: 0x58c, Size: 12] delegate OnWeaponDrawHUDDelegate;//[Offset: 0x598, Size: 12] delegate OnDisconnectToClientOnServerDelegate;//[Offset: 0x5a4, Size: 12] delegate OnReconnectToClientOnServerDelegate;//[Offset: 0x5b0, Size: 12] delegate OnRecoverOnClientDelegate;//[Offset: 0x5bc, Size: 12] delegate OnWeaponTriggerEventDelegate;//[Offset: 0x5c8, Size: 12] delegate OnWeaponBaseEquipDelegate;//[Offset: 0x5d4, Size: 12] delegate OnWeaponBaseUnEquipDelegate;//[Offset: 0x5e0, Size: 12] delegate OnEquipOrUnEuipAttachmentDelegate;//[Offset: 0x5ec, Size: 12] delegate OnPressingWeaponFuncBtnDelegate;//[Offset: 0x5f8, Size: 12] WeaponEntity* WeaponEntityComp;//[Offset: 0x604, Size: 4] WeaponSpecificHandler* WeaponSpecHandler;//[Offset: 0x608, Size: 4] byte CurFreshWeaponState;//[Offset: 0x60c, Size: 1] delegate OnGetOwnerActorDelegate;//[Offset: 0x610, Size: 12] byte SyncFreshWeaponStateForRep;//[Offset: 0x61c, Size: 1] FName WeaponAttachSocketName;//[Offset: 0x620, Size: 8] bool bNeedReconnct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x628, Size: 1] bool bClientHasFinishedCteate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x629, Size: 1] bool GM_CloseMaxWeaponReconnetTimeLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x62a, Size: 1] float MaxReconnectTime;//[Offset: 0x62c, Size: 4] float StartReconnectTime;//[Offset: 0x630, Size: 4] WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x638, Size: 104] SceneComponent*[] UpdateOptimizationList;//[Offset: 0x6a8, Size: 12] bool bEnableCompUpdateOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b4, Size: 1] SpawnAndBackpackWeaponReplicatedData OwnerClientCreateWeaponData;//[Offset: 0x6b8, Size: 88] float ServerStartCreateWeaponTime;//[Offset: 0x710, Size: 4] float ServerFinishCreateWeaponTime;//[Offset: 0x714, Size: 4] bool bPlayBackpackToIdleAnimWhenGet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x718, Size: 1] WeaponTriggerEventHandleSkill* SkillHandleComp;//[Offset: 0x71c, Size: 4] StaticMeshComponent* WeaponStaticMeshComp;//[Offset: 0x724, Size: 4] byte CurWeaponState;//[Offset: 0x728, Size: 1] Actor* SimulatedOwnerActor;//[Offset: 0x72c, Size: 4] Pawn* SimulatedOwnerPawn;//[Offset: 0x730, Size: 4] SceneCompsUpdateOpCatche;//[Offset: 0x738, Size: 60] WeaponStateManager* _WeaponStateManager;//[Offset: 0x780, Size: 4] MeshSynData[] synData;//[Offset: 0x788, Size: 12] bool IsMeshInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x794, Size: 1] float MaxWaitMeshInitTime;//[Offset: 0x798, Size: 4] float WaitMeshInitTime;//[Offset: 0x79c, Size: 4] bool UseReplaceBulletType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a0, Size: 1] bool bNeedUpdateWeaponAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7a1, Size: 1] WeaponLogicBaseComponent*[] TickComponentList;//[Offset: 0x7a4, Size: 12] bool IsNeedReInitWeaponOwnerData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7b8, Size: 1] GrenadeAvatarComponent* GrenadeAvatarComponent;//[Offset: 0x7bc, Size: 4] bool EnableWeaponReloadAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c0, Size: 1] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c1, Size: 1] delegate ForceHideWeaponWidget;//[Offset: 0x7c4, Size: 12] bool bNeedHiddenWhenCameraModeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d0, Size: 1] ActorComponent*[] CrossHairComps;//[Offset: 0x7d4, Size: 12] byte WeaponUIType;//[Offset: 0x7e0, Size: 1] Transform DefaultRelativeTransform;//[Offset: 0x7f0, Size: 48] Rotator RotForSimulate;//[Offset: 0x820, Size: 12] int FuncFlag;//[Offset: 0x82c, Size: 4] bool bTriggerWeaponEffectWhenAppActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x834, Size: 1] byte AppActiveWeaponAction;//[Offset: 0x835, Size: 1] WeaponCompOutOfVisionOptimizationDataMap;//[Offset: 0x838, Size: 60] FString[] ComponentTickWhiteList;//[Offset: 0x874, Size: 12] CompTickStateMap;//[Offset: 0x880, Size: 60] bool bIsInValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8bc, Size: 1] void WeaponNotifyChangeStateDelegate__DelegateSignature(byte State);// 0x40a6134 void WeaponEffectActionDelegate__DelegateSignature(byte Action);// 0x40a6134 void UpdateWeaponAvatar(float DeltaTime);// 0x40a6134 void TriggerWeaponEvent(enum Event);// 0x3569528 bool StartScopeFilter();// 0x35694f8 void SpecialResetForWeaponCrosshair();// 0x40a6134 void SetCharacterAttrModifiers(out const FString[] ModifierNames, bool bNewEnable);// 0x356936c void SetCharacterAttrModifier(FString ModifierName, bool IsEnable);// 0x356925c void RPC_ClientSyncPostFireHandledTime(float InPostFireHandledTime);// 0x35691a8 void RPC_ClientChangeFreshWeaponState(byte State);// 0x35690f4 void RespawnData();// 0x40a6134 void ResetData();// 0x40a6134 void ReceivedUseWeapon();// 0x40a6134 void ReceivedDisuseWeapon();// 0x40a6134 void PlayLocalShellDropFX();// 0x40a6134 void OnWeaponTriggerEventDelegate__DelegateSignature(enum Event);// 0x40a6134 void OnWeaponDrawHUD__DelegateSignature(HUDWidgetBase* WeaponHudWidget, Canvas* Canvas);// 0x40a6134 void OnWeaponBaseUnEquipDelegate__DelegateSignature();// 0x40a6134 void OnWeaponBaseEquipDelegate__DelegateSignature();// 0x40a6134 void OnWeaponAttachToBackDelegate__DelegateSignature(FName SocketName);// 0x40a6134 void OnShootWeaponChangeStateDelegate__DelegateSignature(byte LastState, byte NewState);// 0x40a6134 void OnRep_WeaponReconnectReplicateData();// 0x35690e0 void OnRep_WeaponAttachSocketName();// 0x35690cc void OnRep_SimulatedOwnerPawn();// 0x35690b8 void OnRep_OwnerClientCreateWeaponData();// 0x35690a4 void OnRep_bPlayBackpackToIdleAnimWhenGet();// 0x3569090 void OnRep_AvatarMeshChanged();// 0x356907c void OnRep_AttachmentReplication();// 0x31fc7d8 void OnReleaseTrigger();// 0x31acc48 void OnRecoverOnClientDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x40a6134 void OnReconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x40a6134 void OnPushTrigger();// 0x33a4184 void OnPressingWeaponFuncBtnDelegate__DelegateSignature();// 0x40a6134 void OnGetOwnerActorDelegate__DelegateSignature(Actor* OwnerActor);// 0x40a6134 void OnEquipOrUnEuipAttachmentDelegate__DelegateSignature(bool IsEquip, BackpackWeaponAttachHandle* AttachHandle);// 0x40a6134 void OnDisconnectToClientOnServerDelegate__DelegateSignature(STExtraWeapon* Weapon);// 0x40a6134 void NotifyServerChangeState(byte State);// 0x3569004 void NewInitWeapon();// 0x3568ff0 bool JudgeHasEquipedComponentSlot(byte Slot);// 0x3568f70 bool IsUseAttrModify();// 0x3568f40 bool IsSimulated();// 0x3568f18 bool IsLocalOrSpectorPlayer();// 0x3568ef0 bool IsAutonomous();// 0x3568ec8 void InitWeapon();// 0x3568eb4 void InitProxyBP(Actor* OwnerTarget);// 0x40a6134 bool HasComponentSlot(byte Slot);// 0x3568e34 void HandleReconnectNew(Actor* WeaponOwner);// 0x3568dbc byte GetWeaponTypeNew();// 0x3568d94 byte GetWeaponType();// 0x3568d6c StaticMeshComponent* GetWeaponStaticMeshComponent();// 0x3568d44 byte GetWeaponStateType();// 0x3568d1c byte GetWeaponSlot();// 0x3568cf4 int GetWeaponSkillID();// 0x3568ccc SkeletalMeshComponent* GetWeaponSkeletalMeshComponent();// 0x3568ca4 enum GetWeaponOwnerObserverType();// 0x3568c7c FString GetWeaponName();// 0x3568bbc MeshComponent* GetWeaponMeshComponent();// 0x3568b8c int GetWeaponID();// 0x332aaac byte GetWeaponHoldType();// 0x3568b64 byte GetWeaponFireMode();// 0x3568b34 WeaponEntity* GetWeaponEntityComponent();// 0x3568b0c FString GetWeaponDetailInfo();// 0x3568a4c Transform GetWeaponAttachToBackRelativeTransformByBagLevel(int Level, int SideType);// 0x3568960 FName GetWeaponAttachSocket();// 0x3568918 WeaponSpecificHandler* GetSpecificHandler();// 0x35688f0 float GetSpecialScopeFov();// 0x35688c0 int GetScopeID(bool bIsAngledOpticalSight);// 0x352e8c4 MeshComponent* GetScopeAimCameraTransform(FName SocketName, int SocketIndex, bool bForceAngledSight);// 0x352e7a0 MeshComponent* GetScopeAimCameraSecondScopeByType(FName SocketName, enum Type, int SocketIndex);// 0x352e688 FString GetOwnerPlayerName();// 0x3568800 PlayerController* GetOwnerPlayerController();// 0x35687d0 Pawn* GetOwnerPawn();// 0x35687a8 FString GetOwnerName();// 0x35686e8 Controller* GetOwnerController();// 0x35686b8 Actor* GetOwnerActor();// 0x3568688 ItemDefineID GetItemDefineID();// 0x356863c GrenadeAvatarComponent* GetGrenadeAvatar();// 0x3568614 byte GetCurSightType();// 0x352d590 WeaponComponentItemData GetComponentSlotTarget(byte Slot);// 0x35684d0 LinearColor GetColorByTeamID(int TeamID);// 0x40a6134 ItemHandleBase* GetBackpackItemHandle();// 0x35684a8 void ForceHideWeaponWidget__DelegateSignature(bool bIsBegin);// 0x40a6134 void DelayHandleAvatarMeshChanged();// 0x3568494 void CreateWeaponHandleCallback(ItemDefineID DefineID, BattleItemHandleBase* BattleItemHandle);// 0x35683c8 void ClientLoadDefaultMesh();// 0x35683b4 void CheckNeedReInitWeaponOwnerData(Actor* OwnerActor);// 0x356833c bool CheckHasFuncByInt(int Func);// 0x35682bc bool CheckHasFunc(enum Func);// 0x35682bc void ChangeSequenceStateInner(byte StateType);// 0x356823c bool ChangeSequenceState(byte StateType);// 0x35681b4 void CallForceHideWeaponWidgetDel();// 0x35681a0 -------------------------------- Class: LuaActor.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x330, Size: 60] FString LuaFilePath;//[Offset: 0x36c, Size: 12] void UnRegistLuaTick();// 0x6e6a90c void RegistLuaTick(float TickInterval);// 0x6e6a894 -------------------------------- Class: MainWeaponTableStruct int KeyID;//[Offset: 0x0, Size: 4] int[] SkillIDList;//[Offset: 0x4, Size: 12] -------------------------------- Class: WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x670, Size: 1] bool SetAutonomousLoadRes();// 0x30e93ec void SelectWeaponGunOnePart(int WeaponGunPart);// 0x364d88c void EnableDIYPatternMirro(bool bMirro, bool bLeftToRight);// 0x364d7bc -------------------------------- Class: WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0x490, Size: 4] delegate OnScopeEquipDelegate;//[Offset: 0x498, Size: 12] delegate OnScopeUnequipDelegate;//[Offset: 0x4a4, Size: 12] delegate OnWeaponAvatarLoaded;//[Offset: 0x4b0, Size: 12] delegate OnWeaponAvatarLoaded2;//[Offset: 0x4bc, Size: 12] delegate OnWeaponAttachAvatarLoaded;//[Offset: 0x4c8, Size: 12] delegate OnWeaponAvatarClearSlot;//[Offset: 0x4d4, Size: 12] delegate OnWeaponAvatarPutOnSlot;//[Offset: 0x4e0, Size: 12] bool bIsEquipScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4ec, Size: 1] delegate OnWeaponPartsEquipped;//[Offset: 0x4f0, Size: 12] delegate OnWeaponPartsRender;//[Offset: 0x4fc, Size: 12] delegate OnWeaponEffectParticleCreate;//[Offset: 0x508, Size: 12] DefaultAttachmentMesh;//[Offset: 0x52c, Size: 60] DefaultAttachmentMeshOverride;//[Offset: 0x568, Size: 60] MeshSynData[] DefaultSynData;//[Offset: 0x5a4, Size: 12] FString OwnerPlayerUID;//[Offset: 0x5b4, Size: 12] WeaponDIYData WeaponDIYData;//[Offset: 0x5c4, Size: 60] DIYEnableLevel[] EnableLevelMap;//[Offset: 0x608, Size: 12] bool bShouldFindItemSkipInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x614, Size: 1] ItemDefineID WeaponDefineID;//[Offset: 0x618, Size: 24] bool ShouldDisplayByQuality(int SlotID);// 0x364fffc void SetPendantSocketType(enum SocketType);// 0x364ff84 bool SetAutonomousLoadRes();// 0x30e93ec void ResponWeaponDIYData(FString InPlayerUID, int WeaponAvatarID);// 0x364fde8 void ResetAttachmentSocket();// 0x364fdd4 void ResetAttachmentParent();// 0x364fdc0 void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x364fc7c void RequestDIYPlan(int WeaponAvatarID, int InDIYPlanID);// 0x40a6134 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x30e698c void ReportAvatarInfo(out const int[] RequestItemIDS);// 0x364fbb0 void RemoveDefaultAttachmentOverride(int SlotID);// 0x364fb38 BattleItemHandleBase* ReloadItemHandle(BattleItemHandleBase* InHandle);// 0x364fab8 void RefreshAvatarStateChanged();// 0x30e9054 void RecreateMeshByHandle(BattleItemHandleBase* PendingRecreateHandle);// 0x364fa40 bool PutOnMasterComponentByItemHandle(BattleItemHandleBase* WeaponHandle);// 0x364f9c0 void PutOnEquipmentDIYData(int WeaponAvatarID, int InDIYPlanID);// 0x364f904 bool PutOnEquipmentByResID(int resID);// 0x364f87c bool PutOnEquipmentByItemHandle(BattleItemHandleBase* ItemHandle);// 0x364f7fc bool PutOffEquimentByResID(int resID);// 0x364f774 void ProcessWeaponDIYDataAction(out const WeaponDIYData InWeaponDIYData);// 0x364f6b0 void ProcessLoadAllMesh();// 0x30e9038 bool PreFiltHandles(BattleItemHandleBase* AvatarHandle, out MeshSynData OutSyncData);// 0x364f5d4 void OnWeaponPartsRenderEvent__DelegateSignature(int WeaponSlotID);// 0x40a6134 void OnWeaponPartsEquipEvent__DelegateSignature(int WeaponSlotID, bool IsEquipped);// 0x40a6134 void OnWeaponAvatarPutOnSlot__DelegateSignature(int SlotID);// 0x40a6134 void OnWeaponAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x40a6134 void OnWeaponAvatarLoaded2__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x40a6134 void OnWeaponAvatarClearSlot__DelegateSignature(int SlotID);// 0x40a6134 void OnWeaponAttachAvatarLoaded__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x40a6134 void OnScopeUnequipDelegate__DelegateSignature(enum AttachmentSocketType);// 0x40a6134 void OnScopeEquipDelegate__DelegateSignature(enum AttachmentSocketTypeD);// 0x40a6134 void OnRespawned();// 0x309ced4 void OnRep_NetAvatarDataChanged(out const MeshSynData[] InSyncData);// 0x364f508 void OnRecycled();// 0x30e6970 void OnEffectParticleCreate__DelegateSignature();// 0x40a6134 void OnAsyncLoadBattleHandlesDone(int AsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles, out const ItemDefineID[] DefineIDList);// 0x364f358 void NetSyncData(int InSlotID, enum InOperationType, BattleItemHandleBase* InHandle);// 0x30e8ca8 bool LoadMeshListAsync(out BattleItemHandleBase*[] InHandleList, bool bNeedDirectLoad);// 0x364f22c bool IsTeammate();// 0x30e6940 bool IsSelf();// 0x30e68e8 void InitMasterComponent();// 0x364f218 void InitialAvatarParam();// 0x364f204 void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x364f18c void InitDefaultAvatar(BattleItemHandleBase* Handle);// 0x364f114 void InitDefaultAttachment(BattleItemHandleBase* WeaponHandle);// 0x364f09c int GetWeaponParentID(int InSlotID, out const ItemDefineID InItemDefineID);// 0x364efc0 Controller* GetWeaponController();// 0x364ef98 STExtraWeapon* GetOwnerWeapon();// 0x364ef70 STExtraBaseCharacter* GetOwnerCharacter();// 0x364ef48 ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x364eeb4 BattleItemHandleBase* GetEquippedHandle(int InSlotID);// 0x364ee34 bool GetEquipmentMeshBySlot(int InSlotID, out MeshData OutMeshPack);// 0x364ed3c AvatarDIYEntityFactory* GetEntityFactory();// 0x30e8840 MeshComponent* GetAttachmentSocketTransform(int InSlotID);// 0x364ecbc AnimationAsset* GetAttachmentAnim(enum InSlotType, int AnimIdx);// 0x364ebf8 WeaponAvatarDIYEntity* FindAvatarEntityByMesh(MeshComponent* InMeshComp);// 0x364eb78 void DestroyWeapon();// 0x364eb64 void ClearMeshBySlot(int SlotID, bool putDefault, bool bClearMesh);// 0x364ea48 void ClearMeshByItemHandle(BattleItemHandleBase* ItemHandle);// 0x33dcffc bool CheckSlotIsEquipped(int InSlotID, bool bIncludingDefault);// 0x364e97c bool CheckIsAlreadyEquipped(ItemDefineID InDefineID);// 0x364e8ec void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs);// 0x364e820 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x30e64d0 void ApplyAttachmentOverride(BattleItemHandleBase* InAttachHandle);// 0x364e7a8 void ApplyAttachment(BattleItemHandleBase* InAttachHandle);// 0x364e730 void AddUnlockWeaponAttachmentAvatarList(int WeaponBPID, out OutAttachmentSkinIDList);// 0x364e5e0 void AddDefaultAttachmentOverride(int AttchmentID);// 0x364e568 int AddAction_ParticleByName(int SlotID, out const FName ParticleName);// 0x364e490 int AddAction_MatParamModify2(int SlotID, WeaponEffect_TickMatParam* InCfg);// 0x364e3cc int AddAction_MatParamModify(int SlotID, int CfgIndex);// 0x364e308 -------------------------------- Class: AvatarDIYComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object AvatarDIYEntity*[] EntityTickList;//[Offset: 0x22c, Size: 12] AvatarEntityMap;//[Offset: 0x238, Size: 60] int[] PendingDeleteSlotID;//[Offset: 0x274, Size: 12] AvatarDIYEntityFactory* EntityFactory;//[Offset: 0x280, Size: 4] SlotToSocket;//[Offset: 0x284, Size: 60] int StepCount;//[Offset: 0x2c0, Size: 4] delegate AsyncLoadAvatarAllMeshDone;//[Offset: 0x2c4, Size: 12] ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x2d0, Size: 12] int AsyncLoadReqID;//[Offset: 0x374, Size: 4] int LastAsyncLoadReqID;//[Offset: 0x378, Size: 4] bool bSyncDIYDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] enum DisplayQuality;//[Offset: 0x391, Size: 1] DefaultAvataConfig;//[Offset: 0x394, Size: 60] bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0, Size: 1] OutlineEnableList;//[Offset: 0x3f8, Size: 60] bool NeedUpdateTransformOption;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434, Size: 1] DIYRTCacheMap;//[Offset: 0x438, Size: 60] int CurrentDecalBakingRequestID;//[Offset: 0x474, Size: 4] delegate OnAvatarDIYDecalBakingFinished;//[Offset: 0x478, Size: 12] delegate OnAvatarAllMeshLoaded;//[Offset: 0x484, Size: 12] void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x30e9790 void Streamable_RequestAsyncLoadHandles(out ItemDefineID[] InHandleList);// 0x30e96bc bool SetMeshVisibleByID(int InSlotID, bool bIsVisible, bool bForceShow);// 0x30e9598 void SetMaster(MeshComponent* InComponent, FName InName, enum InType);// 0x30e9490 void SetDisplayQuality(enum Quality);// 0x30e941c bool SetAutonomousLoadRes();// 0x30e93ec void RequestSyncLoadMeshes();// 0x30e93d8 void RequestSyncLoadHandles();// 0x30e93c4 void RequestAsyncLoadMeshes();// 0x30e93a8 void RequestAsyncLoadHandles();// 0x30e938c void RemoveDIYRTCacheInBattle(int InSlotID);// 0x30e9314 void RemoveAllDIYRTCacheInBattle();// 0x30e9300 void RemoveActionByType(int SlotID, enum InActionType, bool bDelayClear);// 0x30e91f8 void RemoveAction(int SlotID, int ActionInstanceID, bool bDelayClear);// 0x30e90f0 void ReloadAllEquippedAvatar(bool ForceAutonoumous);// 0x30e9070 void RefreshAvatarStateChanged();// 0x30e9054 void ProcessLoadAllMesh();// 0x30e9038 void PreProcessBeforeLoadMesh();// 0x30e901c void PostProcessAfterLoadMesh();// 0x30e9000 void OnRespawned();// 0x309ced4 void OnRecycled();// 0x30e6970 void OnEngineDecalBakingFinished(out const DecalBakingRequest InRequestStruct);// 0x30e8f20 void OnAvatarDIYDecalBakingFinished__DelegateSignature(int RequestID, TextureRenderTarget2D* RenderTarget);// 0x40a6134 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x40a6134 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x30e8ea0 void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x30e8dcc void OnAllAvatarHandleLoadedDone();// 0x30e8db0 void NetSyncData(int SlotID, enum OperationType, BattleItemHandleBase* Handle);// 0x30e8ca8 bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x30e8bdc bool IsAutonomousAvatar();// 0x30e8bb4 AvatarDIYEntity* GetOrCreateAvatarEntity(int SlotID, int SubSlotID);// 0x30e8af0 GetMeshComponentList();// 0x30e8960 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x30e88e0 ItemHandleBase*[] GetLoadedItemHandlePool();// 0x30e8870 AvatarDIYEntityFactory* GetEntityFactory();// 0x30e8840 TextureRenderTarget2D* GetDIYRTCacheInLobby(int InSlotID);// 0x30e87c0 enum GetDisplayQuality();// 0x30e87a4 void GetCurMeshComponents(out MeshComponent*[] OutMeshComponets);// 0x30e86d0 AvatarDIYEntity* GetAvatarEntity(int SlotID, int SubSlotID);// 0x30e860c void EnableSyncLoadDIYDecal(bool bInSyncDIYDecal, int InMaxDecalProcessPreFrame);// 0x30e8544 void EnableSyncLoadAvatar(bool bInSyncAvatar);// 0x30e84c4 void DrawOutlineEffect(bool Enable, int SlotID);// 0x30e83f4 AvatarDIYEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x30e8330 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x30e825c void AsyncLoadAvatarAllMeshDone__DelegateSignature(AvatarDIYComponent* AvatarDIYComponent);// 0x40a6134 void AddDIYRTCacheInBattle(int InSlotID, TextureRenderTarget2D* InTexture2D);// 0x30e81a0 int AddAction_Modle(int SlotID, int ModleID);// 0x30e80dc int AddAction_Material(int SlotID, int MaterialID);// 0x30e8018 int AddAction_DIYSlotMatParam(out const int[] InSlotMatParam);// 0x30e7f44 int AddAction_DIYPattern(int SlotID, out const DIYMergedTexData[] InDIYMergeData);// 0x30e7dc4 int AddAction_DIYMirroParam(int SlotID, out const int[] InMirroParam);// 0x30e7cac int AddAction_DIYMatParam(int SlotID, out const int[] InMatIDList);// 0x30e7b94 int AddAction(int SlotID, out const AvatarActionBase InActionBase);// 0x30e7aa0 -------------------------------- Class: AvatarComponentBase.LuaActorComponent.ActorComponent.Object MeshComponent* MasterBoneComponent;//[Offset: 0x1b0, Size: 4] bool bIsLobbyAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b4, Size: 1] bool bIsLobbyActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b5, Size: 1] bool bForceClientMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b6, Size: 1] bool bNeedUpdateLightMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b7, Size: 1] FName LightVectorName;//[Offset: 0x1b8, Size: 8] DirectionalLight* DirectionalLight;//[Offset: 0x1c0, Size: 4] delegate OnItemDownloadDelegate;//[Offset: 0x1c8, Size: 16] delegate OnBatchItemDownloadDelegate;//[Offset: 0x1d8, Size: 16] ItemsRequestDownloadTimes;//[Offset: 0x1e8, Size: 60] bool bSyncAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x224, Size: 1] enum AvatarEnum;//[Offset: 0x225, Size: 1] void RequestDownloadItemInBattle(int InItemID);// 0x30e6a60 void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x30e698c void OnRespawned();// 0x309ced4 void OnRecycled();// 0x30e6970 bool IsTeammate();// 0x30e6940 bool IsServerMode();// 0x30e6918 bool IsSelf();// 0x30e68e8 bool IsLogicRunningMode();// 0x30e68c0 bool IsLobbyAvatar();// 0x30e68a4 bool IsLobbyActor();// 0x30e6888 bool IsForceClientMode();// 0x30e686c uint32 GetPlayerKey();// 0x30e683c GameInstance* GetGameInstance();// 0x30e680c void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x30e6748 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x30e64d0 -------------------------------- 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();// 0x30eb6d4 void UnRegisterTick();// 0x30eb6b8 void TickEntity(float DeltaTime);// 0x30eb638 void SetSocketName(FName InName);// 0x30eb5b8 void SetParentDefineID(ItemDefineID ParentID);// 0x30eb52c void SetLoadedHandle(BattleItemHandleBase* ItemHandle);// 0x30eb4ac void SetAvatarVisibility(bool bIsVisible, bool bForce);// 0x30eb3d4 void SetAvatarEntityParticleVisibility(bool visibie);// 0x30eb34c void RevertEntityMeshData();// 0x30eb338 void RenderEntity();// 0x30eb31c void RegisterTick();// 0x30eb300 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x30eb278 void PutOnDefaultEquipment(int InSlotID);// 0x30eb1f8 void PrepareEntity();// 0x30eb1dc void OnPreRender();// 0x30eb1c0 void OnPostRender();// 0x30eb1a4 void MaskActionDirty(bool bFlag);// 0x30eb124 bool IsEntityAvailable(enum VisibilityType);// 0x30eb09c CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x30eafd0 void Init(int InSlotID, int InSubSlotID, AvatarDIYComponent* InAvatarComponent);// 0x30eaec8 bool HasSomeAction(enum InActionType);// 0x30eae48 bool HasMainAction();// 0x30eae20 FName GetSocketName();// 0x30eadd8 enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x30ead50 ItemDefineID GetParentDefineID();// 0x30eacfc MeshData GetMeshData();// 0x30eac98 BattleItemHandleBase* GetLoadedHandle();// 0x30eac70 ItemDefineID GetDefineID();// 0x30eac1c void EnterRenderPipeline();// 0x30eac00 void EnterLogicPipeline();// 0x30eabe4 void DrawOutline(bool bEnable);// 0x30eab5c bool CreateAndApplyResource();// 0x30eab2c void ClearRenderEntity();// 0x30eab10 void ClearEquipmentRenderData(int CurrSlotID, bool bPutDefault);// 0x30eaa44 void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x30ea96c void ClearEntity(bool ForceClear);// 0x30ea8e4 -------------------------------- Class: MeshGroup MeshAsset[] MeshAssetList;//[Offset: 0x0, Size: 12] Object*[] MeshObjectList;//[Offset: 0xc, Size: 12] MeshComponent*[] MeshCompList;//[Offset: 0x18, Size: 12] -------------------------------- Class: MeshAsset Transform Transform;//[Offset: 0x0, Size: 48] SkeletalMesh* SkeletalMesh;//[Offset: 0x30, Size: 40] StaticMesh* StaticMesh;//[Offset: 0x58, Size: 40] FName AttachSocket;//[Offset: 0x80, Size: 8] enum meshType;//[Offset: 0x88, Size: 1] bool bKeepRelative;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89, Size: 1] class AnimInstance* animBP;//[Offset: 0x8c, Size: 4] class AnimInstance* animBPClass;//[Offset: 0x90, Size: 40] bool bAnimInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1] bool bUpdateTransform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb9, Size: 1] -------------------------------- Class: BattleItemHandleBase.ItemHandleBase.Object FString LuaFilePath;//[Offset: 0xc8, Size: 12] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] enum ItemStoreArea;//[Offset: 0xd5, Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0xd8, Size: 12] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] float UnitWeight;//[Offset: 0xe8, Size: 4] bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec, Size: 1] bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xed, Size: 1] bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee, Size: 1] int ItemAttrsFlag;//[Offset: 0xf0, Size: 4] void UpdateAttributeModify(bool bEnable);// 0x31a3ac4 bool UnEquip();// 0x373fdc8 bool HanldePickupAssociationData(out const BattleItemAdditionalData[] PickupAdditionalData);// 0x373fc84 bool HanldeDropAssociationData();// 0x373fc54 bool HanldeCleared();// 0x32f8240 bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x3105490 bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3105070 bool HandleEnable(bool bEnable);// 0x3104b58 bool HandleDrop(int InCount, enum Reason);// 0x3104a8c bool HandleDisuse(enum Reason);// 0x30f0984 bool HandleChangeItemStoreArea(enum InItemStoreArea);// 0x373fbcc bool HandleBindToTargetItem();// 0x325588c World* GetWorldInternal();// 0x373fb9c World* GetCurrentWorld();// 0x373fb74 BattleItemData ExtractItemData();// 0x310d51c void ClearAdditionalData();// 0x373fb60 bool CheckCanUse(out const interface classNone ItemContainer, BattleItemUseTarget Target, enum Reason);// 0x373fa0c -------------------------------- 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(int AssociationType, ItemAssociation Association);// 0x374756c void RemoveAssociation(int AssociationType);// 0x37474f4 void Init(ItemDefineID InDefineID);// 0x3747464 ItemDefineID GetDefineID();// 0x3747420 GetAssociationMap();// 0x37472a0 ItemAssociation[] GetAssociationListByTargetType(int Type);// 0x3747194 ItemAssociation GetAssociationByTargetDefineID(ItemDefineID TargetDefineID);// 0x37470e8 ItemAssociation GetAssociation(int AssociationType);// 0x374704c void Constuct(out const ItemDefineID InDefineID);// 0x3746fb4 void AddAssociation(int AssociationType, ItemAssociation Association);// 0x3746ec0 -------------------------------- Class: ItemAssociation int AssociationType;//[Offset: 0x0, Size: 4] ItemDefineID AssociationTargetDefineID;//[Offset: 0x8, Size: 24] ItemHandleBase* AssociationTargetHandle;//[Offset: 0x20, Size: 4] -------------------------------- Class: BattleItemAdditionalData enum EDataType;//[Offset: 0x0, Size: 1] int IntData;//[Offset: 0x4, Size: 4] FString StringData;//[Offset: 0x8, Size: 12] float FloatData;//[Offset: 0x14, Size: 4] -------------------------------- Class: BattleItemUseTarget ItemDefineID TargetDefineID;//[Offset: 0x0, Size: 24] int TargetAssociationType;//[Offset: 0x18, Size: 4] Actor* TargetActor;//[Offset: 0x1c, 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: 32] bool bDropOnDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] -------------------------------- Class: BattleItemData.ItemData int Count;//[Offset: 0x48, Size: 4] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x50, Size: 12] int Durability;//[Offset: 0x5c, Size: 4] enum ItemStoreArea;//[Offset: 0x60, Size: 1] BattleItemFeatureData FeatureData;//[Offset: 0x64, Size: 44] ItemAssociation[] Associations;//[Offset: 0x90, Size: 12] -------------------------------- Class: ItemData ItemDefineID DefineID;//[Offset: 0x8, Size: 24] FString Name;//[Offset: 0x20, Size: 12] FString Desc;//[Offset: 0x2c, Size: 12] FString Icon;//[Offset: 0x38, Size: 12] ItemHandleBase* ItemHandle;//[Offset: 0x44, Size: 4] -------------------------------- Class: BattleItemFeatureData float UnitWeight;//[Offset: 0x0, Size: 4] int MaxCount;//[Offset: 0x4, Size: 4] int CountLimit;//[Offset: 0x8, Size: 4] bool bUnique;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] bool bStackable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] bool bEquippable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe, Size: 1] bool bConsumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf, Size: 1] bool bAutoEquipAndDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int ItemAttrsFlag;//[Offset: 0x14, Size: 4] int SortingPriority;//[Offset: 0x18, Size: 4] int Worth;//[Offset: 0x1c, Size: 4] int ItemCapacity;//[Offset: 0x20, Size: 4] int ItemDurability;//[Offset: 0x24, Size: 4] int ItemType;//[Offset: 0x28, Size: 4] -------------------------------- Class: MeshData StaticMesh* stMesh;//[Offset: 0x0, Size: 4] SkeletalMesh* skMesh;//[Offset: 0x4, Size: 4] MaterialInstance* matIns;//[Offset: 0x8, Size: 4] MaterialInstance*[] additionalMats;//[Offset: 0xc, Size: 12] enum meshType;//[Offset: 0x18, Size: 1] int[] hiddenSlots;//[Offset: 0x1c, Size: 12] ReplacedSlotInfo[] replacedSlots;//[Offset: 0x28, Size: 12] HideBoneData[] hideBoneSlots;//[Offset: 0x34, Size: 12] ItemDefineID definedID;//[Offset: 0x40, Size: 24] bool functionValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] -------------------------------- Class: ReplacedSlotInfo -------------------------------- Class: HideBoneData -------------------------------- Class: CustomWidgetComponent.WidgetComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Actor* OwnerActor;//[Offset: 0x724, Size: 4] MeshComponent* AttachedMeshComponent;//[Offset: 0x728, Size: 4] ParticleSystemComponent* UIParticleComp;//[Offset: 0x72c, Size: 4] StaticMeshComponent* SurfaceEffectMesh;//[Offset: 0x730, Size: 4] void SetupAttachMeshComponent(MeshComponent* MeshComp, FName AttachSocket, out const Transform RelativeTrans);// 0x31c4cf0 Actor* GetBindOwner();// 0x31c4ccc MeshComponent* GetAttachedMeshComponent();// 0x31c4cb0 void CreateParticle(ParticleSystem* ParticleRes, MeshComponent* MeshComp, FName SocketName, out const Transform RelativeTrans);// 0x31c4b00 void BindOwner(Actor* Owner);// 0x31c4a80 void BindEvent(bool bShowWidget);// 0x31c49f8 -------------------------------- Class: AvatarDIYEntityFactory.Object AvatarDIYEntity* CreateEntity(int SlotID, int SubSlotID);// 0x30ee100 -------------------------------- Class: AvatarActionBase -------------------------------- Class: HandleMeshPack BattleItemHandleBase* Handle;//[Offset: 0x0, Size: 4] WeaponMeshCfg MeshCfg;//[Offset: 0x8, Size: 328] -------------------------------- Class: WeaponMeshCfg StaticMesh* stMesh;//[Offset: 0x0, Size: 40] SkeletalMesh* skMesh;//[Offset: 0x28, Size: 40] StaticMesh* stMeshLod;//[Offset: 0x50, Size: 40] SkeletalMesh* skMeshLod;//[Offset: 0x78, Size: 40] MaterialInterface* MeshMat;//[Offset: 0xa0, Size: 40] FName MeshMatSlotName;//[Offset: 0xc8, Size: 8] MaterialInterface* OverrideMatByGameMode;//[Offset: 0xd0, Size: 40] MaterialInterface* baseMat;//[Offset: 0xf8, Size: 4] MaterialInterface* baseMatClass;//[Offset: 0x100, Size: 40] ParticleRes[] ParticleEffects;//[Offset: 0x128, Size: 12] UIWidgetRes[] WidgetList;//[Offset: 0x134, Size: 12] enum meshType;//[Offset: 0x140, Size: 1] -------------------------------- Class: ParticleRes ParticleSystem* ParticleRes;//[Offset: 0x0, Size: 4] FName AttachSocket;//[Offset: 0x8, Size: 8] -------------------------------- Class: UIWidgetRes class UserWidget* UserWidget;//[Offset: 0x0, Size: 4] FName AttachSocket;//[Offset: 0x8, Size: 8] Transform Trans;//[Offset: 0x10, Size: 48] Vector2D DrawSize;//[Offset: 0x40, Size: 8] bool bShowDefault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48, Size: 1] bool bUseScreenSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49, Size: 1] -------------------------------- Class: MeshSynData ItemDefineID DefineID;//[Offset: 0x0, Size: 24] int gender;//[Offset: 0x18, Size: 4] enum OperationType;//[Offset: 0x1c, Size: 1] int AdditionalItemID;//[Offset: 0x20, Size: 4] int DIYPlanID;//[Offset: 0x24, Size: 4] -------------------------------- Class: DIYEnableLevel int DeviceLevel;//[Offset: 0x0, Size: 4] int EnableLevel;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeaponAvatarDIYEntity.AvatarDIYEntity.Object void SetWeaponEntityVisibility(bool visibie);// 0x3651474 void SetSocketName(FName InName);// 0x30eb5b8 void SetLoadedHandle(BattleItemHandleBase* ItemHandle);// 0x30eb4ac void RenderEntity();// 0x30eb31c void RemoveParticleEffect();// 0x3651458 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x30eb278 void PrepareEntity();// 0x30eb1dc void OnPreRender();// 0x30eb1c0 void OnPostRender();// 0x30eb1a4 bool IsForceEnableAnim();// 0x3651428 enum GetSkeletalMeshType(BattleItemHandleBase* InHandle);// 0x30ead50 ItemDefineID GetDefineID();// 0x30eac1c void EnterLogicPipeline();// 0x30eabe4 void ClearEquipmentLogic(bool bPutDefault, bool bClearMesh);// 0x30ea96c void BroadcastWeaponRenderEvent();// 0x3651414 void BroadcastWeaponEquipEvent(bool IsEquipped);// 0x3651394 void ApplyParticleEffect();// 0x3651378 void AddWeaponHandleAction();// 0x3651364 -------------------------------- Class: WeaponEffect_TickMatParam.WeaponEffectCfgBase.Object MatParamModifyCfg ParamCfg;//[Offset: 0x48, Size: 184] void RemoveEffect(WeaponAvatarDIYComponent* InAvatarComp);// 0x30f3c10 bool ApplyEffect(WeaponAvatarDIYComponent* InAvatarComp);// 0x31d9bfc -------------------------------- Class: WeaponEffectCfgBase.Object enum TriggerCondition;//[Offset: 0x1c, Size: 1] int ConditionTriggerNum;//[Offset: 0x20, Size: 4] int MaxApplyCount;//[Offset: 0x24, Size: 4] enum ValidScene;//[Offset: 0x28, Size: 1] bool EnableAutoLoop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] float LoopInterval;//[Offset: 0x2c, Size: 4] float ApplyTime;//[Offset: 0x30, Size: 4] bool EnableLowDeviceOpt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] void RemoveEffect(WeaponAvatarDIYComponent* InAvatarComp);// 0x30f3c10 bool ReachedMaxTriggerTime();// 0x3256084 void Init();// 0x32c7a28 bool ApplyEffect(WeaponAvatarDIYComponent* InAvatarComp);// 0x31d9bfc -------------------------------- Class: MatParamModifyCfg SoftObjectPath CurveAsset;//[Offset: 0x0, Size: 24] FName ParamName;//[Offset: 0x18, Size: 8] FName ParticleTag;//[Offset: 0x20, Size: 8] float FxWaitTime;//[Offset: 0x28, Size: 4] int[] RelatedSlots;//[Offset: 0x2c, Size: 12] CurveFloat* CachedCurve;//[Offset: 0x38, Size: 4] FName ReplaceMatSlotName;//[Offset: 0x40, Size: 8] SoftObjectPath NormalMat;//[Offset: 0x48, Size: 24] SoftObjectPath ReplaceMat;//[Offset: 0x60, Size: 24] AdditionalParams;//[Offset: 0x78, Size: 60] -------------------------------- Class: PredictLineComponent.SplineComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object bool bCharacterComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x714, Size: 1] class Actor* PredictActorTemplate;//[Offset: 0x718, Size: 4] StaticMesh* MeshTemplate;//[Offset: 0x720, Size: 40] ParticleSystem* PredictEndPointFX;//[Offset: 0x748, Size: 40] CurveFloat* PredictEndPointScaleCurve;//[Offset: 0x770, Size: 40] PredictProjectilePathParams PredictProjectilePathParams;//[Offset: 0x798, Size: 112] delegate InitNewSplineMeshDelegate;//[Offset: 0x808, Size: 12] PredictLineMaterialParams Param_StartPointLocation;//[Offset: 0x818, Size: 16] PredictLineMaterialParams Param_EndPointLocation;//[Offset: 0x828, Size: 16] PredictLineMaterialParams Param_EndPointFalloff;//[Offset: 0x838, Size: 16] PredictLineMaterialParams Param_PredictLineColor;//[Offset: 0x848, Size: 16] LinearColor PredictLineColor;//[Offset: 0x858, Size: 16] PredictLineConfigParams PredictLineConfigParams;//[Offset: 0x868, Size: 12] PredictProjectilePathResult PredictResult;//[Offset: 0x880, Size: 176] CurveFloat* Curve_PredictEndPointScale;//[Offset: 0x930, Size: 4] ParticleSystem* FX_PredictEndPoint;//[Offset: 0x934, Size: 4] StaticMesh* SplineMeshTemplate;//[Offset: 0x938, Size: 4] SplineMeshComponent*[] CachedSplineMeshes;//[Offset: 0x940, Size: 12] int RedrawCounter;//[Offset: 0x94c, Size: 4] FString LuaFilePath;//[Offset: 0x950, Size: 12] void SetPredictParams(out const Vector InStartPoint, out const Vector InVelocity, out const Vector InAcceleration);// 0x335b5a0 void SetPredictLineColor(out const LinearColor NewColor);// 0x335b51c void SetPredictActorTemplate(class Actor InActorTemplate);// 0x335b4a4 void LoadPredictDefaultRes();// 0x335b490 Actor* GetBindPredictLineTarget();// 0x319ba64 void BindPredictLineTarget(Actor* InCachedTarget);// 0x319b9e4 -------------------------------- Class: PredictProjectilePathParams Vector StartLocation;//[Offset: 0x0, Size: 12] Vector LaunchVelocity;//[Offset: 0xc, Size: 12] Vector LaunchAcceleration;//[Offset: 0x18, Size: 12] bool bTraceWithCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] float ProjectileRadius;//[Offset: 0x28, Size: 4] float MaxSimTime;//[Offset: 0x2c, Size: 4] bool bTraceWithChannel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] byte TraceChannel;//[Offset: 0x31, Size: 1] byte[] ObjectTypes;//[Offset: 0x34, Size: 12] Actor*[] ActorsToIgnore;//[Offset: 0x40, Size: 12] float SimFrequency;//[Offset: 0x4c, Size: 4] float OverrideGravityZ;//[Offset: 0x50, Size: 4] float GravityScale;//[Offset: 0x54, Size: 4] float IgnoreGravityDis;//[Offset: 0x58, Size: 4] byte DrawDebugType;//[Offset: 0x5c, Size: 1] float DrawDebugTime;//[Offset: 0x60, Size: 4] bool bTraceComplex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] -------------------------------- Class: PredictLineMaterialParams MaterialParameterCollection* MaterialParamCollection;//[Offset: 0x0, Size: 4] FName ParamName;//[Offset: 0x8, Size: 8] -------------------------------- Class: PredictLineConfigParams bool bShowEndPointEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int ShowSplineCount;//[Offset: 0x4, Size: 4] float ShowSplineCountPercent;//[Offset: 0x8, Size: 4] -------------------------------- Class: PredictProjectilePathResult PredictProjectilePathPointData[] PathData;//[Offset: 0x0, Size: 12] PredictProjectilePathPointData LastTraceDestination;//[Offset: 0xc, Size: 28] HitResult HitResult;//[Offset: 0x28, Size: 136] -------------------------------- Class: PredictProjectilePathPointData Vector Location;//[Offset: 0x0, Size: 12] Vector Velocity;//[Offset: 0xc, Size: 12] float Time;//[Offset: 0x18, Size: 4] -------------------------------- Class: SplineMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object SplineMeshParams SplineParams;//[Offset: 0x6f8, Size: 88] Vector SplineUpDir;//[Offset: 0x750, Size: 12] bool bAllowSplineEditingPerInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x75c, Size: 1] bool bSmoothInterpRollScale;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x75c, Size: 1] byte ForwardAxis;//[Offset: 0x75d, Size: 1] float SplineBoundaryMin;//[Offset: 0x760, Size: 4] float SplineBoundaryMax;//[Offset: 0x764, Size: 4] BodySetup* BodySetup;//[Offset: 0x768, Size: 4] Guid CachedMeshBodySetupGuid;//[Offset: 0x76c, Size: 16] bool bMeshDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x77c, Size: 1] void UpdateMesh();// 0x5db5734 void SetStartTangent(Vector StartTangent, bool bUpdateMesh);// 0x5db5670 void SetStartScale(Vector2D StartScale, bool bUpdateMesh);// 0x5db55b0 void SetStartRoll(float StartRoll, bool bUpdateMesh);// 0x5db54ec void SetStartPosition(Vector StartPos, bool bUpdateMesh);// 0x5db5428 void SetStartOffset(Vector2D StartOffset, bool bUpdateMesh);// 0x5db5368 void SetStartAndEnd(Vector StartPos, Vector StartTangent, Vector EndPos, Vector EndTangent, bool bUpdateMesh);// 0x5db51c8 void SetSplineUpDir(out const Vector InSplineUpDir, bool bUpdateMesh);// 0x5db50f4 void SetForwardAxis(byte InForwardAxis, bool bUpdateMesh);// 0x5db5030 void SetEndTangent(Vector EndTangent, bool bUpdateMesh);// 0x5db4f6c void SetEndScale(Vector2D EndScale, bool bUpdateMesh);// 0x5db4eac void SetEndRoll(float EndRoll, bool bUpdateMesh);// 0x5db4de8 void SetEndPosition(Vector EndPos, bool bUpdateMesh);// 0x5db4d24 void SetEndOffset(Vector2D EndOffset, bool bUpdateMesh);// 0x5db4c64 void SetBoundaryMin(float InBoundaryMin, bool bUpdateMesh);// 0x5db4ba0 void SetBoundaryMax(float InBoundaryMax, bool bUpdateMesh);// 0x5db4adc Vector GetStartTangent();// 0x5db4a94 Vector2D GetStartScale();// 0x5db4a54 float GetStartRoll();// 0x5db4a2c Vector GetStartPosition();// 0x5db49e4 Vector2D GetStartOffset();// 0x5db49a4 Vector GetSplineUpDir();// 0x5db495c byte GetForwardAxis();// 0x5db4934 Vector GetEndTangent();// 0x5db48ec Vector2D GetEndScale();// 0x5db48ac float GetEndRoll();// 0x5db4884 Vector GetEndPosition();// 0x5db483c Vector2D GetEndOffset();// 0x5db47fc float GetBoundaryMin();// 0x5db47d4 float GetBoundaryMax();// 0x341dc98 -------------------------------- 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: 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();// 0x40a6134 void HandlePlayerSwitchCameraMode(byte Mode);// 0x3661dac void HandlePlayerChangePose(byte LastPose, byte NewPose);// 0x3661cf0 STExtraPlayerController* GetOwnerSTExtraPlayerController();// 0x3661cc8 STExtraBaseCharacter* GetOwnerSTExtraPlayerCharacter();// 0x3661ca0 PlayerController* GetOwnerPlayerController();// 0x3661c78 Pawn* GetOwnerPawn();// 0x3661c50 Controller* GetOwnerController();// 0x3661c28 Actor* GetOwnerActor();// 0x3661c0c -------------------------------- Class: WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object int WeaponID;//[Offset: 0x100, Size: 4] int SkillID;//[Offset: 0x104, Size: 4] byte WeaponType;//[Offset: 0x108, Size: 1] byte weaponTypeNew;//[Offset: 0x109, Size: 1] byte WeaponHoldType;//[Offset: 0x10a, Size: 1] byte WeaponSingleHandType;//[Offset: 0x10b, Size: 1] FName WeaponAttachSocket;//[Offset: 0x110, Size: 8] bool bUseCustomWeaponBackpackAttachSocket;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1] FName CustomWeaponBackpackAttachSocket;//[Offset: 0x120, Size: 8] bool ShowBulletTraceWhenScoped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128, Size: 1] int MaxNoGravityRange;//[Offset: 0x12c, Size: 4] float LaunchGravityScale;//[Offset: 0x130, Size: 4] bool bEnableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1] bool bUseAnimWhenDisableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x135, Size: 1] bool bForceFinishPreviousSwitchWhenDisableProneHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x136, Size: 1] int UnableProneHoldingTipID;//[Offset: 0x138, Size: 4] bool bEnableVehicleHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13c, Size: 1] bool bEnableLeanOutHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d, Size: 1] bool bEnableShovelHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13e, Size: 1] bool bEnableShoulder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13f, Size: 1] bool bEnableVaultHolding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x140, Size: 1] int UnableShovelHoldingTipID;//[Offset: 0x144, Size: 4] int UnableVehicleHoldingTipID;//[Offset: 0x148, Size: 4] bool bEnablePeek;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c, Size: 1] int UnablePeekTipID;//[Offset: 0x150, Size: 4] bool bEnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x154, Size: 1] bool GuidedMissileVehicleRenderIsOpen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x155, Size: 1] PlugComponentSlotMap;//[Offset: 0x158, Size: 60] PlugComponentSlotDataMap;//[Offset: 0x194, Size: 60] float SwitchFromIdleToBackpackTime;//[Offset: 0x1d0, Size: 4] float SwitchFromBackpackToIdleTime;//[Offset: 0x1d4, Size: 4] enum[] DisableWeaponPlayerStateList;//[Offset: 0x1d8, Size: 12] int DisableUseWeaponPlayerStateMsgIDDefault;//[Offset: 0x1e4, Size: 4] int DisableUseWeaponPlayerStateMsgIDSpecific;//[Offset: 0x1e8, Size: 4] Transform AttachToBackRelativeTransform_NoBagL;//[Offset: 0x1f0, Size: 48] Transform AttachToBackRelativeTransform_NoBagR;//[Offset: 0x220, Size: 48] Transform AttachToBackRelativeTransform_Lv1BagL;//[Offset: 0x250, Size: 48] Transform AttachToBackRelativeTransform_Lv1BagR;//[Offset: 0x280, Size: 48] Transform AttachToBackRelativeTransform_Lv2BagL;//[Offset: 0x2b0, Size: 48] Transform AttachToBackRelativeTransform_Lv2BagR;//[Offset: 0x2e0, Size: 48] Transform AttachToBackRelativeTransform_Lv3BagL;//[Offset: 0x310, Size: 48] Transform AttachToBackRelativeTransform_Lv3BagR;//[Offset: 0x340, Size: 48] AttachToBackRelativeTransform_BagL_Map;//[Offset: 0x370, Size: 60] AttachToBackRelativeTransform_BagR_Map;//[Offset: 0x3ac, Size: 60] MaterialInstance* WeaponMaterialUsedForDisplay;//[Offset: 0x3e8, Size: 4] bool bIsShieldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] bool bCanBeHoldedWithShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ed, Size: 1] bool bHasTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ee, Size: 1] float StandbyAnimTimeInterval;//[Offset: 0x3f0, Size: 4] byte[] AutoCheckCreateSkillCompWeaponTypeList;//[Offset: 0x3f4, Size: 12] bool bAutoCheckCreateSkillComp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1] -------------------------------- Class: WeaponLogicBaseComponent.ActorComponent.Object STExtraWeapon* OwnerWeapon;//[Offset: 0xf4, Size: 4] STExtraPlayerController* GlobalController;//[Offset: 0xfc, Size: 4] void UpdateComponentTick();// 0x31b60b0 STExtraWeapon* TryGetOwnerWeapon();// 0x3657750 STExtraShootWeapon* TryGetOwnerShootWeapon();// 0x3657728 void MarkWeaponLogicComponentTickRoleEnable(byte Role, bool bTickEnable);// 0x3657664 bool IsWeaponOwnerOBTarget();// 0x365763c bool IsWeaponLogicComponentTickRoleEnabled(byte Role);// 0x36575bc bool IsWeaponLogicComponentTickEnabled();// 0x3657594 bool IsLocalOrSpectorPlayer();// 0x365756c FString GetWeaponDetailInfo();// 0x36574ac byte GetOwnerPawnRole();// 0x3657484 -------------------------------- Class: WeaponComponentItemData PickUpGlobalDataTableRow PickUpGlobalDataTableRow;//[Offset: 0x0, Size: 352] WeaponComponentDataTableRow WeaponComponentDataTableRow;//[Offset: 0x160, Size: 24] -------------------------------- Class: PickUpGlobalDataTableRow.SurviveTableRowBase.TableRowBase byte SurvivePickUpGlobalCategory;//[Offset: 0xc, Size: 1] SlateBrush SmallProfileImage;//[Offset: 0x10, Size: 152] SlateBrush LargerProfileImage;//[Offset: 0xa8, Size: 152] FString Name;//[Offset: 0x140, Size: 12] FString Description;//[Offset: 0x14c, Size: 12] int DisplayPriority;//[Offset: 0x158, Size: 4] -------------------------------- Class: SurviveTableRowBase.TableRowBase int ID;//[Offset: 0x4, Size: 4] int PickUpSoundID;//[Offset: 0x8, Size: 4] -------------------------------- Class: WeaponComponentDataTableRow.SurviveTableRowBase.TableRowBase int WeaponComponentID;//[Offset: 0xc, Size: 4] byte Type;//[Offset: 0x10, Size: 1] StaticMesh* ShowMesh;//[Offset: 0x14, Size: 4] -------------------------------- Class: WeaponSpecificHandler.WeaponLogicBaseComponent.ActorComponent.Object ItemDefineID ItemDefineID;//[Offset: 0x100, Size: 24] FName LogicSocket;//[Offset: 0x118, Size: 8] FName AttachSocket;//[Offset: 0x120, Size: 8] byte SurviveWeaponPropSlot;//[Offset: 0x128, Size: 1] float AIMinAttackDist;//[Offset: 0x12c, Size: 4] float AIMaxAttackDist;//[Offset: 0x130, Size: 4] float AIAttackDist;//[Offset: 0x134, Size: 4] ItemHandleBase* GetBackpackItemHandle();// 0x36631d0 int GetAvailableBulletsNumInBackpack();// 0x36631a8 -------------------------------- Class: WeaponReconnectReplicateData STExtraPlayerController* OwnerPlayerController;//[Offset: 0x0, Size: 4] Actor* WeaponOwner;//[Offset: 0x4, Size: 4] bool UseNewReconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] FString OwnerPlayerName;//[Offset: 0xc, Size: 12] FName WeaponInventoryLogicSocket;//[Offset: 0x18, Size: 8] BulletInClip WeaponBulletInClip;//[Offset: 0x20, Size: 16] uint32 WeaponShootID;//[Offset: 0x30, Size: 4] uint32 WeaponClipID;//[Offset: 0x34, Size: 4] byte CurWeaponState;//[Offset: 0x38, Size: 1] byte CurShootType;//[Offset: 0x39, Size: 1] int CurShootTotalType;//[Offset: 0x3c, Size: 4] ItemDefineID DefineID;//[Offset: 0x40, Size: 24] int BackpackPistolListIndex;//[Offset: 0x58, Size: 4] bool bIsCurrentWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] int OperationIndex;//[Offset: 0x60, Size: 4] -------------------------------- Class: BulletInClip int CurBulletNumInClip;//[Offset: 0x0, Size: 4] BulletInWeapon[] CurBulletIDList;//[Offset: 0x4, Size: 12] -------------------------------- Class: BulletInWeapon int BulletID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: SpawnAndBackpackWeaponReplicatedData STExtraWeapon* TargetWeapon;//[Offset: 0x0, Size: 4] FName LogicSocket;//[Offset: 0x8, Size: 8] bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool bNeedSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] ItemDefineID ID;//[Offset: 0x18, Size: 24] bool bResetBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] int ClientResetBulletNum;//[Offset: 0x34, Size: 4] int OperationIndex;//[Offset: 0x38, Size: 4] Actor* WeaponOwnerActor;//[Offset: 0x3c, Size: 4] FString OwnerCharacterName;//[Offset: 0x40, Size: 12] bool bIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] int SyncTicket;//[Offset: 0x50, Size: 4] -------------------------------- Class: WeaponTriggerEventHandleSkill.WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x3411090 static int GetWeaponSkillID(STExtraWeapon* Weapon);// 0x3664bc0 -------------------------------- Class: WeaponTriggerEventHandleBase.WeaponLogicBaseComponent.ActorComponent.Object void ProcessTriggerEventInternal(enum Event);// 0x3411090 void ProcessTriggerEvent(enum Event);// 0x33aa3a4 -------------------------------- Class: SceneCompUpdateOptimizationItem -------------------------------- Class: WeaponStateManager.WeaponLogicBaseComponent.ActorComponent.Object WeaponStateBase* CurrentState;//[Offset: 0x100, Size: 4] WeaponStateBase* DefaultState;//[Offset: 0x104, Size: 4] StateMap;//[Offset: 0x108, Size: 60] WeaponStateBase* GetCurrentState();// 0x3663930 byte GetCurrentFreshWeaponStateType();// 0x3663908 -------------------------------- Class: WeaponStateBase.WeaponLogicBaseComponent.ActorComponent.Object delegate OnBeginState;//[Offset: 0x100, Size: 12] delegate OnEndState;//[Offset: 0x10c, Size: 12] bool bCanEnterAnyState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x118, Size: 1] bool bNeedConditionGateCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x119, Size: 1] byte FreshWeaponStateType;//[Offset: 0x11a, Size: 1] byte[] ConditionGateMap;//[Offset: 0x11c, Size: 12] byte SpesificTargetState;//[Offset: 0x128, Size: 1] bool bSyncSpesificStateToServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x129, Size: 1] bool TryChangeToSpesificTargetState();// 0x30e6940 -------------------------------- Class: GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.LuaActorComponent.ActorComponent.Object delegate GrenadeAvatarEqiuped;//[Offset: 0x3ac, Size: 12] void PreChangeGrenadeAvatar(int InItemID);// 0x3280bc0 void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x31afe94 FString GetItemAvatarHandlePath(int ItemID);// 0x40a6134 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x40a6134 int GetDefaultAvatarID(int InAvatarID);// 0x40a6134 void AddAssetSoftObject(out SoftObjectPath[] FSoftObjectPathList);// 0x3280a84 -------------------------------- Class: ItemAvatarComponentBase.AvatarComponentBase.LuaActorComponent.ActorComponent.Object delegate VehicleEquipedDefaultAvatarEvent;//[Offset: 0x228, Size: 12] bool bNeedCheckResExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x234, Size: 1] ItemDefineID DefaultCfg;//[Offset: 0x238, Size: 24] bool bEnableLobbyMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x250, Size: 1] MeshComponent* ItemBodyMesh;//[Offset: 0x254, Size: 4] NetItemAvatarData NetAvatarData;//[Offset: 0x258, Size: 32] BackpackCommonAvatarHandle* ItemAvatarHandle;//[Offset: 0x310, Size: 4] BackpackCommonAvatarHandle* DefaultItemAvatarHandle;//[Offset: 0x314, Size: 4] int ItemType;//[Offset: 0x318, Size: 4] SkeletalMesh* MasterSkeletalMesh;//[Offset: 0x320, Size: 40] StaticMesh* MasterStaticMesh;//[Offset: 0x348, Size: 40] AssetObjectMap;//[Offset: 0x370, Size: 60] void VehicleEquipedDefaultAvatar__DelegateSignature(int AvatarID, int DefaultAvatarID);// 0x40a6134 void SyncChangeItemAvatar(int InItemID);// 0x31ce1ac void SetMasterStaticMeshPath(FString InPath, bool bForce);// 0x32a0ef8 void SetMasterSkeletalMeshPath(FString InPath, bool bForce);// 0x32a0df0 void ResetItemAvatar();// 0x32a0ddc void RequestDownloadItemInBattle(int InItemID);// 0x30e6a60 void ReportAvatarInfo(int InItemID);// 0x32a0d64 void PreChangeItemAvatar(int InItemID);// 0x31ce118 void OnRep_ItemAvatarChanged();// 0x32a0d48 bool IsValidAvatar();// 0x32a0d20 BackpackCommonAvatarHandle* GetValidAvatarHandle();// 0x32a0cf0 Object* GetSoftRefObj(out SoftObjectPath AssetRef);// 0x32a0c14 MeshComponent* GetItemBodyMesh();// 0x32a0bf8 MaterialInterface* GetDynamicMaterial(MaterialInstance* MatInstance, MaterialInterface* MatBase);// 0x314a680 void DownloadItemInBattleCallBack(uint32 ItemID, uint32 ErrorCode);// 0x30e6748 void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x31cdfa0 void ChangeItemAvatar(int InItemID, bool bUpdateFlag);// 0x32a0b2c void AsyncChangeItemAvatar(int InItemID);// 0x31cdef8 bool ApplyMesh(MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x31cdd24 bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x31cdc24 void AddAssetSoftObject(out SoftObjectPath[] ObjectPathList);// 0x3280a84 -------------------------------- Class: BackpackCommonAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object ItemAvatarData[] ItemAvatarMats;//[Offset: 0xf4, Size: 12] SkeletalMesh* ItemSkletalMesh;//[Offset: 0x100, Size: 40] StaticMesh* ItemStaticMesh;//[Offset: 0x128, Size: 40] class AnimInstance* ItemAnimBPPath;//[Offset: 0x150, Size: 40] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x3105490 bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3105070 bool HandleDrop(int InCount, enum Reason);// 0x3104a8c bool HandleDisuse(enum Reason);// 0x30f0984 BackpackComponent* GetBackpackComponent();// 0x310b4a0 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x310b3dc -------------------------------- Class: ItemAvatarData FName SlotID;//[Offset: 0x0, Size: 8] MaterialInterface* MatInstance;//[Offset: 0x8, Size: 40] MaterialInterface* LobbyMatInstance;//[Offset: 0x30, Size: 40] -------------------------------- Class: BackpackComponent.LuaActorComponent.ActorComponent.Object delegate ItemListUpdatedDelegate;//[Offset: 0x154, Size: 12] delegate SingleItemUpdatedDelegate;//[Offset: 0x160, Size: 12] delegate SingleItemDeleteDelegate;//[Offset: 0x16c, Size: 12] delegate BatchItemUpdateDelegate;//[Offset: 0x178, Size: 12] delegate BatchItemDeleteDelegate;//[Offset: 0x184, Size: 12] delegate CapacityUpdatedDelegate;//[Offset: 0x190, Size: 12] delegate ItemOperationDelegate;//[Offset: 0x19c, Size: 12] delegate ItemOperationInfoDelegate;//[Offset: 0x1a8, Size: 12] delegate AssociationOperationDelegate;//[Offset: 0x1b4, Size: 12] delegate ItemOperCountDelegate;//[Offset: 0x1c0, Size: 12] delegate ItemOperationFailedDelegate;//[Offset: 0x1cc, Size: 12] delegate BackPackTipsToPlayerDelegate;//[Offset: 0x1d8, Size: 12] delegate ItemHandleAddDelegate;//[Offset: 0x1e4, Size: 12] PickupLimitSetting;//[Offset: 0x1f0, Size: 60] delegate ItemUpdatedDelegate;//[Offset: 0x22c, Size: 12] delegate ItemRemovedDelegate;//[Offset: 0x238, Size: 12] CustomAccessoriesData[] CustomAccessoriesData;//[Offset: 0x244, Size: 12] BattleItemPickupAfterLand[] BattleItemPickupAfterLandList;//[Offset: 0x250, Size: 12] SpecialPickInfo[] specialCountLimit;//[Offset: 0x25c, Size: 12] IncNetArray ItemListNet;//[Offset: 0x274, Size: 24] IncNetArray ItemListNetCache;//[Offset: 0x28c, Size: 24] CacheBattleItemMap;//[Offset: 0x2a4, Size: 60] ItemDefineID[] BroadcastInsertItemList;//[Offset: 0x2e0, Size: 12] ItemDefineID[] BroadcastUpdateItemList;//[Offset: 0x2ec, Size: 12] ItemDefineID[] BroadcastDeleteItemList;//[Offset: 0x2f8, Size: 12] bool AutoEquipAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] ItemHandleBase*[] ItemHandleList;//[Offset: 0x308, Size: 12] ItemHandleMap;//[Offset: 0x314, Size: 60] int CapacityThreshold;//[Offset: 0x350, Size: 4] float Capacity;//[Offset: 0x354, Size: 4] float OccupiedCapacity;//[Offset: 0x358, Size: 4] float SafetyBoxCapacity;//[Offset: 0x35c, Size: 4] float SafetyBoxOccupiedCapacity;//[Offset: 0x360, Size: 4] int virtualitemid;//[Offset: 0x374, Size: 4] bool IsForbidAutoEquipAttachments;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380, Size: 1] int[] NeedToShowTypeList;//[Offset: 0x384, Size: 12] bool bVerifyWeaponPackageData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] bool bShowBounty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391, Size: 1] delegate BackpackShowBountyDelegate;//[Offset: 0x394, Size: 12] bool UseItem(ItemDefineID DefineID, BattleItemUseTarget Target, enum Reason);// 0x3b9e56c float UpdateCapacity();// 0x314dec8 void UnlockUpdateItemListReceive();// 0x3b9e558 void TryMergeItemHandles(out const ItemDefineID DefineID, enum InItemStoreArea);// 0x3b9e484 int TakeItem(ItemDefineID DefineID, int Count, bool bCallHandleDrop);// 0x3b9e360 bool SwapItem(ItemDefineID DefineID1, ItemDefineID DefineID2);// 0x3b9e274 void ServerSetShowBounty(bool bInShowBounty);// 0x3b9e1ac void ServerSetCustomAccessories(int WeaponItemID, int Index, int ItemID);// 0x3b9e068 void ServerEnableItem(ItemDefineID DefineID, bool bUse);// 0x3b9df38 int ReturnItem(ItemDefineID DefineID, int Count, bool bCallHandlePickup);// 0x3b9de14 bool RemoveItemHandle(out const ItemDefineID DefineID);// 0x3b9dd74 void ReceiveItemList();// 0x33362c0 void ReceiveCapacity();// 0x31a64dc bool PreCheckCanPickupBagAvatar(BattleItemHandleBase* NewBackPackBagAvatar, enum reson);// 0x362eaa0 void PostItemHandleEquippingState(out const ItemDefineID DefineID, bool bEquipping);// 0x3b9dc98 bool PickupItemFromWrapperDetail(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x3b9d954 bool PickUpItem_Default(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3b9d658 bool PickupItem(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x3b9d314 void PickupBattleItemOnPlane();// 0x3b9d300 bool PickItem_IntoSafetyBox(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3b9d004 bool PickItem_IntoBackpack(ItemDefineID DefineID, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3b9cd08 void OnRep_specialCountLimit();// 0x3b9ccf4 void OnRep_ItemListNet();// 0x3b9cce0 void OnRep_Capacity();// 0x3b9cccc void NotifyItemUpdated(out const ItemDefineID DefineID);// 0x3b9cc34 void NotifyItemRemoved(out const ItemDefineID DefineID);// 0x3b9cb9c void NotifyItemListUpdated();// 0x3b9cb80 void NotifyCapacityUpdated();// 0x3b9cb64 BattleItemHandleBase* NewItemHandle(out const ItemDefineID DefineID);// 0x3b9cac4 ItemDefineID NewItemDefineID(out const ItemDefineID DefineID);// 0x3b9ca10 void ModifyItemHandleEquippingState(ItemHandleBase* ItemHandle, bool bEquipping);// 0x3b9c94c void ModifyItemHandleCount(ItemHandleBase* ItemHandle, int Count);// 0x3b9c890 void ModifyAutoPickClipType(int InAutoPickClipType);// 0x3b9c7dc void ModifyAimNotAutoUse(bool bAdd);// 0x3b9c714 void LockUpdateItemListReceive();// 0x3b9c700 BattleItemData ItemNet2Data(out const NetArrayUnit NetItem);// 0x3b9c544 bool IsNeedToShowInBackpack(int TypeDefineID);// 0x3b9c4c4 bool IsItemListUpdatedHasSomeItemTypes(out const int[] ItemTypes);// 0x3b9c3f0 bool IsItemListUpdatedHasSomeItemSubTypes(out const int[] ItemSubTypes);// 0x3b9c31c bool IsItemListUpdatedHasSomeItems(out const int[] ItemTypeSpecificIDs);// 0x3b9c248 bool IsItemListUpdatedHasOneItemType(int ItemType);// 0x3b9c1c8 bool IsItemListUpdatedHasOneItemSubType(int ItemSubType);// 0x3b9c148 bool IsItemListUpdatedHasOneItem(int ItemTypeSpecificID);// 0x3b9c0c8 bool IsItemExist(out const ItemDefineID DefineID);// 0x3b9c028 bool IsEnableWeaponAttachmentBindToWeapon();// 0x33bdff4 bool IsCustomIgnoreAccessories(int WeaponID, int Index);// 0x3b9bf64 bool IsCustomAccessories(int WeaponID, int ItemID);// 0x3b9bea0 bool IsBackPackContainItemId(int ItemID);// 0x3b9be20 bool IsAutoUse(int ItemID);// 0x40a6134 bool HasUnEquipItemByDefindIdRange(int LowValue, int HighValue);// 0x3b9bd5c bool HasTagSub(int ItemID, out const FName TagName);// 0x40a6134 bool HasItemBySubType(int SubType);// 0x3b9bcdc bool HasItemByDefineID(out const ItemDefineID DefineID);// 0x3b9bc44 bool HasItemByDefindIdRange(int LowValue, int HighValue);// 0x3b9bb80 void HandleDropInDisuse(out const ItemDefineID DefineID, BattleItemHandleBase* ItemHandle, enum Reason, float OccupiedCapacityBeforeDisuse);// 0x3b9ba18 World* GetWorld_BP();// 0x3b9b9f0 int GetUnEquipItemNumByItemId(int ItemID);// 0x3b9b970 SpecialPickInfo GetSpecialItemNow(ItemDefineID DefineID);// 0x3b9b8d0 SpecialPickInfo GetSpecialItemBefore(int ItemResId);// 0x3b9b840 float GetSafetyBoxCapacity();// 0x317f2fc BattleItemData GetLeastElectrictyBattleItemData(ItemDefineID DefineID, enum AdditionalDataNameType);// 0x3b9b740 int GetItemSubType(int ItemID);// 0x40a6134 BattleItemData[] GetItemListByDefineID(out const ItemDefineID DefineID);// 0x3b9b5d0 GetItemHandleMap();// 0x3b9b598 ItemHandleBase*[] GetItemHandleList();// 0x3b9b528 int GetItemCountByType(int InItemType);// 0x3b9b4a8 int GetItemCountByItemSpecialID(int InItemSpecialID);// 0x3b9b428 BattleItemData GetItemByDefineID(out const ItemDefineID DefineID);// 0x3b9b364 float GetItemAssociateWeights(out const BattleItemData InItemData);// 0x3b9b2ac BattleItemData GetFirstItemBySubType(int SubType);// 0x3b9b200 BattleItemData GetFirstItemByDefineIDIgnoreInstance(out const ItemDefineID DefineID);// 0x3b9b13c BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const ItemDefineID DefineID);// 0x3b9b078 BattleItemData[] GetAllItemList(enum InItemStoreArea);// 0x3b9af20 enum GetAIPickupType(int ItemID);// 0x33b9fcc void ForceNetUpdate();// 0x332aa60 bool DropItem(ItemDefineID DefineID, int Count, enum Reason);// 0x3b9ae00 bool DisuseItem(ItemDefineID DefineID, enum Reason);// 0x3b9ad24 BattleItemHandleBase* CreateItemHandleInternal(out const ItemDefineID DefineID);// 0x3b9ac84 ItemHandleBase* CreateItemHandle(out const ItemDefineID DefineID);// 0x3b9abe4 int ConsumeItem(ItemDefineID DefineID, int Count);// 0x3b9ab10 void ClientBroadcastItemOperationFailedDelegate(const ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x3b9aa08 void ClientBroadcastItemOperationDelegate(const ItemDefineID DefineID, enum OperationType, byte Reason);// 0x3b9a900 int CheckSpecialMaxCountForItem(ItemDefineID DefineID, int Count);// 0x3b9a82c bool CheckSkillPropItemCanBePickup(BackpackComponent* BackpackComp, ItemDefineID DefineID);// 0x3b9a74c bool CheckPickUpItemDefaultSuccess(out const ItemDefineID DefineID, bool bPickupSucc, bool bAutoEquip);// 0x3b9a610 int CheckLeftLimitCountForItem(int InItemID, int InCount);// 0x3b9a544 void CheckItemEmptyInBackpack(int InItemID);// 0x3b9a4cc int CheckCapacityForItem(ItemDefineID DefineID, int Count, enum InItemStoreArea);// 0x3b9a3b4 bool ChangeItemStoreArea(ItemDefineID DefineID, int InItemNum, enum InItemStoreArea);// 0x3b9a294 bool CanDisuseToBackpack(ItemDefineID DefineID);// 0x3b9a1fc bool CacheItemAssociationBeforeDisuse(ItemDefineID DefineID, enum Reason);// 0x3b9a120 void BroadcastItemOperCountDelegate(out const ItemDefineID DefineID, enum OperationType, int Count);// 0x3b9a008 void BroadcastItemOperationInfoDelegate(out const ItemOperationInfo ItemOperationInfo);// 0x3b99f6c void BroadcastItemOperationFailedDelegate(out const ItemDefineID DefineID, enum OperationType, enum FailedReason);// 0x3b99e54 void BroadcastItemOperationDelegate(out const ItemDefineID DefineID, enum OperationType, byte Reason);// 0x3b99d3c bool AddItemHandle(out const ItemDefineID DefineID, ItemHandleBase* ItemHandle);// 0x3b99c58 void AddBattleItemPickupOnPlane(out ItemDefineID DefineID, out BattleItemPickupInfo PickupInfo, enum Reason, enum BattleItemClientPickupType);// 0x3b999bc -------------------------------- 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: 64] enum Reason;//[Offset: 0x58, Size: 1] enum BattleItemClientPickupType;//[Offset: 0x59, 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 bMarkDelete;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] -------------------------------- Class: BattleItemNet ItemDefineID DefineID;//[Offset: 0x0, Size: 24] int Count;//[Offset: 0x18, Size: 4] bool bEquipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] enum ItemStoreArea;//[Offset: 0x1d, Size: 1] BattleItemAdditionalData[] AdditionalData;//[Offset: 0x20, Size: 12] ItemAssociation[] Associations;//[Offset: 0x2c, Size: 12] int Durability;//[Offset: 0x38, Size: 4] -------------------------------- Class: ItemOperationInfo ItemDefineID DefineID;//[Offset: 0x0, Size: 24] enum BattleItemOperationType;//[Offset: 0x18, Size: 1] byte Reason;//[Offset: 0x19, Size: 1] int Count;//[Offset: 0x1c, Size: 4] -------------------------------- Class: CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object SlotTypeToSocket;//[Offset: 0x710, Size: 60] SubSlotTypeToSocket;//[Offset: 0x74c, Size: 60] int gender;//[Offset: 0x788, Size: 4] delegate OnAvatarEquipped;//[Offset: 0x78c, Size: 12] AvatarSlotNameConfig DefaultSlotNameConfig;//[Offset: 0x798, Size: 120] SlotNameMap;//[Offset: 0x810, Size: 60] int HeadAvatarID;//[Offset: 0x860, Size: 4] int PreHeadAvatarID;//[Offset: 0x864, Size: 4] SoftObjectPath HeadMeshSoftPath;//[Offset: 0x868, Size: 24] class AnimInstance* HeadAniminstanceClass;//[Offset: 0x880, Size: 4] bool isEnable2PassHairMarkDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x885, Size: 1] bool forceLodMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x894, Size: 1] bool bEnableCameraModeLODControll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x895, Size: 1] HadHideBoneNames;//[Offset: 0x898, Size: 60] enum[] OpenResetHideBone;//[Offset: 0x8d4, Size: 12] AvatarHideBoneMap;//[Offset: 0x8e0, Size: 60] int[] ignoreSlots;//[Offset: 0x91c, Size: 12] int WholeBodyModelID;//[Offset: 0x928, Size: 4] int CurrentClothID;//[Offset: 0x92c, Size: 4] int[] NeedRemoveSlot;//[Offset: 0x930, Size: 12] AvatarRectifyData;//[Offset: 0x93c, Size: 60] delegate OnAvatarRectifyDataChange;//[Offset: 0x978, Size: 12] bool bWearingSuit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x984, Size: 1] ClothMaterialColorName;//[Offset: 0x988, Size: 60] ClothMaterialSkinName;//[Offset: 0x9c4, Size: 60] RunningColorHandle;//[Offset: 0xa00, Size: 60] RunningPatternHandle;//[Offset: 0xa3c, Size: 60] LoadedEffectGroup;//[Offset: 0xa78, Size: 60] delegate OnAvatarAttachEquipped;//[Offset: 0xab4, Size: 12] delegate OnClothParticleEquipped;//[Offset: 0xac0, Size: 12] delegate OnClothPlaneCutChanged;//[Offset: 0xacc, Size: 12] LoadedAttachMeshGroup;//[Offset: 0xad8, Size: 60] int ConfigMinDistFromMainChar;//[Offset: 0xb14, Size: 4] int ConfigMaxDistFromMainChar;//[Offset: 0xb18, Size: 4] int ConfigBaseNonRenderedUpdateRate;//[Offset: 0xb1c, Size: 4] float[] ConfigBaseVisibleDistanceFactorThesholds;//[Offset: 0xb20, Size: 12] AvatarAttachMeshFrameSkipMap[] ConfigLODToFrameSkipMap;//[Offset: 0xb2c, Size: 12] float ConfigBoundScale;//[Offset: 0xb38, Size: 4] int EnableEquipAvatarPendant;//[Offset: 0xb3c, Size: 4] bool bConsiderDefaultReplaceModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb40, Size: 1] bool bAllowSetInvincible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb41, Size: 1] AdditionalAvatarMap;//[Offset: 0xb44, Size: 60] FakeHeadInfo FakeHeadInfo;//[Offset: 0xb80, Size: 56] class AnimInstance* SoftAnimBPClass;//[Offset: 0xbb8, Size: 40] bool EnableCachedAvatarRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe0, Size: 1] bool bEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe3, Size: 1] bool HasVehicleAjustHandle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe4, Size: 1] int BodySlotStateChangeCount;//[Offset: 0xbe8, Size: 4] float CutPlaneW;//[Offset: 0xbec, Size: 4] bool EnableClothPlaneCut;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf0, Size: 1] SkinnedMeshComponent* ClothSkinMeshTobeCut;//[Offset: 0xc10, Size: 4] bool bEnableAvatarReAttachFeature;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc14, Size: 1] bool bVisibleChangeRefreshAvatarReAttach;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc15, Size: 1] enum[] AlwaysResetReAttachSlotList;//[Offset: 0xc18, Size: 12] PendingAvatarReAttachCollectionMap;//[Offset: 0xc24, Size: 60] FinalWorkingAvatarReAttachMap;//[Offset: 0xc60, Size: 60] int BackAircraftType;//[Offset: 0xc9c, Size: 4] int BackSkateType;//[Offset: 0xca0, Size: 4] int TypeToInt(enum InSlotType);// 0x319064c void TemporarySetHidedBonesVisibility(bool Visible);// 0x31905cc void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x3190490 void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x31903bc void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x31902e8 bool SetSkinMaterial(int SlotID, out const ItemDefineID DefineID, BackpackAvatarHandle* InAvatarHandle);// 0x31901c8 void SetNormalMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, int SlotID, BackpackAvatarHandle* InAvatarHandle);// 0x3190050 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x318fed8 void SetIgnoreSlots(BackpackAvatarHandle* avatar);// 0x318fe60 void SetClothParticleVisibility(int SlotID, bool Visible, bool IsForCE);// 0x318fd4c void SetCastPhotonShadow(bool Enable);// 0x318fccc bool SetBodySuitsMaterial(out const MeshPackage MeshPack, MeshComponent* MeshComp, BackpackAvatarHandle* InAvatarHandle);// 0x318fb90 void SetAvatarVisibility(enum SlotType, bool Visible, bool IsForCE);// 0x318fa7c void SetAvatarGender(int AGender);// 0x318da28 void SetAvatarForceLOD(enum SlotType, int LODLevel);// 0x318f9c0 void SetAllMeshCharMode(bool bMainChar);// 0x318f940 void ResetOnReCycle();// 0x318f92c void ResetBackpackPendant(int InSlotID, BackpackAvatarHandle* AvatarHandle);// 0x318f870 void ResetAnimDynamicsByMeshComp(MeshComponent* MeshComp);// 0x318f7f0 void ResetAllAnimDynamics();// 0x318f7d4 void RequestSyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x318f708 void ReportAvatarInfo(out AvatarInfo);// 0x318f5fc void RemoveForceReplaceOnVehicle(int SlotID);// 0x318f584 void RemoveClothParticleEffect(int SlotID);// 0x318f50c void RemoveAvatarReAttach(const enum InTriggerSlot);// 0x318f494 void RemoveAttachMesh(int SlotID);// 0x318f41c void RefreshAvatarReAttachForAssociatedSlot(const enum InScaledSlot, const enum InAssociatedSlot);// 0x318f360 void RefreshAvatarReAttach();// 0x318f34c void ProcessUnDownloadHead();// 0x318f330 void ProcessClothSuits();// 0x318f314 void ProcessChangedVehicleSeat();// 0x40a6134 void ProcessAvatarRectify();// 0x318f2f8 void PreProcessBeforeLoadMesh();// 0x318f2dc void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x40a6134 void PostProcessAfterLoadMesh();// 0x318f2c0 void OnSyncLoadBattleHandlesDone(out const BattleItemHandleBase*[] AvatarHandles);// 0x318f1f4 void OnRespawned();// 0x309ced4 void OnRep_EnableClothPlaneCut();// 0x318f1e0 void OnRep_BodySlotStateChangedInternal();// 0x318f1cc void OnRep_BodySlotStateChanged();// 0x318f1b0 void OnRecycled();// 0x30e6970 void OnPlayerLeaveState(enum State);// 0x318f138 void OnPlayerEnterState(enum State);// 0x318f0c0 void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x318efec void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x318ef18 void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x318ee68 void OnEnterOrLeaveVehicle();// 0x40a6134 void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x318ed48 void OnClothPlaneCutChanged__DelegateSignature(bool IsEnable);// 0x40a6134 void OnClothParticleEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x40a6134 void OnAvatarRectifyDataChange__DelegateSignature();// 0x40a6134 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID, int RealShowItemID);// 0x318ebd4 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x318eaf8 void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x318e9c0 void OnAvatarEquippedCall(enum SlotType, bool bEquipped, int ItemID);// 0x318e8b4 void OnAvatarEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x40a6134 void OnAvatarAttachEquipped__DelegateSignature(enum SlotType, bool IsEquipped, int ItemID);// 0x40a6134 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x318e834 void OnAsyncLoadBattleHandlesDone_Download(int InAsyncLoadIndex, out const BattleItemHandleBase*[] AvatarHandles, out const ItemDefineID[] DefineIDList);// 0x318e684 void OnAsyncLoadBattleHandlesDone(int InBodySlotStateChangeCount, out const BattleItemHandleBase*[] AvatarHandles, out const ItemDefineID[] DefineIDList);// 0x318e4d4 void ModifySlotFakeID(enum Slot, int FakeID);// 0x318e418 void MarkAvatarBoneRetargetLODFeature(const enum InAvatarSlot, const bool InIsUseEnable);// 0x318e34c bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x318e224 bool IsWearingAvatarNeedParachuteWind();// 0x40a6134 bool IsUseDefaultReplaceModel(int InSlotID, out const ItemDefineID InItemDefineID, BackpackAvatarHandle* Handle);// 0x318e0fc bool IsTeammate();// 0x30e6940 bool IsSelf();// 0x30e68e8 bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x318e000 bool IsSameAvatarHandle(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x318df04 bool IsPendantExistAndBackpackHided(int SlotType);// 0x318de84 bool IsNeedModifyVehicle(int TemplateID);// 0x318de04 bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x318dd38 bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x318dc08 bool IsInVehicleTemplateConfig(int VehicleID, int TemplateID);// 0x318db44 bool IsCutPlaneOnVehicleOpen();// 0x40a6134 enum IntToType(int InSlotID);// 0x318dad0 void InitMasterComponent();// 0x318dabc void Initialize();// 0x318daa0 void InitialAvatarParam(int AGender);// 0x318da28 void InitDefaultMesh(BattleItemHandleBase* Handle);// 0x318d9b0 void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x318d8b0 bool InitBodyMeshByHead(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x318d7cc bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh);// 0x40a6134 bool HaveSubTypeMesh(enum SlotType, int SubType);// 0x318d708 bool HandleUnEquipCloth(out const ItemDefineID InItemID);// 0x318d670 bool HandleUnEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x318d594 void HandleHeadEquipped(BattleItemHandleBase* Handle);// 0x318d51c void HandleEquipInitalCloth(BattleItemHandleBase* InItemHandle);// 0x318d4a4 bool HandleEquipCloth(out const ItemDefineID InItemID, BackpackAvatarHandle* InAvatarHandle);// 0x318d3c8 bool HandleEquipAdditionalCloth(out const ItemDefineID InItemID, int InSlotID);// 0x318d2ec StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x318d238 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x318d128 SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x318d074 int GetRepalceIDOnVehicle(int OriginID);// 0x40a6134 enum GetPendantSlotType();// 0x318d044 MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x318cfbc MaterialInstanceDynamic* GetMaterialBySlotName(enum InSlotType, FName SlotName);// 0x318cef8 MaterialInstance* GetMaterial(out const MeshPackage MeshPack);// 0x318ce44 BackpackAvatarHandle* GetLoadedHandle(int SlotID);// 0x318cdc4 int GetEquipmentSkinItemID(int InItemID);// 0x318cd3c bool GetEquimentMeshBySlot(int Slot, out MeshData MeshPack);// 0x318cc44 int[] GetDefaultBodyItemIDList();// 0x318cb84 FName GetClothMaterialSkinName(enum SlotType, bool bSuit);// 0x318cab0 FName GetClothMaterialColorName(enum SlotType, bool bSuit);// 0x318c9dc MaterialInterface* GetCharSkinMaterial(MeshComponent* MasterMesh, enum SlotType, BackpackAvatarHandle* InAvatarHandle);// 0x318c8d4 enum GetBPSlotNameConfigType(BackpackAvatarHandle* InAvatarHandle);// 0x40a6134 BackpackAvatarItemPattern* GetAvatarItemPattern(enum InSlotType, int InPatternID, int InNumID);// 0x318c7cc BackpackAvatarItemColor* GetAvatarItemColor(enum InSlotType, int InColorID);// 0x318c708 int GetAvatarIDBySlotID(int SlotID);// 0x318c688 enum GetAttachPartSlotType();// 0x318c658 MeshComponent* GetAttachParentMesh(int SlotID);// 0x318c5d0 bool GetAttachMeshResRef(out const AvatarAttachMeshData MeshPack, out SoftObjectPath OutAssetRef);// 0x318c44c void GetAllEquipItemsWithoutFake(out int[] EquipItems);// 0x318c380 void GetAllEquipItems(out int[] EquipItems);// 0x318c2b4 void GenerateVehicleTemplateConfig();// 0x40a6134 bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle);// 0x40a6134 void ForceReplaceAvatarOnVehicle(int SlotID);// 0x318c23c void FillVehicleTemplateConfig(int TemplateID, int VehicleID);// 0x318c180 bool EnableEquipAvatarPendantFeature();// 0x318c158 bool DeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x318c084 BackpackAvatarItemPattern* CreateAvatarItemPattern(enum InSlotType, int InPatternID);// 0x40a6134 BackpackAvatarItemColor* CreateAvatarItemColor(enum InSlotType, int InColorID);// 0x40a6134 ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x318bfa0 void ClearAvatarHandlerFromPool(out const ItemDefineID InItemID);// 0x318bf08 bool CheckShouldEquipDefaultItem(int InSlotID);// 0x318be80 bool CheckIsHiddenByOther(int InItemResID);// 0x318be00 void CheckAvatarReAttachForSlotAssociation(const enum InSlot);// 0x318bd88 void CheckAvatarReAttachForSlot(const enum InScaledSlot);// 0x318bd10 void CheckAvatarReAttachCancelForSlotAssociation(const enum InScaledSlot);// 0x318bc98 void CancelAvatarReAttach(out const ReAttachConfig InAvatarReAttachInfo);// 0x318baa0 void BPOnRemoveAvatarReAttach();// 0x40a6134 void BPOnDeleteAvatarMeshData(int InSlotID, bool MeshChanged);// 0x40a6134 bool BPIsNeedModifyVehicle(int VehicleID, int TemplateID, int SeatIdx);// 0x40a6134 void AsyncLoadClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x318b9e4 void AsyncLoadAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x318b928 void ApplyMeshCompCollision(int SlotID);// 0x318b8b0 bool ApplyMaterial(MeshComponent* InMeshComponent, ItemHandleBase* InItemHandle);// 0x318b7e4 void ApplyClothParticleEffect(int SlotID, BackpackAvatarHandle* Handle);// 0x318b728 void ApplyAvatarReAttach(out const ReAttachConfig InAvatarReAttachInfo);// 0x318b530 void ApplyAvatarCustomInfo(int InSlotID, MaterialInstanceDynamic* InMatDynamic, BackpackAvatarItemColor* InColorHandle, BackpackAvatarItemPattern* InPatternHandle);// 0x318b3dc void ApplyAttachMesh(int SlotID, BackpackAvatarHandle* Handle);// 0x318b320 void ApplyAnimListOverride(ItemHandleBase* InItemHandle, bool IsPutOn);// 0x318b254 void AddAvatarReAttach(const enum InTriggerSlot, out const AvatarReAttachConfigCollection InAvatarReAttachCollection);// 0x318b164 void AddAvatarHandleToPool(ItemHandleBase* InHandle);// 0x318b0e4 void ActivateLimitEffect(FName ComponentTag, bool bActivate);// 0x318b010 -------------------------------- Class: SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object SlotToSocket;//[Offset: 0x430, Size: 60] DefaultAvataConfig;//[Offset: 0x46c, Size: 60] LoadedMeshComps;//[Offset: 0x4a8, Size: 60] LoadedHandleDescs;//[Offset: 0x4e4, Size: 60] delegate OnAvatarBeginLoadMesh;//[Offset: 0x520, Size: 12] delegate OnAvatarAllMeshLoaded;//[Offset: 0x52c, Size: 12] delegate OnAvatarMeshEquipped;//[Offset: 0x538, Size: 12] delegate OnAvatarMeshMaterialApplyed;//[Offset: 0x544, Size: 12] bool EnableMaterialOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] bool EnableMeshOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x551, Size: 1] bool IsGameStateValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x552, Size: 1] ItemHandleBase*[] LoadedAvatarHandlerPool;//[Offset: 0x554, Size: 12] int AsyncLoadReqID;//[Offset: 0x5f8, Size: 4] int LastAsyncLoadReqID;//[Offset: 0x5fc, Size: 4] bool bAutonomousLoadRes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x610, Size: 1] AvatarEntity*[] EntityTickList;//[Offset: 0x614, Size: 12] AvatarEntityList;//[Offset: 0x620, Size: 60] AvatarEntityFactory* EntityFactory;//[Offset: 0x65c, Size: 4] delegate OnRegisterEntityTick;//[Offset: 0x660, Size: 12] bool bLoadWithBatchBody;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c, Size: 1] enum[] LoadWithBatchBodyFilterTypes;//[Offset: 0x670, Size: 12] int[] LoadWithBatchBodyFilterTemplateIDs;//[Offset: 0x67c, Size: 12] void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x3190490 void Streamable_RequestAsyncLoadHandles_Download(out const ItemDefineID[] InHandleList);// 0x31903bc void Streamable_RequestAsyncLoadHandles(out const ItemDefineID[] InHandleList);// 0x31902e8 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x318fed8 void SetLoadMeshWithBatchBody(bool bFlag);// 0x33c77f0 void ResetSlotSyncData();// 0x33c77d4 void RequestSyncLoadMeshesWithPath(out const SoftObjectPath[] AssetPathList);// 0x33c76a0 void RequestSyncLoadMeshes();// 0x33c768c void RequestBatchDownloadItemInBattle(out const uint32[] RequestItemIDS);// 0x30e698c void RequestAsyncLoadMeshes();// 0x33c7678 void RequestAsyncLoadHandles();// 0x33c7664 void RemoveEquippedAvatar(int InSlotID);// 0x33c75e4 void RemoveAllEquippedAvatar(bool bClearMasterMesh);// 0x33c755c void ReloadLogicAvatar(int SlotID, enum ReloadType, bool bReBuild);// 0x33c744c void ReloadAllLogicAvatar(enum ReloadType);// 0x33c73cc void ReloadAllEquippedAvatar(enum ReloadType);// 0x33c734c void RegisterEntityTick(AvatarEntity* Entity, bool isRegister);// 0x33c7288 bool PutOnEquipmentByResID(int resID);// 0x33c7200 bool PutOffEquimentByResID(int resID);// 0x33c7178 void PreProcessBeforeLoadMesh();// 0x318f2dc void PostProcessAfterLoadMesh();// 0x318f2c0 void OnSyncLoadMeshesDone();// 0x33c7164 void OnRespawned();// 0x309ced4 void OnRep_BodySlotStateChanged();// 0x318f1b0 void OnRegisterEntityTick__DelegateSignature();// 0x40a6134 void OnRecycled();// 0x30e6970 void OnItemsDownloaded(out const uint32[] InDownloadItemIDs);// 0x318ef18 void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x318ee68 void OnAvatarMeshMaterialApplyed__DelegateSignature(MeshComponent* MeshComponent);// 0x40a6134 void OnAvatarMeshEquippedEvent(int InSlotID, bool bEquipped, out const ItemDefineID InItemDefineID, int RealShowItemID);// 0x318ebd4 void OnAvatarMeshEquipped__DelegateSignature(int SlotID, bool bEquipped, int ItemID);// 0x40a6134 void OnAvatarBeginLoadMesh__DelegateSignature();// 0x40a6134 void OnAvatarAllMeshLoaded__DelegateSignature();// 0x40a6134 void OnAsyncLoadMeshesDone(int AsyncLoadID);// 0x318e834 void OnAsyncLoadHandlesDone_Download(out const ItemHandleBase*[] AvatarHandles);// 0x33c7090 void OnAsyncLoadHandlesDone(out const ItemHandleBase*[] AvatarHandles);// 0x33c6fbc void OnAllAvatarHandleLoadedDoneSync();// 0x33c6fa8 void OnAllAvatarHandleLoadedDone();// 0x33c6f94 bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x33c02bc bool LoadAvatarMeshData(out const AvatarSlotDesc InSlotDesc, bool bForce);// 0x318e224 bool IsValidStateToRequestDownload();// 0x33c6f6c bool IsSlotHasEquipped(int InSlotID, bool bIngnoreDefault);// 0x33c6ea0 bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x318dd38 bool IsItemHasEquipped(int InItemID);// 0x33bf914 bool IsForceRecreateMeshBoneRetargetAdaptSlot(const enum InTestSlot);// 0x33c6e18 bool IsEnableItemDownload(int ItemID);// 0x40a6134 bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x33bf7dc bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x33c6d90 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x33c6d08 void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x33c6c44 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x318d128 enum GetMeshTypeBySlot(int InSlotID);// 0x33c6bc4 MeshComponent* GetMeshCompBySlotID(int InSlotID);// 0x33c6b44 MeshComponent* GetMeshCompBySlot(enum SlotType);// 0x318cfbc ItemHandleBase*[] GetLoadedItemHandlePool();// 0x33c6ad4 int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID);// 0x33c69c4 int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID);// 0x33c68b4 AvatarEntityFactory* GetEntityFactory();// 0x33c6884 SoftObjectPath GetBatchDefaultBodyPath();// 0x40a6134 ItemHandleBase* GetAvatarHandleExternal(out const ItemDefineID InItemID, bool bDirectCreate);// 0x33c67a0 AvatarEntity* GetAvatarEntity(int SlotID, FName Option, int SubSlotID);// 0x33c6698 MeshComponent* GetAttachParentMesh(int SlotID);// 0x318c5d0 MeshComponent*[] GetAllMeshComponents(bool CheckVisible);// 0x33c6588 int GetAdvanceVehicleInsideSlotID();// 0x33c6558 bool GenerateDefaultAvatarConfig(int InBaseSkinID);// 0x40a6134 bool DeleteAvatarMeshData(int InSlotID, bool DestroyComp);// 0x318c084 ItemHandleBase* CreateAvatarHandle(out const ItemDefineID InItemID, Object* Outer);// 0x318bfa0 AvatarEntity* CreateAvatarEntity(int SlotID, int SubSlotID);// 0x33c6494 bool CheckSlotInfo(int InSlotID, out bool isHide, out bool isReplace, out bool bVisable, out ItemDefineID OutItemID);// 0x33c62ac bool CanLoadItemWithBatchBody(out const ItemDefineID InItemID);// 0x33c6214 void BuildLoadHandleList(out ItemDefineID[] RequestItemList);// 0x33c6140 void BuildDownloadLoadHandleList(out const uint32[] DownloadItemIDs, out ItemDefineID[] OutRequestItemList);// 0x33c5fd4 enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x33c5ec4 void BPCreateAvatarCustomHandle(int SlotID, int ItemID, out const AvatarCustom InCostomInfo, out AvatarCustomBase*[] OutCustomHandle);// 0x40a6134 void BatchDownloadItemInBattleCallBack(uint32[] ItemIDs, uint32[] ErrorCodes);// 0x30e64d0 -------------------------------- Class: SlotAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object LogicSlotDesc;//[Offset: 0x228, Size: 60] ViewSlotDesc;//[Offset: 0x264, Size: 60] NetAvatarSyncData NetAvatarData;//[Offset: 0x2a0, Size: 24] AvatarSlotDesc[] PendingEquipItemLogic;//[Offset: 0x2b8, Size: 12] AvatarSlotDesc[] PendingUnEquipItemLogic;//[Offset: 0x2c4, Size: 12] delegate OnAvatarEquippedEvent;//[Offset: 0x2d0, Size: 12] delegate OnAvatarUnequippedEvent;//[Offset: 0x2dc, Size: 12] delegate OnAvatarEquippedFailedEvent;//[Offset: 0x2e8, Size: 12] int ItemType;//[Offset: 0x2f4, Size: 4] enum CustomType;//[Offset: 0x2f8, Size: 1] ForceEquipItemLogic;//[Offset: 0x2fc, Size: 60] bool bEnableRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] bool bEnableBPModifyRelation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341, Size: 1] bool bEnableBPModifySlotType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x342, Size: 1] bool bEnableBPModifySlotName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x343, Size: 1] int SubSlotStartNum;//[Offset: 0x344, Size: 4] int SubSlotIntervalNum;//[Offset: 0x348, Size: 4] SlotHideStateMap;//[Offset: 0x34c, Size: 60] TempRunningSlotDesc;//[Offset: 0x388, Size: 60] int[] AlawysHideResetOperation;//[Offset: 0x40c, Size: 12] bool bEnableConflictRule;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 1] delegate OnAvatarConflictProcess;//[Offset: 0x41c, Size: 12] void SetForceHideState(int InSlotID, enum InForceHideState);// 0x33c05c4 void RemoveTempRunningSlotDesc(int SlotID, int Index);// 0x33c0508 void RemoveForceEquipItem(int SlotID);// 0x33c0490 void RemoveAllEquippedItem();// 0x33c047c void OnRespawned();// 0x309ced4 void OnRep_BodySlotStateChanged();// 0x318f1b0 void OnRecycled();// 0x30e6970 void OnLoadAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc);// 0x318efec void OnHandleUnequipSlot(int InSlotID);// 0x33c0404 void OnHandleUnequipItem(out const AvatarSyncData InSyncData);// 0x33c035c void OnHandleEquipItem(out const AvatarSyncData InSyncData);// 0x318ee68 void OnDeleteAvatarSlotDesc(out const AvatarSlotDesc InSlotDesc, bool bDelayDelete);// 0x318ed48 void OnAvatarUnequippedEvent__DelegateSignature(int SlotID, ItemDefineID OldItemID);// 0x40a6134 void OnAvatarLogicUnequippedEvent(int InSlotID, out const ItemDefineID OldItemID);// 0x318eaf8 void OnAvatarLogicEquippedEvent(int InSlotID, out const ItemDefineID NewItemID, out const ItemDefineID OldItemID);// 0x318e9c0 void OnAvatarEquippedFailedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID);// 0x40a6134 void OnAvatarEquippedEvent__DelegateSignature(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x40a6134 void OnAvatarConflictProcess__DelegateSignature(int SlotID, ItemDefineID NewItemID, int[] ConflictSlotID);// 0x40a6134 bool NeedToHandleSlotState(out const ItemDefineID InItemID);// 0x33c02bc bool ModifyViewDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x33c01ac bool ModifyViewDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x33c009c bool ModifyViewDataByForceHide(int InSlotID, bool bHide);// 0x33bffd0 bool ModifySyncDataByReplace(int InSlotIDA, int InSlotIDB, bool bReplace);// 0x33bfec0 bool ModifySyncDataByHide(int InSlotIDA, int InSlotIDB, bool bHide);// 0x33bfdb0 bool ModifySyncDataByForceHide(int InSlotID, enum HideState);// 0x33bfcec int MakeStateInfo(out const int[] InSlotDesc);// 0x33bfc18 AvatarTableData MakeAvatarTableData(out const ItemDefineID InItemID);// 0x33bfb4c bool IsSameAvatarItem(out const ItemDefineID DefineID1, out const ItemDefineID DefineID2);// 0x318e000 bool IsItemHasMutilReplaceMesh(int InSlotID, out const ItemDefineID InItemID);// 0x33bfa68 bool IsItemBlueprintExist(int InSlotID, out const ItemDefineID InItemID, bool bWithLog);// 0x318dc08 bool IsEquippedThoseItemList(out const int[] InItemListID);// 0x33bf994 bool IsEquippedItemID(int InItemID);// 0x33bf914 bool IsEquippedItemDefineID(out const ItemDefineID InItemID);// 0x33bf87c bool IsDefautlAvatarID(out const ItemDefineID InItemID);// 0x33bf7dc bool HasLogicEquipped(out const ItemDefineID InItemID);// 0x33bf744 bool HandleUnequipSlot(int InSlotID);// 0x33bf6c4 bool HandleUnequipItem(out const ItemDefineID InItemID);// 0x33bf62c void HandleItemSlotState(out OutHideMap, out OutReplaceMap);// 0x33bf44c void HandleItemResetOrderDesc();// 0x33bf438 void HandleItemResetOperation();// 0x33bf424 void HandleItemReplaceRelation();// 0x33bf410 void HandleItemHideRelation();// 0x33bf3fc bool HandleEquipItem(out const ItemDefineID InItemID, out const AvatarCustom InCustomInfo);// 0x33bf300 void GetViewDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x33bf158 void GetViewDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x33befb0 bool GetViewDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x33beed4 bool GetViewDataBySlot(const int InSlotID, out AvatarSlotDesc OutSlotDesc);// 0x33bedbc void GetSyncDataStateFor(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x33bec14 void GetSyncDataStateBy(const int InSlotID, out int[] OutHideSlotID, out int[] OutReplaceSlotID);// 0x33bea6c bool GetSyncDataItemID(const int InSlotID, out ItemDefineID OutItemDefineID);// 0x33be990 bool GetSyncDataBySlot(const int InSlotID, out AvatarSyncData OutSlotDesc);// 0x33be89c int GetLogicEquippedSlot(out const ItemDefineID InItemID);// 0x33be804 int GetItemTemplateID(out const ItemDefineID InItemID);// 0x33be764 enum GetForceHideState(int InSlotID, int ItemID);// 0x33be698 ItemDefineID GetEquippedItemDefineID3(int InSlotID);// 0x33be604 void GetEquippedItemDefineID2(int InSlotID, out ItemDefineID ItemDefineID, out ItemDefineID RealShowItemDefineID);// 0x33be4d4 ItemDefineID GetEquippedItemDefineID(int InSlotID);// 0x33be440 int GetAvatarSlotID(int InSubSlotID);// 0x33be3c0 void ClientPostProcessViewDataMiddle();// 0x329a094 void ClientPostProcessViewDataBefore();// 0x33be3a4 void ClientPostProcessViewDataAfter();// 0x329a078 void ClientBuildAvatarRelationData();// 0x33be390 void ClientBodySlotStateChanged();// 0x33be37c bool CheckItemConflictRule(out const ItemDefineID InItemID, out const AvatarTableData InAvatarData);// 0x33be234 void BuildAvatarItemMap(out OutHideMap, out OutReplaceMap);// 0x33be054 void BPHandleIgnoreReplace();// 0x31a4908 bool BPClientPostProcessViewDataMiddle();// 0x33be024 bool BPClientPostProcessViewDataBefore();// 0x33bdff4 bool BPClientPostProcessViewDataAfter();// 0x33a33b4 void AddForceEquipItem(int SlotID, int ItemID, enum HideState);// 0x33bdef4 -------------------------------- Class: AvatarSlotDesc int SlotID;//[Offset: 0x0, Size: 4] int SubSlotID;//[Offset: 0x4, Size: 4] ItemDefineID ItemDefineID;//[Offset: 0x8, Size: 24] ItemDefineID RealShowItemDefineID;//[Offset: 0x20, Size: 24] int gender;//[Offset: 0x38, Size: 4] int HideState;//[Offset: 0x3c, Size: 4] int ReplaceState;//[Offset: 0x40, Size: 4] bool IsExist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] AvatarCustom CustomInfo;//[Offset: 0x48, Size: 20] bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] enum SlotDescDiff;//[Offset: 0x5d, Size: 1] ItemDefineID OldItemDefineID;//[Offset: 0x60, Size: 24] -------------------------------- Class: AvatarCustom enum CustomType;//[Offset: 0x0, Size: 1] int ColorID;//[Offset: 0x4, Size: 4] int PatternID;//[Offset: 0x8, Size: 4] int NumID;//[Offset: 0xc, Size: 4] int ParticleID;//[Offset: 0x10, Size: 4] -------------------------------- Class: NetAvatarSyncData AvatarSyncData[] SlotSyncData;//[Offset: 0x0, Size: 12] int gender;//[Offset: 0xc, Size: 4] int BaseID;//[Offset: 0x10, Size: 4] int UpdateFlag;//[Offset: 0x14, Size: 4] -------------------------------- Class: AvatarSyncData int ItemID;//[Offset: 0x0, Size: 4] int AdditionalItemID;//[Offset: 0x4, Size: 4] int SlotID;//[Offset: 0x8, Size: 4] int SubSlotID;//[Offset: 0xc, Size: 4] int HideState;//[Offset: 0x10, Size: 4] int ReplaceState;//[Offset: 0x14, Size: 4] int FakeItemID;//[Offset: 0x18, Size: 4] enum ForceDescDiff;//[Offset: 0x1c, Size: 1] enum OperationType;//[Offset: 0x1d, Size: 1] AvatarCustom CustomInfo;//[Offset: 0x20, Size: 20] enum ForceHideState;//[Offset: 0x34, Size: 1] -------------------------------- Class: ForceEquipSlotInfo -------------------------------- Class: TempAvatarSlotDesc int SlotID;//[Offset: 0x0, Size: 4] AvatarTableData RelationData;//[Offset: 0x4, Size: 124] int[] ReplaceDesc;//[Offset: 0x80, Size: 12] int[] HideDesc;//[Offset: 0x8c, Size: 12] bool bForceHideState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x98, Size: 1] -------------------------------- Class: AvatarTableData int SlotID;//[Offset: 0x0, Size: 4] int SubSlotID;//[Offset: 0x4, Size: 4] int[] HideFlags;//[Offset: 0x8, Size: 12] int[] ReplaceFlags;//[Offset: 0x14, Size: 12] int[] RecoverHideFlagsWhenSelfHidden;//[Offset: 0x20, Size: 12] int[] RecoverReplaceFlagsWhenSelfHidden;//[Offset: 0x2c, Size: 12] int[] RecoverHideFlagsWhenSelfReplaced;//[Offset: 0x38, Size: 12] int[] RecoverReplaceFlagsWhenSelfReplaced;//[Offset: 0x44, Size: 12] int[] ConflictConfig;//[Offset: 0x50, Size: 12] int[] ConflictConfigWhenSelfReplaced;//[Offset: 0x5c, Size: 12] int HideBoneSlotID;//[Offset: 0x68, Size: 4] int HideBoneType;//[Offset: 0x6c, Size: 4] FName[] HideBoneNames;//[Offset: 0x70, Size: 12] -------------------------------- Class: SlotMeshDesc int SlotID;//[Offset: 0x0, Size: 4] MeshComponent* MeshComp;//[Offset: 0x4, Size: 8] ParticleGroup ParticleGroup;//[Offset: 0xc, Size: 36] -------------------------------- Class: ParticleGroup ParticleSystem*[] ParticleSystemList;//[Offset: 0x0, Size: 12] ParticleSystemComponent*[] ParticleCompList;//[Offset: 0xc, Size: 12] ParticleAsset[] ParticleAssetList;//[Offset: 0x18, Size: 12] -------------------------------- Class: ParticleAsset Transform Transform;//[Offset: 0x0, Size: 48] ParticleSystem* ParticleSystem;//[Offset: 0x30, Size: 40] FName AttachSocket;//[Offset: 0x58, Size: 8] FName ComponentTag;//[Offset: 0x60, Size: 8] ParticleSysParam[] InstanceParameters;//[Offset: 0x68, Size: 12] bool bLimitCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74, Size: 1] bool bAutoDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75, Size: 1] bool bAutoActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76, Size: 1] bool EnableCullDist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x77, Size: 1] float CullDist;//[Offset: 0x78, Size: 4] -------------------------------- Class: SlotHandleDesc int SlotID;//[Offset: 0x0, Size: 4] ItemHandleBase* EquipHandle;//[Offset: 0x4, Size: 8] AvatarCustomBase*[] CustomHandles;//[Offset: 0xc, Size: 12] SoftObjectPath EquipMeshAssetPath;//[Offset: 0x18, Size: 24] -------------------------------- Class: AvatarCustomBase.CustomBase.Object CustomMatConfig[] MatConfigs;//[Offset: 0x30, Size: 12] void SetCustomMatParam(MaterialInterface* InMaterial, out const CustomMatConfig InMatConfig, bool bSetTexture);// 0x31b90c4 void AsyncLoadCustomAssetDone();// 0x31b90b0 bool ApplyCustomInfo();// 0x31b7bc0 -------------------------------- 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);// 0x31b8d38 MeshComponent* GetOwnerMeshComp();// 0x31b8d10 ActorComponent* GetOwnerComp();// 0x31b8ce8 bool ClearCustomInfo();// 0x31b7c04 bool ApplyCustomInfo();// 0x31b7bc0 -------------------------------- Class: CustomMatConfig FName SlotName;//[Offset: 0x0, Size: 8] CustomMatScalar[] ScalarConfig;//[Offset: 0x8, Size: 12] CustomMatColor[] ColorConfig;//[Offset: 0x14, Size: 12] CustomMatTextrue[] TextrueConfig;//[Offset: 0x20, Size: 12] -------------------------------- Class: CustomMatScalar FName ParamName;//[Offset: 0x0, Size: 8] FName Tips;//[Offset: 0x8, Size: 8] float Scalar;//[Offset: 0x10, Size: 4] -------------------------------- Class: CustomMatColor FName ParamName;//[Offset: 0x0, Size: 8] FName Tips;//[Offset: 0x8, Size: 8] LinearColor Color;//[Offset: 0x10, Size: 16] -------------------------------- Class: CustomMatTextrue FName ParamName;//[Offset: 0x0, Size: 8] FName Tips;//[Offset: 0x8, Size: 8] Texture* Textrue;//[Offset: 0x10, Size: 40] FString TextruePath;//[Offset: 0x38, Size: 12] -------------------------------- Class: AvatarEntity.Object int SlotID;//[Offset: 0x1c, Size: 4] int SubSlotID;//[Offset: 0x20, Size: 4] BattleItemHandleBase* LoadedHandle;//[Offset: 0x24, Size: 4] BattleItemHandleBase* CachedLoadedHandle;//[Offset: 0x28, Size: 4] SlotViewAvatarComponent* AvatarComponent;//[Offset: 0x2c, Size: 4] MeshComponent* MeshComponent;//[Offset: 0x30, Size: 4] MeshData EntityMeshData;//[Offset: 0x38, Size: 96] MeshData CachedEntityMeshData;//[Offset: 0x98, Size: 96] bool RenderDirtyFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] bool InnerVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf9, Size: 1] bool OuterVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfa, Size: 1] bool IsDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfb, Size: 1] FName SocketName;//[Offset: 0x100, Size: 8] ParticleSystemComponent*[] ParticleComponents;//[Offset: 0x108, Size: 12] SoftObjectPath MeshAssetPath;//[Offset: 0x118, Size: 24] ItemDefineID ParentDefineID;//[Offset: 0x130, Size: 24] SubEntityList;//[Offset: 0x148, Size: 60] void UpdateVisibility();// 0x30f0d34 void UnRegisterTick();// 0x30f0d18 void TickEntity();// 0x30eb300 void SetSocketName();// 0x30eab10 void SetParentDefineID(ItemDefineID ParentID);// 0x30f0c8c void SetAvatarVisibility(bool visibie, bool IsForCE);// 0x30f0bb4 void RevertEntityMeshData();// 0x30f0ba0 void RenderEntity(out SoftObjectPath SoftPath);// 0x30f0ac4 void RegisterTick();// 0x30f0aa8 bool PutOnEquipmentLogic(BattleItemHandleBase* ItemHandle);// 0x30efb24 void PutOnDefaultEquipment(enum SlotType);// 0x30f0a28 void OnPostRender();// 0x30f0a0c bool IsEntityAvailable(enum VisibilityType);// 0x30f0984 CustomWidgetComponent* InitWidgetComponent(class Object WidgetClass, FName WidgetName);// 0x30f08b8 void Init(int SlotID, int SubSlotID, SlotViewAvatarComponent* AvatarComponent);// 0x30f07b0 enum GetMeshType();// 0x30f0780 MeshData GetMeshData();// 0x30f071c BattleItemHandleBase* GetLoadedHandle();// 0x30f06f4 ItemDefineID GetDefineID();// 0x30f06a0 void EnterRenderPipeline();// 0x30f0684 void EnterLogicPipeline();// 0x30f0668 void DrawOutline(bool bEnable);// 0x30f05e0 bool CreateAndApplyResource(out SoftObjectPath SoftPath);// 0x30f04fc void ClearEquipmentRenderData(int CurrSlotID, bool putDefault);// 0x30f0430 void ClearEquipmentLogic(bool putDefault);// 0x30f03a8 void ClearEntity(bool ForceClear);// 0x30f0320 void ApplyAnimation();// 0x30f0304 void ApplaySocketRelativeTransform(BackpackAvatarHandle* AvatarHandle);// 0x30f0284 -------------------------------- Class: BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object enum SlotID;//[Offset: 0xf4, Size: 1] enum SubSlot;//[Offset: 0xf5, Size: 1] enum specialType;//[Offset: 0xf6, Size: 1] enum ForceMeshType;//[Offset: 0xf7, Size: 1] enum ForceLODMeshType;//[Offset: 0xf8, Size: 1] SuitConfig;//[Offset: 0xfc, Size: 60] MeshPackage MeshPack;//[Offset: 0x138, Size: 568] MeshPackage replacedMeshPack;//[Offset: 0x370, Size: 568] MeshPackage[] MutilReplacedMeshPack;//[Offset: 0x5a8, Size: 12] enum[] hiddenFlags;//[Offset: 0x5b4, Size: 12] enum[] subHiddenFlags;//[Offset: 0x5c0, Size: 12] enum[] ReplaceFlags;//[Offset: 0x5cc, Size: 12] enum[] ignoreFlags;//[Offset: 0x5d8, Size: 12] AvatarPostOperation[] postOperation;//[Offset: 0x5e4, Size: 12] BackpackComponent* pBackpackComp;//[Offset: 0x5f0, Size: 4] int ItemCapacity;//[Offset: 0x5f4, Size: 4] int Durability;//[Offset: 0x5f8, Size: 4] BodyAttachmentConfig BodyAttachmentConfig;//[Offset: 0x604, Size: 36] enum hideBoneSlot;//[Offset: 0x628, Size: 1] FName hideBoneName;//[Offset: 0x630, Size: 8] FName[] hideBoneNameArray;//[Offset: 0x638, Size: 12] enum HideBoneType;//[Offset: 0x644, Size: 1] PendantSpecialConfigMap;//[Offset: 0x648, Size: 60] AvatarPendantConfig[] PendantConfigList;//[Offset: 0x684, Size: 12] int PendantConfigIndex;//[Offset: 0x690, Size: 4] float PendantScale;//[Offset: 0x694, Size: 4] int DefaultExtendPendantID;//[Offset: 0x698, Size: 4] AvatarAnimOverrideData[] CharacterAnimListOverrideList;//[Offset: 0x69c, Size: 12] byte CharacterAnimOverrideType;//[Offset: 0x6a8, Size: 1] BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x6b0, Size: 64] BattleItemAdditionalData[] ArmorAttachmentAdditionalDataList;//[Offset: 0x6f0, Size: 12] ArmorAttachItemUnit[] CachedArmorAttachmentListBeforeDrop;//[Offset: 0x6fc, Size: 12] AvatarReAttachConfigCollection AvatarReAttachCollection;//[Offset: 0x708, Size: 12] bool bForceUseClothAnimBP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x714, Size: 1] void SetItemDurability(int InDurability);// 0x31057c8 void SetItemCapacity(int InCapacity);// 0x3105750 void PreLocalHandleDisuse();// 0x310573c void OnCharacterAttrChangedWithDetailEvent(Actor* Owner, FString AttrName, float deltaVal, float resultVal);// 0x31055b0 bool HasCustomInfo();// 0x3105588 bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x3105490 bool HandleRealShowMeshpack(out const AvatarSlotDesc InSlotDesc, Object* Outer);// 0x3105378 bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3105070 bool HandleMutilReplaceMeshPack(int ReplaceState, out MeshPackage OutMeshPack, Object* Outer);// 0x3104f2c bool HandleMutilMeshPack(out MeshPackage OutMeshPack, Object* Outer);// 0x3104e2c bool HandleMeshpackPostProcess(out const MeshPackage InMeshPack, out MeshPackage OutMeshPack, Object* Outer);// 0x3104cb4 bool HandleMeshAttached(MeshComponent* SkeletalMeshComp, Object* Outer);// 0x3104be8 bool HandleEnable(bool bEnable);// 0x3104b58 bool HandleDrop(int InCount, enum Reason);// 0x3104a8c bool HandleDisuse(enum Reason);// 0x30f0984 BackpackComponent* GetBackpackComponent();// 0x3104a64 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity, enum Reason, enum DisuseReason);// 0x310490c bool BPOnCharacterAttrChangedWithDetailEvent(float resultVal);// 0x3104884 bool BPNeedCheckCapacityInHandleDisuse(enum Reason);// 0x31047fc void AutoEquipChips();// 0x31047e0 -------------------------------- Class: MeshPackage.AssetPackage StaticMesh* maleStMesh;//[Offset: 0x8, Size: 40] StaticMesh* femaleStMesh;//[Offset: 0x30, Size: 40] StaticMesh* maleLODStMesh;//[Offset: 0x58, Size: 40] StaticMesh* femaleLODStMesh;//[Offset: 0x80, Size: 40] SkeletalMesh* maleSkMesh;//[Offset: 0xa8, Size: 40] SkeletalMesh* femaleSkMesh;//[Offset: 0xd0, Size: 40] SkeletalMesh* maleLODSkMesh;//[Offset: 0xf8, Size: 40] SkeletalMesh* femaleLODSkMesh;//[Offset: 0x120, Size: 40] MaterialInterface* maleMat;//[Offset: 0x148, Size: 40] MaterialInterface* femaleMat;//[Offset: 0x170, Size: 40] MaterialSet[] additionalMaleMats;//[Offset: 0x198, Size: 12] MaterialSet[] additionalFemaleMats;//[Offset: 0x1a4, Size: 12] MaterialInterface* baseMat;//[Offset: 0x1b0, Size: 4] class AnimInstance* animBP;//[Offset: 0x1b4, Size: 4] AnimSequence* LobbyIdleAnim;//[Offset: 0x1b8, Size: 40] bool IsEffectOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] enum EffectCreateType;//[Offset: 0x1e1, Size: 1] AvatarEffectData[] EffectDataList;//[Offset: 0x1e4, Size: 12] AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0x1f0, Size: 12] class AnimInstance* animBPClass;//[Offset: 0x200, Size: 40] -------------------------------- Class: AssetPackage -------------------------------- Class: MaterialSet MaterialInterface* targetMat;//[Offset: 0x0, Size: 40] enum targetSlot;//[Offset: 0x28, Size: 1] MaterialInterface* targetBaseMat;//[Offset: 0x30, Size: 40] -------------------------------- Class: AvatarEffectData Transform Transform;//[Offset: 0x0, Size: 48] ParticleSystem* ParticleSystem;//[Offset: 0x30, Size: 40] FName AttachSocket;//[Offset: 0x58, Size: 8] FName ComponentTag;//[Offset: 0x60, Size: 8] enum ValidMethod;//[Offset: 0x68, Size: 1] enum ValidDevice;//[Offset: 0x69, Size: 1] bool bIsActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a, Size: 1] bool bIsActivateWithMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b, Size: 1] bool IsLobbyActivate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1] ParticleSysParam[] InstanceParameters;//[Offset: 0x70, Size: 12] -------------------------------- Class: AvatarAttachMeshData.AssetPackage Transform Transform;//[Offset: 0x10, Size: 48] FName AttachSocket;//[Offset: 0x40, Size: 8] FName SlotName;//[Offset: 0x48, Size: 8] StaticMesh* StaticMesh;//[Offset: 0x50, Size: 40] SkeletalMesh* SkeletalMesh;//[Offset: 0x78, Size: 40] SkeletalMesh* LODSkeletalMesh;//[Offset: 0xa0, Size: 40] MaterialInterface* MatInstance;//[Offset: 0xc8, Size: 40] class AnimInstance* AttachAnimBP;//[Offset: 0xf0, Size: 4] bool bUseScreenFactorOptimizeAnimRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4, Size: 1] -------------------------------- Class: AvatarPostOperation enum SlotID;//[Offset: 0x0, Size: 1] enum operationWhenReplaced;//[Offset: 0x1, Size: 1] enum operationWhenHidden;//[Offset: 0x2, Size: 1] -------------------------------- Class: BodyAttachmentConfig FText AttachmentID;//[Offset: 0x0, Size: 12] BodyAttachmentAttrModify[] BodyAttachmentAttrModifiers;//[Offset: 0xc, Size: 12] FString BodyDurabilityIndexName;//[Offset: 0x18, Size: 12] -------------------------------- Class: BodyAttachmentAttrModify FString ModifyAttr;//[Offset: 0x0, Size: 12] enum Op;//[Offset: 0xc, Size: 1] float ModifyValue;//[Offset: 0x10, Size: 4] -------------------------------- Class: AvatarPendantConfig_SpecialParam FName SpecialUseExplanation;//[Offset: 0x0, Size: 8] Transform AdditionalTransform2SocketRelativeTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: AvatarPendantConfig FString ConfigName;//[Offset: 0x0, Size: 12] Transform SocketRelativeTransform;//[Offset: 0x10, Size: 48] Vector AngularLimitsMin;//[Offset: 0x40, Size: 12] Vector AngularLimitsMax;//[Offset: 0x4c, Size: 12] -------------------------------- Class: AvatarAnimOverrideData byte Layer;//[Offset: 0x0, Size: 1] class UAECharAnimListCompBase* AnimListCompClass;//[Offset: 0x4, Size: 4] UAECharAnimListCompBase* AnimListCompInstance;//[Offset: 0x8, Size: 4] -------------------------------- Class: UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharacterAsynLoadedTypeAnim[] CharacterAsynLoadedAnims;//[Offset: 0x174, Size: 12] -------------------------------- Class: UAEAnimListComponentBase.ActorComponent.Object AnimListMap;//[Offset: 0x10c, Size: 60] AnimationAsset*[] AnimationCatcheList;//[Offset: 0x148, Size: 12] bool bDisableAnimListOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x170, Size: 1] -------------------------------- Class: AnimListMapValueData AnimListData[] AnimListMapValue;//[Offset: 0x0, Size: 12] -------------------------------- Class: AnimListData int LayerID;//[Offset: 0x0, Size: 4] AnimationAsset* Animation;//[Offset: 0x4, Size: 4] -------------------------------- Class: CharacterAsynLoadedTypeAnim byte AnimTypeAsynLoaded;//[Offset: 0x0, Size: 1] FString AnimsCatorgeryName;//[Offset: 0x4, Size: 12] CharacterAnimTypeAsynLoadedPhaseData Anim;//[Offset: 0x10, Size: 72] -------------------------------- Class: CharacterAnimTypeAsynLoadedPhaseData FString PhaseName;//[Offset: 0x0, Size: 12] PhaseAnimSoftPtr;//[Offset: 0xc, Size: 60] -------------------------------- Class: ArmorAttachItemUnit ItemDefineID DefineID;//[Offset: 0x0, Size: 24] enum SlotAdditionalType;//[Offset: 0x18, Size: 1] -------------------------------- Class: AvatarReAttachConfigCollection ReAttachConfig[] AvatarReAttachList;//[Offset: 0x0, Size: 12] -------------------------------- Class: ReAttachConfig enum ReAttachSlot;//[Offset: 0x0, Size: 1] enum TriggerSlot;//[Offset: 0x1, Size: 1] int Priority;//[Offset: 0x4, Size: 4] bool bForceRecreateAdaptSlotMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] enum SlotAdaptSpace;//[Offset: 0x9, Size: 1] Transform AttachTransform;//[Offset: 0x10, Size: 48] bool bForceRecreateAdaptAssociatedSlotMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] enum AssociatedSlotAdaptSpace;//[Offset: 0x41, Size: 1] Transform AssociatedSlotAdaptTransform;//[Offset: 0x50, Size: 48] enum[] AssociatedSlotList;//[Offset: 0x80, Size: 12] WingClothScaleTransformMap;//[Offset: 0x8c, Size: 60] -------------------------------- Class: AvatarEntityFactory.Object AvatarEntity* CreateEntity(int SlotID, int SubSlotID);// 0x30ee100 -------------------------------- 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);// 0x310a510 void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x310a454 -------------------------------- Class: CustomHandleBase.Object CharacterAvatarComponent2* OwnerComponent;//[Offset: 0x1c, Size: 8] void SetMaterialTexture(MaterialInterface* InMaterial, FName InName, Texture* InTexture);// 0x3109e40 void SetMaterialScalar(MaterialInterface* InMaterial, FName InName, float InValue);// 0x3109d38 void SetMaterialColor(MaterialInterface* InMaterial, FName InName, LinearColor InColor);// 0x3109c24 CharacterAvatarComponent2* GetOwnerComponent();// 0x3109bfc -------------------------------- 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);// 0x310ad74 void SetAvatarCustomInfo(enum InSlotType, MaterialInterface* InMaterial);// 0x310acb8 bool IsPatternNumMode();// 0x310ac90 void InitPatternNumID(int InNumID);// 0x310ac1c void GetPatternNumTexturePath(int InNumID, out SoftObjectPath OutTexture1, out SoftObjectPath OutTexture2);// 0x40a6134 -------------------------------- Class: SlotToMatPattern enum SlotID;//[Offset: 0x0, Size: 1] Texture* PatternTexture;//[Offset: 0x8, Size: 40] float IconScale;//[Offset: 0x30, Size: 4] Texture* PatternTexture;//[Offset: 0x38, Size: 40] float IconScale;//[Offset: 0x60, Size: 4] LinearColor IconOffset;//[Offset: 0x64, Size: 16] -------------------------------- Class: AvatarEffectGroup ParticleSystemComponent*[] ParticleCompList;//[Offset: 0x0, Size: 12] AvatarEffectData[] EffectDataList;//[Offset: 0xc, Size: 12] -------------------------------- Class: AvatarAttachMeshGroup MeshComponent*[] AttachMeshCompList;//[Offset: 0x0, Size: 12] AvatarAttachMeshData[] AttachMeshDataList;//[Offset: 0xc, Size: 12] -------------------------------- Class: AvatarAttachMeshFrameSkipMap int LODLevel;//[Offset: 0x0, Size: 4] int SkipFrame;//[Offset: 0x4, Size: 4] -------------------------------- Class: AdditonalAvatarStruct int ItemID;//[Offset: 0x0, Size: 4] int[] SlotIDList;//[Offset: 0x4, Size: 12] -------------------------------- Class: FakeHeadInfo bool bEnableFakeHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] SkeletalMesh* SoftFakeHeadMesh;//[Offset: 0x8, Size: 40] class AnimInstance* FakeHeadAnimBPClass;//[Offset: 0x30, Size: 4] -------------------------------- Class: NetItemAvatarData ItemDefineID ItemDefineID;//[Offset: 0x0, Size: 24] int UpdateFlag;//[Offset: 0x18, Size: 4] -------------------------------- Class: ItemAvatarMatPath FName SlotID;//[Offset: 0x0, Size: 8] SoftObjectPath MatInstancePath;//[Offset: 0x8, Size: 24] SoftObjectPath MatBasePath;//[Offset: 0x20, Size: 24] -------------------------------- Class: CharacterCompOutOfVisionOptimizationItem bool bAbsoluteLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bAbsoluteRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bAbsoluteScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] -------------------------------- Class: HUDWidgetBase.Object float DesignedResolution;//[Offset: 0x1c, Size: 4] Vector2D Position;//[Offset: 0x20, Size: 8] Vector2D Size;//[Offset: 0x28, Size: 8] Vector2D Origin;//[Offset: 0x30, Size: 8] Vector2D ScreenPosition;//[Offset: 0x38, Size: 8] bool bScaleByDesignedResolution;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40, Size: 1] bool bMaintainAspectRatio;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x40, Size: 1] float Opacity;//[Offset: 0x44, Size: 4] bool bIgnoreHUDBaseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x48, Size: 1] SurviveHUD* HUDOwner;//[Offset: 0x4c, Size: 4] STExtraPlayerController* ExtraPlayerOwner;//[Offset: 0x50, Size: 4] Pawn* CharacterOwner;//[Offset: 0x54, Size: 4] bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x59, Size: 1] float LastRenderTime;//[Offset: 0x5c, Size: 4] Vector2D RenderPosition;//[Offset: 0x60, Size: 8] Vector2D RenderSize;//[Offset: 0x68, Size: 8] float RenderScale;//[Offset: 0x70, Size: 4] Vector2D CanvasCenter;//[Offset: 0x74, Size: 8] Canvas* Canvas;//[Offset: 0x7c, Size: 4] float AspectScale;//[Offset: 0x80, Size: 4] Vector2D CanvasClip;//[Offset: 0x84, Size: 8] StructProperty*[] RenderObjectList;//[Offset: 0x8c, Size: 12] bool ShouldDraw(bool bShowScores);// 0x328faa0 void SetHidden(bool bIsHidden);// 0x328fa18 void RenderObj_TextureAt(out HUDRenderObject_Texture TextureObject, float X, float Y, float Width, float Height);// 0x328f7a8 void RenderObj_Texture(out HUDRenderObject_Texture TextureObject, Vector2D DrawOffset);// 0x328f614 Vector2D RenderObj_TextAt(out HUDRenderObject_Text TextObject, float X, float Y);// 0x328f4c0 Vector2D RenderObj_Text(out HUDRenderObject_Text TextObject, Vector2D DrawOffset);// 0x328f3b4 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);// 0x328ef28 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);// 0x328e7bc 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);// 0x328e390 void DrawAllRenderObjects(float DeltaTime, Vector2D DrawOffset);// 0x328e2d4 void Draw(float DeltaTime);// 0x322f7e8 LinearColor ApplyHUDColor(LinearColor DrawColor);// 0x328e238 -------------------------------- Class: SurviveHUD.HUD.Actor.Object FString LuaFilePath;//[Offset: 0x3d4, Size: 12] bool bIsWorldMapVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3e0, Size: 1] Vector MarkerPosition;//[Offset: 0x3e4, Size: 12] bool bShowCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f0, Size: 1] bool bDrawCrosshair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f1, Size: 1] bool ShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f2, Size: 1] bool OBShowHitPerform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f3, Size: 1] HitPerformData HitPerform;//[Offset: 0x3f4, Size: 120] Texture2D* HUDMainTexture;//[Offset: 0x46c, Size: 4] Texture2D* CrossHairDisableTexture;//[Offset: 0x470, Size: 4] Texture2D* CrossHairDisablePaintingTexture;//[Offset: 0x474, Size: 4] bool PlayHudHitSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x478, Size: 1] class HUDWidgetBase[] HUDWidgetClassList;//[Offset: 0x47c, Size: 12] HUDWidgetBase*[] HudWidgets;//[Offset: 0x488, Size: 12] SimpleCrossHairData[] PriorCrossHairList;//[Offset: 0x494, Size: 12] Texture2D* HUDPlayerTexture;//[Offset: 0x4ac, Size: 4] CanvasIcon Crosshair;//[Offset: 0x4b0, Size: 20] CanvasIcon ProgreesBar;//[Offset: 0x514, Size: 20] CanvasIcon BKProgreesBar;//[Offset: 0x528, Size: 20] CanvasIcon ProgressBarPlayer;//[Offset: 0x53c, Size: 20] CanvasIcon Marker;//[Offset: 0x564, Size: 20] Texture2D* HUDWorldMapTexture;//[Offset: 0x578, Size: 4] CanvasIcon WORLDMAP;//[Offset: 0x57c, Size: 20] Texture2D* AimCrosshairTextrue;//[Offset: 0x590, Size: 4] float DateDrawOffsetX;//[Offset: 0x5c0, Size: 4] void SetShowDebugInfo(bool bNewDebugShow);// 0x357cdac void OnAsyncLoadingFinished();// 0x357cd98 bool IsValidDamageNumber(const Actor* DamageCauser, int DamageTypeId);// 0x357cccc LinearColor GetPlayerNameColorByTeamID(int TeamID);// 0x357cc38 FString GetDateString();// 0x357cb78 LinearColor GetColorByTeamID(int TeamID);// 0x357cae4 void EnableCrosshair(bool bEnable);// 0x357ca68 void DrawScreenString(FText Text, float X, float Y);// 0x357c738 void DrawPickupInfo(float X, float Y);// 0x3270214 void DrawCircleUFunction(Vector2D Center, float Radius, LinearColor Color);// 0x357c62c void AddHitDamageNumberWithConfig(float Damage, const Actor* HitTarget, const STExtraPlayerController* PC, int ConfigIndex, bool bIsHeadshot, bool bIsDeadlyShot, bool bIsCareTeam);// 0x357c3fc void AddHitDamageNumber(float Damage, const Actor* HitTarget, bool IsHeadShot, int MyTeamID, int EnemyTeamID, int PlayerNumPerTeam);// 0x357c220 void AddHitDamage(float Damage, bool IsHeadShot, out const DamageEvent DamageEvent, Actor* HitActor, bool bIgnoreDamageType);// 0x357c058 -------------------------------- Class: HitPerformData WeaponCrossHairIconData[] IconList;//[Offset: 0x0, Size: 12] float DefaultSpread;//[Offset: 0xc, Size: 4] float SpreadMax;//[Offset: 0x10, Size: 4] float HeadExtraScale;//[Offset: 0x14, Size: 4] float AddSpreadScale;//[Offset: 0x18, Size: 4] float SpreadDecreaseSpeed;//[Offset: 0x1c, Size: 4] float DefaultOffset;//[Offset: 0x20, Size: 4] float DefaultAlpha;//[Offset: 0x24, Size: 4] float AlphaDecreaseSpeed;//[Offset: 0x28, Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2c, Size: 1] LinearColor HitBodyDrawColor;//[Offset: 0x30, Size: 16] LinearColor HitHeadDrawColor;//[Offset: 0x40, Size: 16] LinearColor HitToDeathDrawColor;//[Offset: 0x50, Size: 16] AkAudioEvent* HeadShotSound;//[Offset: 0x60, Size: 4] AkAudioEvent* BodyShotSound;//[Offset: 0x64, Size: 4] AkAudioEvent* DeadlyShotSound;//[Offset: 0x68, Size: 4] float CurCrosshairSpread;//[Offset: 0x6c, Size: 4] -------------------------------- Class: WeaponCrossHairIconData CanvasIcon2D Icon;//[Offset: 0x0, Size: 20] float Offset;//[Offset: 0x14, Size: 4] Vector2D IconOffset;//[Offset: 0x18, Size: 8] float Alpha;//[Offset: 0x20, Size: 4] float Scale;//[Offset: 0x24, Size: 4] float IconRotate;//[Offset: 0x28, Size: 4] float LogicRotate;//[Offset: 0x2c, Size: 4] bool IsSpreadEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] float BlendInOutRatePerSec;//[Offset: 0x34, Size: 4] -------------------------------- Class: CanvasIcon2D Texture2D* Texture;//[Offset: 0x0, Size: 4] float U;//[Offset: 0x4, Size: 4] float V;//[Offset: 0x8, Size: 4] float UL;//[Offset: 0xc, Size: 4] float VL;//[Offset: 0x10, Size: 4] -------------------------------- Class: SimpleCrossHairData FString Tag;//[Offset: 0x0, Size: 12] Texture2D* CrossHairTexture;//[Offset: 0xc, Size: 4] float Scale;//[Offset: 0x10, Size: 4] int Priority;//[Offset: 0x14, Size: 4] -------------------------------- Class: CanvasIcon Texture* Texture;//[Offset: 0x0, Size: 4] float U;//[Offset: 0x4, Size: 4] float V;//[Offset: 0x8, Size: 4] float UL;//[Offset: 0xc, Size: 4] float VL;//[Offset: 0x10, Size: 4] -------------------------------- Class: StructProperty.Property.Field.Object -------------------------------- Class: HUDRenderObject_Texture.HUDRenderObject Texture* Atlas;//[Offset: 0x30, Size: 4] TextureUVs UVs;//[Offset: 0x34, Size: 16] bool bUseTeamColors;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] LinearColor[] TeamColorOverrides;//[Offset: 0x48, Size: 12] bool bIsBorderElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] bool bIsSlateElement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1] Vector2D RenderOffset;//[Offset: 0x58, Size: 8] float Rotation;//[Offset: 0x60, Size: 4] Vector2D RotPivot;//[Offset: 0x64, Size: 8] -------------------------------- Class: HUDRenderObject bool bHidden;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] float RenderPriority;//[Offset: 0x8, Size: 4] Vector2D Position;//[Offset: 0xc, Size: 8] Vector2D Size;//[Offset: 0x14, Size: 8] LinearColor RenderColor;//[Offset: 0x1c, Size: 16] float RenderOpacity;//[Offset: 0x2c, Size: 4] -------------------------------- Class: TextureUVs float U;//[Offset: 0x0, Size: 4] float V;//[Offset: 0x4, Size: 4] float UL;//[Offset: 0x8, Size: 4] float VL;//[Offset: 0xc, Size: 4] -------------------------------- Class: HUDRenderObject_Text.HUDRenderObject FText Text;//[Offset: 0x38, Size: 12] Font* Font;//[Offset: 0x44, Size: 4] float TextScale;//[Offset: 0x48, Size: 4] bool bDrawShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c, Size: 1] Vector2D ShadowDirection;//[Offset: 0x50, Size: 8] LinearColor ShadowColor;//[Offset: 0x58, Size: 16] bool bDrawOutline;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] LinearColor OutlineColor;//[Offset: 0x6c, Size: 16] byte HorzPosition;//[Offset: 0x7c, Size: 1] byte VertPosition;//[Offset: 0x7d, Size: 1] -------------------------------- Class: FontRenderInfo bool bClipText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bEnableShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] DepthFieldGlowInfo GlowInfo;//[Offset: 0x4, Size: 36] -------------------------------- Class: DepthFieldGlowInfo bool bEnableGlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] LinearColor GlowColor;//[Offset: 0x4, Size: 16] Vector2D GlowOuterRadius;//[Offset: 0x14, Size: 8] Vector2D GlowInnerRadius;//[Offset: 0x1c, Size: 8] -------------------------------- Class: 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] delegate OnEquipOrUnEquipToWeaponDelegate;//[Offset: 0x33c, Size: 12] void ReturnWeaponAdditionalBulletsToBackpack(STExtraShootWeapon* Weapon, int BulletNum);// 0x312a514 void ResetNeedReturnBulletsWhenDisuseExtendMaxBulletDJ();// 0x312a4f8 void OnEquipOrUnEquipToWeaponDelegate__DelegateSignature(STExtraWeapon* Weapon, bool bIsEquip);// 0x40a6134 bool IsVirtualAvatarHandle();// 0x312a4c8 void HandleEquipOrUnEquipToWeaponDelegate(STExtraWeapon* Weapon, bool bIsEquip);// 0x312a3fc void HandleDisuseReplaceByNew(BackpackWeaponAttachHandle* NewHandle);// 0x312a384 void GetWidgetList(out UIWidgetRes[] UIList);// 0x312a2b0 int GetSubSlotID();// 0x312a280 int GetSlotID();// 0x312a250 WeaponMeshCfg GetMeshPackCfgCopy();// 0x312a1e4 void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x312a01c WeaponAttachmentConfig GetAttachmentConfig();// 0x3129fb0 class Object GetAnimationBP();// 0x3129f80 bool EquipOrUnEuipAttachment(STExtraShootWeapon* InWeapon, bool IsEquip, enum Reason);// 0x3129e6c -------------------------------- 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] AnimationAsset*[] replacedAttachmentAnimList;//[Offset: 0x168, Size: 12] -------------------------------- 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: 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] bool bVerifyRpgShootInterval;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] bool bVerifyRpgShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] -------------------------------- Class: CrossHairComponent.WeaponLogicBaseComponent.ActorComponent.Object CrossHairNameAndTextureMap;//[Offset: 0x100, Size: 60] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x13c, Size: 12] LinearColor MainTargetColor;//[Offset: 0x148, Size: 16] LinearColor SecondaryTargetColor;//[Offset: 0x158, Size: 16] LinearColor WeaponSightLockColor;//[Offset: 0x168, Size: 16] LinearColor WeaponSightLockHDRColor;//[Offset: 0x178, Size: 16] SightTypeToIndex;//[Offset: 0x188, Size: 60] SightMaterialModifyMap;//[Offset: 0x1c4, Size: 60] WeaponCrossHairPerformData[] CrossHairDataOverride;//[Offset: 0x200, Size: 12] float PistolCenterDownDis;//[Offset: 0x20c, Size: 4] bool bDrawDebugCrossHairCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] float DrawDebugCrossHairCircleAreaSteps;//[Offset: 0x214, Size: 4] bool bDrawDebugSpreadCircleArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x218, Size: 1] float DrawDebugSpreadCircleAreaSteps;//[Offset: 0x21c, Size: 4] bool bForceHDR;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1] float RotateAngle;//[Offset: 0x224, Size: 4] STExtraPlayerController* PlayerController;//[Offset: 0x228, Size: 4] ShootWeaponEntity* ShootWeaponEntity;//[Offset: 0x230, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x234, Size: 4] BulletTrackComponent* BulletTrackComp;//[Offset: 0x238, Size: 4] Texture2D* CrossHairTextureNormal;//[Offset: 0x23c, Size: 4] Texture2D* CrossHairEmptyHand;//[Offset: 0x240, Size: 4] Texture2D* CrossHairPistolEdge;//[Offset: 0x244, Size: 4] Texture2D* CrossHairPistolCenter;//[Offset: 0x248, Size: 4] Texture2D* CrossHairShotGun;//[Offset: 0x24c, Size: 4] bool bInitAiming;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26b, Size: 1] void UpdateComponentTick();// 0x31b60b0 void DrawWeaponCrosshairInner(HUDWidgetBase* WeaponHudWidget, float DeltaTime);// 0x31b5fec void DrawSpreadEnd();// 0x31b5fd8 void DrawDebugPointEnd();// 0x31b5fc4 -------------------------------- Class: WeaponCrossHairPerformData WeaponCrossHairIconData[] Crosshair;//[Offset: 0x0, Size: 12] enum SpreadType;//[Offset: 0xc, Size: 1] -------------------------------- Class: SightMaterialModify SightMaterialModifyItem[] AimMaterialModify;//[Offset: 0x0, Size: 12] SightMaterialModifyItem[] NoAimMaterialModify;//[Offset: 0xc, Size: 12] -------------------------------- Class: SightMaterialModifyItem int MaterialID;//[Offset: 0x0, Size: 4] FName ParameterName;//[Offset: 0x8, Size: 8] LinearColor Value;//[Offset: 0x10, Size: 16] -------------------------------- Class: ShootWeaponEntity.WeaponEntity.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x404, Size: 4] float BulletFireSpeed;//[Offset: 0x408, Size: 4] bool bAddOwnerOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c, Size: 1] float MaxVelocityOffsetAddRate;//[Offset: 0x410, Size: 4] int MaxBulletNumInOneClip;//[Offset: 0x414, Size: 4] int ExtraBulletNumInOneClip;//[Offset: 0x418, Size: 4] int MaxBulletNumInBarrel;//[Offset: 0x41c, Size: 4] int ExtendMaxBulletNumInOneClip;//[Offset: 0x420, Size: 4] ExtendBulletNumAttachment[] ReplaceExtendMaxBulletNumList;//[Offset: 0x424, Size: 12] float ShootInterval;//[Offset: 0x430, Size: 4] int ShootIntervalShowNumber;//[Offset: 0x434, Size: 4] float ExtraShootInterval;//[Offset: 0x438, Size: 4] int ExtraShootIntervalShowNumber;//[Offset: 0x43c, Size: 4] VolatileShootIntervalMap;//[Offset: 0x440, Size: 60] bool bHasSingleFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47c, Size: 1] bool bHasAutoFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47d, Size: 1] bool bHasBurstFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47e, Size: 1] bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x47f, Size: 1] int BurstShootBulletsNum;//[Offset: 0x480, Size: 4] FName[] ExtraAvailableMuzzleSocketNameList;//[Offset: 0x484, Size: 12] bool bHasVolleyFireMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x490, Size: 1] int VolleyShootBulletsNum;//[Offset: 0x494, Size: 4] float VolleyBulletSpreadFactor;//[Offset: 0x498, Size: 4] FName[] VolleyMuzzleSocketNameList;//[Offset: 0x49c, Size: 12] float BurstShootInterval;//[Offset: 0x4a8, Size: 4] float BurstShootCD;//[Offset: 0x4ac, Size: 4] int BulletNumSingleShot;//[Offset: 0x4b0, Size: 4] FName MuzzleSocketName;//[Offset: 0x4b8, Size: 8] FName DefaultMuzzleSocketName;//[Offset: 0x4c0, Size: 8] FName SilencerSocketName;//[Offset: 0x4c8, Size: 8] FName FiringSuppressorSocketName;//[Offset: 0x4d0, Size: 8] FName ShellDropSocketName;//[Offset: 0x4d8, Size: 8] FName ScopeAimCameraSocketName;//[Offset: 0x4e0, Size: 8] float ImpactEffectSkipDistance;//[Offset: 0x4e8, Size: 4] float MaxImpactEffectSkipTime;//[Offset: 0x4ec, Size: 4] byte ShootType;//[Offset: 0x4f0, Size: 1] int ShootTotalType;//[Offset: 0x4f4, Size: 4] bool ADSManualStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4f8, Size: 1] float WeaponWarnUpTime;//[Offset: 0x4fc, Size: 4] bool ClientShootIntervalControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x500, Size: 1] WeaponHitPartCoff WeaponHitPartCoff;//[Offset: 0x504, Size: 20] WeaponHitPartCoff WeaponHitPartCoffZombie;//[Offset: 0x518, Size: 20] float BaseImpactDamage;//[Offset: 0x52c, Size: 4] float VehicleDamageScale;//[Offset: 0x530, Size: 4] float BulletMomentum;//[Offset: 0x534, Size: 4] float MomentumAdditionScale;//[Offset: 0x538, Size: 4] float MomentumAdditionFixed;//[Offset: 0x53c, Size: 4] float BulletRange;//[Offset: 0x540, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x544, Size: 4] byte ImpactDirType;//[Offset: 0x548, Size: 1] SRangeAttenuateConfig[] RangeAttenuate;//[Offset: 0x54c, Size: 12] float RangeModifier;//[Offset: 0x558, Size: 4] float ReferenceDistance;//[Offset: 0x55c, Size: 4] float IgnoreRangeAttenuatDis;//[Offset: 0x560, Size: 4] class DamageType* DamageType;//[Offset: 0x564, Size: 4] ItemDefineID BulletType;//[Offset: 0x568, Size: 24] ItemDefineID ReplaceBulletType;//[Offset: 0x580, Size: 24] bool bHasInfiniteClips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x598, Size: 1] bool bClipHasInfiniteBullets;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x599, Size: 1] int InitBulletInClip;//[Offset: 0x59c, Size: 4] bool bAutoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a0, Size: 1] float TraceDistance;//[Offset: 0x5a4, Size: 4] float MaxValidHitTime;//[Offset: 0x5a8, Size: 4] BreakThroughDampRateConfig;//[Offset: 0x5ac, Size: 60] FName SpesificWeaponBulletCanBreakThroughTargetTag;//[Offset: 0x5e8, Size: 8] float MaxDamageRate;//[Offset: 0x5f0, Size: 4] BreakThroughMaxNumConfig;//[Offset: 0x5f4, Size: 60] bool bHasOBBulletTrack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x630, Size: 1] CurveFloat* OBBulletSpeedScaleCurve;//[Offset: 0x634, Size: 4] WeaponVisualBulletClientModeConfig VisualBulletTrackConfig;//[Offset: 0x638, Size: 88] Vector2D LocalOBBulletLaunchRangeFromMuzzle;//[Offset: 0x690, Size: 8] Vector2D LocalSimulateBulletLaunchRangeFromMuzzle;//[Offset: 0x698, Size: 8] float BulletTrackDistanceFix;//[Offset: 0x6a0, Size: 4] float DamageImpulse;//[Offset: 0x6a4, Size: 4] byte ReloadType;//[Offset: 0x6a8, Size: 1] float PreFireTime;//[Offset: 0x6ac, Size: 4] float PreFireAnimScale;//[Offset: 0x6b0, Size: 4] float PostFireTime;//[Offset: 0x6b4, Size: 4] float PostReloadTime;//[Offset: 0x6b8, Size: 4] bool bNeedMagAnimationWhenReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6bc, Size: 1] float ReloadDurationStart;//[Offset: 0x6c0, Size: 4] float ReloadDurationStartTacticalOffset;//[Offset: 0x6c4, Size: 4] float ReloadDurationLoop;//[Offset: 0x6c8, Size: 4] float ReloadDurationEnd;//[Offset: 0x6cc, Size: 4] float ReloadTime;//[Offset: 0x6d0, Size: 4] float ReloadTimeTactical;//[Offset: 0x6d4, Size: 4] float ReloadTimeMagOut;//[Offset: 0x6d8, Size: 4] float ReloadTimeMagOutTactical;//[Offset: 0x6dc, Size: 4] float ReloadTimeMagIn;//[Offset: 0x6e0, Size: 4] float ReloadTimeMagInTactical;//[Offset: 0x6e4, Size: 4] float ReloadRate;//[Offset: 0x6e8, Size: 4] SpecialReloadCfgData;//[Offset: 0x6ec, Size: 60] FName ReloadAllTIDName;//[Offset: 0x728, Size: 8] FName ReloadTacticalTIDName;//[Offset: 0x730, Size: 8] bool bUseSpecificBulletNumOnReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x738, Size: 1] int ReloadSpecificBulletNum;//[Offset: 0x73c, Size: 4] bool ReloadWithNoCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740, Size: 1] bool InitAutoReloadLock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x741, Size: 1] bool bAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x742, Size: 1] bool bAutoSwitchWhenNoBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x743, Size: 1] float DropDuration;//[Offset: 0x744, Size: 4] bool bStoreBulletsToWrapperWhenDisUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x748, Size: 1] int InterruptReloadByFireMinBulletThreshold;//[Offset: 0x74c, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x750, Size: 252] AutoAimingConfigByGameMode[] AdjustAutoAimingConfigByModeList;//[Offset: 0x84c, Size: 12] bool IsSupportAutoAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x858, Size: 1] SRecoilInfo RecoilInfo;//[Offset: 0x85c, Size: 100] float AccessoriesVRecoilFactor;//[Offset: 0x8c0, Size: 4] float AccessoriesHRecoilFactor;//[Offset: 0x8c4, Size: 4] float AccessoriesRecoveryFactor;//[Offset: 0x8c8, Size: 4] SDeviation DeviationInfo;//[Offset: 0x8cc, Size: 68] float ShotGunCenterPerc;//[Offset: 0x910, Size: 4] float ShotGunVerticalSpread;//[Offset: 0x914, Size: 4] float ShotGunHorizontalSpread;//[Offset: 0x918, Size: 4] float GameDeviationFactor;//[Offset: 0x91c, Size: 4] float GameDeviationAccuracy;//[Offset: 0x920, Size: 4] float AccessoriesDeviationFactor;//[Offset: 0x924, Size: 4] byte CrossHairType;//[Offset: 0x928, Size: 1] float CrossHairInitialSize;//[Offset: 0x92c, Size: 4] float CrossHairBurstSpeed;//[Offset: 0x930, Size: 4] float CrossHairBurstIncreaseSpeed;//[Offset: 0x934, Size: 4] float VehicleWeaponDeviationAngle;//[Offset: 0x938, Size: 4] bool bDrawCrosshairWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x93c, Size: 1] FName DefaultScopeSocket;//[Offset: 0x940, Size: 8] FName DefaultGripSocket;//[Offset: 0x948, Size: 8] FName DefaultGunStockSocket;//[Offset: 0x950, Size: 8] FName DefaultMagSocket;//[Offset: 0x958, Size: 8] float WeaponBodyLength;//[Offset: 0x960, Size: 4] FName[] OpticalSightAttachmentSocketNameList;//[Offset: 0x964, Size: 12] float WeaponAimFOV;//[Offset: 0x974, Size: 4] float WeaponAimInTime;//[Offset: 0x978, Size: 4] float WeaponAimPitchRate;//[Offset: 0x97c, Size: 4] float WeaponAimYawRate;//[Offset: 0x980, Size: 4] float GameMotionYawRate;//[Offset: 0x984, Size: 4] float GameMotionPitchRate;//[Offset: 0x988, Size: 4] float ForegripParam;//[Offset: 0x98c, Size: 4] float MagParam;//[Offset: 0x990, Size: 4] bool SimulateMagParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x994, Size: 1] float SensitiveFireYawRate;//[Offset: 0x998, Size: 4] byte SightType;//[Offset: 0x99c, Size: 1] float SensitiveFirePitchRate;//[Offset: 0x9a0, Size: 4] byte SightVisionType;//[Offset: 0x9a4, Size: 1] ItemDefineID DefaultScopeID;//[Offset: 0x9a8, Size: 24] float MaxBulletImpactFXClampDistance;//[Offset: 0x9c0, Size: 4] int MaxBulletImpactFXSpawnNum;//[Offset: 0x9c4, Size: 4] float RecoilKickADS;//[Offset: 0x9c8, Size: 4] float ExtraHitPerformScale;//[Offset: 0x9cc, Size: 4] float HUDAlphaDecreaseSpeedScale;//[Offset: 0x9d0, Size: 4] bool bAutoExitScopeAfterFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d4, Size: 1] enum ReleaseFireType;//[Offset: 0x9d5, Size: 1] bool bEnableScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d6, Size: 1] bool bEnableShoulderScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d7, Size: 1] bool bUseReasonableBolt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d8, Size: 1] bool bLock90DirWhenPitchAbove75;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9d9, Size: 1] float LockAnimPitchDegree;//[Offset: 0x9dc, Size: 4] float LockAnimPitchDegreeCrouch;//[Offset: 0x9e0, Size: 4] float AnimationKick;//[Offset: 0x9e4, Size: 4] int ReloadAnimSlot;//[Offset: 0x9e8, Size: 4] bool ReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9ec, Size: 1] bool bEnableNightVersionWhenScope;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9ed, Size: 1] float HandleFolderFactorScale;//[Offset: 0x9f0, Size: 4] float SwitchAimAnimTime;//[Offset: 0x9f4, Size: 4] bool bShowBarrelBulletNumUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9f8, Size: 1] bool bRecordHitDetail;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9f9, Size: 1] int ConstantWeaponDurability;//[Offset: 0x9fc, Size: 4] float ShootReduceDurabilityAmount;//[Offset: 0xa00, Size: 4] Rotator[] RearSightRotConfig;//[Offset: 0xa04, Size: 12] FName[] RearSightSocketConfig;//[Offset: 0xa10, Size: 12] Rotator[] RearSightHandRotOffsetConfig;//[Offset: 0xa1c, Size: 12] int RearSightRotIndex;//[Offset: 0xa28, Size: 4] bool bForceUseShootIntervalConsistent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa2c, Size: 1] int MaxFireNumPerFrame;//[Offset: 0xa30, Size: 4] bool bCachedDefaultConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa34, Size: 1] byte[] CoronaEffectCfg;//[Offset: 0xde0, Size: 12] ItemDefineID GetBulletType();// 0x33aad10 -------------------------------- Class: STExtraShootWeaponBulletBase.Actor.Object BulletMovementComponent* PMComp;//[Offset: 0x324, Size: 4] bool bLaunchWithGravity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328, Size: 1] int MaxNoGravityRange;//[Offset: 0x32c, Size: 4] float LaunchGravityScale;//[Offset: 0x330, Size: 4] int PunctureTimes;//[Offset: 0x334, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactActorTemplate;//[Offset: 0x338, Size: 4] class DamageType* DamageType;//[Offset: 0x33c, Size: 4] ParticleSystem* NormalTailFX;//[Offset: 0x340, Size: 4] bool bShowNormalTailFXImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] bool bDrawImpactNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x345, Size: 1] ParticleSystem* BeamTailFX;//[Offset: 0x348, Size: 4] Vector RootScale;//[Offset: 0x34c, Size: 12] bool bUseOffsetVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] bool bHasFlyPastEarSound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x359, Size: 1] Vector ShootDir;//[Offset: 0x35c, Size: 12] bool bIgnoreCahracterRootCompImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x368, Size: 1] float ShowBulletEffectMinDistance;//[Offset: 0x36c, Size: 4] STExtraShootWeapon* OwningShootWeapon;//[Offset: 0x460, Size: 4] delegate OnRecycleBullet;//[Offset: 0x464, Size: 12] delegate OnResetBullet;//[Offset: 0x470, Size: 12] delegate OnBulletImpact;//[Offset: 0x47c, Size: 12] delegate OnLaunchBullet;//[Offset: 0x488, Size: 12] ParticleSystemComponent* BeamTailFXComp;//[Offset: 0x494, Size: 4] Actor* WeaponOwnerPawn;//[Offset: 0x498, Size: 4] float WeaponFloorHeight;//[Offset: 0x54c, Size: 4] Vector WeaponOwnerPos;//[Offset: 0x550, Size: 12] byte CachedOwnerRole;//[Offset: 0x55c, Size: 1] uint32 OwnerPlayerKey;//[Offset: 0x560, Size: 4] bool bEnableClientBlockVerify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x564, Size: 1] bool bEnableUpdateBulletTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x565, Size: 1] int MaxTraceTimes;//[Offset: 0x568, Size: 4] bool bEnableFillSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c, Size: 1] bool IngoreSameGroupBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56d, Size: 1] void ResetBulletDelegate__DelegateSignature();// 0x40a6134 void ReloadNoEncodeAttr();// 0x30b3878 void OnShowBulletEffect();// 0x40a6134 void OnRecycleBulletDelegate__DelegateSignature();// 0x40a6134 void OnImpactEnd(out const HitResult _ImpactResult);// 0x314b66c void OnImpactDelegate__DelegateSignature(HitResult HitInfo);// 0x40a6134 void OnImpact(out const HitResult _ImpactResult);// 0x314b5c8 bool NeedCheckBulletFlySound();// 0x3538790 void LaunchBulletDelegate__DelegateSignature();// 0x40a6134 void LaunchBP(float Speed, out Transform InTrans, Actor* InOwningWeapon, Actor* InInstigator, out Transform OutTrans);// 0x40a6134 int GetShootID();// 0x3538774 float GetMaxNoGravityRange();// 0x3538744 float GetMaxBulletFlySpeed();// 0x31eef7c float GetLaunchGravityScale();// 0x30be478 Controller* GetInstigatorControllerSafe();// 0x353871c STExtraBaseCharacter* GetInstigatorCharacter();// 0x35386f4 bool ConditionalDestroyBullet(out const HitResult _ImpactResult);// 0x3538650 bool ClientVerifyBlock(out const Vector MuzzlePos, out const Vector ImpactPoint, Actor* Weapon, Actor* ImpactActor);// 0x35384e0 -------------------------------- 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();// 0x317f038 void ResetTickDelay();// 0x317f01c void IgnoreBounceReflectOnce();// 0x317f000 void ForceStop();// 0x317efec -------------------------------- 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);// 0x5d81ad8 void SetVelocityInLocalSpace(Vector NewVelocity);// 0x5d81a60 void OnProjectileStopDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x40a6134 void OnProjectileBounceDelegate__DelegateSignature(out const HitResult ImpactResult, out const Vector ImpactVelocity);// 0x40a6134 Vector LimitVelocity(Vector NewVelocity);// 0x5d819cc -------------------------------- Class: STEShootWeaponBulletImpactEffect.Actor.Object HitEffectDirectionOverrideDataMap;//[Offset: 0x2ec, Size: 60] ParticleSystem* DefaultFX;//[Offset: 0x328, Size: 4] ParticleSystem* ConcreteFX;//[Offset: 0x32c, Size: 4] ParticleSystem* DirtFX;//[Offset: 0x330, Size: 4] ParticleSystem* WaterFX;//[Offset: 0x334, Size: 4] ParticleSystem* MetalFX;//[Offset: 0x338, Size: 4] ParticleSystem* WoodFX;//[Offset: 0x33c, Size: 4] ParticleSystem* GlassFX;//[Offset: 0x340, Size: 4] ParticleSystem* GrassFX;//[Offset: 0x344, Size: 4] ParticleSystem* FleshFX;//[Offset: 0x348, Size: 4] ParticleSystem* SteelFX;//[Offset: 0x34c, Size: 4] ParticleSystem* SandbagFX;//[Offset: 0x350, Size: 4] ParticleSystem* SandFX;//[Offset: 0x354, Size: 4] ParticleSystem* ClothFX;//[Offset: 0x358, Size: 4] ParticleSystem* PlasticFX;//[Offset: 0x35c, Size: 4] ParticleSystem* LeatherFX;//[Offset: 0x360, Size: 4] ParticleSystem* CeramicsFX;//[Offset: 0x364, Size: 4] ParticleSystem* PaperFX;//[Offset: 0x368, Size: 4] ParticleSystem* StoneFX;//[Offset: 0x36c, Size: 4] ParticleSystem* SnowFX;//[Offset: 0x370, Size: 4] ParticleSystem* PopCanFX;//[Offset: 0x374, Size: 4] ParticleSystem* PyreflyFX;//[Offset: 0x378, Size: 4] ParticleSystem* LeafFX;//[Offset: 0x37c, Size: 4] ParticleSystem* CarFX;//[Offset: 0x380, Size: 4] ParticleSystem* AsphaltFX;//[Offset: 0x384, Size: 4] ParticleSystem* IceFX;//[Offset: 0x388, Size: 4] ParticleSystem* BallCarFX;//[Offset: 0x38c, Size: 4] ParticleSystem* FleshFXNormal;//[Offset: 0x390, Size: 4] ParticleSystem* FleshFXExpand;//[Offset: 0x394, Size: 4] bool bForceDefaultFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] AkAudioEvent* DefaultSound;//[Offset: 0x39c, Size: 4] AkAudioEvent* ConcreteSound;//[Offset: 0x3a0, Size: 4] AkAudioEvent* DirtSound;//[Offset: 0x3a4, Size: 4] AkAudioEvent* WaterSound;//[Offset: 0x3a8, Size: 4] AkAudioEvent* MetalSound;//[Offset: 0x3ac, Size: 4] AkAudioEvent* WoodSound;//[Offset: 0x3b0, Size: 4] AkAudioEvent* GlassSound;//[Offset: 0x3b4, Size: 4] AkAudioEvent* GrassSound;//[Offset: 0x3b8, Size: 4] AkAudioEvent* FleshSound;//[Offset: 0x3bc, Size: 4] AkAudioEvent* SteelSound;//[Offset: 0x3c0, Size: 4] AkAudioEvent* SandbagSound;//[Offset: 0x3c4, Size: 4] AkAudioEvent* SandSound;//[Offset: 0x3c8, Size: 4] AkAudioEvent* ClothSound;//[Offset: 0x3cc, Size: 4] AkAudioEvent* PlasticSound;//[Offset: 0x3d0, Size: 4] AkAudioEvent* LeatherSound;//[Offset: 0x3d4, Size: 4] AkAudioEvent* CeramicsSound;//[Offset: 0x3d8, Size: 4] AkAudioEvent* PaperSound;//[Offset: 0x3dc, Size: 4] AkAudioEvent* StoneSound;//[Offset: 0x3e0, Size: 4] AkAudioEvent* SnowSound;//[Offset: 0x3e4, Size: 4] AkAudioEvent* PopCanSound;//[Offset: 0x3e8, Size: 4] AkAudioEvent* PyreflySound;//[Offset: 0x3ec, Size: 4] AkAudioEvent* LeafSound;//[Offset: 0x3f0, Size: 4] AkAudioEvent* CarSound;//[Offset: 0x3f4, Size: 4] AkAudioEvent* AsphaltSound;//[Offset: 0x3f8, Size: 4] AkAudioEvent* IceSound;//[Offset: 0x3fc, Size: 4] AkAudioEvent* WindBreakSound;//[Offset: 0x400, Size: 4] AkAudioEvent* BallCarSound;//[Offset: 0x404, Size: 4] AkAudioEvent* ShootFeedbackSound;//[Offset: 0x408, Size: 4] AkAudioEvent* ShootShieldFeedbackSound;//[Offset: 0x40c, Size: 4] DecalData DefaultDecal;//[Offset: 0x410, Size: 28] DecalData ConcreteDecal;//[Offset: 0x42c, Size: 28] DecalData DirtDecal;//[Offset: 0x448, Size: 28] DecalData WaterDecal;//[Offset: 0x464, Size: 28] DecalData MetalDecal;//[Offset: 0x480, Size: 28] DecalData WoodDecal;//[Offset: 0x49c, Size: 28] DecalData GrassDecal;//[Offset: 0x4b8, Size: 28] DecalData GlassDecal;//[Offset: 0x4d4, Size: 28] DecalData FleshDecal;//[Offset: 0x4f0, Size: 28] DecalData SteelDecal;//[Offset: 0x50c, Size: 28] DecalData SandbagDecal;//[Offset: 0x528, Size: 28] DecalData SandDecal;//[Offset: 0x544, Size: 28] DecalData ClothDecal;//[Offset: 0x560, Size: 28] DecalData PlasticDecal;//[Offset: 0x57c, Size: 28] DecalData LeatherDecal;//[Offset: 0x598, Size: 28] DecalData CeramicsDecal;//[Offset: 0x5b4, Size: 28] DecalData PaperDecal;//[Offset: 0x5d0, Size: 28] DecalData StoneDecal;//[Offset: 0x5ec, Size: 28] DecalData SnowDecal;//[Offset: 0x608, Size: 28] DecalData PopCanDecal;//[Offset: 0x624, Size: 28] DecalData PyreflyDecal;//[Offset: 0x640, Size: 28] DecalData LeafDecal;//[Offset: 0x65c, Size: 28] DecalData CarDecal;//[Offset: 0x678, Size: 28] DecalData AsphaltDecal;//[Offset: 0x694, Size: 28] DecalData IceDecal;//[Offset: 0x6b0, Size: 28] BulletHitInfoUploadData SurfaceHit;//[Offset: 0x6d0, Size: 272] bool bAudioOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e0, Size: 1] bool bIgnoreDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e1, Size: 1] bool bAttachToTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e2, Size: 1] DecalComponent* ImpactDecalComp;//[Offset: 0x7e4, Size: 4] ParticleSystemComponent* ImpactParticleComp;//[Offset: 0x7e8, Size: 4] Vector DecalScale;//[Offset: 0x7f0, Size: 12] SceneComponent* TargetImpactComp;//[Offset: 0x810, Size: 4] ParticleSystem* GreenBloodFleshFX;//[Offset: 0x88c, Size: 4] WeaponAvatarSpecialFleshFX;//[Offset: 0x890, Size: 60] bool LoadNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d0, Size: 1] bool UseNewImpactFxAysnc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d1, Size: 1] void TimerHideDecal();// 0x342019c void OnLoadImpactFxAsyncCallBack(SoftObjectPath ImpactFxPath, float DistanceScaler, byte HitSurfaceType);// 0x341ffa8 void OnHandleImpactFx(ParticleSystem* ImpactFX, float DistanceScaler, byte HitSurfaceType);// 0x341fea8 SoftObjectPath GetDirectionImpactFXPath(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x341fcbc bool GetDirectionImpactFXAsync(byte SurfaceType, float NormalDegree, float DistanceScaler, byte HitSurfaceType, const Actor* ImpactCauser);// 0x341fb20 -------------------------------- Class: HitEffectItemDataList ItemDataListMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: DecalData float DecalSize;//[Offset: 0x0, Size: 4] float LifeSpan;//[Offset: 0x4, Size: 4] Material* DecalMaterial;//[Offset: 0x8, Size: 4] float ImpactEffectStartScaleDistance;//[Offset: 0xc, Size: 4] float ImpactEffectEndScaleDistance;//[Offset: 0x10, Size: 4] float ImpactEffectStartScaleValue;//[Offset: 0x14, Size: 4] float ImpactEffectEndScaleValue;//[Offset: 0x18, Size: 4] -------------------------------- Class: BulletHitInfoUploadData Vector ImpactPoint;//[Offset: 0x0, Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12] Vector_NetQuantize VictimLocation;//[Offset: 0x24, Size: 12] Vector_NetQuantize BulletPos;//[Offset: 0x30, Size: 12] Vector_NetQuantize ShootMomentMuzzlePos;//[Offset: 0x3c, Size: 12] Vector2D ShootDir2D;//[Offset: 0x48, Size: 8] byte SurfaceType;//[Offset: 0x50, Size: 1] uint32 ShootID;//[Offset: 0x54, Size: 4] int BulletTypeSpecialID;//[Offset: 0x58, Size: 4] uint16 CompensationTime;//[Offset: 0x5c, Size: 2] Actor* Actor;//[Offset: 0x60, Size: 8] PrimitiveComponent* Component;//[Offset: 0x68, Size: 8] int TimeStamp;//[Offset: 0x70, Size: 4] int ClientShootTime;//[Offset: 0x74, Size: 4] byte SpecialBulletID;//[Offset: 0x78, Size: 1] byte HitBodyType;//[Offset: 0x79, Size: 1] uint32 CharacterImpactOffsetSquared;//[Offset: 0x7c, Size: 4] float MuzzleFloorHeight;//[Offset: 0x80, Size: 4] Vector_NetQuantize WeaponOwnerHeadPos;//[Offset: 0x84, Size: 12] float DamageRate;//[Offset: 0x90, Size: 4] bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] Vector_NetQuantize GunTailPos;//[Offset: 0x98, Size: 12] FName BoneName;//[Offset: 0xa8, Size: 8] Transform BoneTrans;//[Offset: 0xb0, Size: 48] byte ImpactEffectMask;//[Offset: 0xe0, Size: 1] -------------------------------- Class: DecalComponent.SceneComponent.ActorComponent.Object MaterialInterface* DecalMaterial;//[Offset: 0x260, Size: 4] int SortOrder;//[Offset: 0x264, Size: 4] float FadeScreenSize;//[Offset: 0x268, Size: 4] float FadeStartDelay;//[Offset: 0x26c, Size: 4] float FadeDuration;//[Offset: 0x270, Size: 4] bool bDestroyOwnerAfterFade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x274, Size: 1] Vector DecalSize;//[Offset: 0x278, Size: 12] void SetSortOrder(int Value);// 0x5c5e0c4 void SetFadeScreenSize(float NewFadeScreenSize);// 0x5c5e04c void SetFadeOut(float StartDelay, float Duration, bool DestroyOwnerAfterFade);// 0x5c5df44 void SetDecalMaterial(MaterialInterface* NewDecalMaterial);// 0x5c5decc float GetFadeStartDelay();// 0x5c5dea4 float GetFadeDuration();// 0x5c5de7c MaterialInterface* GetDecalMaterial();// 0x5c5de54 MaterialInstanceDynamic* CreateDynamicMaterialInstance();// 0x5c5de24 -------------------------------- 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: WeaponReloadCfg float Time;//[Offset: 0x0, Size: 4] float TimeMagOut;//[Offset: 0x4, Size: 4] float TimeMagIn;//[Offset: 0x8, Size: 4] -------------------------------- Class: AutoAimingConfig AutoAimingRangeConfig OuterRange;//[Offset: 0x0, Size: 76] AutoAimingRangeConfig InnerRange;//[Offset: 0x4c, Size: 76] AutoAimingRangeConfig ScopeRange;//[Offset: 0x98, Size: 76] float followTimeMax;//[Offset: 0xe4, Size: 4] bool TriggerBeforeFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8, Size: 1] CurveFloat* SpeedCurve;//[Offset: 0xec, Size: 4] CurveFloat* DistanceSpeedCurve;//[Offset: 0xf0, Size: 4] CurveFloat* SensitiveSpeedCurve;//[Offset: 0xf4, Size: 4] float MaxAngle;//[Offset: 0xf8, Size: 4] -------------------------------- Class: AutoAimingRangeConfig float Speed;//[Offset: 0x0, Size: 4] float CenterSpeedRate;//[Offset: 0x4, Size: 4] float RangeRate;//[Offset: 0x8, Size: 4] float SpeedRate;//[Offset: 0xc, Size: 4] float RangeRateSight;//[Offset: 0x10, Size: 4] float SpeedRateSight;//[Offset: 0x14, Size: 4] float CrouchRate;//[Offset: 0x18, Size: 4] float ProneRate;//[Offset: 0x1c, Size: 4] float DyingRate;//[Offset: 0x20, Size: 4] float DriveVehicleRate;//[Offset: 0x24, Size: 4] float InVehicleRate;//[Offset: 0x28, Size: 4] float FreeFallRate;//[Offset: 0x2c, Size: 4] float OpeningRate;//[Offset: 0x30, Size: 4] float LandingRate;//[Offset: 0x34, Size: 4] float adsorbMaxRange;//[Offset: 0x38, Size: 4] float adsorbMinRange;//[Offset: 0x3c, Size: 4] float adsorbMinAttenuationDis;//[Offset: 0x40, Size: 4] float adsorbMaxAttenuationDis;//[Offset: 0x44, Size: 4] float adsorbActiveMinRange;//[Offset: 0x48, Size: 4] -------------------------------- Class: AutoAimingConfigByGameMode class GameStateBase* GameStateClass;//[Offset: 0x0, Size: 4] AutoAimingConfig AutoAimingConfig;//[Offset: 0x4, Size: 252] -------------------------------- Class: SRecoilInfo float VerticalRecoilMin;//[Offset: 0x0, Size: 4] float VerticalRecoilMax;//[Offset: 0x4, Size: 4] float VerticalRecoilVariation;//[Offset: 0x8, Size: 4] float VerticalRecoveryModifier;//[Offset: 0xc, Size: 4] float VerticalRecoveryClamp;//[Offset: 0x10, Size: 4] float VerticalRecoveryMax;//[Offset: 0x14, Size: 4] float LeftMax;//[Offset: 0x18, Size: 4] float RightMax;//[Offset: 0x1c, Size: 4] float HorizontalTendency;//[Offset: 0x20, Size: 4] CurveVector* RecoilCurve;//[Offset: 0x24, Size: 4] int BulletPerSwitch;//[Offset: 0x28, Size: 4] float TimePerSwitch;//[Offset: 0x2c, Size: 4] bool SwitchOnTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] float RecoilSpeedVertical;//[Offset: 0x34, Size: 4] float RecoilSpeedHorizontal;//[Offset: 0x38, Size: 4] float RecovertySpeedVertical;//[Offset: 0x3c, Size: 4] float RecoilValueClimb;//[Offset: 0x40, Size: 4] float RecoilValueFail;//[Offset: 0x44, Size: 4] float RecoilModifierStand;//[Offset: 0x48, Size: 4] float RecoilModifierCrouch;//[Offset: 0x4c, Size: 4] float RecoilModifierProne;//[Offset: 0x50, Size: 4] float RecoilHorizontalMinScalar;//[Offset: 0x54, Size: 4] float BurstEmptyDelay;//[Offset: 0x58, Size: 4] bool ShootSightReturn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] float ShootSightReturnSpeed;//[Offset: 0x60, Size: 4] -------------------------------- Class: SDeviation float DeviationBase;//[Offset: 0x0, Size: 4] float DeviationBaseAim;//[Offset: 0x4, Size: 4] float DeviationBaseADS;//[Offset: 0x8, Size: 4] float DeviationRecoilGain;//[Offset: 0xc, Size: 4] float DeviationRecoilGainAim;//[Offset: 0x10, Size: 4] float DeviationRecoilGainADS;//[Offset: 0x14, Size: 4] float DeviationMax;//[Offset: 0x18, Size: 4] float DeviationMinMove;//[Offset: 0x1c, Size: 4] float DeviationMaxMove;//[Offset: 0x20, Size: 4] float DeviationMoveMultiplier;//[Offset: 0x24, Size: 4] float DeviationMoveMinRefrence;//[Offset: 0x28, Size: 4] float DeviationMoveMaxRefrence;//[Offset: 0x2c, Size: 4] float DeviationStanceStand;//[Offset: 0x30, Size: 4] float DeviationStanceCrouch;//[Offset: 0x34, Size: 4] float DeviationStanceProne;//[Offset: 0x38, Size: 4] float DeviationStanceJump;//[Offset: 0x3c, Size: 4] float DeviationShoulderMultiplier;//[Offset: 0x40, Size: 4] -------------------------------- Class: BulletTrackComponent.WeaponLogicBaseComponent.ActorComponent.Object STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x100, Size: 4] STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x104, Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0x108, Size: 4] bool IsAutonomousOrSpectorWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x174, Size: 1] SRecoilInfo RecoilInfo_NoTss;//[Offset: 0x178, Size: 100] SDeviation DeviationInfo_NoTss;//[Offset: 0x1dc, Size: 68] void SetUseTss(bool bUse);// 0x317f3c4 void OnWeaponStopFire();// 0x317f3b0 void OnWeaponStartFire();// 0x317f39c void OnWeaponShoot();// 0x317f388 void GetDataFromWeaponEntity();// 0x317f374 Vector GetCurRecoilInfo();// 0x317f32c float GetCurDeviation();// 0x317f2fc void CheckComponentTick();// 0x317f2e8 -------------------------------- Class: BulletHitInfoUploadComponent.WeaponLogicBaseComponent.ActorComponent.Object float UploadInterval;//[Offset: 0x100, Size: 4] bool bEnableTssSdkAntiData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x104, Size: 1] bool bEnableTssSdkAntiDataFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x105, Size: 1] bool bEnableTssSdkAntiDataFilterNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x106, Size: 1] bool bDisableDsTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x107, Size: 1] bool bDisableDsAntiDataReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1] bool bEnableAddSPCShootData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109, Size: 1] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x10c, Size: 4] STExtraPlayerController* OwnerPlayerController;//[Offset: 0x168, Size: 4] bool NeedSendSimpleCharacterHitData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1] void HandleOnWeaponStopFire();// 0x30cf50c void HandleOnWeaponStartFire();// 0x317e03c bool CheckCloseDSTick();// 0x317e014 -------------------------------- Class: STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object float LastCalcShootTime;//[Offset: 0x104, Size: 4] HitResult CalcShootHitRet;//[Offset: 0x108, Size: 136] bool bShootIDNotMatchReportKillflow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190, Size: 1] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x194, Size: 4] CustomBulletDamage;//[Offset: 0x198, Size: 60] FName NormalBulletsTrackCompTag;//[Offset: 0x1d8, Size: 8] BulletTrackComponent* ShootWeaponBulletsTrackComponent;//[Offset: 0x1e0, Size: 4] ShootWeaponEntity* ShootWeaponEntityComponent;//[Offset: 0x1e4, Size: 4] delegate OnShoot;//[Offset: 0x1e8, Size: 12] delegate OnBulletHitConstRefDelegate;//[Offset: 0x1f4, Size: 12] VolleyShootInfoCache[] VolleyShootLocCache;//[Offset: 0x488, Size: 12] AIActingComponent* CacheAIActingComp;//[Offset: 0x4b0, Size: 4] void UpdateVolleyShootParameters(Vector TargetLoc, out Vector StartLoc, out Rotator BulletRot, out Vector BulletDir);// 0x3539574 void ShootDelegate__DelegateSignature();// 0x40a6134 void OnWeaponClipMaxBulletChanged();// 0x3539560 void OnWeaponBulletChanged();// 0x353954c void OnContinuousShootStateChangedDelegate__DelegateSignature(bool bIsContinuousShooting);// 0x40a6134 void OnContinuousShootDelegate__DelegateSignature(int BulletsNum);// 0x40a6134 void OnBulletHitConstRefDelegate__DelegateSignature(out const BulletHitInfoUploadData Data, STExtraShootWeapon* Weapon);// 0x40a6134 bool IsBulletHasShotFlag(int ShootID, enum ShotFlag);// 0x3539488 void GetBulletPosAndVelocity(out Vector StartPos, out Vector Velocity);// 0x35393b0 HitResult ConditionPreCalcShootHitRet(bool WithDeviation, float ToleranceTime);// 0x3539290 -------------------------------- Class: ShootWeaponCustomDamageList Data;//[Offset: 0x0, Size: 60] float RangeModifier;//[Offset: 0x3c, Size: 4] float ReferenceDistance;//[Offset: 0x40, Size: 4] float IgnoreRangeAttenuatDis;//[Offset: 0x44, Size: 4] float BaseImpactDamage;//[Offset: 0x48, Size: 4] class STExtraShootWeaponBulletBase* BulletClass;//[Offset: 0x4c, Size: 4] -------------------------------- Class: ShootWeaponCustomDamage ParticleSystem* ParticleSystem;//[Offset: 0x0, Size: 40] float DamageRate;//[Offset: 0x28, Size: 4] -------------------------------- Class: VolleyShootInfoCache Vector StartLoc;//[Offset: 0x0, Size: 12] Vector ShootDir;//[Offset: 0xc, Size: 12] -------------------------------- Class: AIActingComponent.LuaInstancedActorComponent.ActorComponent.Object FString AIActingLuaConfig;//[Offset: 0x114, Size: 12] FString DefaultLuaFilePath;//[Offset: 0x120, Size: 12] int WillKilledBotNum;//[Offset: 0x12c, Size: 4] int PlayersOnSquare;//[Offset: 0x130, Size: 4] int OriginalTotalAINum;//[Offset: 0x134, Size: 4] AIWayPointActor*[] WayPointActorList;//[Offset: 0x144, Size: 12] bool bUseCacheWayPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x150, Size: 1] AIActingCandidateData[] CandidateAIList;//[Offset: 0x154, Size: 12] AIActingCandidateData[] CandidateMLDeliveryList;//[Offset: 0x160, Size: 12] bool bCheckTeleportLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x200, Size: 1] float AverageRating;//[Offset: 0x204, Size: 4] bool bUseMlAICondCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x208, Size: 1] float MlAIHpCheckValue;//[Offset: 0x20c, Size: 4] float AIDeliveryWaveInterval;//[Offset: 0x210, Size: 4] int MaxActiveAI;//[Offset: 0x214, Size: 4] int ActiveAI_n;//[Offset: 0x218, Size: 4] int ActiveAI_m;//[Offset: 0x21c, Size: 4] float AISpawnCircleOriginOffset;//[Offset: 0x220, Size: 4] float NoWhiteCirclesRadius;//[Offset: 0x224, Size: 4] float SelectActionPeriod;//[Offset: 0x228, Size: 4] float SpawnCheckHumanRadiusSquare;//[Offset: 0x22c, Size: 4] int TryFindSpawnAILocNum;//[Offset: 0x230, Size: 4] AIActingItem[] AIActingItemList;//[Offset: 0x234, Size: 12] int SimulateKillMinIntervalNum;//[Offset: 0x280, Size: 4] AIBeginAttackEachOther[] AIAttackEachOtherRatingTimeConfig;//[Offset: 0x284, Size: 12] float MinKilledFreqScale;//[Offset: 0x290, Size: 4] float MaxKilledFreqScale;//[Offset: 0x294, Size: 4] bool bEnableClassicDeliveryAct;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x298, Size: 1] bool bEnableHotValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x299, Size: 1] int FullFeedLimit;//[Offset: 0x29c, Size: 4] DeliveryRatingConfig[] DeliveryWaveInterval;//[Offset: 0x2a0, Size: 12] float DeliveryBeginTime;//[Offset: 0x2ac, Size: 4] float DeliveryFreq;//[Offset: 0x2b0, Size: 4] int DeliveryAINumEachPeriod;//[Offset: 0x2b4, Size: 4] float MinimumWarmScore;//[Offset: 0x2b8, Size: 4] float SpecialAIHpCondition;//[Offset: 0x2bc, Size: 4] float SpecialAICircleDistanceScale;//[Offset: 0x2c0, Size: 4] AIDeliveryAreaLimit[] AIDeliveryAreaLimit;//[Offset: 0x2c4, Size: 12] DeliveryCondition[] DeliveryChecks;//[Offset: 0x2d0, Size: 12] float TeammateDistanceThresholdSqr;//[Offset: 0x2dc, Size: 4] float EnemyDistanceThresholdSqr;//[Offset: 0x2e0, Size: 4] float DeliveryCoolDown;//[Offset: 0x2e4, Size: 4] SpecialAIDeliveryNumContainer[] SpAINumWitmTeammateCfg;//[Offset: 0x2e8, Size: 12] FString HotValuePrefix;//[Offset: 0x2f4, Size: 12] HotValueAttenuation HotValueAttenuation;//[Offset: 0x300, Size: 12] HotValueScale HotValueScale;//[Offset: 0x30c, Size: 12] float DeliveryHotValueThreshold;//[Offset: 0x318, Size: 4] float HotValueUpdateBeginTime;//[Offset: 0x31c, Size: 4] float HotValueUpdateDeltaTime;//[Offset: 0x320, Size: 4] bool bDebugHotValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324, Size: 1] Vector2D HotValueLocationOffset;//[Offset: 0x330, Size: 8] AIRatingDamage[] AIRatingDamageConfig;//[Offset: 0x350, Size: 12] AIAttackAIRatingDamage[] AIAttackAIRatingDamage;//[Offset: 0x35c, Size: 12] DeliveryPlayerConfig[] AIDeliveryPlayerConfig;//[Offset: 0x368, Size: 12] AIAttackAnimalRatingDamage[] AIAttackAnimalRatingDamage;//[Offset: 0x374, Size: 12] int MaxMoveRequestExecutePerFrame;//[Offset: 0x380, Size: 4] int MaxQueuingMoveRequests;//[Offset: 0x384, Size: 4] int MaxClearTroubleRequestExecutePerFrame;//[Offset: 0x388, Size: 4] int CommonAIDeliverInWave;//[Offset: 0x38c, Size: 4] float DeliveryWaveCD;//[Offset: 0x390, Size: 4] CirleAreaVolume* CircleAreaVolume;//[Offset: 0x394, Size: 4] CircleMgrComponent* CircleMgrComponent;//[Offset: 0x398, Size: 4] STExtraPlayerCharacter*[] CachedCandidatePlayers;//[Offset: 0x39c, Size: 12] FakePlayerAIController*[] CachedCandidateAICs;//[Offset: 0x3fc, Size: 12] int CircleIndexFakeAIPoisonDamage;//[Offset: 0x440, Size: 4] int AIAttackAnimalRatingDamageIndex;//[Offset: 0x444, Size: 4] bool IsCheckVisibilityReverse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x460, Size: 1] bool bCheckTargetLocationDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x461, Size: 1] float TargetLocationDistanceThreshold;//[Offset: 0x464, Size: 4] float MaxAILocationTraceHeightZ;//[Offset: 0x468, Size: 4] AIActingBPAssit* m_BPAssit;//[Offset: 0x478, Size: 4] FString AIActingBPAssitClassPath;//[Offset: 0x47c, Size: 12] Actor*[] WaterSwimActors;//[Offset: 0x488, Size: 12] bool bEnableAIStrategy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494, Size: 1] delegate CustomDeliveryActDelegate;//[Offset: 0x498, Size: 12] uint16[] AIStrategyRatingConfig;//[Offset: 0x4e4, Size: 12] void UpdateCachedCandidates();// 0x30a1c68 void UpdateCachedCandidatePlayers();// 0x30a1c54 void UpdateCachedCandidateAICs();// 0x30a1c40 void TickClassicDeliver(float DeltaTime);// 0x30a1bc8 void SimulateKilledFakeAI(out const AIActingCandidateData Killer, out const AIActingCandidateData Killed, int WeapID, out int InWillKilled, byte SpecialDamageType);// 0x30a18d8 void SimulateKillAllFakeAI();// 0x30a18c4 bool SetAIRatingLevel(FakePlayerAIController* AIC, int Level);// 0x30a1800 void SetAIControllerDeleverTarget(FakePlayerAIController* FeedPlayerAIC, STExtraPlayerCharacter* FeedPlayer);// 0x30a1744 void RemoveCandidateAI(int PlayerKey, bool bMLAI);// 0x30a1680 void OnSetDeliverTarget(FakePlayerAIController* FeedPlayerAIC, STExtraPlayerCharacter* FeedPlayer);// 0x40a6134 void OnNotifyAIDropInfo(int NewAI, out const DSAIDropInfo Info);// 0x30a1564 void OnDeliverWaveBegin(int CurWave);// 0x40a6134 void GMOnBehaviorTreeLoaded(AIController* InAIController);// 0x30a14ec void GMModidyAIEquipSpawnGroupData(out AIEquipSpawnGroupDataBase[] OutGroupData);// 0x30a1440 int GetWaveCD();// 0x30a1420 STExtraPlayerCharacter* GetOneDeliveryTarget();// 0x30a13f8 float GetNoWhiteCirclesRadius();// 0x30a13dc int GetNonInstancedAICNum();// 0x30a13b8 float GetHotValueByRowCol(const int InRow, const int InCol);// 0x30a12f4 float GetHotValue(const Vector InLocation);// 0x30a127c int GetCurrentActing();// 0x30a1254 STExtraBaseCharacter*[] GetAllPlayerPawns();// 0x30a1194 STExtraBaseCharacter*[] GetAllAIPawn(bool bMLAI, bool bDelivery);// 0x30a1034 STExtraBaseCharacter* CreateCharacter(AIActingCandidateData SpawnCandidateAI, Vector InLocation);// 0x30a0e60 void CollectAndReportAIStrategyInfo();// 0x30a0e4c void BroadFinishLastBreathFunction(FString Killer, FString Killed, int WeaponID, FString KillerNation, FString KilledNation);// 0x30a095c bool AdjustAIAttackAnimalRatingDamage(BasicAIController* AIC);// 0x30a08dc -------------------------------- Class: LuaInstancedActorComponent.ActorComponent.Object FString LuaFilePath;//[Offset: 0x104, Size: 12] void UnRegistLuaTick();// 0x6e6a90c void RegistLuaTick(float TickInterval);// 0x6e6b558 -------------------------------- Class: AIWayPointActor.Actor.Object int ID;//[Offset: 0x2ec, Size: 4] bool bOnMovePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] TeamWayPointLink[] TeamLinks;//[Offset: 0x2f4, Size: 12] CapsuleComponent* CapsuleComponent;//[Offset: 0x300, Size: 4] BillboardComponent* ShowSprite;//[Offset: 0x304, Size: 4] Vector GetNextWayPointLocation(int TeamID, int ExcludeID);// 0x30bcfe4 -------------------------------- Class: TeamWayPointLink int TeamID;//[Offset: 0x0, Size: 4] WayPointLink[] Links;//[Offset: 0x4, Size: 12] -------------------------------- Class: WayPointLink int NextPointID;//[Offset: 0x0, Size: 4] int Weight;//[Offset: 0x4, Size: 4] -------------------------------- Class: AIActingCandidateData int TeamID;//[Offset: 0x0, Size: 4] uint32 AIPlayerKey;//[Offset: 0x4, Size: 4] FString AIPlayerName;//[Offset: 0x8, Size: 12] FString AIPlayerNation;//[Offset: 0x14, Size: 12] FakePlayerAIController* FakePlayerAIController;//[Offset: 0x20, Size: 4] bool bMLDelivery;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] -------------------------------- Class: FakePlayerAIController.BaseAIController.BasicAIController.AIController.Controller.Actor.Object class STExtraBaseCharacter* CharacterClass;//[Offset: 0xb04, Size: 4] delegate OnEnterJumping;//[Offset: 0xb08, Size: 12] NewPathFollowingComponent* NewFollowingComponent;//[Offset: 0xb34, Size: 4] int PlayerTeamId;//[Offset: 0xb38, Size: 4] uint32 PlayerKey;//[Offset: 0xb3c, Size: 4] FString PlayerName;//[Offset: 0xb40, Size: 12] byte AIType;//[Offset: 0xb4c, Size: 1] int resID;//[Offset: 0xb50, Size: 4] bool bForceRecordKillNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb54, Size: 1] float TeleportRandomAngle;//[Offset: 0xb58, Size: 4] bool bUseDynamicNAV;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb5c, Size: 1] FString DropItemCfgTableName;//[Offset: 0xb60, Size: 12] STExtraBaseCharacter* ControlledCharacter;//[Offset: 0xb6c, Size: 4] bool IsOpenPawnMoveOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb71, Size: 1] PlayerSecurityInfoCollector* PlayerSecurityInfoCollector;//[Offset: 0xb74, Size: 4] void SetIsMLAI(bool InIsMLAI);// 0x313395c void SetDeliveryActingTarget(STExtraBaseCharacter* DeliveryActingTarget);// 0x32299f0 void SetDeliverTarget(STExtraPlayerCharacter* DeliverTargetPlayer);// 0x3229978 bool IsDeliver();// 0x3229950 int GetResId();// 0x3229934 STExtraPlayerCharacter* GetDeliverTarget();// 0x322990c PlayerSecurityInfoCollector* GetAIPlayerSecurityInfoCollector();// 0x32298f0 void ForceDropItems(int ItemType);// 0x3229878 void DebugBlackboardKey(out const FName KeyName, bool bShouldShow);// 0x322979c void ClearDeliver();// 0x3229788 void ChangeToFightingBehaviorTree();// 0x3229774 -------------------------------- Class: BaseAIController.BasicAIController.AIController.Controller.Actor.Object delegate OnCustomSpawnItemDelegate;//[Offset: 0x530, Size: 16] float CheckPeriod;//[Offset: 0x540, Size: 4] float RandomDeviation;//[Offset: 0x544, Size: 4] float ProtectCountdownTime;//[Offset: 0x548, Size: 4] float SpawnEquipDelayTime;//[Offset: 0x54c, Size: 4] float SpawnEquipFreezeRadius;//[Offset: 0x550, Size: 4] Vector2D ProtectShootRadius;//[Offset: 0x554, Size: 8] float TurnVelocity;//[Offset: 0x55c, Size: 4] Vector2D DarkMaxAttackDistRange;//[Offset: 0x560, Size: 8] WeatherToAttackDist;//[Offset: 0x568, Size: 60] bool bSyncViewRotationData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a4, Size: 1] bool bAimOffsetView;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a5, Size: 1] GameModeAIPlayerParams AIParams;//[Offset: 0x5b0, Size: 784] byte AIActionType;//[Offset: 0x8c0, Size: 1] byte FakePlayerBornType;//[Offset: 0x8c1, Size: 1] bool IsVaultBreakWindow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c2, Size: 1] float ValidPlayerControllerDist;//[Offset: 0x8c4, Size: 4] float DelayAIVaultBreakWindowTime;//[Offset: 0x8c8, Size: 4] int AIParachuteStyle;//[Offset: 0x8cc, Size: 4] BackpackComponent* BackpackComponent;//[Offset: 0x8d0, Size: 4] SpectatorComponent* SpectatorComponent;//[Offset: 0x8d4, Size: 4] AIControllerCachedData AIControllerCachedData;//[Offset: 0x8d8, Size: 56] AIShootMissInfo AIShootMissInfo;//[Offset: 0x910, Size: 24] AIConditionHearingComponent* AIConditionHearingComponent;//[Offset: 0x928, Size: 4] AIParachuteJumpComponent* AIParachuteComp;//[Offset: 0x92c, Size: 4] AIHoleUpComponent* AIHoleUpComponent;//[Offset: 0x980, Size: 4] AIBuildingComponent* AIBuildingComponent;//[Offset: 0x984, Size: 4] FString BPClassOverrideTag;//[Offset: 0x994, Size: 12] Actor* Plane;//[Offset: 0x9a0, Size: 4] int FlightNo;//[Offset: 0x9a4, Size: 4] int DefaultAIFeatureConfigID;//[Offset: 0x9a8, Size: 4] AIFeatureInfo AIFeatureInfo;//[Offset: 0x9ac, Size: 256] bool IsMLAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xae8, Size: 1] STExtraBaseCharacter* RescuedByWho;//[Offset: 0xaec, Size: 8] uint32 CurAILevel;//[Offset: 0xaf8, Size: 4] int MLAIStyle;//[Offset: 0xafc, Size: 4] bool bSkipCreateBackpackEveryTimePossess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb00, Size: 1] bool bFullyRandomEveryTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb01, Size: 1] bool bConsiderBlueCircleWhenTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb02, Size: 1] bool bConsiderWaterWhenTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb03, Size: 1] void UpdateAIMissShootInfo(float CurrentTime, Vector2D MissRange, float MissOnPurposeCD);// 0x3133b5c void StopBehaviorTreeAndSetNull();// 0x3133b48 void SetRatingDamageScale(float InRating);// 0x3133ad4 void SetPlayerStatePlayerId(int InPlayerId);// 0x3133a5c void SetMLAIType(int Type);// 0x31339e4 void SetIsMLAI(bool InIsMLAI);// 0x313395c void SetGlobalAverageRating(float RatingValue);// 0x31338e4 void SetAILevel(uint32 NewAILevel);// 0x313386c void Respawn();// 0x3133850 bool IsMLAIPlayerParam();// 0x3133834 bool IsAvailableBackpacItemType(ItemDefineID DefineID);// 0x313379c void InitSpectatorComponentWithParams(out const GameModeAIPlayerParams Params);// 0x31336dc void InitAIFeatureInfo(int InID);// 0x313365c bool InitAI(int InFeatureID);// 0x31335d4 float GetRatingDamageScale(STExtraPlayerController* PlayerController);// 0x3133554 float GetRatingDamageFiringAccuRadius(STExtraPlayerController* PlayerController);// 0x31334d4 Pawn* GetPossessedBaseCharacter();// 0x31334b0 uint32 GetMLBotTypeParam();// 0x3133494 uint32 GetInitAILevelParam();// 0x3133478 float GetGlobalAverageRating();// 0x3133450 Pawn* GetCurEnemy();// 0x3133420 GameModeAIPlayerParams GetAIParams();// 0x31333dc uint32 GetAILevel();// 0x31333c0 void CustomSpawnItemDelegate__DelegateSignature(BaseAIController* AIController);// 0x40a6134 void ClearAIControllerCachedData();// 0x31333ac void ChangeAIActionType(byte InAIActionType);// 0x313332c void AutoSpawnItem();// 0x3133318 void AddItemForAIWithFullCheck(AIEquipSpawnItem[] DataSet, AIEquipSpawnItem[] AIMustPickUpItemList);// 0x3133098 void AddItemForAI(int ItemID, int Count, bool bDropOnDead, bool bRollOnDead);// 0x3132f34 -------------------------------- Class: BasicAIController.AIController.Controller.Actor.Object BehaviorTreeComponent* BehaviorComp;//[Offset: 0x39c, Size: 4] BlackboardComponent* BlackboardComp;//[Offset: 0x3a0, Size: 4] SpawnerBase* TeamZoneSpawner;//[Offset: 0x3a4, Size: 4] SpawnerBase* CurSpawner;//[Offset: 0x3a8, Size: 4] uint32 OwnedSpawnerID;//[Offset: 0x3ac, Size: 4] bool bAsyncLoadBehaviorTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b0, Size: 1] enum AIAttackType;//[Offset: 0x3b1, Size: 1] BehaviorTree*[] BehaviorTreePath;//[Offset: 0x3b4, Size: 12] int BehaviorTreeIndexRunWhenPossess;//[Offset: 0x3c0, Size: 4] float ActorLocationTetherDistance;//[Offset: 0x3c4, Size: 4] OnlyActorCompManagerComponent* CompManagerComponent;//[Offset: 0x3c8, Size: 4] FString AIFeatureInfoTableName;//[Offset: 0x3cc, Size: 12] FString AIWeaponRangeTableName;//[Offset: 0x3d8, Size: 12] int HitRateConfigNum;//[Offset: 0x3e4, Size: 4] int AIFeatureID;//[Offset: 0x3e8, Size: 4] AITargetInViewOffset AITargetInViewOffset;//[Offset: 0x3ec, Size: 44] delegate OnBehaviorTreeLoaded;//[Offset: 0x464, Size: 12] AIShootingPoseOffsetInfo shootingPoseOffsetInfo;//[Offset: 0x470, Size: 84] bool InterpControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d8, Size: 1] enum AICharacterRotateInterpType;//[Offset: 0x4d9, Size: 1] float RotationSpeedOfInterpControlRotation;//[Offset: 0x4dc, Size: 4] bool UseAIFeatureInfo();// 0x313d894 void SetCurShootingPose(enum InAIShootingPose);// 0x313d81c void OnAIEnterDarkArea(bool bInEnter, Actor* DarkArea, bool bAtLeastInOne);// 0x313d700 void InitAIFeatureInfo(int InID);// 0x313365c bool InitAI(int InFeatureID);// 0x31335d4 Pawn*[] GetTeammates();// 0x313d640 int GetTeammateCount();// 0x313d618 int GetCurrentOrder();// 0x313d5f0 Pawn* GetCurEnemy();// 0x3133420 BlackboardComponent* GetBlackboardComponent();// 0x313d5d4 enum GetAIAttackType();// 0x313d5b8 -------------------------------- Class: AIController.Controller.Actor.Object bool bStopAILogicOnUnposses;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x358, Size: 1] bool bLOSflag;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x358, Size: 1] bool bSkipExtraLOSChecks;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x358, Size: 1] bool bAllowStrafe;//(ByteOffset: 0, ByteMask: 8, FieldMask: 8)[Offset: 0x358, Size: 1] bool bWantsPlayerState;//(ByteOffset: 0, ByteMask: 16, FieldMask: 16)[Offset: 0x358, Size: 1] bool bSetControlRotationFromPawnOrientation;//(ByteOffset: 0, ByteMask: 32, FieldMask: 32)[Offset: 0x358, Size: 1] PathFollowingComponent* PathFollowingComponent;//[Offset: 0x35c, Size: 4] BrainComponent* BrainComponent;//[Offset: 0x360, Size: 4] AIPerceptionComponent* PerceptionComponent;//[Offset: 0x364, Size: 4] PawnActionsComponent* ActionsComp;//[Offset: 0x368, Size: 4] BlackboardComponent* Blackboard;//[Offset: 0x36c, Size: 4] GameplayTasksComponent* CachedGameplayTasksComponent;//[Offset: 0x370, Size: 4] class NavigationQueryFilter* DefaultNavigationFilterClass;//[Offset: 0x374, Size: 4] delegate ReceiveMoveCompleted;//[Offset: 0x378, Size: 12] bool UseGameplayTasksComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x385, Size: 1] bool bShareNavigationSystem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x386, Size: 1] Vector ShareNavSysOffset;//[Offset: 0x388, Size: 12] bool bEnableActiveRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] bool UseBlackboard(BlackboardData* BlackboardAsset, out BlackboardComponent* BlackboardComponent);// 0x51c0844 void UnclaimTaskResource(class GameplayTaskResource ResourceClass);// 0x51c07cc void SetMoveBlockDetection(bool bEnable);// 0x51c074c bool RunBehaviorTree(BehaviorTree* BTAsset);// 0x51c06c4 void OnUsingBlackBoard(BlackboardComponent* BlackboardComp, BlackboardData* BlackboardAsset);// 0x40a6134 void OnUnpossess(Pawn* UnpossessedPawn);// 0x40a6134 void OnPossess(Pawn* PossessedPawn);// 0x40a6134 void OnGameplayTaskResourcesClaimed(GameplayResourceSet NewlyClaimed, GameplayResourceSet FreshlyReleased);// 0x51c0600 byte MoveToLocation(out const Vector Dest, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bProjectDestinationToNavigation, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x51c0358 byte MoveToActor(Actor* Goal, float AcceptanceRadius, bool bStopOnOverlap, bool bUsePathfinding, bool bCanStrafe, class NavigationQueryFilter FilterClass, bool bAllowPartialPath);// 0x51c0110 void K2_SetFocus(Actor* NewFocus);// 0x51c0098 void K2_SetFocalPoint(Vector FP);// 0x51c0028 void K2_ClearFocus();// 0x51c0014 bool HasPartialPath();// 0x51bffec PathFollowingComponent* GetPathFollowingComponent();// 0x51bffd0 byte GetMoveStatus();// 0x51bffa8 Vector GetImmediateMoveDestination();// 0x51bff60 Actor* GetFocusActor();// 0x51bff38 Vector GetFocalPointOnActor(const Actor* Actor);// 0x51bfea0 Vector GetFocalPoint();// 0x51bfe58 AIPerceptionComponent* GetAIPerceptionComponent();// 0x51bfe3c void ClaimTaskResource(class GameplayTaskResource ResourceClass);// 0x51bfdc4 -------------------------------- Class: PathFollowingComponent.ActorComponent.Object NavMovementComponent* MovementComp;//[Offset: 0xf0, Size: 4] NavigationData* MyNavData;//[Offset: 0xfc, Size: 4] void OnNavDataRegistered(NavigationData* NavData);// 0x51e66a8 void OnActorBump(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x51e6538 Vector GetPathDestination();// 0x51e64f0 byte GetPathActionType();// 0x51e64c8 -------------------------------- Class: BrainComponent.ActorComponent.Object BlackboardComponent* BlackboardComp;//[Offset: 0xc0, Size: 4] AIController* AIOwner;//[Offset: 0xc4, Size: 4] void StopLogic(FString Reason);// 0x51ce94c void RestartLogic();// 0x309ced4 bool IsRunning();// 0x51ce91c bool IsPaused();// 0x51ce8ec -------------------------------- 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);// 0x51ccdf4 void SetValueAsString(out const FName KeyName, FString StringValue);// 0x51ccc38 void SetValueAsRotator(out const FName KeyName, Rotator RotatorValue);// 0x51ccb5c void SetValueAsObject(out const FName KeyName, Object* ObjectValue);// 0x51cca80 void SetValueAsName(out const FName KeyName, FName NameValue);// 0x51cc9a4 void SetValueAsInt(out const FName KeyName, int IntValue);// 0x51cc8c8 void SetValueAsFloat(out const FName KeyName, float FloatValue);// 0x51cc7ec void SetValueAsEnum(out const FName KeyName, byte EnumValue);// 0x51cc710 void SetValueAsClass(out const FName KeyName, class Object ClassValue);// 0x51cc634 void SetValueAsBool(out const FName KeyName, bool BoolValue);// 0x51cc550 bool IsVectorValueSet(out const FName KeyName);// 0x51cc4bc Vector GetValueAsVector(out const FName KeyName);// 0x51cc418 FString GetValueAsString(out const FName KeyName);// 0x51cc2fc Rotator GetValueAsRotator(out const FName KeyName);// 0x51cc258 Object* GetValueAsObject(out const FName KeyName);// 0x51cc1c4 FName GetValueAsName(out const FName KeyName);// 0x51cc128 int GetValueAsInt(out const FName KeyName);// 0x51cc094 float GetValueAsFloat(out const FName KeyName);// 0x51cc000 byte GetValueAsEnum(out const FName KeyName);// 0x51cbf6c class Object GetValueAsClass(out const FName KeyName);// 0x51cbed8 bool GetValueAsBool(out const FName KeyName);// 0x51cbe44 bool GetRotationFromEntry(out const FName KeyName, out Rotator ResultRotation);// 0x51cbd5c bool GetLocationFromEntry(out const FName KeyName, out Vector ResultLocation);// 0x51cbc74 void ClearValue(out const FName KeyName);// 0x51cbbe8 -------------------------------- 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: BehaviorTreeComponent.BrainComponent.ActorComponent.Object BTNode*[] NodeInstances;//[Offset: 0x110, Size: 12] void SetDynamicSubtree(GameplayTag InjectTag, BehaviorTree* BehaviorAsset);// 0x51cb24c float GetTagCooldownEndTime(GameplayTag CooldownTag);// 0x51cb1cc void AddCooldownTagDuration(GameplayTag CooldownTag, float CooldownDuration, bool bAddToExistingDuration);// 0x51cb0b8 -------------------------------- 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: SpawnerBase.Actor.Object UnitTransformGenerator* TransformGenerator;//[Offset: 0x330, Size: 4] UnitSpeciesGenerator* SpeciesGenerator;//[Offset: 0x334, Size: 4] FString LuaFilePath;//[Offset: 0x338, Size: 12] Pawn*[] AliveBots;//[Offset: 0x344, Size: 12] SpawnerInfo SpawnerInfo;//[Offset: 0x350, Size: 52] void Stop();// 0x30b6d10 Actor* SpawnUnit();// 0x30be478 void Run();// 0x30cd450 void RemoveAliveBot(Pawn* BotPawn);// 0x33d522c GameLevelManagerComponent* GetGameLevelManager();// 0x33d5204 Pawn*[] GetAliveBots();// 0x33d5144 void AddAliveBot(Pawn* BotPawn);// 0x33d50cc -------------------------------- Class: UnitTransformGenerator.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1] SpawnerBase* GetSpawner();// 0x35ea694 Transform Generate();// 0x35eab14 -------------------------------- Class: UnitSpeciesGenerator.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] bool bSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c, Size: 1] FString SpeciesConfigLuaPath;//[Offset: 0x70, Size: 12] void PostConfig(Actor* Actor);// 0x322f7e8 SpawnerBase* GetSpawner();// 0x35ea694 -------------------------------- Class: SpawnerInfo Guid SpawnerID;//[Offset: 0x0, Size: 16] int ConfigId;//[Offset: 0x10, Size: 4] FString State;//[Offset: 0x14, Size: 12] bool bAutoSpawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x20, Size: 1] int TeamID;//[Offset: 0x24, Size: 4] FString OwnerZone;//[Offset: 0x28, Size: 12] -------------------------------- Class: GameLevelManagerComponent.ActorComponent.Object delegate OnAppendEliteGroup;//[Offset: 0xbc, Size: 12] delegate OnRemoveEliteGroup;//[Offset: 0xc8, Size: 12] int EliteWarningItemIconID;//[Offset: 0xd4, Size: 4] EliteWarningItemInstanceIDMap;//[Offset: 0xd8, Size: 60] GameLevelDesc[] CurActiveGameLevelList;//[Offset: 0x114, Size: 12] LevelData[] CurActiveGameLevelDataList;//[Offset: 0x120, Size: 12] int TotalAliveMonsterNum;//[Offset: 0x12c, Size: 4] int BornLevelMonsterNum;//[Offset: 0x130, Size: 4] int BornShitMonsterNum;//[Offset: 0x134, Size: 4] LevelObjs;//[Offset: 0x138, Size: 60] AliveMonsterNum[] AliveMonsterNumList;//[Offset: 0x174, Size: 12] GameLevelDesc CurCompletedGameLevel;//[Offset: 0x180, Size: 20] float LevelBeginTime;//[Offset: 0x194, Size: 4] float LevelEndTime;//[Offset: 0x198, Size: 4] int GM_Diffcult;//[Offset: 0x19c, Size: 4] bool GM_UnLoadLevelData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1] bool GM_UnLoadDynamicLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a1, Size: 1] float NavTickInterval;//[Offset: 0x1a4, Size: 4] LevelData[] LevelDataList;//[Offset: 0x1a8, Size: 12] LevelRelifePointInfo[] LevelRelifePointList;//[Offset: 0x1b8, Size: 12] FString MonsterTableName;//[Offset: 0x1c4, Size: 12] FString MonsterBPTableName;//[Offset: 0x1d0, Size: 12] FString MonsterSpecialStateTableName;//[Offset: 0x1dc, Size: 12] FString DecoratorTableName;//[Offset: 0x1e8, Size: 12] FString MonsterDropTableName;//[Offset: 0x1f4, Size: 12] int RelifePosOffsetZ;//[Offset: 0x200, Size: 4] Actor* SpawnPickup(int ID, out const Transform Transform, const int ContentNum);// 0x323beb0 Actor* SpawnMonster(int ID, out const Transform Transform, out const MonsterParams Params);// 0x323bcc0 void RemoveRelifePoint(out GameLevelDesc LevelDesc);// 0x323bbe4 void RegisterGameEvent();// 0x323bbd0 void OnRep_CurGameLevelChanged();// 0x30cf50c void OnMonsterWaveEnd(out GameLevelDesc LevelDesc, int WaveID);// 0x323bab0 void OnGameStart();// 0x323ba9c void OnGameEnd();// 0x323ba88 void OnBotDied(Actor* Actor, Actor* Killer);// 0x323b9cc void OnBotBorn(Actor* Actor);// 0x323b954 void OnActorUniqueIdRemove(uint32 SId);// 0x323b8dc void OnActorUniqueIdAdd(Actor* Actor, uint32 SId);// 0x323b820 void OnActorSpawn(Actor* Actor);// 0x323b7a8 void OnActorDespawn(Actor* Actor);// 0x323b730 bool KillUnitBySingleId(int SingleId, bool ForbidenReborn);// 0x323b664 bool KillUnitBySelf(Actor* TActor);// 0x323b5e4 bool KillUnit(byte BotCat, int BotType, bool ForbidenReborn);// 0x323b4d4 bool KillCategoryUnit(byte BotCat, bool ForbidenReborn);// 0x323b408 void InitUnit(Actor* TActor, byte Category);// 0x323b34c void InitRelifePoint(out GameLevelDesc LevelDesc, RelifePoint[] PVERelifePoints);// 0x323b10c void InitLuaLevelActors();// 0x323b0f8 void InitLevelAddObjs(out LevelData LevelData);// 0x323aff0 void Init();// 0x323afdc void HandleGameLevelEnd(out GameLevelDesc LevelDesc);// 0x323af04 void HandleEnterLevel(out GameLevelDesc InLevelDesc, Actor* OffsetActor);// 0x323ade4 Actor* GetUnit(byte Category, int TypeId);// 0x323ad20 bool GetRelifeTrans(out const Vector NearVector, out Transform RelifeTrans);// 0x323abf0 LevelData[] GetNearPosLevelList(int GetNum, int RandomNum, int ChapterType, Vector NearPos);// 0x323a9bc bool GetNearPosLevel(Vector NearPos, int ChapterType, LevelData[] AvoidLevelList, out LevelData OutLevelData);// 0x323a654 LevelData GetLoadedLevelData(out GameLevelDesc LevelDesc);// 0x323a550 int GetAliveMonsterNum(byte SourceType);// 0x323a4d0 LevelData GetActiveLevelDataByLevelDesc(out GameLevelDesc LevelDesc);// 0x323a3cc void EndLevelAddObjs(out LevelData LevelData);// 0x323a2c4 void ChangeAliveMonsterNumList(byte SourceType, int Addition);// 0x323a208 void BroadRemoveEliteGroup(int LevelID, Vector pos);// 0x323a144 void BroadAppendEliteGroup(int LevelID, Vector pos);// 0x323a080 void AdjustPosByOffsetActor(out LevelData LevelData, Transform OffsetTrans);// 0x3239ec0 void ActiveRelifePoint(out GameLevelDesc LevelDesc, int ID, bool ActivePoint);// 0x3239d48 -------------------------------- Class: GameLevelDesc int ChapterID;//[Offset: 0x0, Size: 4] int LevelID;//[Offset: 0x4, Size: 4] FString Desc;//[Offset: 0x8, Size: 12] -------------------------------- Class: LevelData GameLevelDesc LevelDesc;//[Offset: 0x0, Size: 20] FString[] TargetClassPaths;//[Offset: 0x14, Size: 12] FString LeveDirectorFilePath;//[Offset: 0x20, Size: 12] byte EndCondType;//[Offset: 0x2c, Size: 1] FString EndCondPar;//[Offset: 0x30, Size: 12] bool IsLastLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] int DiffcultPerc;//[Offset: 0x40, Size: 4] Vector[] TaskPointLocations;//[Offset: 0x44, Size: 12] RelifePoint[] PVERelifePointsInfo;//[Offset: 0x50, Size: 12] PVECircle[] PVECircleInfo;//[Offset: 0x5c, Size: 12] MonsterWave[] MonsterWaveCfg;//[Offset: 0x68, Size: 12] Vector pos;//[Offset: 0x74, Size: 12] LevelObjets[] LevelAddObjs;//[Offset: 0x80, Size: 12] -------------------------------- Class: RelifePoint int ID;//[Offset: 0x0, Size: 4] bool IsActivePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] Transform Trans;//[Offset: 0x10, Size: 48] -------------------------------- Class: PVECircle int CircleID;//[Offset: 0x0, Size: 4] Vector2D targetPos;//[Offset: 0x4, Size: 8] float Radius;//[Offset: 0xc, Size: 4] float MoveTime;//[Offset: 0x10, Size: 4] float Pain;//[Offset: 0x14, Size: 4] -------------------------------- Class: MonsterWave float WaveDelayTime;//[Offset: 0x0, Size: 4] MonsterGroup[] MonsterGroupList;//[Offset: 0x4, Size: 12] FString Desc;//[Offset: 0x10, Size: 12] byte EndCondType;//[Offset: 0x1c, Size: 1] int EndCondPar;//[Offset: 0x20, Size: 4] int ID;//[Offset: 0x24, Size: 4] -------------------------------- Class: MonsterGroup FString Desc;//[Offset: 0x0, Size: 12] byte ChooseGroupSpotType;//[Offset: 0xc, Size: 1] int NearPlayTeamIdx;//[Offset: 0x10, Size: 4] ZMonsterSpotGroup*[] SpotGroupChooseList;//[Offset: 0x14, Size: 12] MonsterSpotGroup[] MonsterSpotGroupChooseList;//[Offset: 0x20, Size: 12] MonsterGeneratePlan[] PlanList;//[Offset: 0x2c, Size: 12] int ID;//[Offset: 0x38, Size: 4] -------------------------------- Class: ZMonsterSpotGroup.SceneComponent.ActorComponent.Object FString Desc;//[Offset: 0x260, Size: 12] ZMonsterSpot*[] SpotList;//[Offset: 0x26c, Size: 12] -------------------------------- Class: ZMonsterSpot.ZSpotSceneComponent.SceneComponent.ActorComponent.Object FString Desc;//[Offset: 0x260, Size: 12] byte MonsterSpotType;//[Offset: 0x26c, Size: 1] ZMonsterRoadPoint*[] RoadPointList;//[Offset: 0x270, Size: 12] byte SpotRadius;//[Offset: 0x27c, Size: 1] -------------------------------- Class: ZSpotSceneComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: ZMonsterRoadPoint.ZSpotSceneComponent.SceneComponent.ActorComponent.Object int ID;//[Offset: 0x260, Size: 4] int Radius;//[Offset: 0x264, Size: 4] -------------------------------- Class: MonsterSpotGroup FString Desc;//[Offset: 0x0, Size: 12] Vector pos;//[Offset: 0xc, Size: 12] MonsterSpot[] SpotList;//[Offset: 0x18, Size: 12] -------------------------------- Class: MonsterSpot FString Desc;//[Offset: 0x0, Size: 12] byte MonsterSpotType;//[Offset: 0xc, Size: 1] Vector pos;//[Offset: 0x10, Size: 12] RoadPointInfo[] RoadPointList;//[Offset: 0x1c, Size: 12] byte SpotRadius;//[Offset: 0x28, Size: 1] -------------------------------- Class: RoadPointInfo int ID;//[Offset: 0x0, Size: 4] int Radius;//[Offset: 0x4, Size: 4] Vector pos;//[Offset: 0x8, Size: 12] -------------------------------- Class: MonsterGeneratePlan FString Desc;//[Offset: 0x0, Size: 12] int PlanWeight;//[Offset: 0xc, Size: 4] MonsterGenerateCfg[] PlanDetail;//[Offset: 0x10, Size: 12] int ID;//[Offset: 0x1c, Size: 4] -------------------------------- Class: MonsterGenerateCfg int MonsterID;//[Offset: 0x0, Size: 4] FString Desc;//[Offset: 0x4, Size: 12] byte SpotType;//[Offset: 0x10, Size: 1] int MonsterNum;//[Offset: 0x14, Size: 4] float RandomGenerateDelayTime;//[Offset: 0x18, Size: 4] int ReBornTimes;//[Offset: 0x1c, Size: 4] int ReBornDelay;//[Offset: 0x20, Size: 4] float GenerateDelayTime;//[Offset: 0x24, Size: 4] int ID;//[Offset: 0x28, Size: 4] -------------------------------- Class: LevelObjets class Object* Objects;//[Offset: 0x0, Size: 4] Transform Trans;//[Offset: 0x10, Size: 48] -------------------------------- Class: SingleLevelObjArray Actor*[] LevelObjs;//[Offset: 0x0, Size: 12] -------------------------------- Class: AliveMonsterNum int Num;//[Offset: 0x0, Size: 4] byte SourceType;//[Offset: 0x4, Size: 1] -------------------------------- Class: LevelRelifePointInfo GameLevelDesc LevelDesc;//[Offset: 0x0, Size: 20] RelifePointInfo[] RelifePointList;//[Offset: 0x14, Size: 12] -------------------------------- Class: RelifePointInfo int ID;//[Offset: 0x0, Size: 4] Transform RelifeTrans;//[Offset: 0x10, Size: 48] bool IsActivePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] -------------------------------- Class: MonsterParams -------------------------------- Class: NewPathFollowingComponent.PathFollowingComponent.ActorComponent.Object bool bPathDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c, Size: 1] bool bUpdatePathOnMovePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d, Size: 1] float maxCheckDis;//[Offset: 0x270, Size: 4] float maxCheckDisTime;//[Offset: 0x274, Size: 4] bool isUseFixedPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x27c, Size: 1] float PlayerHalfHeight;//[Offset: 0x280, Size: 4] float PlayerNewHalfHeight;//[Offset: 0x284, Size: 4] float MaxTransferDis;//[Offset: 0x288, Size: 4] -------------------------------- Class: PlayerSecurityInfoCollector.ActorComponent.Object int[] EnergyItemIDList;//[Offset: 0xbc, Size: 12] int[] EnergySpeedUpPhaseIndexList;//[Offset: 0xc8, Size: 12] bool bEnableDetailFlowLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] bool bEnableDetailHurtFlowLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5, Size: 1] ClientCircleFlow CurCircleFlow;//[Offset: 0xd8, Size: 288] ClientCircleFlow CollectCircleFlow;//[Offset: 0x1f8, Size: 288] HurtFlow CurHurtFlow;//[Offset: 0x318, Size: 256] ClientJumpFlow JumpFlow;//[Offset: 0x418, Size: 168] ClientSecPlayerKillFlow SecPlayerKillFlow;//[Offset: 0x4c0, Size: 136] InexistentAvatarFlow InexistentAvatarFlow;//[Offset: 0x71c, Size: 360] void StartOnPlane();// 0x3348d18 void PlayerCanJump();// 0x3348d04 void HandleSyncCircleInfo(int Index);// 0x3348c8c void HandleCharacterSafeZoneTips(float SafeZoneTime);// 0x3348c14 void HandleCharacterCircleWaveOver(int Index);// 0x3348b9c void HandleCharacterCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index);// 0x3348a94 void HandleCharacterBlueCircleRun(float BlueCircleRunTime);// 0x3348a1c void HandleCharacterBlueCirclePreWarning(float BlueCirclePreWarningTime);// 0x33489a4 void HandleCharacterAttrChangedWithDetail(Actor* nowActor, FString AttrName, float ValueDelta, float ResultValue);// 0x3348818 void ExitParachute();// 0x3348804 void EnterParachute();// 0x33487f0 void EnterJumping();// 0x33487dc void CalculatePlayerMoveData();// 0x33487c8 -------------------------------- 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: 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: 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: 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: InexistentAvatarFlow -------------------------------- Class: STExtraPlayerCharacter.STExtraBaseCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object delegate OnHasPickupPropsAvailableChanged;//[Offset: 0x2a10, Size: 12] delegate OnHasTombBoxesAvailableChanged;//[Offset: 0x2a1c, Size: 12] delegate OnSkillFinishedDelegate;//[Offset: 0x2a28, Size: 12] delegate OnScopeOutDelegate;//[Offset: 0x2a34, Size: 12] delegate OnScopeInDelegate;//[Offset: 0x2a40, Size: 12] delegate OnGetOnVehicleDelegate;//[Offset: 0x2a4c, Size: 12] delegate OnRepParachuteStateDelegate;//[Offset: 0x2a58, Size: 12] delegate OnParachuteStateChanged;//[Offset: 0x2a64, Size: 12] WeaponAutoAimingComponent* AutoAimComp;//[Offset: 0x2a70, Size: 4] STScreenAppearanceComponent* ScreenAppearaceComp;//[Offset: 0x2a74, Size: 4] BoxComponent* BoxEar;//[Offset: 0x2a78, Size: 4] NightVisionComponent* NightVisionComponent;//[Offset: 0x2a7c, Size: 4] class NightVisionComponent* NightVisionComponentClass;//[Offset: 0x2a80, Size: 4] float IndoorCheckDistance;//[Offset: 0x2a84, Size: 4] float IndoorCheckTime;//[Offset: 0x2a88, Size: 4] float BodyIndoorUpdateCheckTime;//[Offset: 0x2a8c, Size: 4] float IndoorLowerCameraHeight;//[Offset: 0x2a90, Size: 4] bool IsIndoorBodyAreaCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a94, Size: 1] float IndoorBodyAreaDistance;//[Offset: 0x2a98, Size: 4] float fTickDuration;//[Offset: 0x2a9c, Size: 4] SoftClassPath PlayerGunCollisionComponentClassPath;//[Offset: 0x2aa0, Size: 24] bool ShouldVaultOnBaseMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ab8, Size: 1] enum ParachuteState;//[Offset: 0x2ac8, Size: 1] bool bClientParachuteLandedFinish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ae8, Size: 1] float LandDistanceCanAjustWhenParachuteLanded;//[Offset: 0x2aec, Size: 4] float CheckCanLandMaxSeconds;//[Offset: 0x2b10, Size: 4] byte MoveUploadTimeout;//[Offset: 0x2b18, Size: 1] float DSParachuteLandedFinishTimeMax;//[Offset: 0x2b28, Size: 4] bool bIsPendingCaptived;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b2c, Size: 1] enum LastParachuteState;//[Offset: 0x2b2d, Size: 1] float HaveToOpenHeightToGround;//[Offset: 0x2b30, Size: 4] bool IsPlaneJumpParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b34, Size: 1] float SwimZDir;//[Offset: 0x2b38, Size: 4] bool Indoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b3c, Size: 1] bool IsBodyIndoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b3d, Size: 1] float SwimRotateX_Ex;//[Offset: 0x2b40, Size: 4] CustomParticleSystemComponent* PS_CloudFast;//[Offset: 0x2b44, Size: 4] CustomParticleSystemComponent* PS_CloudSlow;//[Offset: 0x2b48, Size: 4] ParticleSystem* PS_CloudFastAsset;//[Offset: 0x2b4c, Size: 4] ParticleSystem* PS_CloudSlowAsset;//[Offset: 0x2b50, Size: 4] AkAudioEvent* AK_StartFallingLocal;//[Offset: 0x2b54, Size: 4] AkAudioEvent* AK_ParachuteLocal;//[Offset: 0x2b58, Size: 4] AkAudioEvent* AK_ParachuteRemote;//[Offset: 0x2b5c, Size: 4] AkAudioEvent* AK_LandingLocal;//[Offset: 0x2b60, Size: 4] AkAudioEvent* AK_LandingRemotel;//[Offset: 0x2b64, Size: 4] AkAudioEvent* AK_ParachuteLocalOverride;//[Offset: 0x2b68, Size: 4] AkAudioEvent* AK_ParachuteRemoteOverride;//[Offset: 0x2b6c, Size: 4] AkAudioEvent* AK_LandingLocalOverride;//[Offset: 0x2b70, Size: 4] AkAudioEvent* AK_LandingRemotelOverride;//[Offset: 0x2b74, Size: 4] SpringArmParams FreeFallSpringArmParam;//[Offset: 0x2b78, Size: 80] SpringArmParams FreeFallSpringArmParamForVehicleParachute;//[Offset: 0x2bc8, Size: 80] SpringArmParams OpeningSpringArmParam;//[Offset: 0x2c18, Size: 80] SpringArmParams TPPSpringArmParam;//[Offset: 0x2c68, Size: 80] class CameraShake* FreeFallCamShake;//[Offset: 0x2cd0, Size: 4] bool bDisableSimulateCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cd4, Size: 1] bool bEnableParachuteFalloff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cd5, Size: 1] float VehicleForwardInputRate;//[Offset: 0x2cd8, Size: 4] float VehicleRightInputRate;//[Offset: 0x2cdc, Size: 4] bool bDrawBoxEarBulletOverlapRay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ce0, Size: 1] STExtraPlayerController* STPlayerController;//[Offset: 0x2cec, Size: 4] MinimalViewInfo CameraInfoAdditive;//[Offset: 0x2cf0, Size: 1392] float CameraInfoAdditiveWeight;//[Offset: 0x3260, Size: 4] AirAttackLocatorComponent* AirAttackLocatorComponent;//[Offset: 0x32b8, Size: 4] bool EnableGoldenSuitCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d3, Size: 1] bool IsGoldenSuitStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d4, Size: 1] float GoldenSuitCheckAccDelta;//[Offset: 0x32d8, Size: 4] bool EnableGoldenSuitATK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32dc, Size: 1] enum GoldenSuitSlot;//[Offset: 0x32dd, Size: 1] int GoldenSuitReplaceSkillId;//[Offset: 0x32e0, Size: 4] float GoldenSuitCheckDelta;//[Offset: 0x32e4, Size: 4] float GoldenSuitTestFistDamage;//[Offset: 0x32e8, Size: 4] FanPickerConfigData FistFanPickerData;//[Offset: 0x32ec, Size: 72] FName FeatureActorName;//[Offset: 0x3350, Size: 8] bool bSprintUseConsumableNotStop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3358, Size: 1] bool bLockUpdateAroundAfterRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3359, Size: 1] bool bIsLockingUpdateAround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x335a, Size: 1] float LockUpdateAroundPickupTime;//[Offset: 0x335c, Size: 4] ActivityAnimationRepData ActivityAnimationRepData;//[Offset: 0x3368, Size: 4] InteractiveComponentBase*[] InteractiveComponentList;//[Offset: 0x3370, Size: 12] bool IsLocalActuallyAngledSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x337c, Size: 1] bool IsLocalActuallyScopeIn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x337d, Size: 1] AngledSightRepData AngledSightRepData;//[Offset: 0x337e, Size: 2] float SpecifiedItemLastConsumeTime;//[Offset: 0x3380, Size: 4] int TrySightCorrectionTime;//[Offset: 0x338c, Size: 4] float SightCorrectionDelay;//[Offset: 0x3390, Size: 4] bool IsStartObserverMainSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3394, Size: 1] bool IsStartObserverAngleSightCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3395, Size: 1] int CurrentSightCorrectionTimes;//[Offset: 0x3398, Size: 4] bool ForceSyncControllerRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33a4, Size: 1] bool CheckForActivityRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33ac, Size: 1] ActicityDisallowedData[] PreConfiguredActivityDisallowedData;//[Offset: 0x33b0, Size: 12] int CurrentActivityID;//[Offset: 0x33bc, Size: 4] int CurrentActivityIndex;//[Offset: 0x33c0, Size: 4] WarteringAreaCPP* MiniTreeRef;//[Offset: 0x33c4, Size: 4] bool bEnableSecurity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x33c8, Size: 1] PlayerRoleCacheFrameData WeaponManagerUsedPlayerRoleCacheFrameData;//[Offset: 0x33d0, Size: 16] int[] InjuryFreeData;//[Offset: 0x33e0, Size: 12] float RecentlyGunADSOrProneTimeThresholdInSeconds;//[Offset: 0x3444, Size: 4] SAbilitySystemComponent* AbilitySystemComponent;//[Offset: 0x34c0, Size: 4] void UseCameraParamForVehicleParachute(bool InEnable);// 0x34de210 void UpdateParachuteState(out const Rotator Rotation, float FallingSpeed);// 0x34de144 void UpdateParachuteFallingCameraDistance(float Alpha);// 0x34de0cc void UpdateIndoorState(bool IsInDoor);// 0x34de004 void UpdateEnableGoldenSuitCheck();// 0x34ddfe8 void UpdateBodyIndoorState(bool BodyIndoor);// 0x34ddf20 void TriggerZombieBornSkills();// 0x34ddf0c void TriggerParachuteLandVoice();// 0x34ddef0 void TriggerAutoAimCheck(float DeltaTime);// 0x34dde78 void TouchCancelSkillLock();// 0x34dde64 void SyncLatestPlayerStatus(enum LatestParachuteState);// 0x34dddb0 void SyncDeadTombBoxToController(PlayerTombBox* _DeadTombBox);// 0x345bbcc void SwitchSightAngledServer(byte InAngledSightType, bool IsOnlyTurn);// 0x34ddca0 void SwitchSightAngledLocal(byte Type, bool IsOnlyTurn);// 0x34ddbd4 void SwitchSightAngled(byte Type, bool IsOnlyTurn);// 0x34ddb10 void SwitchCameraToParachuteOpening();// 0x34ddaf4 void SwitchCameraToParachuteFalling();// 0x34ddad8 void SwitchCameraToNormal();// 0x34ddabc void SwitchCameraFromParachuteOpeningToTPPUpdate(float Alpha);// 0x34dda44 void SwitchCameraFromParachuteOpeningToTPPStop();// 0x40a6134 void SwitchCameraFromParachuteOpeningToTPPFinish();// 0x34dda30 void SwitchCameraFromParachuteOpeningToTPPBeginPlay();// 0x40a6134 void StopCamShake();// 0x34dda14 void StartUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x34dd99c void StartSwitchColdDown(float SwitchColdDownTime);// 0x34dd924 void StartCamShake();// 0x34dd908 void ShowNightVisionFrame();// 0x3459f8c void ShowConfirmDialogOfMisKill();// 0x3459ef8 bool ShouldDropBagItem(out const ItemDefineID SkillItemID);// 0x34dd868 void SetSwimRotateX_Ex(float NewSwimRotateX);// 0x34dd7f0 void SetSpecifiedItemConsumed(int ItemID);// 0x40a6134 void SetSelfAndVehicleShadow(bool IsShow);// 0x34dd770 void SetRainyEffectParam(byte EffectType, float InRainyEffectParam);// 0x34dd6b4 void SetRainyEffectEnable(byte EffectType, bool InEnable, float InRainyEffectParam);// 0x34dd5a8 void SetPitchViewAngle(float MinPitch, float MaxPitch);// 0x34dd4e4 void SetParachuteState(enum State);// 0x34dd464 void SetInjuryFreeRateData(out const int[] InInjuryFreeData);// 0x34dd398 void SetFPPDeafultFov(float InFov);// 0x34dd320 void SetFovInTPPSpringArm(float FieldOfView);// 0x34dd2a8 void SetBodyIndoor(bool IsInDoor);// 0x34dd228 void ServerUserMoveCmdDual(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x34dcfcc void ServerUserMoveCmd(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x34dcdfc void ServerSetBulletFlySoundData(STExtraPlayerCharacter* PlayerCharacter, STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x34dcca0 void ServerRPCOnClickInteractiveButton(InteractiveComponentBase* pComponent, int Flag);// 0x34dcba4 void ServerOnApplicationactivated(bool bAppActive);// 0x34dcadc void ResetCharacter();// 0x3452660 void RequestLoadParachuteAnim(bool bHasNewChildComponent);// 0x34dca54 void ReqSetShoulderCameraMode(bool bShoulderMode);// 0x34dc98c void RemoveParachuteAnim();// 0x34dc978 void ReleaseTrigger(enum Hand);// 0x34dc8f8 void RefreshBearerFramingTick();// 0x34dc8e4 void PushTrigger(enum Hand);// 0x34dc864 void ProneWithTerrain(Rotator CharacterRotation, bool isMoving, float Offset, float deap);// 0x34dc710 void ParachutePlaySound(AkAudioEvent* LocalAkEvent, AkAudioEvent* RemoteAkEvent);// 0x40a6134 void OnTakeDamage(float Damage, out const DamageEvent DamageEvent, Actor* Victim, Actor* Causer, out const ExtraDamageInfo ExtraDamageInfo);// 0x34dc510 void OnSkillFinishedDelegate__DelegateSignature(enum StopReason, int SkillID, bool HasThrownGrenade);// 0x40a6134 void OnScopeOutDelegate__DelegateSignature(bool bIsBegin);// 0x40a6134 void OnScopeInDelegate__DelegateSignature(bool bIsBegin);// 0x40a6134 void OnRepParachuteStateDelegate__DelegateSignature();// 0x40a6134 void OnRep_STPlayerController();// 0x34dc4fc void OnRep_ParachuteState(enum State);// 0x34dc47c void OnRep_MoveUploadTimeout();// 0x34dc468 void OnRep_InteractiveComponentList();// 0x30cf50c void OnRep_InjuryFreeData();// 0x34dc454 void OnRep_CurrentActivityID();// 0x34dc440 void OnRep_bIsPendingCaptived();// 0x34dc42c void OnRep_AngleSightStateChanged();// 0x34dc418 void OnRep_ActivityAnimationRepData();// 0x34dc404 void OnRank(int Kills, int Rank);// 0x34dc348 void OnPlayerCurrentWeaponChange(byte CurSlot);// 0x34dc2d0 void OnParachuteStateChangedDelegate__DelegateSignature(enum LastParachuteState, enum NewParachuteState);// 0x40a6134 void OnMiniTreeTriggerServerLogicCPP();// 0x34dc2b4 void OnLockUpdateAroundPickupEnd();// 0x34dc2a0 void OnLoadParachuteAnimCompleted();// 0x34dc28c void OnHasTombBoxesAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x40a6134 void OnHasPickupPropsAvailableChanged__DelegateSignature(bool bIsAvailable);// 0x40a6134 void OnBPStateCheckIn();// 0x40a6134 void OnAvatarEquippedSucc(enum SlotType, bool IsEquipped, int InItemID);// 0x34dc180 void OnAllAvatarEquippedSucc();// 0x34dc16c void NotifyClientParachuteLanded(bool bOK);// 0x34dc0a4 void MulticastSetShoulderCameraMode(bool bShoulderMode);// 0x34dc01c void MiniTreeTriggerServerLogic();// 0x34dbfc0 bool IsSwitchCoolingDownFinish();// 0x34dbf8c bool IsSpecifiedItemInCD(int ItemID);// 0x34dbf04 bool IsLandedWithClientPos();// 0x34dbedc bool IsInLaunchSeat();// 0x34dbeac bool IsGrenadeEmpty();// 0x34dbe84 bool IsBodyIndoorFuc();// 0x34dbe64 bool IsBodyIndoorCheck();// 0x34dbe3c bool IsAllowSyncControllerRotationInActived();// 0x324323c bool IsAllowPickupActor();// 0x3321a9c void InitAirAttackLocatorComponent();// 0x34dbe28 void HideNightVisionFrame();// 0x344b238 bool HasParachuteAnimLoaded();// 0x34dbe00 void HandleParachuteStateChanged(enum NewState);// 0x34dbd80 void HandleBulletOverlap(Actor* BulletActor, out const HitResult HitResult, out const HitResult[] HitResults);// 0x34dbc08 void HandleAIInstigateBulletOverlap(STExtraBaseCharacter* InstigatorCharacter, out const HitResult HitResult, out const HitResult[] HitResults);// 0x34dba90 SpringArmComponent* GetThirdPersonSpringArm();// 0x40a6134 CameraComponent* GetThirdPersonCamera();// 0x40a6134 float GetSwimRotateX_Ex();// 0x34dba68 int GetSkillIndexByActivityID();// 0x40a6134 SpringArmComponent* GetScopeSpringArm();// 0x40a6134 CameraComponent* GetScopeCamera();// 0x40a6134 bool GetPlayerVisibile();// 0x34dba40 AnimationAsset* GetPlayerParachuteAnimByAnimType(byte AnimType);// 0x34db9c0 STExtraPlayerController* GetPlayerControllerSafety();// 0x34499a8 void GetOnVehicleDelegate__DelegateSignature();// 0x40a6134 SceneComponent* GetMoveableComp();// 0x34db998 bool GetIsInDoor();// 0x34db968 bool GetIsGunADS();// 0x34db938 InteractiveComponentBase*[] GetInteractiveComponentList();// 0x34db8c8 float GetInjuryFreeRate(int BodyPart);// 0x34492cc SpringArmComponent* GetFPPSpringArm();// 0x40a6134 float GetFPPDeafultFov();// 0x34db8a0 CameraComponent* GetFPPCamera();// 0x40a6134 SpringArmComponent* GetFirstPersonSpringArm();// 0x40a6134 CameraComponent* GetFirstPersonCamera();// 0x40a6134 enum[] GetDisallowedStates(int ActivityID);// 0x40a6134 int GetBuildingAvatarID(int BuildingID);// 0x40a6134 Vector GetBonePos(FName BoneName, Vector OffsetPos);// 0x34db7c8 SAbilitySystemComponent* GetAbilitySystemComponent();// 0x34db7a0 void FreeFallShakeCam();// 0x34db78c void FinishUpdatingParachuteFallingCameraDistance(int nearPlaneDistance);// 0x34db714 void EnableRegionBaseNetConsideration();// 0x34db700 void EnablePet(bool Enable);// 0x34db678 void DynamicCreateComponents();// 0x34db664 void DisableSimulateAnimUpdateRateOptimization(bool bDisable, float LessThanDistanceSquareCanDisable);// 0x34db59c void DelayStopLandState();// 0x34db588 void DelayRemoveParachuteAnim();// 0x34db574 void ClientUserMoveCmdAck(int Sequence);// 0x34db4f4 void ClientRPCOnOverlapInteractiveComponent(InteractiveComponentBase* pComponent, bool isBeginOverlap);// 0x34db428 void ClientPlayEarSound(STExtraShootWeapon* InstigateWeapon, Vector FlySoundPos);// 0x34db324 void ClientInitParachuteLaunchStatus(Vector Vel);// 0x34db2ac void ClientCheckCancleFollow(enum InLastState, enum InNewState);// 0x34db1f0 void ClientAckGoodMove(float TimeStamp);// 0x34db170 void ClearHPUI();// 0x3444d04 bool CheckServerCanLanded();// 0x34db148 void CheckAttachedOrDetachedVehicle();// 0x34db134 bool CanAnimInstanceCacheParachuteAnim(STExtraAnimInstance* MyAnimInstance);// 0x34db0b4 void CallRefreshBPStateCheckIn();// 0x34db0a0 void AsyncLoadGunCollisionFinish(SoftClassPath GunCollisionPath);// 0x34daf34 void AnimInstanceCacheParachuteAnimVars(bool bForceRefreshAnim);// 0x34daeb4 bool AllowTriggerActivities(bool bCheckCanReceive);// 0x34dae2c void AdjustServerParachuteLanded(float ClientTimeStamp, int RespawnCount, const Vector Position, const Rotator Rotation);// 0x34dacac SAbilitySystemComponent* AddAbilitySystemComponent();// 0x34dac84 -------------------------------- Class: WeaponAutoAimingComponent.ActorComponent.Object AutoAimEnemyInfo SelectEnemyInfo;//[Offset: 0xc8, Size: 32] AutoAimEnemyInfo LastSelectInfo;//[Offset: 0xe8, Size: 32] Vector2D AimTargetScreenPos;//[Offset: 0x108, Size: 8] bool LastAimSuccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, Size: 1] STExtraPlayerController* ExtraPlayerController;//[Offset: 0x114, Size: 4] STExtraBaseCharacter* PlayerPawn;//[Offset: 0x118, Size: 4] float LastSelectAimEnemyTime;//[Offset: 0x11c, Size: 4] float LastFindAimEnemyTime;//[Offset: 0x120, Size: 4] float AIM_CD_WHEN_OPERATE_CAMERA_WHEN_JUMP;//[Offset: 0x124, Size: 4] float AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x128, Size: 4] float DEFAULT_CD_TIME;//[Offset: 0x12c, Size: 4] float SCOPE_AUTO_AIM_TIME;//[Offset: 0x130, Size: 4] float OPEN_COLLISION_TIME;//[Offset: 0x134, Size: 4] float AIM_CROSSHAIR_CHECK_DELTA;//[Offset: 0x138, Size: 4] float LOCK_TARGET_TOLERANCE;//[Offset: 0x13c, Size: 4] float RANGE_SCALE;//[Offset: 0x140, Size: 4] float RANGE_SCALE_MAX;//[Offset: 0x144, Size: 4] float AC_AIM_CD_WHEN_OPERATE_CAMERA_WHEN_JUMP;//[Offset: 0x164, Size: 4] float AC_AIM_HOLD_WHEN_OPEN_FIRE;//[Offset: 0x168, Size: 4] float AC_DEFAULT_CD_TIME;//[Offset: 0x16c, Size: 4] float AC_SCOPE_AUTO_AIM_TIME;//[Offset: 0x170, Size: 4] float AC_RANGE_SCALE;//[Offset: 0x174, Size: 4] float AC_RANGE_SCALE_MAX;//[Offset: 0x178, Size: 4] float AC_AutoAimBreakThroughRatio;//[Offset: 0x17c, Size: 4] FName[] AC_Bones;//[Offset: 0x180, Size: 12] FName[] Bones;//[Offset: 0x18c, Size: 12] BonesOffset;//[Offset: 0x198, Size: 60] float TargetScreenWidth;//[Offset: 0x1d4, Size: 4] bool bShowDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8, Size: 1] bool bEquipWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d9, Size: 1] float AutoAimSensitiveScreenRatio;//[Offset: 0x1dc, Size: 4] bool bEnableAimSensitiveOnlyInGunADS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e0, Size: 1] float AutoAimSensitiveAngle;//[Offset: 0x1e4, Size: 4] float AutoAimBreakThroughAngle;//[Offset: 0x1e8, Size: 4] float AutoAimBreakThroughRatio;//[Offset: 0x1ec, Size: 4] float AutoAimBreakThroughStart;//[Offset: 0x1f0, Size: 4] float AutoAimBreakThroughSensitiveScale;//[Offset: 0x1f4, Size: 4] bool bInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8, Size: 1] bool bModifyCrossHair;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f9, Size: 1] WeaponCrossHairPerformData[] CrossHairDataRifle;//[Offset: 0x3c0, Size: 12] WeaponCrossHairPerformData[] CrossHairDataPistol;//[Offset: 0x3cc, Size: 12] WeaponCrossHairPerformData[] CrossHairDataShotGun;//[Offset: 0x3d8, Size: 12] void OnUnEquipWeapon();// 0x364d09c void OnShoot(STExtraWeapon* Weapon);// 0x364d024 void OnEquipWeapon();// 0x364d010 void OnCharacterLeaveState(enum ChangedState);// 0x364cf98 void OnCharacterEnterState(enum ChangedState);// 0x364cf20 bool IsTriggerBeforeFire();// 0x364cef8 bool IsCurrentWeaponSupportAutoAim();// 0x364ced0 void Init(Controller* Controller);// 0x364ce58 bool HasEnemyInAutoAimRange(float DeltaTime);// 0x364cdd8 void GetDataFromWeaponEntity();// 0x364cdc4 AutoAimEnemyInfo FindEnemyNearScreenCenter(out const Vector RayStart, float Radius, out const FName BoneName, float CollisionTime, bool HitMatchBone);// 0x364cbe8 bool CheckSmoke(out const Vector StartPoint, out const Vector EndPoint, STExtraPlayerCharacter* Pawn, out FName OutHitBoneName);// 0x364ca5c bool CheckInAngle(STExtraBaseCharacter* EnemyPawn, float MaxAngle);// 0x30a7404 bool CheckBuffStun();// 0x364ca34 bool CanEnemeyRaycastReach(out const Vector StartPoint, out const Vector EndPoint, STExtraPlayerCharacter* Pawn, out FName OutHitBoneName);// 0x364c8a8 bool CanAsynCalcuAimRange();// 0x364c880 void BPDrawDebugInfo(out const float[] AutoAimParams);// 0x364c7ac -------------------------------- Class: AutoAimEnemyInfo STExtraPlayerCharacter* EnemyPawn;//[Offset: 0x0, Size: 4] FName BoneName;//[Offset: 0x18, Size: 8] -------------------------------- Class: STScreenAppearanceComponent.ActorComponent.Object StaticMesh* AppearanceMeshTemplate;//[Offset: 0xf4, Size: 4] AppearanceMatData[] AppearancePresentList;//[Offset: 0xf8, Size: 12] StaticMeshComponent* OwnerAppearanceMesh;//[Offset: 0x104, Size: 4] AppearanceMeshData[] AppearanceMeshDataList;//[Offset: 0x108, Size: 12] ScreenParticleEffectData[] ScreenParticleEffectList;//[Offset: 0x114, Size: 12] FName ScreenPlane;//[Offset: 0x120, Size: 8] bool FollwCameraManager;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128, Size: 1] MltAppearanceMatData[] MultiAppearancePresentList;//[Offset: 0x12c, Size: 12] delegate OnPlayScreenAppearance;//[Offset: 0x138, Size: 12] delegate OnStopScreenAppearance;//[Offset: 0x144, Size: 12] delegate OnPlayScreenParticle;//[Offset: 0x150, Size: 12] AppearanceMatData[] CurAppearanceList;//[Offset: 0x15c, Size: 12] CameraComponent* CurActiveCameraCache;//[Offset: 0x168, Size: 4] MultiAppearanceMeshData[] MultiAppearanceMeshData;//[Offset: 0x178, Size: 12] void UpdateMultiAppearancePresentList(float DeltaTime);// 0x35784e4 void StopScreenParticleEffectByName(FString ScreenParticleName);// 0x3578428 void StopScreenParticleEffect(byte EffectType);// 0x35783b0 void StopScreenAppearance(FString AppearanceName, bool StopFromPlayFunc);// 0x35782a8 void StopAllScreenParticleEffect();// 0x3578294 void StopAllScreenAppearance();// 0x3578280 void SetTextureParameterValue(FString AppearanceName, FName ParamName, Texture* Tex);// 0x357813c void SetScreenParticleParam(byte EffectType, float InEffectValue);// 0x3578080 bool SetScalarParam(FString AppearanceName, FName ParamName, float ParamValue);// 0x3577f2c void SetAppearanceActive(out const FName AppearanceName, bool bNewActive, bool bReset);// 0x3577e00 void SetAllAppearancesActive(bool bNewActive, bool bReset);// 0x3577d30 void SetAllAppearanceMeshHiddenInGame(bool bNewHid);// 0x3577cb0 void PlayScreenParticleWhenCharacterHideInGame(ParticleSystem* PS, out const Transform RelativeTransform, float LifeSeconds);// 0x3577b50 void PlayScreenParticleEffectByName(FString ScreenParticleName, float InEffectValue);// 0x3577a50 void PlayScreenParticleEffect(byte EffectType, float InEffectValue);// 0x3577994 MaterialInstanceDynamic* PlayPresentScreenAppearance(FString AppearanceName);// 0x3577834 void PlayGraduallyShowOut(FString AppearanceKey, float Frag, float DelayTime);// 0x3577654 void PlayGraduallyShowIn(FString AppearanceKey, float Frag, float DelayTime, float BeginAlpha);// 0x357742c MaterialInstanceDynamic* PlayCustomScreenAppearance(FString AppearanceName, MaterialInterface* MatToPlay, float LifeSpan, bool HideUI, FName InMatInstParamName, CurveFloat* InParamCurve);// 0x35771fc void OnAsyncLoadingFinished(int AppearancePresentIndex);// 0x3577184 bool IsScreenAppearancePlaying(FString AppearanceName);// 0x35770c0 void HandleEffectLoadFinishByName(FString ScreenParticleName);// 0x3576f68 void HandleEffectLoadFinish(byte EffectType);// 0x3576ef0 bool GetScalarParam(FString AppearanceName, FName ParamName, out float ParamValue);// 0x3576d8c -------------------------------- 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 bNeedReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1] bool IsShowing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e, 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: NightVisionComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Transform TPPRelativeTransform;//[Offset: 0x700, Size: 48] Transform FPPRelativeTransform;//[Offset: 0x730, Size: 48] Transform ScopeRelativeTransform;//[Offset: 0x760, Size: 48] void SetActivate(bool _IsActivate);// 0x3306774 -------------------------------- Class: CustomParticleSystemComponent.ParticleSystemComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object Actor*[] CollisionIgnoreActors;//[Offset: 0x854, Size: 12] bool bShowImpactInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x860, Size: 1] void AddCollisionIgnoreActor(Actor* IgnoreActor);// 0x31c1160 -------------------------------- 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);// 0x30acfe0 void SetFinalLocation();// 0x30acfcc void SetAALFov(bool bOpen);// 0x30acf4c void ServerSetAirAttackLocation(Vector BeginLocation, Vector EndLocation);// 0x30ace34 void OnFreeArrowLoadFinsh();// 0x30ace20 void OnCalledActorLoadFinsh(Vector Location);// 0x30acdb0 float GetTargetDistance();// 0x30acd88 bool GetAALAvaliable();// 0x30acd60 -------------------------------- Class: AirAttackLocatorCalledActor.Pawn.Actor.Object float DestoryTime;//[Offset: 0x330, Size: 4] float AirAttackDelayTime;//[Offset: 0x334, Size: 4] int SkillID;//[Offset: 0x338, Size: 4] int IconID;//[Offset: 0x33c, Size: 4] float AttackAreaRadius;//[Offset: 0x340, 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: InteractiveComponentBase.LuaActorComponent.ActorComponent.Object delegate OnAllowToInteract;//[Offset: 0x150, Size: 16] delegate OnAllowToClickButton;//[Offset: 0x160, Size: 16] delegate OnInteractionEffective;//[Offset: 0x170, Size: 16] delegate OnClientShowInteractiveUI;//[Offset: 0x180, Size: 12] delegate OnServerAddOrDeleteComponent;//[Offset: 0x18c, Size: 12] delegate OnServerClickInteractiveButton;//[Offset: 0x198, Size: 12] delegate OnServerRPCSetOccupied;//[Offset: 0x1a4, Size: 12] delegate OnStartCoolDown;//[Offset: 0x1b0, Size: 12] delegate OnRepOccupied;//[Offset: 0x1bc, Size: 12] delegate OnRepCoolDown;//[Offset: 0x1c8, Size: 12] delegate OnRepCurrentCharacter;//[Offset: 0x1d4, Size: 12] delegate OnRepCurrentCharacterArray;//[Offset: 0x1e0, Size: 12] delegate OnRepEnabled;//[Offset: 0x1ec, Size: 12] delegate OnResetSkillAction;//[Offset: 0x1f8, Size: 12] delegate OnStartedSkillAction;//[Offset: 0x204, Size: 12] delegate OnFinishedSkillAction;//[Offset: 0x210, Size: 12] PrimitiveComponent* PrimitiveComponent;//[Offset: 0x21c, Size: 4] PrimitiveComponent*[] PrimitiveComponentArray;//[Offset: 0x220, Size: 12] Character* OccupyingCharacter;//[Offset: 0x22c, Size: 8] Character*[] OccupyingCharacterArray;//[Offset: 0x234, Size: 12] bool bIsCooling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240, Size: 1] int CoolDownLeftTimeForShow;//[Offset: 0x244, Size: 4] bool bOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x248, Size: 1] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x249, Size: 1] FName PrimitiveComponentTag;//[Offset: 0x250, Size: 8] int CollisionsNum;//[Offset: 0x258, Size: 4] bool bCanInteractMultiple;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25c, Size: 1] bool bShowedMultiplayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25d, Size: 1] bool bOnlyInFightingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25e, Size: 1] bool bCheckBlocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25f, Size: 1] int CheckBlockCharacterIncrement;//[Offset: 0x260, Size: 4] int CheckBlockActorIncrement;//[Offset: 0x264, Size: 4] bool bCanInteractInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x268, Size: 1] bool bCanInteractWhenNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x269, Size: 1] bool bCanInteractInCarryBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26a, Size: 1] bool bCanInteractInBeCarriedBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26b, Size: 1] bool bCanAIInteract;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26c, Size: 1] bool bAllowWhenCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26d, Size: 1] int TipsIdWhenClickedInCoolDown;//[Offset: 0x270, Size: 4] float CoolDownTime;//[Offset: 0x274, Size: 4] float MaxOccupyingTime;//[Offset: 0x278, Size: 4] int MaxOccupyingCharacterNum;//[Offset: 0x27c, Size: 4] int TLogKey;//[Offset: 0x280, Size: 4] bool bTLogCountReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x284, Size: 1] Volume* CustomTriggerVolume;//[Offset: 0x288, Size: 4] int DebugParameter;//[Offset: 0x28c, Size: 4] int SkillID;//[Offset: 0x290, Size: 4] bool bResetSkillData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x294, Size: 1] float LoadingDuration;//[Offset: 0x298, Size: 4] SoftObjectPath LoadingIcon;//[Offset: 0x2a0, Size: 24] AnimMontage* FPS_AnimMontage_Stand;//[Offset: 0x2b8, Size: 40] AnimMontage* FPS_AnimMontage_Crouch;//[Offset: 0x2e0, Size: 40] AnimMontage* FPS_AnimMontage_Prone;//[Offset: 0x308, Size: 40] AnimMontage* FPS_AnimMontage_Vehicle;//[Offset: 0x330, Size: 40] AnimMontage* TPS_AnimMontage_Stand;//[Offset: 0x358, Size: 40] AnimMontage* TPS_AnimMontage_Crouch;//[Offset: 0x380, Size: 40] AnimMontage* TPS_AnimMontage_Prone;//[Offset: 0x3a8, Size: 40] AnimMontage* TPS_AnimMontage_Vehicle;//[Offset: 0x3d0, Size: 40] void StartCoolDown();// 0x329b2b0 void SetOccupied(Character* Character, bool bOccupied);// 0x329b1ec void SetEnable(bool bIsEnable);// 0x329b16c void ServerAddOrDeleteInteractiveComponent(Character* Character, bool bAdd);// 0x329b0a8 void OnRep_Occupied();// 0x329b094 void OnRep_Enabled();// 0x329b080 void OnRep_CurrentCharacterArray();// 0x329b06c void OnRep_CurrentCharacter();// 0x329b058 void OnRep_CoolDown();// 0x329b044 void OnEndOverlap(PrimitiveComponent* SelfComponent, Actor* OtherActor, PrimitiveComponent* OtherComponent, int OtherBodyIndex);// 0x329aefc void OnBeginOverlap(PrimitiveComponent* SelfComponent, Actor* OtherActor, PrimitiveComponent* OtherComponent, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x329ad00 bool IsOverlappingByCharacter(Character* Character);// 0x329ac80 bool IsOccupied();// 0x329ac58 bool IsInteractionEffective(Character* Character, out enum Reason);// 0x329ab84 bool IsEnabled();// 0x329ab5c bool IsCoolingDown();// 0x329ab34 int GetInteractiveCharacterNum();// 0x329ab0c void GetCurrentOccupyingCharacterArray(out Character*[] OutActors);// 0x329aa40 Character* GetCurrentOccupyingCharacter();// 0x329aa18 int GetCoolDownLeftTimeForShow();// 0x329a9f0 void GetAllInteractiveCharacters(out Character*[] OutActors);// 0x329a924 bool AllowToInteract(Character* Character, out enum Reason);// 0x329a850 bool AllowToClickButton(Character* Character, out enum Reason);// 0x329a77c -------------------------------- Class: AngledSightRepData byte AngledSightType;//[Offset: 0x0, Size: 1] bool IsOnlyTurn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] -------------------------------- Class: ActicityDisallowedData enum[] DisallowedStates;//[Offset: 0x0, Size: 12] int ActivityID;//[Offset: 0xc, Size: 4] -------------------------------- Class: WarteringAreaCPP.UAERegionActor.LuaActor.Actor.Object delegate OnPlayerBeforeAttachedToThisDelegate;//[Offset: 0x3cc, Size: 12] delegate OnPlayerAttachedToThisDelegate;//[Offset: 0x3d8, Size: 12] delegate OnPlayerDettachedFromThisDelegate;//[Offset: 0x3e4, Size: 12] bool bModifyCharacterMeshTrans;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f0, Size: 1] bool bForceSkipCharacterMeshRotCheckWhenHasThisMiniTree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f1, Size: 1] bool bCanEnterVehicleWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f2, Size: 1] bool bCanPickUpWhenAttached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f3, Size: 1] BunnyDanceSyncData DanceTimeStamp;//[Offset: 0x3f4, Size: 12] float CurrentScale;//[Offset: 0x400, Size: 4] int CurActTime;//[Offset: 0x404, Size: 4] PlayerController*[] PlayerCDTable;//[Offset: 0x408, Size: 12] bool bIsInMasterCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1] FName SocketBaseTags;//[Offset: 0x418, Size: 8] float CurrentCarouselRotationAccel;//[Offset: 0x420, Size: 4] float CurrentCarouselRotation;//[Offset: 0x424, Size: 4] int CurrentInteractingPlayerCount;//[Offset: 0x428, Size: 4] int PlayerNumberForTriggerEvent;//[Offset: 0x42c, Size: 4] SocketAttachmentInternalData[] OccupiedSockets;//[Offset: 0x430, Size: 12] SocketAttachmentNameTable[] SocketNames;//[Offset: 0x43c, Size: 12] int AttachedNumber;//[Offset: 0x44c, Size: 4] SkeletalMeshAttachCounter;//[Offset: 0x450, Size: 60] SkeletalAnimationSyncData[] SkeletalAnimationSyncData;//[Offset: 0x48c, Size: 12] Vector[] DropOffLocations;//[Offset: 0x4a4, Size: 12] enum DropOffLocationType;//[Offset: 0x4b0, Size: 1] bool bDropOffRelativeUseLocationOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b1, Size: 1] int AssociatedSkillIndex;//[Offset: 0x4b4, Size: 4] STExtraBaseCharacter*[] AttachedPlayers;//[Offset: 0x4b8, Size: 12] byte IsDayTime;//[Offset: 0x4c4, Size: 1] bool ShowRabbitAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c5, Size: 1] Pawn*[] PawnDoneList;//[Offset: 0x4c8, Size: 12] bool bUseFixedDropPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d4, Size: 1] enum FixedDropOffLocationType;//[Offset: 0x4d5, Size: 1] Vector[] FixedRelativeDropPositions;//[Offset: 0x4d8, Size: 12] bool bCanBePicked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e4, Size: 1] bool UseDropFixedPosition();// 0x332a9e0 void StopDancing_Multicast(const Actor*[] Players);// 0x3645564 void StartDancing_Multicast(int MontageIndex, const Actor*[] Players);// 0x3645428 void SpawnTreeParticleCPP_Multicast(PlayerController* PlayerController);// 0x3645374 static void SetupMinimapDisplay(UAEPlayerController* PController, out const LoveTreeData[] treeData);// 0x364526c void SetCDFlagByPC(PlayerController* PlayerController);// 0x36451f4 void ServerDoWaterLogic(PlayerController* PlayerController, FString ExMsg);// 0x40a6134 void ResetPCByTime(PlayerController* PlayerController, float cdTime);// 0x3645138 void OnTimeStampRep(out const BunnyDanceSyncData SyncData);// 0x3645094 void OnStopDancing(out const Actor*[] Players);// 0x3644fc0 void OnStartDancing(int MontageIndex, out const Actor*[] Players);// 0x3644ea8 void OnSpawnTreeParticleCPP(PlayerController* PlayerController);// 0x3644e28 void OnSkeletalAnimationSyncData(out const SkeletalAnimationSyncData InSkeletalAnimationSyncData);// 0x40a6134 void OnSkeletalAnimationStateChanged(SceneComponent* AttachedComponent, bool bShouldStartAnimation);// 0x40a6134 void OnRep_TimeStamp(out const BunnyDanceSyncData SyncData);// 0x3644d8c void OnRep_SkeletalAnimationSyncData();// 0x3644d78 void OnRep_ShowRabbitAnim();// 0x30b3878 void OnRep_PawnDoneList();// 0x30b38b0 void OnRep_IsDayTime();// 0x30b38cc void OnRep_CurrentScaleCPP();// 0x3644d64 void OnRep_CurrentScaleBP();// 0x40a6134 void OnRep_CurrentInteractingPlayerCount();// 0x3644d10 void OnRep_CurActTimeCPP();// 0x3644cbc void OnRep_CurActTimeBP();// 0x40a6134 void OnRep_AttachedNumber();// 0x3644c5c void OnPlayersDance(out const Actor*[] Players, int MontageIndex, float JoinTime);// 0x3644afc void OnPlayerNumberChanged(int Number);// 0x40a6134 void OnPlayerDetached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x40a6134 void OnPlayerAttached(Actor* AttachedPlayer, SceneComponent* AttachedComponent);// 0x40a6134 void OnPCCDCleared(PlayerController* PlayerController);// 0x40a6134 void OnClientCurrentInteractingPlayerCountChanged();// 0x40a6134 bool IsDropFixedRelativePositionSetUp();// 0x3644acc bool GetIsPCInCD(PlayerController* PlayerController);// 0x3644a4c Vector GetDropFixedRelativePosition(Actor* DropOwner);// 0x36449b4 void DispatchPlayerDance_Multicast(const Actor*[] Players, int MontageIndex, float JoinTime);// 0x3644830 bool CanTriggertEvent(Pawn* CurPawn);// 0x40a6134 int CacheAssociatedSkillIndex();// 0x40a6134 -------------------------------- Class: UAERegionActor.LuaActor.Actor.Object byte AutoDormancyType;//[Offset: 0x380, Size: 1] bool bStatic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x381, Size: 1] enum RegionSize;//[Offset: 0x382, Size: 1] bool bNeedUpdateNetworkInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x383, Size: 1] void ReceivedPlayerActiveRegionsChanged(bool bEnter);// 0x40a6134 -------------------------------- 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: SAbilitySystemComponent.AbilitySystemComponent.GameplayTasksComponent.ActorComponent.Object FString LuaFilePath;//[Offset: 0xcc8, Size: 12] class GameplayAbility[] PreloadedAbilities;//[Offset: 0xcd4, Size: 12] GameplayAbilitySpecHandle[] PreloadedAbilityHandles;//[Offset: 0xce0, Size: 12] LuaNetSerialization LuaNetSerialization;//[Offset: 0xcec, Size: 60] bool TryActivateAbilitiesByTagString(const FString AbilityTag, bool bAllowRemoteActivation);// 0x6ddcbd0 void ReloadAbilities();// 0x6ddcbbc GameplayAbilitySpecHandle GiveAbilityByClass(class GameplayAbility AbilityClass);// 0x6ddcb3c void CancelAbilitiesByTagString(const FString AbilityTag);// 0x6ddc9e4 -------------------------------- Class: AbilitySystemComponent.GameplayTasksComponent.ActorComponent.Object AttributeDefaults[] DefaultStartingData;//[Offset: 0x118, Size: 12] AttributeSet*[] SpawnedAttributes;//[Offset: 0x124, Size: 12] float OutgoingDuration;//[Offset: 0x1c8, Size: 4] float IncomingDuration;//[Offset: 0x1cc, Size: 4] FString[] ClientDebugStrings;//[Offset: 0x1ec, Size: 12] FString[] ServerDebugStrings;//[Offset: 0x1f8, Size: 12] GameplayAbilitySpecContainer ActivatableAbilities;//[Offset: 0x204, Size: 152] GameplayAbility*[] AllReplicatedInstancedAbilities;//[Offset: 0x2d8, Size: 12] GameplayAbilityTargetActor*[] SpawnedTargetActors;//[Offset: 0x494, Size: 12] GameplayAbilityRepAnimMontage RepAnimMontageInfo;//[Offset: 0x4a0, Size: 32] GameplayAbilityLocalAnimMontage LocalAnimMontageInfo;//[Offset: 0x4c4, Size: 24] Actor* OwnerActor;//[Offset: 0x568, Size: 4] Actor* AvatarActor;//[Offset: 0x56c, Size: 4] ActiveGameplayEffectsContainer ActiveGameplayEffects;//[Offset: 0x57c, Size: 796] ActiveGameplayCueContainer ActiveGameplayCues;//[Offset: 0x898, Size: 156] ActiveGameplayCueContainer MinimalReplicationGameplayCues;//[Offset: 0x934, Size: 156] byte[] BlockedAbilityBindings;//[Offset: 0xab0, Size: 12] MinimalReplicationTagCountMap MinimalReplicationTags;//[Offset: 0xb9c, Size: 68] ReplicatedPredictionKeyMap ReplicatedPredictionKeyMap;//[Offset: 0xbf0, Size: 148] bool TryActivateAbilityByClass(class GameplayAbility InAbilityToActivate, bool bAllowRemoteActivation);// 0x6da6168 bool TryActivateAbilitiesByTag(out const GameplayTagContainer GameplayTagContainer, bool bAllowRemoteActivation);// 0x6da600c void TargetConfirm();// 0x6da5ff8 void TargetCancel();// 0x6da5fe4 void SetUserAbilityActivationInhibited(bool NewInhibit);// 0x6da5f64 void SetActiveGameplayEffectLevelUsingQuery(GameplayEffectQuery Query, int NewLevel);// 0x6da5e68 void SetActiveGameplayEffectLevel(ActiveGameplayEffectHandle ActiveHandle, int NewLevel);// 0x6da5da0 void ServerTryActivateAbilityWithEventData(GameplayAbilitySpecHandle AbilityToActivate, bool InputPressed, PredictionKey PredictionKey, GameplayEventData TriggerEventData);// 0x6da5b1c void ServerTryActivateAbility(GameplayAbilitySpecHandle AbilityToActivate, bool InputPressed, PredictionKey PredictionKey);// 0x6da59a4 void ServerSetReplicatedTargetDataCancelled(GameplayAbilitySpecHandle AbilityHandle, PredictionKey AbilityOriginalPredictionKey, PredictionKey CurrentPredictionKey);// 0x6da5824 void ServerSetReplicatedTargetData(GameplayAbilitySpecHandle AbilityHandle, PredictionKey AbilityOriginalPredictionKey, const GameplayAbilityTargetDataHandle ReplicatedTargetDataHandle, GameplayTag ApplicationTag, PredictionKey CurrentPredictionKey);// 0x6da5458 void ServerSetReplicatedEventWithPayload(byte EventType, GameplayAbilitySpecHandle AbilityHandle, PredictionKey AbilityOriginalPredictionKey, PredictionKey CurrentPredictionKey, Vector_NetQuantize100 VectorPayload);// 0x6da5224 void ServerSetReplicatedEvent(byte EventType, GameplayAbilitySpecHandle AbilityHandle, PredictionKey AbilityOriginalPredictionKey, PredictionKey CurrentPredictionKey);// 0x6da5050 void ServerSetInputReleased(GameplayAbilitySpecHandle AbilityHandle);// 0x6da4f9c void ServerSetInputPressed(GameplayAbilitySpecHandle AbilityHandle);// 0x6da4ee8 void ServerPrintDebug_RequestWithStrings(const FString[] Strings);// 0x6da4d8c void ServerPrintDebug_Request();// 0x6da4d30 void ServerEndAbility(GameplayAbilitySpecHandle AbilityToEnd, GameplayAbilityActivationInfo ActivationInfo, PredictionKey PredictionKey);// 0x6da4b68 void ServerCurrentMontageSetPlayRate(AnimMontage* ClientAnimMontage, float InPlayRate);// 0x6da4a6c void ServerCurrentMontageSetNextSectionName(AnimMontage* ClientAnimMontage, float ClientPosition, FName SectionName, FName NextSectionName);// 0x6da48b8 void ServerCurrentMontageJumpToSectionName(AnimMontage* ClientAnimMontage, FName SectionName);// 0x6da47bc void ServerCancelAbility(GameplayAbilitySpecHandle AbilityToCancel, GameplayAbilityActivationInfo ActivationInfo);// 0x6da465c void RemoveActiveGameplayEffectBySourceEffect(class GameplayEffect GameplayEffect, AbilitySystemComponent* InstigatorAbilitySystemComponent, int StacksToRemove);// 0x6da455c bool RemoveActiveGameplayEffect(ActiveGameplayEffectHandle Handle, int StacksToRemove);// 0x6da448c int RemoveActiveEffectsWithTags(GameplayTagContainer Tags);// 0x6da42c8 int RemoveActiveEffectsWithSourceTags(GameplayTagContainer Tags);// 0x6da4104 int RemoveActiveEffectsWithGrantedTags(GameplayTagContainer Tags);// 0x6da3f40 int RemoveActiveEffectsWithAppliedTags(GameplayTagContainer Tags);// 0x6da3f40 void OnRep_ServerDebugString();// 0x31ee398 void OnRep_ReplicatedAnimMontage();// 0x6da3f2c void OnRep_OwningActor();// 0x6da3f18 void OnRep_ClientDebugString();// 0x30cd450 void OnRep_ActivateAbilities();// 0x6da3f04 void NetMulticast_InvokeGameplayCuesExecuted_WithParams(const GameplayTagContainer GameplayCueTags, PredictionKey PredictionKey, GameplayCueParameters GameplayCueParameters);// 0x6da3bc0 void NetMulticast_InvokeGameplayCuesExecuted(const GameplayTagContainer GameplayCueTags, PredictionKey PredictionKey, GameplayEffectContextHandle EffectContext);// 0x6da3694 void NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const GameplayTagContainer GameplayCueTags, PredictionKey PredictionKey, GameplayCueParameters GameplayCueParameters);// 0x6da3350 void NetMulticast_InvokeGameplayCueExecuted_WithParams(const GameplayTag GameplayCueTag, PredictionKey PredictionKey, GameplayCueParameters GameplayCueParameters);// 0x6da3140 void NetMulticast_InvokeGameplayCueExecuted_FromSpec(const GameplayEffectSpecForRPC Spec, PredictionKey PredictionKey);// 0x6da3024 void NetMulticast_InvokeGameplayCueExecuted(const GameplayTag GameplayCueTag, PredictionKey PredictionKey, GameplayEffectContextHandle EffectContext);// 0x6da2c24 void NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const GameplayTag GameplayCueTag, PredictionKey PredictionKey, GameplayCueParameters GameplayCueParameters);// 0x6da2a20 void NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const GameplayEffectSpecForRPC Spec, PredictionKey PredictionKey);// 0x6da2924 void NetMulticast_InvokeGameplayCueAdded_WithParams(const GameplayTag GameplayCueTag, PredictionKey PredictionKey, GameplayCueParameters Parameters);// 0x6da2720 void NetMulticast_InvokeGameplayCueAdded(const GameplayTag GameplayCueTag, PredictionKey PredictionKey, GameplayEffectContextHandle EffectContext);// 0x6da231c GameplayEffectSpecHandle MakeOutgoingSpec(class GameplayEffect GameplayEffectClass, float Level, GameplayEffectContextHandle Context);// 0x6da1d68 GameplayEffectContextHandle MakeEffectContext();// 0x6da1b34 void K2_InitStats(class AttributeSet Attributes, const DataTable* DataTable);// 0x6da1a78 bool IsGameplayCueActive(const GameplayTag GameplayCueTag);// 0x6da19f0 bool GetUserAbilityActivationInhibited();// 0x6da19c8 float GetGameplayEffectMagnitude(ActiveGameplayEffectHandle Handle, GameplayAttribute Attribute);// 0x6da17f8 int GetGameplayEffectCount(class GameplayEffect SourceGameplayEffect, AbilitySystemComponent* OptionalInstigatorFilterComponent, bool bEnforceOnGoingCheck);// 0x6da16e8 ActiveGameplayEffectHandle[] GetActiveEffects(out const GameplayEffectQuery Query);// 0x6da15b4 void ClientTryActivateAbility(GameplayAbilitySpecHandle AbilityToActivate);// 0x6da1534 void ClientSetReplicatedEvent(byte EventType, GameplayAbilitySpecHandle AbilityHandle, PredictionKey AbilityOriginalPredictionKey);// 0x6da1414 void ClientPrintDebug_Response(const FString[] Strings, int GameFlags);// 0x6da12a4 void ClientEndAbility(GameplayAbilitySpecHandle AbilityToEnd, GameplayAbilityActivationInfo ActivationInfo);// 0x6da119c void ClientCancelAbility(GameplayAbilitySpecHandle AbilityToCancel, GameplayAbilityActivationInfo ActivationInfo);// 0x6da1094 void ClientActivateAbilitySucceedWithEventData(GameplayAbilitySpecHandle AbilityToActivate, PredictionKey PredictionKey, GameplayEventData TriggerEventData);// 0x6da0ed8 void ClientActivateAbilitySucceed(GameplayAbilitySpecHandle AbilityToActivate, PredictionKey PredictionKey);// 0x6da0e04 void ClientActivateAbilityFailed(GameplayAbilitySpecHandle AbilityToActivate, int16 PredictionKey);// 0x6da0d40 ActiveGameplayEffectHandle BP_ApplyGameplayEffectToTarget(class GameplayEffect GameplayEffectClass, AbilitySystemComponent* Target, float Level, GameplayEffectContextHandle Context);// 0x6da0904 ActiveGameplayEffectHandle BP_ApplyGameplayEffectToSelf(class GameplayEffect GameplayEffectClass, float Level, GameplayEffectContextHandle EffectContext);// 0x6da050c ActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToTarget(out GameplayEffectSpecHandle SpecHandle, AbilitySystemComponent* Target);// 0x6da030c ActiveGameplayEffectHandle BP_ApplyGameplayEffectSpecToSelf(out GameplayEffectSpecHandle SpecHandle);// 0x6da0150 void AbilityConfirmOrCancel__DelegateSignature();// 0x40a6134 void AbilityAbilityKey__DelegateSignature(int InputID);// 0x40a6134 -------------------------------- 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();// 0x5111bfc static enum K2_RunGameplayTask(interface classNone TaskOwner, GameplayTask* Task, byte Priority, class GameplayTaskResource[] AdditionalRequiredResources, class GameplayTaskResource[] AdditionalClaimedResources);// 0x5111888 -------------------------------- Class: GameplayTask.Object FName InstanceName;//[Offset: 0x20, Size: 8] enum ResourceOverlapPolicy;//[Offset: 0x2a, Size: 1] GameplayTask* ChildTask;//[Offset: 0x44, Size: 4] void ReadyForActivation();// 0x510ff08 void GenericGameplayTaskDelegate__DelegateSignature();// 0x40a6134 void EndTask();// 0x510fef4 -------------------------------- 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: GameplayAbility.Object GameplayTagContainer AbilityTags;//[Offset: 0x70, Size: 24] bool bReplicateInputDirectly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9c, Size: 1] byte ReplicationPolicy;//[Offset: 0xbd, Size: 1] byte InstancingPolicy;//[Offset: 0xbe, Size: 1] bool bServerRespectsRemoteAbilityCancellation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf, Size: 1] bool bRetriggerInstancedAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] GameplayAbilityActivationInfo CurrentActivationInfo;//[Offset: 0xc4, Size: 16] GameplayEventData CurrentEventData;//[Offset: 0xd8, Size: 112] byte NetExecutionPolicy;//[Offset: 0x148, Size: 1] class GameplayEffect* CostGameplayEffectClass;//[Offset: 0x14c, Size: 4] AbilityTriggerData[] AbilityTriggers;//[Offset: 0x150, Size: 12] class GameplayEffect* CooldownGameplayEffectClass;//[Offset: 0x15c, Size: 4] GameplayTagQuery CancelAbilitiesMatchingTagQuery;//[Offset: 0x160, Size: 52] GameplayTagQuery ConstTagQuery;//[Offset: 0x194, Size: 52] GameplayTagContainer CancelAbilitiesWithTag;//[Offset: 0x1c8, Size: 24] GameplayTagContainer BlockAbilitiesWithTag;//[Offset: 0x1e0, Size: 24] GameplayTagContainer ActivationOwnedTags;//[Offset: 0x1f8, Size: 24] GameplayTagContainer ActivationRequiredTags;//[Offset: 0x210, Size: 24] GameplayTagContainer ActivationBlockedTags;//[Offset: 0x228, Size: 24] GameplayTagContainer SourceRequiredTags;//[Offset: 0x240, Size: 24] GameplayTagContainer SourceBlockedTags;//[Offset: 0x258, Size: 24] GameplayTagContainer TargetRequiredTags;//[Offset: 0x270, Size: 24] GameplayTagContainer TargetBlockedTags;//[Offset: 0x288, Size: 24] GameplayTask*[] ActiveTasks;//[Offset: 0x2a0, Size: 12] AnimMontage* CurrentMontage;//[Offset: 0x2fc, Size: 4] bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] bool bIsCancelable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x301, Size: 1] bool bIsBlockingOtherAbilities;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] void SetShouldBlockOtherAbilities(bool bShouldBlockAbilities);// 0x6dbe164 void SetCanBeCanceled(bool bCanBeCanceled);// 0x6dbe0dc void SendGameplayEvent(GameplayTag EventTag, GameplayEventData Payload);// 0x6dbdf74 void RemoveGrantedByEffect();// 0x6dbdf60 void MontageStop(float OverrideBlendOutTime);// 0x6dbdee8 void MontageSetNextSectionName(FName FromSectionName, FName ToSectionName);// 0x6dbde24 void MontageJumpToSection(FName SectionName);// 0x6dbddac GameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerSkeletalMeshComponent(FName SocketName);// 0x6dbdc94 GameplayAbilityTargetingLocationInfo MakeTargetLocationInfoFromOwnerActor();// 0x6dbdbc8 GameplayEffectSpecHandle MakeOutgoingGameplayEffectSpec(class GameplayEffect GameplayEffectClass, float Level);// 0x6dbd934 bool K2_ShouldAbilityRespondToEvent(GameplayAbilityActorInfo ActorInfo, GameplayEventData Payload);// 0x40a6134 void K2_RemoveGameplayCue(GameplayTag GameplayCueTag);// 0x6dbd8b4 void K2_OnEndAbility();// 0x40a6134 void K2_ExecuteGameplayCueWithParams(GameplayTag GameplayCueTag, out const GameplayCueParameters GameplayCueParameters);// 0x6dbd720 void K2_ExecuteGameplayCue(GameplayTag GameplayCueTag, GameplayEffectContextHandle Context);// 0x6dbd37c void K2_EndAbility();// 0x5c51424 void K2_CommitExecute();// 0x40a6134 bool K2_CommitAbilityCost(bool BroadcastCommitEvent);// 0x6dbd2ec bool K2_CommitAbilityCooldown(bool BroadcastCommitEvent, bool ForceCooldown);// 0x6dbd20c bool K2_CommitAbility();// 0x6dbd1dc bool K2_CheckAbilityCost();// 0x319b3e8 bool K2_CheckAbilityCooldown();// 0x312a4c8 void K2_CancelAbility();// 0x6dbd1c8 bool K2_CanActivateAbility(GameplayAbilityActorInfo ActorInfo, out GameplayTagContainer RelevantTags);// 0x40a6134 ActiveGameplayEffectHandle[] K2_ApplyGameplayEffectSpecToTarget(const GameplayEffectSpecHandle EffectSpecHandle, GameplayAbilityTargetDataHandle TargetData);// 0x6dbca40 ActiveGameplayEffectHandle K2_ApplyGameplayEffectSpecToOwner(const GameplayEffectSpecHandle EffectSpecHandle);// 0x6dbc740 void K2_AddGameplayCue(GameplayTag GameplayCueTag, GameplayEffectContextHandle Context, bool bRemoveOnAbilityEnd);// 0x6dbc34c void K2_ActivateAbilityFromEvent(out const GameplayEventData EventData);// 0x40a6134 void K2_ActivateAbility();// 0x40a6134 void InvalidateClientPredictionKey();// 0x6dbc338 SkeletalMeshComponent* GetOwningComponentFromActorInfo();// 0x6dbc310 Actor* GetOwningActorFromActorInfo();// 0x6dbc2e8 GameplayEffectContextHandle GetGrantedByEffectContext();// 0x6dbc0b4 Object* GetCurrentSourceObject();// 0x6dbc08c AnimMontage* GetCurrentMontage();// 0x6dbc064 float GetCooldownTimeRemaining();// 0x6dbc03c GameplayEffectContextHandle GetContextFromOwner(GameplayAbilityTargetDataHandle OptionalTargetData);// 0x6dbb9d0 Actor* GetAvatarActorFromActorInfo();// 0x6dbb9a8 GameplayAbilityActorInfo GetActorInfo();// 0x6dbb92c int GetAbilityLevel();// 0x6dbb904 void EndTaskByInstanceName(FName InstanceName);// 0x6dbb88c void EndAbilityState(FName OptionalStateNameToEnd);// 0x6dbb814 void ConfirmTaskByInstanceName(FName InstanceName, bool bEndTask);// 0x6dbb748 void CancelTaskByInstanceName(FName InstanceName);// 0x6dbb6d0 void BP_RemoveGameplayEffectFromOwnerWithGrantedTags(GameplayTagContainer WithGrantedTags, int StacksToRemove);// 0x6dbb4d0 void BP_RemoveGameplayEffectFromOwnerWithAssetTags(GameplayTagContainer WithAssetTags, int StacksToRemove);// 0x6dbb2d0 ActiveGameplayEffectHandle[] BP_ApplyGameplayEffectToTarget(GameplayAbilityTargetDataHandle TargetData, class GameplayEffect GameplayEffectClass, int GameplayEffectLevel, int Stacks);// 0x6dbad14 ActiveGameplayEffectHandle BP_ApplyGameplayEffectToOwner(class GameplayEffect GameplayEffectClass, int GameplayEffectLevel, int Stacks);// 0x6dbabf8 -------------------------------- Class: GameplayTagContainer GameplayTag[] GameplayTags;//[Offset: 0x0, Size: 12] GameplayTag[] ParentTags;//[Offset: 0xc, Size: 12] -------------------------------- Class: GameplayAbilityActivationInfo byte ActivationMode;//[Offset: 0x0, Size: 1] bool bCanBeEndedByOtherInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1, Size: 1] PredictionKey PredictionKeyWhenActivated;//[Offset: 0x4, Size: 12] -------------------------------- Class: PredictionKey int16 Current;//[Offset: 0x0, Size: 2] int16 Base;//[Offset: 0x2, Size: 2] PackageMap* PredictiveConnection;//[Offset: 0x4, Size: 4] bool bIsStale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bIsServerInitiated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] -------------------------------- Class: GameplayEventData GameplayTag EventTag;//[Offset: 0x0, Size: 8] Actor* Instigator;//[Offset: 0x8, Size: 4] Actor* Target;//[Offset: 0xc, Size: 4] Object* OptionalObject;//[Offset: 0x10, Size: 4] Object* OptionalObject2;//[Offset: 0x14, Size: 4] GameplayEffectContextHandle ContextHandle;//[Offset: 0x18, Size: 12] GameplayTagContainer InstigatorTags;//[Offset: 0x24, Size: 24] GameplayTagContainer TargetTags;//[Offset: 0x3c, Size: 24] float EventMagnitude;//[Offset: 0x54, Size: 4] GameplayAbilityTargetDataHandle TargetData;//[Offset: 0x58, Size: 20] -------------------------------- Class: GameplayEffectContextHandle -------------------------------- Class: GameplayAbilityTargetDataHandle -------------------------------- Class: GameplayEffect.Object enum DurationPolicy;//[Offset: 0x20, Size: 1] GameplayEffectModifierMagnitude DurationMagnitude;//[Offset: 0x28, Size: 368] ScalableFloat Period;//[Offset: 0x198, Size: 32] bool bExecutePeriodicEffectOnApplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8, Size: 1] GameplayModifierInfo[] Modifiers;//[Offset: 0x1bc, Size: 12] GameplayEffectExecutionDefinition[] Executions;//[Offset: 0x1c8, Size: 12] ScalableFloat ChanceToApplyToTarget;//[Offset: 0x1d8, Size: 32] class GameplayEffectCustomApplicationRequirement[] ApplicationRequirements;//[Offset: 0x1f8, Size: 12] class GameplayEffect[] TargetEffectClasses;//[Offset: 0x204, Size: 12] ConditionalGameplayEffect[] ConditionalGameplayEffects;//[Offset: 0x210, Size: 12] class GameplayEffect[] OverflowEffects;//[Offset: 0x21c, Size: 12] bool bDenyOverflowApplication;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x228, Size: 1] bool bClearStackOnOverflow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x229, Size: 1] class GameplayEffect[] PrematureExpirationEffectClasses;//[Offset: 0x22c, Size: 12] class GameplayEffect[] RoutineExpirationEffectClasses;//[Offset: 0x238, Size: 12] bool bRequireModifierSuccessToTriggerCues;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] bool bSuppressStackingCues;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245, Size: 1] GameplayEffectCue[] GameplayCues;//[Offset: 0x248, Size: 12] GameplayEffectUIData* UIData;//[Offset: 0x254, Size: 4] InheritedTagContainer InheritableGameplayEffectTags;//[Offset: 0x258, Size: 72] InheritedTagContainer InheritableOwnedTagsContainer;//[Offset: 0x2a0, Size: 72] GameplayTagRequirements OngoingTagRequirements;//[Offset: 0x2e8, Size: 48] GameplayTagRequirements ApplicationTagRequirements;//[Offset: 0x318, Size: 48] InheritedTagContainer RemoveGameplayEffectsWithTags;//[Offset: 0x348, Size: 72] GameplayTagRequirements GrantedApplicationImmunityTags;//[Offset: 0x390, Size: 48] GameplayEffectQuery GrantedApplicationImmunityQuery;//[Offset: 0x3c0, Size: 224] enum StackingType;//[Offset: 0x4a1, Size: 1] int StackLimitCount;//[Offset: 0x4a4, Size: 4] enum StackDurationRefreshPolicy;//[Offset: 0x4a8, Size: 1] enum StackPeriodResetPolicy;//[Offset: 0x4a9, Size: 1] enum StackExpirationPolicy;//[Offset: 0x4aa, Size: 1] GameplayAbilitySpecDef[] GrantedAbilities;//[Offset: 0x4ac, Size: 12] -------------------------------- Class: GameplayEffectModifierMagnitude enum MagnitudeCalculationType;//[Offset: 0x0, Size: 1] ScalableFloat ScalableFloatMagnitude;//[Offset: 0x8, Size: 32] AttributeBasedFloat AttributeBasedMagnitude;//[Offset: 0x28, Size: 192] CustomCalculationBasedFloat CustomMagnitude;//[Offset: 0xe8, Size: 120] SetByCallerFloat SetByCallerMagnitude;//[Offset: 0x160, Size: 16] -------------------------------- Class: ScalableFloat float Value;//[Offset: 0x0, Size: 4] CurveTableRowHandle Curve;//[Offset: 0x8, Size: 16] -------------------------------- Class: CurveTableRowHandle CurveTable* CurveTable;//[Offset: 0x0, Size: 4] FName RowName;//[Offset: 0x8, Size: 8] -------------------------------- Class: AttributeBasedFloat ScalableFloat Coefficient;//[Offset: 0x0, Size: 32] ScalableFloat PreMultiplyAdditiveValue;//[Offset: 0x20, Size: 32] ScalableFloat PostMultiplyAdditiveValue;//[Offset: 0x40, Size: 32] GameplayEffectAttributeCaptureDefinition BackingAttribute;//[Offset: 0x60, Size: 24] CurveTableRowHandle AttributeCurve;//[Offset: 0x78, Size: 16] enum AttributeCalculationType;//[Offset: 0x88, Size: 1] enum FinalChannel;//[Offset: 0x89, Size: 1] GameplayTagContainer SourceTagFilter;//[Offset: 0x8c, Size: 24] GameplayTagContainer TargetTagFilter;//[Offset: 0xa4, Size: 24] -------------------------------- Class: GameplayEffectAttributeCaptureDefinition GameplayAttribute AttributeToCapture;//[Offset: 0x0, Size: 20] enum AttributeSource;//[Offset: 0x14, Size: 1] bool bSnapshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1] -------------------------------- Class: GameplayAttribute FString AttributeName;//[Offset: 0x0, Size: 12] Property* Attribute;//[Offset: 0xc, Size: 4] Struct* AttributeOwner;//[Offset: 0x10, Size: 4] -------------------------------- Class: CustomCalculationBasedFloat class GameplayModMagnitudeCalculation* CalculationClassMagnitude;//[Offset: 0x0, Size: 4] ScalableFloat Coefficient;//[Offset: 0x8, Size: 32] ScalableFloat PreMultiplyAdditiveValue;//[Offset: 0x28, Size: 32] ScalableFloat PostMultiplyAdditiveValue;//[Offset: 0x48, Size: 32] CurveTableRowHandle FinalLookupCurve;//[Offset: 0x68, Size: 16] -------------------------------- Class: GameplayModMagnitudeCalculation.GameplayEffectCalculation.Object bool bAllowNonNetAuthorityDependencyRegistration;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] float CalculateBaseMagnitude(out const GameplayEffectSpec Spec);// 0x6dd27d0 -------------------------------- Class: GameplayEffectCalculation.Object GameplayEffectAttributeCaptureDefinition[] RelevantAttributesToCapture;//[Offset: 0x1c, Size: 12] -------------------------------- Class: GameplayEffectSpec GameplayEffect* Def;//[Offset: 0x0, Size: 4] GameplayEffectModifiedAttribute[] ModifiedAttributes;//[Offset: 0x4, Size: 12] GameplayEffectAttributeCaptureSpecContainer CapturedRelevantAttributes;//[Offset: 0x10, Size: 28] float Duration;//[Offset: 0x38, Size: 4] float Period;//[Offset: 0x3c, Size: 4] float ChanceToApplyToTarget;//[Offset: 0x40, Size: 4] TagContainerAggregator CapturedSourceTags;//[Offset: 0x44, Size: 100] TagContainerAggregator CapturedTargetTags;//[Offset: 0xa8, Size: 100] GameplayTagContainer DynamicGrantedTags;//[Offset: 0x10c, Size: 24] GameplayTagContainer DynamicAssetTags;//[Offset: 0x124, Size: 24] ModifierSpec[] Modifiers;//[Offset: 0x13c, Size: 12] int StackCount;//[Offset: 0x148, Size: 4] bool bCompletedSourceAttributeCapture;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x14c, Size: 1] bool bCompletedTargetAttributeCapture;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x14c, Size: 1] bool bDurationLocked;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x14c, Size: 1] GameplayAbilitySpecDef[] GrantedAbilitySpecs;//[Offset: 0x150, Size: 12] GameplayEffectContextHandle EffectContext;//[Offset: 0x1d4, Size: 12] float Level;//[Offset: 0x1e0, Size: 4] -------------------------------- Class: GameplayEffectModifiedAttribute GameplayAttribute Attribute;//[Offset: 0x0, Size: 20] float TotalMagnitude;//[Offset: 0x14, Size: 4] -------------------------------- Class: GameplayEffectAttributeCaptureSpecContainer GameplayEffectAttributeCaptureSpec[] SourceAttributes;//[Offset: 0x0, Size: 12] GameplayEffectAttributeCaptureSpec[] TargetAttributes;//[Offset: 0xc, Size: 12] bool bHasNonSnapshottedAttributes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] -------------------------------- Class: GameplayEffectAttributeCaptureSpec GameplayEffectAttributeCaptureDefinition BackingDefinition;//[Offset: 0x0, Size: 24] -------------------------------- Class: TagContainerAggregator GameplayTagContainer CapturedActorTags;//[Offset: 0x0, Size: 24] GameplayTagContainer CapturedSpecTags;//[Offset: 0x18, Size: 24] GameplayTagContainer ScopedTags;//[Offset: 0x30, Size: 24] -------------------------------- Class: ModifierSpec float EvaluatedMagnitude;//[Offset: 0x0, Size: 4] -------------------------------- Class: GameplayAbilitySpecDef class GameplayAbility* Ability;//[Offset: 0x0, Size: 4] int Level;//[Offset: 0x4, Size: 4] ScalableFloat LevelScalableFloat;//[Offset: 0x8, Size: 32] int InputID;//[Offset: 0x28, Size: 4] enum RemovalPolicy;//[Offset: 0x2c, Size: 1] Object* SourceObject;//[Offset: 0x30, Size: 4] GameplayAbilitySpecHandle AssignedHandle;//[Offset: 0x34, Size: 4] -------------------------------- Class: GameplayAbilitySpecHandle int Handle;//[Offset: 0x0, Size: 4] -------------------------------- Class: SetByCallerFloat FName DataName;//[Offset: 0x0, Size: 8] GameplayTag DataTag;//[Offset: 0x8, Size: 8] -------------------------------- Class: GameplayModifierInfo GameplayAttribute Attribute;//[Offset: 0x0, Size: 20] byte ModifierOp;//[Offset: 0x14, Size: 1] ScalableFloat Magnitude;//[Offset: 0x18, Size: 32] GameplayEffectModifierMagnitude ModifierMagnitude;//[Offset: 0x38, Size: 368] GameplayModEvaluationChannelSettings EvaluationChannelSettings;//[Offset: 0x1a8, Size: 1] GameplayTagRequirements SourceTags;//[Offset: 0x1ac, Size: 48] GameplayTagRequirements TargetTags;//[Offset: 0x1dc, Size: 48] -------------------------------- Class: GameplayModEvaluationChannelSettings enum Channel;//[Offset: 0x0, Size: 1] -------------------------------- Class: GameplayTagRequirements GameplayTagContainer RequireTags;//[Offset: 0x0, Size: 24] GameplayTagContainer IgnoreTags;//[Offset: 0x18, Size: 24] -------------------------------- Class: GameplayEffectExecutionDefinition class GameplayEffectExecutionCalculation* CalculationClass;//[Offset: 0x0, Size: 4] GameplayTagContainer PassedInTags;//[Offset: 0x4, Size: 24] GameplayEffectExecutionScopedModifierInfo[] CalculationModifiers;//[Offset: 0x1c, Size: 12] class GameplayEffect[] ConditionalGameplayEffectClasses;//[Offset: 0x28, Size: 12] ConditionalGameplayEffect[] ConditionalGameplayEffects;//[Offset: 0x34, Size: 12] -------------------------------- Class: GameplayEffectExecutionCalculation.GameplayEffectCalculation.Object bool bRequiresPassedInTags;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] void Execute(out const GameplayEffectCustomExecutionParameters ExecutionParams, out GameplayEffectCustomExecutionOutput OutExecutionOutput);// 0x6dd1554 -------------------------------- Class: GameplayEffectCustomExecutionParameters -------------------------------- Class: GameplayEffectCustomExecutionOutput GameplayModifierEvaluatedData[] OutputModifiers;//[Offset: 0x0, Size: 12] bool bTriggerConditionalGameplayEffects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xc, Size: 1] bool bHandledStackCountManually;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0xc, Size: 1] bool bHandledGameplayCuesManually;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0xc, Size: 1] -------------------------------- Class: GameplayModifierEvaluatedData GameplayAttribute Attribute;//[Offset: 0x0, Size: 20] byte ModifierOp;//[Offset: 0x14, Size: 1] float Magnitude;//[Offset: 0x18, Size: 4] ActiveGameplayEffectHandle Handle;//[Offset: 0x1c, Size: 8] bool IsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] -------------------------------- Class: ActiveGameplayEffectHandle int Handle;//[Offset: 0x0, Size: 4] bool bPassedFiltersAndWasExecuted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: GameplayEffectExecutionScopedModifierInfo GameplayEffectAttributeCaptureDefinition CapturedAttribute;//[Offset: 0x0, Size: 24] byte ModifierOp;//[Offset: 0x18, Size: 1] GameplayEffectModifierMagnitude ModifierMagnitude;//[Offset: 0x20, Size: 368] GameplayModEvaluationChannelSettings EvaluationChannelSettings;//[Offset: 0x190, Size: 1] GameplayTagRequirements SourceTags;//[Offset: 0x194, Size: 48] GameplayTagRequirements TargetTags;//[Offset: 0x1c4, Size: 48] -------------------------------- Class: ConditionalGameplayEffect class GameplayEffect* EffectClass;//[Offset: 0x0, Size: 4] GameplayTagContainer RequiredSourceTags;//[Offset: 0x4, Size: 24] -------------------------------- Class: GameplayEffectCustomApplicationRequirement.Object bool CanApplyGameplayEffect(const GameplayEffect* GameplayEffect, out const GameplayEffectSpec Spec, AbilitySystemComponent* ASC);// 0x6dd0df8 -------------------------------- Class: GameplayEffectCue GameplayAttribute MagnitudeAttribute;//[Offset: 0x0, Size: 20] float MinLevel;//[Offset: 0x14, Size: 4] float MaxLevel;//[Offset: 0x18, Size: 4] GameplayTagContainer GameplayCueTags;//[Offset: 0x1c, Size: 24] -------------------------------- Class: GameplayEffectUIData.Object -------------------------------- Class: InheritedTagContainer GameplayTagContainer CombinedTags;//[Offset: 0x0, Size: 24] GameplayTagContainer Added;//[Offset: 0x18, Size: 24] GameplayTagContainer Removed;//[Offset: 0x30, Size: 24] -------------------------------- Class: GameplayEffectQuery delegate CustomMatchDelegate_BP;//[Offset: 0x8, Size: 16] GameplayTagQuery OwningTagQuery;//[Offset: 0x18, Size: 52] GameplayTagQuery EffectTagQuery;//[Offset: 0x4c, Size: 52] GameplayTagQuery SourceTagQuery;//[Offset: 0x80, Size: 52] GameplayAttribute ModifyingAttribute;//[Offset: 0xb4, Size: 20] Object* EffectSource;//[Offset: 0xc8, Size: 4] class GameplayEffect* EffectDefinition;//[Offset: 0xcc, Size: 4] -------------------------------- Class: GameplayTagQuery int TokenStreamVersion;//[Offset: 0x0, Size: 4] GameplayTag[] TagDictionary;//[Offset: 0x4, Size: 12] byte[] QueryTokenStream;//[Offset: 0x10, Size: 12] FString UserDescription;//[Offset: 0x1c, Size: 12] FString AutoDescription;//[Offset: 0x28, Size: 12] -------------------------------- Class: AbilityTriggerData GameplayTag TriggerTag;//[Offset: 0x0, Size: 8] byte TriggerSource;//[Offset: 0x8, Size: 1] -------------------------------- Class: GameplayAbilityTargetingLocationInfo byte LocationType;//[Offset: 0x4, Size: 1] Transform LiteralTransform;//[Offset: 0x10, Size: 48] Actor* SourceActor;//[Offset: 0x40, Size: 4] MeshComponent* SourceComponent;//[Offset: 0x44, Size: 4] GameplayAbility* SourceAbility;//[Offset: 0x48, Size: 4] FName SourceSocketName;//[Offset: 0x50, Size: 8] -------------------------------- Class: GameplayEffectSpecHandle -------------------------------- Class: GameplayAbilityActorInfo Actor* OwnerActor;//[Offset: 0x4, Size: 8] Actor* AvatarActor;//[Offset: 0xc, Size: 8] PlayerController* PlayerController;//[Offset: 0x14, Size: 8] AbilitySystemComponent* AbilitySystemComponent;//[Offset: 0x1c, Size: 8] SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x24, Size: 8] AnimInstance* AnimInstance;//[Offset: 0x2c, Size: 8] MovementComponent* MovementComponent;//[Offset: 0x34, Size: 8] -------------------------------- Class: GameplayCueParameters float NormalizedMagnitude;//[Offset: 0x0, Size: 4] float RawMagnitude;//[Offset: 0x4, Size: 4] GameplayEffectContextHandle EffectContext;//[Offset: 0x8, Size: 12] GameplayTag MatchedTagName;//[Offset: 0x18, Size: 8] GameplayTag OriginalTag;//[Offset: 0x20, Size: 8] GameplayTagContainer AggregatedSourceTags;//[Offset: 0x28, Size: 24] GameplayTagContainer AggregatedTargetTags;//[Offset: 0x40, Size: 24] Vector_NetQuantize10 Location;//[Offset: 0x58, Size: 12] Vector_NetQuantizeNormal Normal;//[Offset: 0x64, Size: 12] Actor* Instigator;//[Offset: 0x70, Size: 8] Actor* EffectCauser;//[Offset: 0x78, Size: 8] Object* SourceObject;//[Offset: 0x80, Size: 8] PhysicalMaterial* PhysicalMaterial;//[Offset: 0x88, Size: 8] int GameplayEffectLevel;//[Offset: 0x90, Size: 4] int AbilityLevel;//[Offset: 0x94, Size: 4] SceneComponent* TargetAttachComponent;//[Offset: 0x98, Size: 8] -------------------------------- Class: AttributeDefaults class AttributeSet* Attributes;//[Offset: 0x0, Size: 4] DataTable* DefaultStartingTable;//[Offset: 0x4, Size: 4] -------------------------------- Class: AttributeSet.Object -------------------------------- Class: GameplayAbilitySpecContainer.FastArraySerializer GameplayAbilitySpec[] Items;//[Offset: 0x88, Size: 12] -------------------------------- Class: FastArraySerializer -------------------------------- Class: GameplayAbilitySpec.FastArraySerializerItem GameplayAbilitySpecHandle Handle;//[Offset: 0xc, Size: 4] GameplayAbility* Ability;//[Offset: 0x10, Size: 4] int Level;//[Offset: 0x14, Size: 4] int InputID;//[Offset: 0x18, Size: 4] Object* SourceObject;//[Offset: 0x1c, Size: 4] byte ActiveCount;//[Offset: 0x20, Size: 1] bool InputPressed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x21, Size: 1] bool RemoveAfterActivation;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x21, Size: 1] bool PendingRemove;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x21, Size: 1] GameplayAbilityActivationInfo ActivationInfo;//[Offset: 0x24, Size: 16] GameplayAbility*[] NonReplicatedInstances;//[Offset: 0x34, Size: 12] GameplayAbility*[] ReplicatedInstances;//[Offset: 0x40, Size: 12] ActiveGameplayEffectHandle GameplayEffectHandle;//[Offset: 0x4c, Size: 8] -------------------------------- Class: FastArraySerializerItem int ReplicationID;//[Offset: 0x0, Size: 4] int ReplicationKey;//[Offset: 0x4, Size: 4] int MostRecentArrayReplicationKey;//[Offset: 0x8, Size: 4] -------------------------------- Class: GameplayAbilityTargetActor.Actor.Object bool ShouldProduceTargetDataOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e9, Size: 1] GameplayAbilityTargetingLocationInfo StartLocation;//[Offset: 0x2f0, Size: 96] PlayerController* MasterPC;//[Offset: 0x378, Size: 4] GameplayAbility* OwningAbility;//[Offset: 0x37c, Size: 4] bool bDestroyOnConfirmation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x380, Size: 1] Actor* SourceActor;//[Offset: 0x384, Size: 4] WorldReticleParameters ReticleParams;//[Offset: 0x388, Size: 12] class GameplayAbilityWorldReticle* ReticleClass;//[Offset: 0x394, Size: 4] GameplayTargetDataFilterHandle Filter;//[Offset: 0x398, Size: 8] bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] AbilitySystemComponent* GenericDelegateBoundASC;//[Offset: 0x3b8, Size: 4] void ConfirmTargeting();// 0x31ee398 void CancelTargeting();// 0x30b2cd4 -------------------------------- Class: WorldReticleParameters Vector AOEScale;//[Offset: 0x0, Size: 12] -------------------------------- Class: GameplayAbilityWorldReticle.Actor.Object WorldReticleParameters Parameters;//[Offset: 0x2ec, Size: 12] bool bFaceOwnerFlat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] bool bSnapToTargetedActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f9, Size: 1] bool bIsTargetValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fa, Size: 1] bool bIsTargetAnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2fb, Size: 1] PlayerController* MasterPC;//[Offset: 0x2fc, Size: 4] Actor* TargetingActor;//[Offset: 0x300, Size: 4] void SetReticleMaterialParamVector(FName ParamName, Vector Value);// 0x40a6134 void SetReticleMaterialParamFloat(FName ParamName, float Value);// 0x40a6134 void OnValidTargetChanged(bool bNewValue);// 0x40a6134 void OnTargetingAnActor(bool bNewValue);// 0x40a6134 void OnParametersInitialized();// 0x40a6134 void FaceTowardSource(bool bFaceIn2D);// 0x6dc3580 -------------------------------- Class: GameplayTargetDataFilterHandle -------------------------------- Class: GameplayAbilityRepAnimMontage AnimMontage* AnimMontage;//[Offset: 0x0, Size: 4] float PlayRate;//[Offset: 0x4, Size: 4] float Position;//[Offset: 0x8, Size: 4] float blendTime;//[Offset: 0xc, Size: 4] byte NextSectionID;//[Offset: 0x10, Size: 1] bool IsStopped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x11, Size: 1] bool ForcePlayBit;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x11, Size: 1] PredictionKey PredictionKey;//[Offset: 0x14, Size: 12] -------------------------------- Class: GameplayAbilityLocalAnimMontage AnimMontage* AnimMontage;//[Offset: 0x0, Size: 4] bool PlayBit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] PredictionKey PredictionKey;//[Offset: 0x8, Size: 12] GameplayAbility* AnimatingAbility;//[Offset: 0x14, Size: 4] -------------------------------- Class: ActiveGameplayEffectsContainer.FastArraySerializer ActiveGameplayEffect[] GameplayEffects_Internal;//[Offset: 0xa8, Size: 12] GameplayEffect*[] ApplicationImmunityQueryEffects;//[Offset: 0x300, Size: 12] -------------------------------- Class: ActiveGameplayEffect.FastArraySerializerItem GameplayEffectSpec Spec;//[Offset: 0x14, Size: 484] PredictionKey PredictionKey;//[Offset: 0x1f8, Size: 12] float StartServerWorldTime;//[Offset: 0x204, Size: 4] float CachedStartServerWorldTime;//[Offset: 0x208, Size: 4] float StartWorldTime;//[Offset: 0x20c, Size: 4] bool bIsInhibited;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] -------------------------------- Class: ActiveGameplayCueContainer.FastArraySerializer ActiveGameplayCue[] GameplayCues;//[Offset: 0x88, Size: 12] AbilitySystemComponent* Owner;//[Offset: 0x94, Size: 4] -------------------------------- Class: ActiveGameplayCue.FastArraySerializerItem GameplayTag GameplayCueTag;//[Offset: 0x10, Size: 8] PredictionKey PredictionKey;//[Offset: 0x18, Size: 12] GameplayCueParameters Parameters;//[Offset: 0x28, Size: 160] bool bPredictivelyRemoved;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] -------------------------------- Class: MinimalReplicationTagCountMap AbilitySystemComponent* Owner;//[Offset: 0x3c, Size: 4] -------------------------------- Class: ReplicatedPredictionKeyMap.FastArraySerializer ReplicatedPredictionKeyItem[] PredictionKeys;//[Offset: 0x88, Size: 12] -------------------------------- Class: ReplicatedPredictionKeyItem.FastArraySerializerItem PredictionKey PredictionKey;//[Offset: 0xc, Size: 12] -------------------------------- Class: GameplayEffectSpecForRPC GameplayEffect* Def;//[Offset: 0x0, Size: 4] GameplayEffectModifiedAttribute[] ModifiedAttributes;//[Offset: 0x4, Size: 12] GameplayEffectContextHandle EffectContext;//[Offset: 0x10, Size: 12] GameplayTagContainer AggregatedSourceTags;//[Offset: 0x1c, Size: 24] GameplayTagContainer AggregatedTargetTags;//[Offset: 0x34, Size: 24] float Level;//[Offset: 0x4c, Size: 4] float AbilityLevel;//[Offset: 0x50, Size: 4] -------------------------------- Class: PlayerTombBox.LuaActor.Actor.Object delegate OnPickUpListWrapperDataEmptyDelegate;//[Offset: 0x3bc, Size: 12] FName TombName;//[Offset: 0x3c8, Size: 8] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0, Size: 1] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x3d4, Size: 4] STExtraBaseCharacter* DamageCauser;//[Offset: 0x3d8, Size: 4] ItemDefineID KillByItemDefineID;//[Offset: 0x3e0, Size: 24] int DeadTime;//[Offset: 0x3f8, Size: 4] int BoxLifeSpan;//[Offset: 0x3fc, Size: 4] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x400, Size: 1] Vector AttachedRelLoc;//[Offset: 0x404, Size: 12] byte AttackRules;//[Offset: 0x410, Size: 1] Actor* AttachedActor;//[Offset: 0x414, Size: 4] bool bIsLastDiedInTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 1] enum BoxType;//[Offset: 0x419, Size: 1] ItemTombParticle[] TombBoxItemEffect;//[Offset: 0x41c, Size: 12] uint32 OwnerUniqueID;//[Offset: 0x428, Size: 4] int TargetPlayerKey;//[Offset: 0x42c, Size: 4] bool bAutoShowItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430, Size: 1] float AirDropBoxNetCullDistanceSquaredRate;//[Offset: 0x434, Size: 4] bool bBoxVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x438, Size: 1] bool bDropEffectVisibility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x439, Size: 1] bool bAirDropWrapperDynamicRegionNetRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43a, Size: 1] int AvatarID;//[Offset: 0x43c, Size: 4] Character* BoxOwner;//[Offset: 0x440, Size: 4] ProjectileMovementComponent* CacheComp;//[Offset: 0x444, Size: 4] PickUpListWrapperActor* BoxPickupWrapperActor;//[Offset: 0x448, Size: 8] PickUpListWrapperActor* ItemEffectBoxPickupWrapperActor;//[Offset: 0x450, Size: 8] PickUpListWrapperActor* PickupListWrapper;//[Offset: 0x45c, Size: 4] bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x460, Size: 1] int DropGroupID;//[Offset: 0x464, Size: 4] Vector DropStartLocation;//[Offset: 0x468, Size: 12] void SwitchToDeadTombBox();// 0x30b3894 void SetVisible(bool IsVisible);// 0x334b318 void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x334b1b0 void RegisterToPlayerPickUpList();// 0x334b19c void RegisterToCurveAnimComponent();// 0x31aeab8 void OpenListenUIEvent(bool bOpen);// 0x40a6134 void OnRep_VisibilityChange();// 0x334b188 void OnRep_ItemEffectBoxPickupWrapperActor();// 0x334b174 void OnRep_ChangeBoxMesh();// 0x30cf50c void OnRep_BoxLifeSpan();// 0x334b160 void OnRep_AvatarId();// 0x314cfbc void OnRep_AttachmentReplication();// 0x31fc7d8 void OnRep_AttachedActor();// 0x334b14c void OnRefreshItemEffect();// 0x334b138 void OnProjectileStoped(out const HitResult HitResult);// 0x334b09c void HideDeadTombApparence();// 0x30b2cd4 int GetUniqueInstanceID();// 0x334b074 int GetTombboxLifespan();// 0x334b04c PickUpListWrapperActor* GetPickupWrapperActor();// 0x334b030 void GetDropItemListFromPlayer(out PickUpItemData[] ItemDataList);// 0x334af84 PickUpListWrapperActor* GetBoxPickupWrapperActor();// 0x334af54 int GetAvatarId();// 0x334af2c void GenerateTreasureBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName);// 0x334ae10 void GeneratePlayerBackpackWrappers();// 0x334adfc PickUpListWrapperActor* GenerateBoxWrappersInner(class Object WrapperClass, out const PickUpItemData[] DataList, FName BoxName, bool AttachToBox);// 0x334ac64 void GenerateBoxWrappersByPickUpItemDataList(out const PickUpItemData[] DataList, FName BoxName);// 0x334ab68 void GenerateBoxWrappersByItemDataList(out const PickUpItemData[] DataList, FName BoxName, bool IsInAirDropBox);// 0x334aa20 void GenerateAirDropBoxWrappers(out const AirDropBoxGenerateWrapperItemData[] DataList, FName AirBoxName, int AirDropBoxId);// 0x334a8c0 int DellGeneratePlayerBackpackWrappers(PickUpListWrapperActor* Wrapper, int MaxItemQuality);// 0x334a7f4 bool CanPickByPawn(Pawn* Pawn);// 0x334a76c -------------------------------- 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: 0x680, Size: 12] enum BoxType;//[Offset: 0x698, Size: 1] float PickUpListDataRelevancyDistanceSqrt;//[Offset: 0x6c4, Size: 4] PickUpDataComponent* PickUpDataComponent;//[Offset: 0x6c8, Size: 4] void SetPickUpDataList(out PickUpItemData[] PickUpItemDatas);// 0x3326cc8 void RPC_Broadcast_NotifyAllClientsModifyCount(int ItemInstanceID, int RetCount);// 0x3326bcc void RPC_Broadcast_ForceSyncAllData(const PickUpItemData[] DataList);// 0x3326af8 void OnWrapperEmptyDelegate__DelegateSignature();// 0x40a6134 void OnSomeonePickItemDelegate__DelegateSignature(uint32 PlayerKey);// 0x40a6134 void OnRep_PickUpDataList();// 0x3326ae4 void OnRep_PickUpDataComponent();// 0x30cf50c void OnPickUpDataListChangedDelegate__DelegateSignature();// 0x40a6134 void OnBoxEmptyDelegate__DelegateSignature(int boxId);// 0x40a6134 PickUpItemData[] GetPickUpDataList();// 0x3326ab4 PickUpItemData[] GetDataList();// 0x3326a48 void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x33268f8 -------------------------------- Class: PickUpWrapperActor.UAENetActor.LuaActor.Actor.Object float NetCullDistanceSquaredRate;//[Offset: 0x3cc, Size: 4] bool DestroyStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d0, Size: 1] ItemDefineID DefineID;//[Offset: 0x3d8, Size: 24] int Count;//[Offset: 0x3f0, Size: 4] bool bCanBePickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4, Size: 1] bool bHasBeenPickedUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f5, Size: 1] bool bIsInBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f6, Size: 1] FString[] ForbitPickPlayerNameList;//[Offset: 0x3f8, Size: 12] bool bForceDestroy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404, Size: 1] bool bIsInAirDropBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x405, Size: 1] bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x406, Size: 1] FName OwnerName;//[Offset: 0x408, Size: 8] uint32 OwnerUniqueID;//[Offset: 0x410, Size: 4] float OwnerTime;//[Offset: 0x414, Size: 4] bool bUseAttachedRelLoc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x418, Size: 1] Vector AttachedRelLoc;//[Offset: 0x41c, Size: 12] Actor* AttachedActor;//[Offset: 0x428, Size: 4] BattleItemAdditionalData[] SavedAdditionalDataList;//[Offset: 0x42c, Size: 12] bool bForceRecycle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x438, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x439, Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x43c, Size: 4] float PickUpColdCountDown;//[Offset: 0x440, Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x468, Size: 4] bool IsTrainModeSingleCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46c, Size: 1] float SingleTrainingModePickUpColdCD;//[Offset: 0x470, Size: 4] ItemSpotSceneComponent* ItemSpotSceneComponent;//[Offset: 0x474, Size: 4] FString ItemValue;//[Offset: 0x478, Size: 12] FString ItemCategory;//[Offset: 0x484, Size: 12] bool bRepeatGenerateItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x490, Size: 1] bool bForceNotRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x491, Size: 1] delegate OnWrapperPickedUp;//[Offset: 0x498, Size: 12] StaticMeshComponent* PickupMesh;//[Offset: 0x4a8, Size: 4] STExtraBaseCharacter* TargetPlayer;//[Offset: 0x4ac, Size: 4] int ObjectPoolSize;//[Offset: 0x4b0, Size: 4] bool ObjectPoolEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b4, Size: 1] bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b5, Size: 1] int InBoxEffectDurationTime;//[Offset: 0x4b8, Size: 4] FString EffectPath;//[Offset: 0x4bc, Size: 12] FString DurationTime;//[Offset: 0x4c8, Size: 12] int ItemID;//[Offset: 0x4d4, Size: 4] Color DefaultColor;//[Offset: 0x4d8, Size: 4] bool bApplyPickUpTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc, Size: 1] DropGroundEffectInfo DropGroundEffectInfo;//[Offset: 0x4e0, Size: 128] DropGroundEffectInfo DropTrailEffectInfo;//[Offset: 0x560, Size: 128] ParticleSystemComponent* DropGroundEffectComp;//[Offset: 0x5e0, Size: 4] ParticleSystemComponent* EffectComponent;//[Offset: 0x620, Size: 4] SoftObjectPath PickUpEffectPath;//[Offset: 0x630, Size: 24] UAENetDriver* NetDriver;//[Offset: 0x648, Size: 4] int SpotDataIndex;//[Offset: 0x658, Size: 4] bool bUseDropCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x664, Size: 1] int DropGroupID;//[Offset: 0x668, Size: 4] Vector DropStartLocation;//[Offset: 0x66c, Size: 12] void UpdateAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x332bed4 FString ToDetailString();// 0x332be0c void ShowMesh(bool bShow);// 0x332bd8c void ShowActor();// 0x332bd78 void SetDropLocation(bool bUseCurve, int GroupID, Vector StartLoc, Vector EndLoc);// 0x332bc10 void SetDefineIDWhenDroped(out const ItemDefineID DID);// 0x332bb80 void SetDefineID(out const ItemDefineID DID);// 0x332baf0 void SetCountOnServerAfterSpawn(int _Count);// 0x332ba78 void SetActorToGround(Actor* IgnoreActor);// 0x332b9c4 void ServerResetShowActor();// 0x332b9b0 void RPC_Broadcast_NotifyAllClientsModifySavedAdditionalDataList(const BattleItemAdditionalData[] DataList);// 0x332b854 void RPC_Broadcast_NotifyAllClientsHideActorForSomeTime(float Time);// 0x332b7a0 void RegisterToCurveAnimComponent();// 0x332b78c void PickUpWrapperShow__DelegateSignature();// 0x40a6134 void PickUpWrapperHide__DelegateSignature(float InRefreshTimeStamp);// 0x40a6134 void OnWrapperPickedDelegate__DelegateSignature();// 0x40a6134 void OnSpawned();// 0x31acc48 void OnRespawnedEvent();// 0x30b3878 void OnRep_PickUpColdCountDown();// 0x332b778 void OnRep_OwnerUniqueID();// 0x332b764 void OnRep_Owner();// 0x33206d4 void OnRep_DropGroundEffectInfo();// 0x332b750 void OnRep_DefindID();// 0x332b73c void OnRep_Count();// 0x30b38b0 void OnRep_AttachmentReplication();// 0x31fc7d8 void OnRep_AttachedActor();// 0x332b728 void OnLoadDropEffectFinish(DropGroundEffectInfo effectInfo);// 0x332b510 void OnHideActor(bool bHide);// 0x332b488 void OnDestroyed();// 0x31eefac void OnActorDestroyed();// 0x31f88e4 void ModifyData(int _Count);// 0x332b410 void MarkPlayerPlayerInfoByDropped(STExtraBaseCharacter* InDroppedPlayer);// 0x332b398 void MarkIsDropedByPlayerOnServer(bool Ret, Actor* AttachTarget);// 0x332b2d0 bool LoadDynamicMeshInst(StaticMesh* InStaticMesh);// 0x332b250 bool LoadDynamicMesh(FString MeshPath);// 0x332b18c bool LoadDynamicMaterialInst(MaterialInstance* InMaterialInst);// 0x332b10c bool LoadDynamicMaterial(FString MaterialPath);// 0x332b048 bool IsCanPickup(out const ItemDefineID InItemID, STExtraBaseCharacter* InFirstPlayer);// 0x332af64 void InitData(ItemSpotSceneComponent* Component, int ItemCount, FString Value, FString Category, bool RepeatGenerateItem);// 0x332ac0c int HasWrapperContainsAttachment(enum AttachmentAdditionalDataType);// 0x332ab84 StaticMeshComponent* GetPickupMesh();// 0x332ab5c int GetNetGUIDOffsetValue();// 0x332ab34 int GetItemType();// 0x332ab04 uint64 GetItemInstanceId();// 0x332aadc int GetItemId();// 0x332aaac bool GetHasBeenPickedUp();// 0x332aa7c PickUpItemData[] GetDataList();// 0x3326a48 void ForceNetUpdate();// 0x332aa60 void FinishPickedUp(Actor* OwnerTarget, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x33268f8 void ColdTimeCountDown();// 0x332aa4c void ClientResetShowActor();// 0x332aa38 bool CheckPickUpDataIsWeapon();// 0x332aa10 bool CanBePickedUp();// 0x332a9e0 void BroadcastResetShowActor();// 0x332a984 void BroadcastDataToAllClients(int Count_New);// 0x332a8d0 void AsyncLoadPickUpEffectDone(bool bFirstCreate);// 0x332a850 void AddAdditionalDataListOnServerAfterSpawn(BattleItemAdditionalData[] DataList);// 0x332a63c -------------------------------- Class: UAENetActor.LuaActor.Actor.Object int iRegionActor;//[Offset: 0x380, Size: 4] bool bStaticAddNetworkActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x386, Size: 1] byte AutoDormancyType;//[Offset: 0x387, Size: 1] void ReceivedPlayerActiveRegionsChanged(bool bEnter);// 0x40a6134 -------------------------------- 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: PickUpDataComponent.ActorComponent.Object PickUpItemData[] PickUpDataList;//[Offset: 0xc0, Size: 12] void OnRep_PickUpDataList();// 0x3325ea8 -------------------------------- 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: 0x4a4, Size: 1] bool AllowPlayerPortUnreach;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x4a4, Size: 1] uint32 MaxPortCountToTry;//[Offset: 0x4a8, Size: 4] uint32 ServerDesiredSocketReceiveBufferBytes;//[Offset: 0x4b8, Size: 4] uint32 ServerDesiredSocketSendBufferBytes;//[Offset: 0x4bc, Size: 4] uint32 ClientDesiredSocketReceiveBufferBytes;//[Offset: 0x4c0, Size: 4] uint32 ClientDesiredSocketSendBufferBytes;//[Offset: 0x4c4, 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: ExtraDamageInfo int DamageTypeId;//[Offset: 0x0, Size: 4] enum DamagePosition;//[Offset: 0x4, Size: 1] bool DamageToDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] bool DamageToDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6, Size: 1] -------------------------------- 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);// 0x5c0d27c Rotator GetTargetRotation();// 0x354757c -------------------------------- Class: STExtraAnimInstance.STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object STExtraAnimInstanceProxy Proxy;//[Offset: 0x8c0, Size: 1088] bool CanDumpThisAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd00, Size: 1] Rotator OwnerAimRotation;//[Offset: 0xd04, Size: 12] Rotator C_SightAngledRotOffset;//[Offset: 0xd10, Size: 12] bool C_bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1c, Size: 1] bool C_MovingOnGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1d, Size: 1] bool C_SkillFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1e, Size: 1] bool C_MovingOnGroundAndMovbale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1f, Size: 1] bool C_IsSwimUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd20, Size: 1] bool C_ReloadProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd21, Size: 1] bool C_IsObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd22, Size: 1] bool C_IsGrenadeModeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd23, Size: 1] Rotator SwimRotate;//[Offset: 0xd24, Size: 12] bool C_ShouldIK;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd30, Size: 1] bool C_ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd31, Size: 1] bool C_IsHealing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd32, Size: 1] float C_SwimSpeed;//[Offset: 0xd34, Size: 4] float C_ProneHandleAlpha;//[Offset: 0xd38, Size: 4] bool C_IsLeanOutVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd3c, Size: 1] float LeftHandShouldNotIKAlpha;//[Offset: 0xd40, Size: 4] float LeftHandIKAlpha;//[Offset: 0xd44, Size: 4] bool C_SkipOpenParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48, Size: 1] bool C_IsCrouchingOrMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd49, Size: 1] bool bAllowRotWithCurStates;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4a, Size: 1] enum C_SeatSpecialType;//[Offset: 0xd4b, Size: 1] int WeaponReloadSlotIndex;//[Offset: 0xd4c, Size: 4] bool C_IsDoingPickUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd50, Size: 1] bool C_IsDoingReaload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd51, Size: 1] bool C_IsMeleeAttacking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd52, Size: 1] float NeckTurnUILeftAngle;//[Offset: 0xd54, Size: 4] float NeckTurnUIRightAngle;//[Offset: 0xd58, Size: 4] float NeckTurnUIUPAngle;//[Offset: 0xd5c, Size: 4] float NeckTurnUIDownAngle;//[Offset: 0xd60, Size: 4] float NeckNotTurnAngle;//[Offset: 0xd64, Size: 4] float NeckMapAngleDefault_Horizon;//[Offset: 0xd68, Size: 4] float NeckMapAngleDefault_Portrait;//[Offset: 0xd6c, Size: 4] float NeckMapAngleLeft;//[Offset: 0xd70, Size: 4] float NeckMapAngleRight;//[Offset: 0xd74, Size: 4] float NeckMapAngleUp;//[Offset: 0xd78, Size: 4] float NeckMapAngleDown;//[Offset: 0xd7c, Size: 4] float NeckMapCrouchAngleDefault_Horizon;//[Offset: 0xd80, Size: 4] float NeckMapCrouchAngleDefault_Portrait;//[Offset: 0xd84, Size: 4] float NeckMapCrouchAngleLeft;//[Offset: 0xd88, Size: 4] float NeckMapCrouchAngleRight;//[Offset: 0xd8c, Size: 4] float NeckMapCrouchAngleUp;//[Offset: 0xd90, Size: 4] float NeckMapCrouchAngleDown;//[Offset: 0xd94, Size: 4] float NeckTurnSpeed;//[Offset: 0xd98, Size: 4] enum C_ParachuteState;//[Offset: 0xd9c, Size: 1] Rotator C_HeadRotOffset;//[Offset: 0xda0, Size: 12] Rotator DeltaViewOffset;//[Offset: 0xdac, Size: 12] bool C_UseFlareGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb8, Size: 1] bool C_ShouldAdditiveFlare;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb9, Size: 1] bool C_ShouldAdditiveForegripObstructed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdba, Size: 1] bool C_IsObstructedAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdbb, Size: 1] bool C_ShouldPlayObstructedAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdbc, Size: 1] bool C_IsFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdbd, Size: 1] float C_HoldingShieldAlpha;//[Offset: 0xdc0, Size: 4] float C_HoldingShieldAdditive;//[Offset: 0xdc4, Size: 4] AnimSequence* Anim_DefaultDriveVehiclePose;//[Offset: 0xdc8, Size: 4] bool bDefaultDriveVehiclePoseValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdcc, Size: 1] BlendSpace* C_ObstructedAnim;//[Offset: 0xdd0, Size: 4] AnimSequence* C_ShieldAddtive;//[Offset: 0xdd4, Size: 4] AnimMontage* C_RevivalMontage;//[Offset: 0xdd8, Size: 4] BlendSpace* C_BSFreeFalling;//[Offset: 0xddc, Size: 4] BlendSpace* C_BSFreeFalling_Turn;//[Offset: 0xde0, Size: 4] AnimSequence* C_FreeFalling_Shake;//[Offset: 0xde4, Size: 4] BlendSpace* C_BSParachute;//[Offset: 0xde8, Size: 4] AnimSequence* C_ParachuteEnter;//[Offset: 0xdec, Size: 4] AnimSequence* C_ParachuteLand;//[Offset: 0xdf0, Size: 4] AnimMontage* C_FreeFallingStartMontage;//[Offset: 0xdf4, Size: 4] bool bIsHelicoptorDirver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf9, Size: 1] Vector C_MoveDirExt;//[Offset: 0xdfc, Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation;//[Offset: 0xe08, Size: 12] Rotator r_C_OwnerAimRotation_SUB_C_OwnerRotation_Yaw;//[Offset: 0xe14, Size: 12] Rotator r_C_ComponentRotationRelToControlRotation;//[Offset: 0xe20, Size: 12] bool b_C_IsOnVehicle_AND_C_IsCastingGenerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2c, Size: 1] bool b_C_PoseType_EQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2d, Size: 1] bool b_C_Move_OR_C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2e, Size: 1] bool b_OnVehicle_LeanOut_NarrowSeat_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2f, Size: 1] bool b_OnVehicle_LeanOut_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe30, Size: 1] bool b_C_ParachuteState_EQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe31, Size: 1] bool b_C_ParachuteState_NEQ_FreeFall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe32, Size: 1] bool b_C_ParachuteState_EQ_Landing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe33, Size: 1] bool b_C_ParachuteState_FreeFallShake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe34, Size: 1] bool b_UnarmedFallingToRifleFallLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe35, Size: 1] bool b_UnarmedFallingToRifleCombatFallLanding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe36, Size: 1] float DefaultLandCDTime;//[Offset: 0xe38, Size: 4] bool b_C_LastMovementMode_EQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe40, Size: 1] bool b_C_LastMovementMode_NEQ_Falling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe41, Size: 1] bool b_C_LastMovementMode_NEQ_Falling_OR_HoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe42, Size: 1] float f_C_MoveVelocity_Div_SwimSpeed_X;//[Offset: 0xe44, Size: 4] float f_C_MoveVelocity_Div_SwimSpeed_Y;//[Offset: 0xe48, Size: 4] bool b_C_NotUseGeneralHeadAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4c, Size: 1] bool b_C_MoveVelocity_SightSlow_High;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4d, Size: 1] bool b_C_MoveVelocity_SightSlow_Low;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4e, Size: 1] bool b_C_DoingPickup_Or_DoingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4f, Size: 1] enum[] DisallowedEyeRotationWithHeadList;//[Offset: 0xe50, Size: 12] float C_LeanOut_AimAngle;//[Offset: 0xe60, Size: 4] float LeanOutL_AimAngle;//[Offset: 0xe68, Size: 4] float LeanOutR_AimAngle;//[Offset: 0xe6c, Size: 4] bool bIsLandingHard;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe70, Size: 1] bool bAlwaysLandLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe71, Size: 1] bool bForcePlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe88, Size: 1] bool bEnableStanbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8a, Size: 1] bool bEnableArmedStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8b, Size: 1] float EnableArmedStandbyAnimPitchMin;//[Offset: 0xe8c, Size: 4] float EnableArmedStandbyAnimPitchMax;//[Offset: 0xe90, Size: 4] float StandbyAnimTimeInterval;//[Offset: 0xe94, Size: 4] enum[] StandbyAnimPawnStateExclusion;//[Offset: 0xe98, Size: 12] int[] ColdGameModeIDList;//[Offset: 0xea4, Size: 12] enum[] StandbyGameModeType;//[Offset: 0xeb0, Size: 12] bool bIsPlayRandomAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xebc, Size: 1] AnimMontage* CurStandbyAnimMontage;//[Offset: 0xecc, Size: 4] STExtraBaseCharacter* C_AttachParentCharacter;//[Offset: 0xed0, Size: 4] Vector C_AttachParentPawnMoveVelocity;//[Offset: 0xed4, Size: 12] bool b_C_CarryBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee0, Size: 1] bool b_C_BeCarriedBackState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xee1, Size: 1] float f_C_CarryBackBSTimeAccumulator;//[Offset: 0xee4, Size: 4] float f_C_ParachuteNearDeathBSTimeAccumulator;//[Offset: 0xee8, Size: 4] void TryToFireFlareGun();// 0x342741c void TryPlayStandbyAnim();// 0x3427408 bool ShouldDestoryParachuteAnimAsset();// 0x34273e0 void SetVelocityZFactor(float NewFactor);// 0x3427368 void SetC_ViewRotation(Rotator NewRotator, float DeltaTime);// 0x34272a4 void PostCacheParamList(float DeltaSeconds);// 0x40a6134 void PendingKillParachuteAnim(Object* InObject);// 0x342722c void OnEmoteAnimFinished(int EmoteIndex, int StopReason);// 0x3427170 void InterrupteStandbyAnim(STExtraBaseCharacter* SelfRef);// 0x34270f8 void HandlePlayerPickUp();// 0x34270dc void HandlePerspectiveChanged(bool IsFPP);// 0x342705c FString[] GetAnimUngroupsEntry();// 0x3426f00 FString[] GetAnimSyncGroupsEntry();// 0x3426da4 void DumpAllProperties();// 0x3426d90 void DumpAllAnimInstancesInThisWorld();// 0x30cf50c void ClearStandbyAnimState();// 0x3426d74 void ClearParachuteAnimVars();// 0x3426d60 AnimParamList CacheParamList(float DeltaSeconds);// 0x3426c00 void CacheParachuteAnimVars(bool bForceRefresh);// 0x3426b80 Object* CacheParachuteAnimVar_Internal(int ParachuteAnimType, class Object TargetClass);// 0x3426abc PlayerAnimList CacheAnimVarList();// 0x34269a8 void AsyncAnimStandbyCallback(AnimationAsset* RetAsset);// 0x3426930 -------------------------------- Class: STExtraAnimInstanceBase.STPawnAnimInstanceBase.AnimInstance.Object delegate OnMontageStoppedEvent;//[Offset: 0x37c, Size: 12] bool bIsFPPAnimInstace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389, Size: 1] bool C_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38a, Size: 1] bool C_MovementChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38b, Size: 1] bool C_IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38c, Size: 1] bool C_IsWeaponBolting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38d, Size: 1] bool C_UseReasonableBolt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38e, Size: 1] bool C_Scoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38f, Size: 1] bool C_IsJumping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] bool C_IsCrouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x391, Size: 1] bool C_SightSlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x392, Size: 1] bool bDisableTurnPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x393, Size: 1] bool C_ShouldPlayTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] bool C_ShouldSlowMoveAnimX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x395, Size: 1] bool C_ShouldSlowMoveAnimY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x396, Size: 1] bool C_IdleAddtiveValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x397, Size: 1] bool C_IsHoldGrenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x398, Size: 1] bool C_IsGrenadeTypeHigh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x399, Size: 1] bool C_Hurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39a, Size: 1] bool C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39b, Size: 1] bool C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c, Size: 1] bool b_WalkToUnarmedFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39d, Size: 1] bool b_WalkToRifleJumpStationStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39e, Size: 1] bool b_C_IsFallingReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39f, Size: 1] bool b_Move_PistolOrRifleGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] bool b_C_PeekFrameRate_NEQ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a1, Size: 1] bool b_C_PeekFrameRate_NEQ_0_OR_C_IsPeeking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a2, Size: 1] bool b_C_PeekFrameRateNEQ0_AND_C_IsPistolPeekAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a3, Size: 1] bool C_IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] bool b_WeaponState_EQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a5, Size: 1] bool b_WeaponState_NEQ_SwitchWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a6, Size: 1] bool b_Crouch_SwitchWeapon_Move;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a7, Size: 1] bool C_ForegripAnimValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8, Size: 1] bool C_EnableForegripAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a9, Size: 1] bool b_P_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3aa, Size: 1] bool b_C_PoseType_NEQ_Prone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ab, Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] bool b_C_LODLevel_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ad, Size: 1] bool C_ShouldAdditiveForegrip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ae, Size: 1] bool C_NoAimOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3af, Size: 1] bool C_IsEnteringNearDeathAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b0, Size: 1] bool C_UseHairAnimDynamics;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b1, Size: 1] bool bWalkToJumpStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b2, Size: 1] bool bJumpStartToWalk;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b3, Size: 1] bool bFallingToLand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b4, Size: 1] bool b_C_WithoutWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b5, Size: 1] bool b_C_ChangeMovementAndNotSwitchingPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b6, Size: 1] bool b_C_EmptyToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b7, Size: 1] bool b_C_EmptyToProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b8, Size: 1] bool b_C_EmptyToStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b9, Size: 1] bool b_C_StandToProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ba, Size: 1] bool b_C_StandToCrouchNotMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bb, Size: 1] bool b_C_StandToCrouchOnMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc, Size: 1] bool b_C_StandTo_StandToProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bd, Size: 1] bool b_C_StandTo_StandToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3be, Size: 1] bool b_C_CrouchToProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bf, Size: 1] bool b_C_CrouchToStandNotMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0, Size: 1] bool b_C_CrouchToStandOnMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c1, Size: 1] bool b_C_CrouchTo_CrouchToProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c2, Size: 1] bool b_C_CrouchTo_CrouchToStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c3, Size: 1] bool b_C_ProneToStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c4, Size: 1] bool b_C_ProneToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c5, Size: 1] bool b_C_ProneTo_ProneToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c6, Size: 1] bool b_C_ProneTo_ProneToStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c7, Size: 1] bool b_C_ProneToStand_ToStand;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c8, Size: 1] bool b_C_StandToProne_ToProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c9, Size: 1] bool b_C_CrouchToProne_ToProne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ca, Size: 1] bool b_C_ProneToCrouch_ToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cb, Size: 1] Rotator r_C_ShovelRotator;//[Offset: 0x3cc, Size: 12] bool b_C_MoveTurnNoScopeNoPickupNoReload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d8, Size: 1] bool b_C_ShovelScopeAndAutonomousProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d9, Size: 1] Vector r_C_AimOffsetTranslation;//[Offset: 0x3dc, Size: 12] Rotator r_C_AimOffsetRotator;//[Offset: 0x3e8, Size: 12] bool b_C_NearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f4, Size: 1] bool b_C_NearDeathOnFlying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f5, Size: 1] bool b_C_FreeFallViewOffet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f6, Size: 1] bool b_C_FreeFallControlRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f7, Size: 1] bool b_C_FreefallingToParachute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f8, Size: 1] bool b_C_FreefallingToParachuteEnter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f9, Size: 1] bool b_C_State1_To_NeathDeath_Parchute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fa, Size: 1] bool b_C_State1_To_NeathDeath_Enter_Parchute;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fb, Size: 1] bool b_C_NeathDeath_Parchute_To_State1;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3fc, Size: 1] byte C_LODLevel;//[Offset: 0x3fd, Size: 1] float f_C_MoveVelocityLengthSquard;//[Offset: 0x400, Size: 4] float C_SightSlowBlendStandBaseAlpha;//[Offset: 0x404, Size: 4] bool b_C_MoveVelocityLengthSquard_Bigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x408, Size: 1] Vector C_MoveVelocityInWorldSpaceReverse;//[Offset: 0x40c, Size: 12] float MoveVelocityLength2D;//[Offset: 0x418, Size: 4] byte C_PoseType;//[Offset: 0x41c, Size: 1] byte C_LastMovementMode;//[Offset: 0x41d, Size: 1] byte C_CustomMovementMode;//[Offset: 0x41e, Size: 1] byte C_WeaponType;//[Offset: 0x41f, Size: 1] byte C_WeaponHoldType;//[Offset: 0x420, Size: 1] byte C_WeaponState;//[Offset: 0x421, Size: 1] bool b_C_WeaponState_EQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x422, Size: 1] float f_C_WeaponState_EQ_Reload;//[Offset: 0x424, Size: 4] bool b_C_WeaponState_NEQ_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x428, Size: 1] bool b_C_WeaponState_EQ_PreFire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x429, Size: 1] bool C_IsReloadAnimAdditive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42a, Size: 1] bool C_IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42b, Size: 1] enum C_VehicleType;//[Offset: 0x42c, Size: 1] bool C_IsShoudlerState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42d, Size: 1] float C_IsReloadAnimAdditive_Alpha;//[Offset: 0x430, Size: 4] float C_CharacterYawRotateRate;//[Offset: 0x434, Size: 4] float C_CharacterYawRotateRate_Reverse;//[Offset: 0x438, Size: 4] float C_MaxFallingSpeed;//[Offset: 0x43c, Size: 4] float C_FireAlpha;//[Offset: 0x440, Size: 4] float b_WalkAdditiveAlpha;//[Offset: 0x444, Size: 4] float f_FallingVelocityZFactor;//[Offset: 0x448, Size: 4] float f_C_MoveVelocity_X_FallingZFactor;//[Offset: 0x44c, Size: 4] float PeekFrameRate;//[Offset: 0x450, Size: 4] float PeekSpeed;//[Offset: 0x454, Size: 4] float f_C_ViewRotation_IN_C_Scoping;//[Offset: 0x458, Size: 4] float C_ForegripAnimParam;//[Offset: 0x45c, Size: 4] float C_HandleFolderFactor;//[Offset: 0x460, Size: 4] float C_HandleFolderAlphaLerp;//[Offset: 0x464, Size: 4] float C_HandleFolderAlphaTarget;//[Offset: 0x468, Size: 4] float C_HandleFolderAlphaSpeed;//[Offset: 0x46c, Size: 4] float MoveDirParachuteLerpSpeed;//[Offset: 0x470, Size: 4] float MoveDirNormalLerpSpeed;//[Offset: 0x474, Size: 4] float ScopeVelocityInterpSpeed;//[Offset: 0x478, Size: 4] Vector C_MoveVelocity;//[Offset: 0x480, Size: 12] Vector C_MoveInputVelocity;//[Offset: 0x48c, Size: 12] Vector C_MoveInputVelocityUnit;//[Offset: 0x498, Size: 12] Vector C_MoveDir;//[Offset: 0x4a4, Size: 12] Vector C_HurtDir;//[Offset: 0x4b0, Size: 12] Vector C_FirstAnimSpine_StandAndCrouch;//[Offset: 0x4bc, Size: 12] Vector C_FirstAnimSpine_Prone;//[Offset: 0x4c8, Size: 12] Vector C_FPPStandOffsetLocation;//[Offset: 0x4d4, Size: 12] Vector ScopeAimSpine03TranslationModify;//[Offset: 0x4e0, Size: 12] Rotator ScopeAimSpine03RotationModifiy;//[Offset: 0x4ec, Size: 12] Rotator r_C_FPPStandOffsetRotation_half;//[Offset: 0x4f8, Size: 12] Rotator r_C_FPPCrouchOffsetRotation_half;//[Offset: 0x504, Size: 12] Rotator r_C_FPPProneOffsetRotation_half;//[Offset: 0x510, Size: 12] Rotator C_OwnerRotation;//[Offset: 0x51c, Size: 12] Rotator C_ControlRotation;//[Offset: 0x528, Size: 12] Rotator C_LastControlRotation;//[Offset: 0x534, Size: 12] Rotator C_ViewRotation;//[Offset: 0x540, Size: 12] Rotator C_FPPStandOffsetRotation;//[Offset: 0x54c, Size: 12] Rotator C_FPPCrouchOffsetRotation;//[Offset: 0x558, Size: 12] Rotator C_FPPProneOffsetRotation;//[Offset: 0x564, Size: 12] Rotator RecoilADSRotation_CP;//[Offset: 0x570, Size: 12] Vector C_MoveVelocityInWorldSpace;//[Offset: 0x57c, Size: 12] Vector C_FPPCrouchOffsetLocation;//[Offset: 0x588, Size: 12] Vector C_FPPProneOffsetLocation;//[Offset: 0x594, Size: 12] Rotator C_ScopeAimOffsetStand;//[Offset: 0x5a0, Size: 12] CurveFloat* C_FallingIKCurve;//[Offset: 0x5ac, Size: 4] Rotator OwnerRotation;//[Offset: 0x5b0, Size: 12] bool Shoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5bc, Size: 1] Rotator ShovelingRotation;//[Offset: 0x5c0, Size: 12] float ShovelingRotationoffset;//[Offset: 0x5cc, Size: 4] Rotator UpShovelingRotationAdd;//[Offset: 0x5d0, Size: 12] Rotator FloorRotation;//[Offset: 0x5dc, Size: 12] float FloorRotationPitchSpeed;//[Offset: 0x5e8, Size: 4] byte Role;//[Offset: 0x5ec, Size: 1] bool AutonomousProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ed, Size: 1] bool ShovelingToCrouch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ee, Size: 1] bool ShovelMelee;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5ef, Size: 1] bool ShovelGenade;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f0, Size: 1] bool C_ClimbAnimSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f1, Size: 1] float C_ClimbAnimTransTime;//[Offset: 0x5f4, Size: 4] float C_ClimbAnimTime_A;//[Offset: 0x5f8, Size: 4] float C_ClimbAnimTime_B;//[Offset: 0x5fc, Size: 4] AnimParam_Accumulate WeaponAccumulateParam;//[Offset: 0x600, Size: 60] float Switch_AimBlendSpace_Time;//[Offset: 0x63c, Size: 4] float Switch_AimBlendSpace_Counter;//[Offset: 0x640, Size: 4] bool bAimBlendSpaceChange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x644, Size: 1] AimOffsetBlendSpace* C_AimBlendSpace;//[Offset: 0x648, Size: 4] AimOffsetBlendSpace* bs_AimBlendSpace_Dest;//[Offset: 0x64c, Size: 4] AimOffsetBlendSpace* bs_AimBlendSpace_DestLast;//[Offset: 0x650, Size: 4] BlendSpace* C_MovementBSCache_Stand;//[Offset: 0x654, Size: 4] BlendSpace* C_MovementBSCache_Crouch;//[Offset: 0x658, Size: 4] BlendSpace* C_MovementBSCache_Prone;//[Offset: 0x65c, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Crouch;//[Offset: 0x660, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Prone;//[Offset: 0x664, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Stand;//[Offset: 0x668, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Prone;//[Offset: 0x66c, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Stand;//[Offset: 0x670, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Crouch;//[Offset: 0x674, Size: 4] BlendSpace* C_MovementBSCache_Stand_Dest;//[Offset: 0x678, Size: 4] BlendSpace* C_MovementBSCache_Crouch_Dest;//[Offset: 0x67c, Size: 4] BlendSpace* C_MovementBSCache_Prone_Dest;//[Offset: 0x680, Size: 4] C_MovementBS_Stand_SourceTransTime;//[Offset: 0x684, Size: 60] C_MovementBS_Stand_SourceTransBackTime;//[Offset: 0x6c0, Size: 60] C_MovementBS_Stand_DestTransTime;//[Offset: 0x6fc, Size: 60] C_CustomMovementBlendTimeMap;//[Offset: 0x738, Size: 60] AnimSequence* C_SwitchPose_Stand_To_Crouch_Dest;//[Offset: 0x774, Size: 4] AnimSequence* C_SwitchPose_Stand_To_Prone_Dest;//[Offset: 0x778, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Stand_Dest;//[Offset: 0x77c, Size: 4] AnimSequence* C_SwitchPose_Crouch_To_Prone_Dest;//[Offset: 0x780, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Stand_Dest;//[Offset: 0x784, Size: 4] AnimSequence* C_SwitchPose_Prone_To_Crouch_Dest;//[Offset: 0x788, Size: 4] float StandSwitchToPronePoseAnimDuration;//[Offset: 0x78c, Size: 4] float StandSwitchFromPronePoseAnimDuration;//[Offset: 0x790, Size: 4] float CrouchSwitchToPronePoseAnimDuration;//[Offset: 0x794, Size: 4] float CrouchSwitchFromPronePoseAnimDuration;//[Offset: 0x798, Size: 4] float StandSwitchToPronePoseAnimDelay;//[Offset: 0x79c, Size: 4] float StandSwitchFromPronePoseAnimDelay;//[Offset: 0x7a0, Size: 4] float CrouchSwitchToPronePoseAnimDelay;//[Offset: 0x7a4, Size: 4] float CrouchSwitchFromPronePoseAnimDelay;//[Offset: 0x7a8, Size: 4] float SwitchingPoseTimer;//[Offset: 0x7ac, Size: 4] float SwitchingPoseTimerInternal;//[Offset: 0x7b0, Size: 4] float SwitchPoseAnimStartPosition;//[Offset: 0x7b4, Size: 4] float C_CustomMovementBlendTime;//[Offset: 0x7b8, Size: 4] byte C_InterruptCachePose;//[Offset: 0x7bc, Size: 1] bool C_UseInterruptPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7bd, Size: 1] float InterruptPoseInternal;//[Offset: 0x7c0, Size: 4] bool C_IsSwitchingPose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c4, Size: 1] byte C_RecoverCharPose;//[Offset: 0x7c5, Size: 1] float SwitchPoseTransTime;//[Offset: 0x7d0, Size: 4] float SwitchPoseTransBackTime;//[Offset: 0x7d4, Size: 4] bool C_IsPlayMontage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d8, Size: 1] bool C_AimOffsetActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d9, Size: 1] bool b_C_MoveVelocity_Turning_NotScoping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7e8, Size: 1] AnimSequence* C_IdleAddtive;//[Offset: 0x7ec, Size: 4] AnimSequence* C_ShoulderIdleAddtive;//[Offset: 0x7f0, Size: 4] BlendSpace1D* C_FallingBS;//[Offset: 0x7f4, Size: 4] AnimSequence* C_JumpStart;//[Offset: 0x7f8, Size: 4] AnimSequence* C_LandLight;//[Offset: 0x7fc, Size: 4] AnimSequence* C_LandHeavy;//[Offset: 0x800, Size: 4] AnimSequence* GrenadeJumpHigh;//[Offset: 0x804, Size: 4] AnimSequence* GrenadeJumpLow;//[Offset: 0x808, Size: 4] AnimSequence* GrenadeFallHigh;//[Offset: 0x80c, Size: 4] AnimSequence* GrenadeFallLow;//[Offset: 0x810, Size: 4] BlendSpace1D* MovementUpBodyOverride;//[Offset: 0x814, Size: 4] BlendSpace* MovementLowerBodyOverride;//[Offset: 0x818, Size: 4] AnimSequence* C_TurnAnim;//[Offset: 0x81c, Size: 4] AnimSequence* C_StandScopeBlendAnim;//[Offset: 0x820, Size: 4] AnimSequence* C_CrouchScopeBlendAnim;//[Offset: 0x824, Size: 4] BlendSpace* C_HitBlendSpace;//[Offset: 0x828, Size: 4] BlendSpace1D* C_PeekAnim;//[Offset: 0x82c, Size: 4] BlendSpace1D* C_ForegripAnim;//[Offset: 0x830, Size: 4] AimOffsetBlendSpace* C_PeekAnimLeftRight;//[Offset: 0x834, Size: 4] AnimMontage* C_MontageRescue;//[Offset: 0x838, Size: 4] AnimMontage* C_MontageRescueSelf;//[Offset: 0x83c, Size: 4] AnimMontage* C_MontageDead;//[Offset: 0x840, Size: 4] AnimMontage* C_MontageDead_Stand;//[Offset: 0x844, Size: 4] AnimMontage* C_MontageDead_Crouch;//[Offset: 0x848, Size: 4] AnimMontage* C_MontageDead_Prone;//[Offset: 0x84c, Size: 4] AnimSequence* C_ShovelPhaseEnter;//[Offset: 0x850, Size: 4] AnimSequence* C_ShovePhaseShoveling;//[Offset: 0x854, Size: 4] AnimSequence* C_ShovelPhaseLeave;//[Offset: 0x858, Size: 4] AnimSequence* C_Climb_FrameAnim_A;//[Offset: 0x85c, Size: 4] AnimSequence* C_Climb_FrameAnim_B;//[Offset: 0x860, Size: 4] BlendSpace* C_FireBalloonDriverBS;//[Offset: 0x864, Size: 4] Vector C_FireBalloonMoveVelocity;//[Offset: 0x868, Size: 12] enum AnimInstanceType;//[Offset: 0x874, Size: 1] bool MovementUpBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x875, Size: 1] float MovementUpBodyBlentWeight;//[Offset: 0x878, Size: 4] bool MovementLowerBodyOverrideIsValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x87c, Size: 1] float MovementLowerBodyBlentWeight;//[Offset: 0x880, Size: 4] bool C_bSkeletonMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x884, Size: 1] bool C_IsQuickBow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x885, Size: 1] class AnimInstance* VehicleAnimDefaultABP;//[Offset: 0x888, Size: 4] AnimInstanceContainer* VehicleAnimContainer;//[Offset: 0x88c, Size: 4] bool bEnableVehicleAnimContainer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x890, Size: 1] byte LastPoseTypeCache;//[Offset: 0x891, Size: 1] int ForceLODLevel;//[Offset: 0x8a0, Size: 4] static FName Util_GetAnimMontageSlotName(AnimMontage* Montage, int Index);// 0x342cdd4 void SwitchingPoseFinishCallback();// 0x342cdc0 void SetInterruptPose(bool bUseInterrupPose, byte InterruptPose);// 0x342ccf8 void SetClimbAnimation(AnimSequence* AnimSequence, bool bFlag);// 0x342cc34 void RefreshPeekState();// 0x342cc20 void PlaySwitchWeaponAnimation(bool bWantsEquip);// 0x342cba0 void PlayPostReloadWeaponAnimationOld();// 0x342cb8c void PlayPostReloadWeaponAnimation(int RemainReloadTimes);// 0x342cb14 void PlayPostFillGasWeaponAnimation();// 0x342cb00 void PlayPlayerDeadAnimation();// 0x342caec void PlayAnimationByEventType(byte Type, float SpeedScale);// 0x342ca30 void OnRespawned_BP();// 0x30eb6d4 void OnRecycled_BP();// 0x30eb1c0 bool IsAssetSkeletonMatch(AnimationAsset* CheckAnimAsset, SkeletalMeshComponent* MeshComp);// 0x342c96c void HandlePlayerWeaponStateChanged(byte NewState);// 0x342c8ec void HandlePlayerPoseChange(byte LastPose, byte NewPose);// 0x342c828 void HandlePlayerPickUp();// 0x34270dc void HandlePlayerEnterRescueState(bool bBeginRescueing, bool bSelfRescue);// 0x342c750 void HandlePlayerEnterCallingForRevivalState(bool bBeginCalling);// 0x40a6134 void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x342c5a8 void HandleOwnerAnimEvent(FName EventMsg);// 0x342c528 void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x342c37c byte GetRole();// 0x342c354 AnimMontage* GetCurMontageBySlot(FName SlotName);// 0x342c2d4 void FillShovelAnimation(out const PlayerAnimList AnimList);// 0x342c0f8 void EnableAnimFlag(enum PlayFlag);// 0x342c080 void DisableAnimFlag(enum PlayFlag);// 0x342c008 void ClearStandbyAnimState();// 0x3426d74 -------------------------------- Class: STPawnAnimInstanceBase.AnimInstance.Object STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x36c, Size: 4] FString LuaFilePath;//[Offset: 0x370, Size: 12] void OnNotifyMontagePlayingEvent_BluePrint(FName NotifyName);// 0x40a6134 void OnNotifyMontagePlayingEvent(FName NotifyName, out const BranchingPointNotifyPayload BranchingPointPayload);// 0x3572550 void HandlePlayerAnimMontagePlayDelegate(AnimMontage* MontageToPlay, bool bWantsPlay, float PlayRate, FName StartSection, float StartPos);// 0x342c5a8 void HandleOwnerAnimEvent(FName EventMsg);// 0x342c528 void HandleAnimPlaySlotAnimDelegate(AnimSequenceBase* AnimSequence, bool bWantsPlay, FName SlotName, float PlayRate, float blendTime);// 0x342c37c -------------------------------- Class: BranchingPointNotifyPayload -------------------------------- Class: AnimParam_Accumulate AnimSequence* AccumulateAnimSeq;//[Offset: 0x0, Size: 4] AnimSequence* AccumulateAnimSeqNew;//[Offset: 0x4, Size: 4] bool bAccumulateAnimSeqChange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float AccumulateAnimSeqChangeTimer;//[Offset: 0xc, Size: 4] float AccumulateAnimSeqChangeTimerCounter;//[Offset: 0x10, Size: 4] float AccumulateRealtime;//[Offset: 0x14, Size: 4] bool bAccumulateRealTimeMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] float AccumulateRate;//[Offset: 0x1c, Size: 4] bool bAccumulateRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool bAccumulateRateMax;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] bool bHasAccumulateRate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x22, Size: 1] float BlendInSpeed;//[Offset: 0x24, Size: 4] float BlendOutSpeed;//[Offset: 0x28, Size: 4] float BlendOutRealSpeed;//[Offset: 0x2c, Size: 4] float BlendOutDelayTime;//[Offset: 0x30, Size: 4] float BlendOutDelayTime_Counter;//[Offset: 0x34, Size: 4] float CacheAccumulateRate;//[Offset: 0x38, Size: 4] -------------------------------- Class: AimOffsetBlendSpace.BlendSpace.BlendSpaceBase.AnimationAsset.Object -------------------------------- Class: BlendSpace.BlendSpaceBase.AnimationAsset.Object byte AxisToScaleAnimation;//[Offset: 0xf8, Size: 1] -------------------------------- Class: BlendSpaceBase.AnimationAsset.Object bool bRotationBlendInMeshSpace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] float AnimLength;//[Offset: 0x64, Size: 4] InterpolationParameter InterpolationParam;//[Offset: 0x68, Size: 8] float TargetWeightInterpolationSpeedPerSec;//[Offset: 0x80, Size: 4] byte NotifyTriggerMode;//[Offset: 0x84, Size: 1] PerBoneInterpolation[] PerBoneBlend;//[Offset: 0x88, Size: 12] int SampleIndexWithMarkers;//[Offset: 0x94, Size: 4] BlendSample[] SampleData;//[Offset: 0x98, Size: 12] EditorElement[] GridSamples;//[Offset: 0xa4, Size: 12] BlendParameter BlendParameters;//[Offset: 0xb0, Size: 24] -------------------------------- Class: InterpolationParameter float InterpolationTime;//[Offset: 0x0, Size: 4] byte InterpolationType;//[Offset: 0x4, Size: 1] -------------------------------- Class: PerBoneInterpolation BoneReference BoneReference;//[Offset: 0x0, Size: 24] float InterpolationSpeedPerSec;//[Offset: 0x18, Size: 4] -------------------------------- Class: BlendSample AnimSequence* Animation;//[Offset: 0x0, Size: 4] Vector SampleValue;//[Offset: 0x4, Size: 12] float RateScale;//[Offset: 0x10, Size: 4] -------------------------------- Class: EditorElement int Indices;//[Offset: 0x0, Size: 4] float Weights;//[Offset: 0xc, Size: 4] -------------------------------- Class: BlendParameter FString DisplayName;//[Offset: 0x0, Size: 12] float Min;//[Offset: 0xc, Size: 4] float Max;//[Offset: 0x10, Size: 4] int GridNum;//[Offset: 0x14, Size: 4] -------------------------------- Class: BlendSpace1D.BlendSpaceBase.AnimationAsset.Object bool bScaleAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] -------------------------------- Class: AnimInstanceContainer.Object SkeletalMeshComponent* ParentMesh;//[Offset: 0x1c, Size: 4] CacheAnimInstanceMap;//[Offset: 0x20, Size: 60] class AnimInstance* TargetClass;//[Offset: 0x5c, Size: 4] AnimInstance* TargetAnimInstance;//[Offset: 0x60, Size: 4] AnimInstance* SetTargetAnimInstance(class AnimInstance InstanceClass);// 0x5c19ffc bool RemoveCacheAnimInstance(class AnimInstance InstanceClass);// 0x5c19f7c bool IsReceiveInPoseNode();// 0x5c19f54 AnimInstance* GetTargetInstance(bool bCheckPendingKill);// 0x5c19ecc void ClearCacheAnimInstance();// 0x5c19eb8 bool AddCacheAnimInstance(class AnimInstance InstanceClass);// 0x5c19e38 -------------------------------- 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 FireAccAnim;//[Offset: 0x44, Size: 8] PlayerAnimData PostFireAnim;//[Offset: 0x4c, Size: 8] PlayerAnimData HurtAnim;//[Offset: 0x54, Size: 8] PlayerAnimData TurnAnim;//[Offset: 0x5c, Size: 8] PlayerAnimData PullingPlugAnim;//[Offset: 0x64, Size: 8] PlayerAnimData PutDownWeaponAnim;//[Offset: 0x6c, Size: 8] PlayerAnimData WeaponIdle;//[Offset: 0x74, Size: 8] PlayerAnimData ForegripAnim;//[Offset: 0x7c, Size: 8] PlayerAnimData ShoudlerWeaponIdle;//[Offset: 0x84, Size: 8] PlayerAnimData BeCarriedBackMoveAnim;//[Offset: 0x8c, Size: 8] PlayerAnimData BeCarriedBackPickUpAnim;//[Offset: 0x94, Size: 8] PlayerAnimData[] JumpAnimList;//[Offset: 0x9c, Size: 12] PlayerAnimData[] ShovelAnimList;//[Offset: 0xa8, Size: 12] PlayerAnimData[] ExtraAnimList;//[Offset: 0xb4, Size: 12] -------------------------------- Class: PlayerAnimData AnimationAsset* Animation;//[Offset: 0x0, Size: 4] float Rate;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraAnimInstanceProxy.AnimInstanceProxy STExtraBaseCharacter* OwnerPawn;//[Offset: 0x420, Size: 4] STExtraAnimInstanceBase* ParentAnimInst;//[Offset: 0x424, Size: 4] -------------------------------- Class: AnimInstanceProxy AnimInstance*[] SubAnimInstances;//[Offset: 0x414, Size: 12] -------------------------------- Class: AnimParamList int FrameCounter;//[Offset: 0x0, Size: 4] Vector Velocity;//[Offset: 0x4, Size: 12] Vector movedir;//[Offset: 0x10, Size: 12] byte MovementMode;//[Offset: 0x1c, Size: 1] byte CustomMovementMode;//[Offset: 0x1d, Size: 1] byte PoseType;//[Offset: 0x1e, Size: 1] Rotator ViewRotation;//[Offset: 0x20, Size: 12] Rotator ControlRotation;//[Offset: 0x2c, Size: 12] byte WeaponType;//[Offset: 0x38, Size: 1] byte WeaponHoldType;//[Offset: 0x39, Size: 1] byte WeaponState;//[Offset: 0x3a, Size: 1] byte WeaponReloadMethod;//[Offset: 0x3b, Size: 1] bool bScopeInBoltActionEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] byte SightType;//[Offset: 0x3d, Size: 1] float RecoilKickADS;//[Offset: 0x40, Size: 4] float ForegripParam;//[Offset: 0x44, Size: 4] Vector OffsetFPPLocation;//[Offset: 0x4c, Size: 12] Rotator OffsetFPPRotation;//[Offset: 0x58, Size: 12] Vector OffsetFPPCrouchLocation;//[Offset: 0x64, Size: 12] Rotator OffsetFPPCrouchRotation;//[Offset: 0x70, Size: 12] Vector OffsetFPPProneLocation;//[Offset: 0x7c, Size: 12] Rotator OffsetFPPProneRotation;//[Offset: 0x88, Size: 12] Vector OffsetAngledFPPLocation;//[Offset: 0x94, Size: 12] Rotator OffsetAngledFPPRotation;//[Offset: 0xa0, Size: 12] Vector OffsetAngledFPPCrouchLocation;//[Offset: 0xac, Size: 12] Rotator OffsetAngledFPPCrouchRotation;//[Offset: 0xb8, Size: 12] Vector OffsetAngledFPPProneLocation;//[Offset: 0xc4, Size: 12] Rotator OffsetAngledFPPProneRotation;//[Offset: 0xd0, Size: 12] bool bIsAngledOpticalSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc, Size: 1] bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd, Size: 1] bool IsNearDeathStatus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xde, Size: 1] bool IsRescueing;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdf, Size: 1] bool IsSprinting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe0, Size: 1] 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] bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf3, Size: 1] bool IsOnVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf4, Size: 1] bool IsDisableAim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf5, Size: 1] float HandleFolderFactor;//[Offset: 0xf8, Size: 4] float CharacterYawRotateRate;//[Offset: 0xfc, Size: 4] bool ShouldPauseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100, Size: 1] bool bCarryBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x101, Size: 1] bool bParachuteNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102, Size: 1] float CarryBlendTimeAccumulator;//[Offset: 0x104, Size: 4] float ParachuteNearDeathBlendTimeAccumulator;//[Offset: 0x108, Size: 4] bool bHasTurnAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] bool bAlwaysLandLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d, Size: 1] -------------------------------- Class: OnlyActorCompManagerComponent.ActorComponent.Object CacheComponents;//[Offset: 0xbc, Size: 60] OnlyActorComponent*[] CacheUpdateComponents;//[Offset: 0xf8, Size: 12] -------------------------------- Class: OnlyActorComponent.ActorComponent.Object byte bCanEverUpdate;//[Offset: 0xbc, Size: 1] -------------------------------- 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);// 0x51c26ac void RequestStimuliListenerUpdate();// 0x51c2698 void OnOwnerEndPlay(Actor* Actor, byte EndPlayReason);// 0x51c25dc void GetPerceivedHostileActors(out Actor*[] OutActors);// 0x51c2510 void GetPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x51c2400 void GetKnownPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x51c22f0 void GetCurrentlyPerceivedActors(class AISense SenseToUse, out Actor*[] OutActors);// 0x51c21e0 bool GetActorsPerception(Actor* Actor, out ActorPerceptionBlueprintInfo Info);// 0x51c20b8 -------------------------------- 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);// 0x51c3664 void ReportEvent(AISenseEvent* PerceptionEvent);// 0x51c35ec static bool RegisterPerceptionStimuliSource(Object* WorldContextObject, class AISense Sense, Actor* Target);// 0x51c34ec void OnPerceptionStimuliSourceEndPlay(Actor* Actor, byte EndPlayReason);// 0x51c3430 static class AISense GetSenseClassForStimulus(Object* WorldContextObject, out const AIStimulus Stimulus);// 0x51c325c -------------------------------- 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);// 0x51e7ea8 static bool K2_PerformAction(Pawn* Pawn, PawnAction* Action, byte Priority);// 0x51e7da0 byte K2_ForceAbortAction(PawnAction* ActionToAbort);// 0x51e7d20 byte K2_AbortAction(PawnAction* ActionToAbort);// 0x51e7ca0 -------------------------------- 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();// 0x51e6d84 void Finish(byte WithResult);// 0x51e6cfc static PawnAction* CreateActionInstance(Object* WorldContextObject, class PawnAction ActionClass);// 0x51e6c40 -------------------------------- Class: PawnActionEvent PawnAction* Action;//[Offset: 0x0, Size: 4] -------------------------------- Class: GameplayResourceSet -------------------------------- Class: AITargetInViewOffset Vector[] Offset;//[Offset: 0x0, Size: 12] Vector[] CrouchOffset;//[Offset: 0xc, Size: 12] Vector TargetLoc;//[Offset: 0x18, Size: 12] int CurrentOffsetIndex;//[Offset: 0x24, Size: 4] bool bTargetInViewDueToOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] enum TargetPawnState;//[Offset: 0x29, Size: 1] -------------------------------- Class: AIShootingPoseOffsetInfo AIShootingPoseOffsetDetailInfo[] ShootingPoseShootPointOffsetArray;//[Offset: 0x0, Size: 12] float CrouchToStandHeightOffset;//[Offset: 0xc, Size: 4] float ProneToStandHeightOffset;//[Offset: 0x10, Size: 4] ShootingPoseShootPointOffsetMap;//[Offset: 0x18, Size: 60] -------------------------------- Class: AIShootingPoseOffsetDetailInfo enum shootingPose;//[Offset: 0x0, Size: 1] Vector offsetInfo;//[Offset: 0x4, Size: 12] -------------------------------- Class: SpectatorComponent.ActorComponent.Object delegate OnServerSpectatorChange;//[Offset: 0xbc, Size: 12] bool IsOwnerBeSpectated();// 0x33d5b08 STExtraPlayerController*[] GetOwnerObservers();// 0x33d5aa0 -------------------------------- Class: AIControllerCachedData STExtraBaseCharacter* ControlledPawn;//[Offset: 0x0, Size: 4] bool IsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool TargetIsInWater;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] STExtraPlayerController* CacheNearPlayerController;//[Offset: 0x2c, Size: 4] STExtraBaseCharacter* CacheDeliveryActingTarget;//[Offset: 0x30, Size: 4] -------------------------------- Class: AIShootMissInfo float MissMaxRangeTime;//[Offset: 0x0, Size: 4] float MissMinRangeTime;//[Offset: 0x4, Size: 4] float MissCDTime;//[Offset: 0x8, Size: 4] float MissResetTime;//[Offset: 0xc, Size: 4] float MissResetConfig;//[Offset: 0x10, Size: 4] bool bCanMissShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] -------------------------------- Class: AIConditionHearingComponent.ActorComponent.Object SoundShieldForAI* CurrentSoundShield;//[Offset: 0xbc, Size: 8] bool CanHearingInBox(Actor* TargetActor, Actor* SourceActor);// 0x30a7404 -------------------------------- Class: SoundShieldForAI.Actor.Object Actor*[] PlayerPawns;//[Offset: 0x2ec, Size: 12] Actor*[] AIPawns;//[Offset: 0x2f8, Size: 12] int MaxCacheNum;//[Offset: 0x304, Size: 4] void OnPlayerPawnsOverlap(Actor* InActor, bool bEnter);// 0x33d4bc0 void OnAIPawnsOverlap(Actor* InActor, bool bEnter);// 0x33d4afc bool InSameSoundShield(Actor* InAIPawn, Actor* InPlayerPawn);// 0x33d4a30 -------------------------------- Class: AIParachuteJumpComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Object Vector FocusTargetPos;//[Offset: 0xc4, Size: 12] enum JumpStrategy;//[Offset: 0xd0, Size: 1] float JumpTime;//[Offset: 0xd4, Size: 4] bool bUseSpecificInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] bool bOpenParachuteNotClearFocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9, Size: 1] bool bOpenDebugInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda, Size: 1] float TargetDistanceThresholdForInput;//[Offset: 0xdc, Size: 4] float MoveForwardInputValue;//[Offset: 0xe0, Size: 4] float MoveRightInputValue;//[Offset: 0xe4, Size: 4] float ClearFocusHeight;//[Offset: 0xe8, Size: 4] float OpenParachuteHeight;//[Offset: 0xec, Size: 4] FString TargetCityName;//[Offset: 0xf0, Size: 12] float TargetDistance2Route;//[Offset: 0xfc, Size: 4] int CityLevel;//[Offset: 0x100, Size: 4] float Deviation;//[Offset: 0x104, Size: 4] int[] Groups;//[Offset: 0x108, Size: 12] int AIStyle;//[Offset: 0x114, Size: 4] float ChangeTargetHeight;//[Offset: 0x11c, Size: 4] Vector ChangeTargetPos;//[Offset: 0x120, Size: 12] bool bTargetPosChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12c, Size: 1] int PlayerNumThresholdForChangeTarget;//[Offset: 0x130, Size: 4] float AroundPlayerRange;//[Offset: 0x134, Size: 4] int CheckChangeTargetRemainTimes;//[Offset: 0x138, Size: 4] float TickShowDebugInfoDeltaTime;//[Offset: 0x13c, Size: 4] float CurTickShowDebugInfoTime;//[Offset: 0x140, Size: 4] Color DebugLineColor;//[Offset: 0x144, Size: 4] float JumpTimePassed;//[Offset: 0x148, Size: 4] -------------------------------- Class: AIAbilityComponent.OnlyActorComponent.ActorComponent.Object -------------------------------- Class: AIHoleUpComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Object float OccludeBuildingActorByRemoveTime;//[Offset: 0xfc, Size: 4] float OccludeBuildingActorInvalidDis;//[Offset: 0x100, Size: 4] float InvalidOccludeBuildingPosAgainCheckCD;//[Offset: 0x104, Size: 4] float OccludePosInvalidDis;//[Offset: 0x108, Size: 4] -------------------------------- Class: AIBuildingComponent.AIAbilityComponent.OnlyActorComponent.ActorComponent.Object CanBuildActorNums;//[Offset: 0xe4, Size: 60] float TotalCD;//[Offset: 0x120, Size: 4] float SoloCD;//[Offset: 0x124, Size: 4] -------------------------------- Class: AIFeatureInfo float HP;//[Offset: 0x0, Size: 4] float DamageScale;//[Offset: 0x4, Size: 4] float TakeDamageScale;//[Offset: 0x8, Size: 4] int DropID;//[Offset: 0xc, Size: 4] float[] HitRates;//[Offset: 0x10, Size: 12] ThrownUsingProbability;//[Offset: 0x1c, Size: 60] EnemyHpHitRateMap;//[Offset: 0x58, Size: 60] EnemyHpDamageRateMap;//[Offset: 0x94, Size: 60] bool bNeedNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd0, Size: 1] bool bHasDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd1, Size: 1] Vector2D MissOnPurposeTimeRange;//[Offset: 0xd4, Size: 8] Vector2D OutViewMissOnPurposeTimeRange;//[Offset: 0xdc, Size: 8] float MissOnPurposeCD;//[Offset: 0xe4, Size: 4] float MissOnPurposeResetTime;//[Offset: 0xe8, Size: 4] float MissOnPurposeHitRate;//[Offset: 0xec, Size: 4] float NearDeathTargetStopFireTime;//[Offset: 0xf0, Size: 4] float NearDeathTargetFixedHitRate;//[Offset: 0xf4, Size: 4] bool bDoMissOnPurposeWhenNearDeathToNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] float NearDeathTargetFixedDamageRate;//[Offset: 0xfc, Size: 4] -------------------------------- Class: AIEquipSpawnItem enum ItemType;//[Offset: 0x0, Size: 1] int ItemSpecificID;//[Offset: 0x4, Size: 4] int Count;//[Offset: 0x8, Size: 4] int MaxCount;//[Offset: 0xc, Size: 4] Vector2D ExtraConfigValue;//[Offset: 0x10, Size: 8] -------------------------------- Class: AIActingItem float StartSeconds;//[Offset: 0x0, Size: 4] float EndSeconds;//[Offset: 0x4, Size: 4] float DeadPercent;//[Offset: 0x8, Size: 4] int PlayerNumScale;//[Offset: 0xc, Size: 4] bool IsFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] int[] WeaponIdList;//[Offset: 0x14, Size: 12] int FinalRestBotNum;//[Offset: 0x20, Size: 4] -------------------------------- Class: AIBeginAttackEachOther float BeginAttackEachOtherTime;//[Offset: 0x0, Size: 4] float RightRatingSection;//[Offset: 0x4, Size: 4] -------------------------------- Class: DeliveryRatingConfig float DeliveryInterval;//[Offset: 0x0, Size: 4] float RightRatingSection;//[Offset: 0x4, Size: 4] -------------------------------- Class: AIDeliveryAreaLimit Vector TopLeftVec;//[Offset: 0x0, Size: 12] Vector BottomRightVec;//[Offset: 0xc, Size: 12] -------------------------------- Class: DeliveryCondition DeliveryConditionCheck* CheckCnd;//[Offset: 0x0, Size: 4] -------------------------------- Class: DeliveryConditionCheck.Object STExtraBaseCharacter* TargetPawn;//[Offset: 0x1c, Size: 4] bool CheckDeliveryForBP(STExtraBaseCharacter* InTargerPawn);// 0x30b3e58 bool CheckDelivery(STExtraBaseCharacter* InTargetPawn);// 0x31d9bfc -------------------------------- Class: SpecialAIDeliveryNumContainer int TeammateNum;//[Offset: 0x0, Size: 4] SpecialAIDeliveryNum[] DeliverNumCfg;//[Offset: 0x4, Size: 12] -------------------------------- Class: SpecialAIDeliveryNum int DeliveryNum;//[Offset: 0x0, Size: 4] int Weight;//[Offset: 0x4, Size: 4] -------------------------------- Class: HotValueAttenuation float Corner;//[Offset: 0x0, Size: 4] float Center;//[Offset: 0x4, Size: 4] float UpDown;//[Offset: 0x8, Size: 4] -------------------------------- Class: HotValueScale float Corner;//[Offset: 0x0, Size: 4] float Center;//[Offset: 0x4, Size: 4] float UpDown;//[Offset: 0x8, Size: 4] -------------------------------- Class: AIRatingDamage float RatingDamageScale;//[Offset: 0x0, Size: 4] float SpecialRatingDamageScale;//[Offset: 0x4, Size: 4] float FiringAccuracyRadius;//[Offset: 0x8, Size: 4] float SpecialFiringAccuracyRadius;//[Offset: 0xc, Size: 4] int AIFeedLimit;//[Offset: 0x10, Size: 4] float SectionRightValue;//[Offset: 0x14, Size: 4] -------------------------------- Class: AIAttackAIRatingDamage float RatingDamageScale;//[Offset: 0x0, Size: 4] float FiringAccuracyRadius;//[Offset: 0x4, Size: 4] float SectionRightValue;//[Offset: 0x8, Size: 4] -------------------------------- Class: DeliveryPlayerConfig DeliveryItem[] DeliveryItem;//[Offset: 0x0, Size: 12] float RightRatingSection;//[Offset: 0xc, Size: 4] -------------------------------- Class: DeliveryItem int percent;//[Offset: 0x0, Size: 4] int DeliveryNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: AIAttackAnimalRatingDamage float RatingDamageScale;//[Offset: 0x0, Size: 4] float FiringAccuracyRadius;//[Offset: 0x4, Size: 4] float SectionRightValue;//[Offset: 0x8, Size: 4] -------------------------------- Class: CirleAreaVolume.Actor.Object BoxComponent* CircleBoxArea;//[Offset: 0x2ec, Size: 4] bool bUseRandomPointIfNotFindAValidCircleCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] bool bFixMayBeInOcean;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f1, Size: 1] bool IsInWater(Vector Position);// 0x31aad64 Vector GetRandomPointInArea(Vector Origin, float Radius, bool bTry);// 0x31aac38 -------------------------------- 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 bUseDIYCircle;//(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] CirCleCfg[] TempCircleConfigs;//[Offset: 0x25c, Size: 12] delegate OnCircleBegin;//[Offset: 0x2ac, Size: 12] delegate OnCircleSizeAndPosChanged;//[Offset: 0x2b8, Size: 12] delegate OnCircleInitSizeAndPosChanged;//[Offset: 0x2c4, Size: 12] delegate OnCircleInfoChanged;//[Offset: 0x2d0, Size: 12] delegate OnWaveEnded;//[Offset: 0x2dc, Size: 12] delegate OnCircleEnded;//[Offset: 0x2e8, Size: 12] CirleAreaVolume* BindedCirleAreaVolume;//[Offset: 0x2f4, Size: 4] bool bPreCalculateFirstWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] delegate OnFinishedPreCalculateFirstWhiteCircle;//[Offset: 0x2fc, Size: 12] bool WhitCircleIsOutOfBlueCircle();// 0x31a6d2c void StartCircleFromBegin();// 0x31a6d18 void SetGMCicleTime(float cdTime, float LastTime);// 0x31a6c1c void RetriveGetCircleInfo(out GetCircleInfo CurInfo);// 0x31a6b54 void RetriveCircleInfo(out ReConnectGameStateInfo CurInfo);// 0x31a6a74 void PreCalculateCircle(int CircleIndex);// 0x31a69fc void OverrideDestinyChanceByIndex(bool bOverride, float InChance, int CircleIndex);// 0x31a68f0 void OverrideDestinyChance(bool bOverride, float InChance);// 0x31a6828 void MakePain(Actor* _actor, float _desireDamage);// 0x31a676c void MakeDesiredCircle(Vector circleInfo, int CircleType);// 0x31a66b4 bool MakeCurrentWhiteCircle(int InCircleIndex);// 0x31a662c bool IsUseCustomWhiteCircle();// 0x31a6604 bool IsPositionInBlueCircle(out const Vector Position);// 0x31a6578 bool IsInBlueCircle(Actor* _actor);// 0x31a64f8 void InitCircleTimer();// 0x31a64dc bool HasDoubleCircleEnabled();// 0x31a64c0 void GMBeginCircleWithCustomParam(int CurIndex, float PosX, float PosY, float PosZ, float DelayTime, float LastTime, float SafeZoneTime, float BlueCircleRadius);// 0x31a6258 void GMBeginCircle(int CurIndex, float PosX, float PosY, float PosZ);// 0x31a6110 Vector GetWhiteCircle(int InCircleIndex);// 0x31a6080 Vector[] GetPlayerPositionByDestiny(int CircleIndex);// 0x31a5f70 Vector GetOverrideVictimPos(Actor* Victim);// 0x31a5ee0 float GetNeedTotalTimeToCircleIndex(int CircleIndex);// 0x31a5e60 Vector GetInnerCircleInfo();// 0x31a5e3c Vector GetFirstWhiteCircle();// 0x31a5df4 Vector GetCustomWhiteCircleConfigByIndex(int CircleIndex, int RandomIndex);// 0x31a5d20 Vector GetCustomBlueCircleConfigByIndex(int CircleIndex);// 0x31a5c90 Vector GetCurrentWhiteCircle();// 0x31a5c6c int GetCurrentCircleIndex();// 0x31a5c44 Vector GetCurrentBlueCircle();// 0x31a5c20 int GetCircleIndexByTime(float TimeSeconds);// 0x31a5ba0 bool CalculateWhiteCircleByDestiny(int CircleIndex, bool bInDestiny, out Vector[] Positions);// 0x31a5a30 float BlueToWhiteLeftTime(bool bConsiderSafeZoneAppeartime);// 0x31a59a8 void ApplyCircleOffset(Vector InOffset);// 0x31a5938 -------------------------------- Class: TimerRegistComponent.ActorComponent.Object bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] RegisterTimer[] TimerRegister;//[Offset: 0xc0, Size: 12] FString TimerName;//[Offset: 0xcc, Size: 12] -------------------------------- Class: CirCleCfg int CircleID;//[Offset: 0x0, Size: 4] float DelayTime;//[Offset: 0x4, Size: 4] float RadiusWhenDestoryMap;//[Offset: 0x8, Size: 4] float SafeZoneAppeartime;//[Offset: 0xc, Size: 4] bool bIsCircleWarningUseFilter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] float[] BlueCirclePreWarning;//[Offset: 0x14, Size: 12] CircleWarningConfig[] BlueCirclePreWarningWithFilter;//[Offset: 0x20, Size: 12] float LastTime;//[Offset: 0x2c, Size: 4] float Pain;//[Offset: 0x30, Size: 4] bool bUseCustomBluePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] Vector2D bluepoint;//[Offset: 0x38, Size: 8] float blueradius;//[Offset: 0x40, Size: 4] bool bUseCustomWhitePoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] bool bUseCustomWhiteStrategy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45, Size: 1] Vector[] Whitepoints;//[Offset: 0x48, Size: 12] float whiteradius;//[Offset: 0x54, Size: 4] float Alpha;//[Offset: 0x58, Size: 4] bool bUseContainActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] float DestinyChance;//[Offset: 0x60, Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x64, Size: 1] float ScreenSizeFactor;//[Offset: 0x68, Size: 4] float ExtraRadius;//[Offset: 0x6c, Size: 4] bool bEnableDamageMagnifier;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1] float DamageMagnifierRange;//[Offset: 0x74, Size: 4] float DamageMagnifier;//[Offset: 0x78, Size: 4] CurveFloat* DamageMagnifierCurve;//[Offset: 0x7c, Size: 4] Vector[] AvoidPoints;//[Offset: 0x80, Size: 12] float EdgeDistance;//[Offset: 0x8c, Size: 4] bool bUseAvoidPoints;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90, Size: 1] -------------------------------- Class: CircleWarningConfig float WarningTime;//[Offset: 0x0, Size: 4] enum WarningState;//[Offset: 0x4, Size: 1] -------------------------------- Class: GetCircleInfo bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float CircleStateStartServerWorldSecond;//[Offset: 0x4, Size: 4] float CircleStatusLastTime;//[Offset: 0x8, Size: 4] float CircleStatusElapsedTime;//[Offset: 0xc, Size: 4] byte CircleStatus;//[Offset: 0x10, Size: 1] Vector BlueCircle;//[Offset: 0x14, Size: 12] Vector OriginalBlueCircle;//[Offset: 0x20, Size: 12] Vector WhiteCircle;//[Offset: 0x2c, Size: 12] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] float ScreenSizeFactor;//[Offset: 0x3c, Size: 4] float ExtraRadius;//[Offset: 0x40, Size: 4] int CurrentCircleIndex;//[Offset: 0x44, Size: 4] -------------------------------- Class: ReConnectGameStateInfo bool bIsLessning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float CircleStateStartServerWorldSecond;//[Offset: 0x4, Size: 4] float CircleStatusLastTime;//[Offset: 0x8, Size: 4] float CircleStatusElapsedTime;//[Offset: 0xc, Size: 4] byte CircleStatus;//[Offset: 0x10, Size: 1] Vector BlueCircle;//[Offset: 0x14, Size: 12] Vector OriginalBlueCircle;//[Offset: 0x20, Size: 12] Vector WhiteCircle;//[Offset: 0x2c, Size: 12] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] float ScreenSizeFactor;//[Offset: 0x3c, Size: 4] float ExtraRadius;//[Offset: 0x40, Size: 4] byte AirAttackStatus;//[Offset: 0x44, Size: 1] Vector AirAttackArea;//[Offset: 0x48, Size: 12] int AirAttackWave;//[Offset: 0x54, Size: 4] int BossCountDown;//[Offset: 0x58, Size: 4] Vector BossBornPos;//[Offset: 0x5c, Size: 12] -------------------------------- Class: RegisterTimer int waveIndex;//[Offset: 0x0, Size: 4] float[] Times;//[Offset: 0x4, Size: 12] -------------------------------- Class: AIActingBPAssit.Object bool IsSmokeGrenadeActive(Actor* pSmokeGrenade);// 0x40a6134 bool IsGrenadeHasBeenThrowedOut(Actor* pGrenade);// 0x40a6134 float GetRealTimeSeconds();// 0x309f2b4 -------------------------------- Class: AIEquipSpawnGroupDataBase float RightTime;//[Offset: 0x0, Size: 4] AIEquipSpawnGroup[] AIEquipSpawnGroupList;//[Offset: 0x4, Size: 12] AIEquipSpawnItem[] AIMustPickUpItemList;//[Offset: 0x10, Size: 12] -------------------------------- Class: AIEquipSpawnGroup AIEquipSpawnItem[] Item;//[Offset: 0x0, Size: 12] -------------------------------- Class: MultiBulletComponent.WeaponLogicBaseComponent.ActorComponent.Object int FirstAddBulletID;//[Offset: 0x100, Size: 4] SupportUpBullet[] MultiBulletList;//[Offset: 0x104, Size: 12] delegate OnFirstBulletChangeDelegate;//[Offset: 0x110, Size: 12] ItemDefineID OriginalBulletDefineID;//[Offset: 0x120, Size: 24] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x138, Size: 4] void SetFirstAddBullet(int BulletID);// 0x32ec6b8 void SetBulletIDListInClip(out BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x32ec510 void SetBulletAttr(int ReloadBulletID, float Damage);// 0x32ec454 void RemoveBulletIDListInClip(int RemoveNum, out BulletInClip CurBulletInClip, bool IsRevert);// 0x32ec2f4 void RefreshBulletIDListInClip(int Count, out BulletInClip CurBulletInClip);// 0x32ec1e4 void PreSetBulletIDListInClip(out BulletInClip NewBulletInClip, out BulletInClip CurBulletInClip);// 0x32ec080 void OnRep_FirstAddBulletID();// 0x32ec064 void OnFirstBulletChangeDelegate__DelegateSignature();// 0x40a6134 bool HasMultiBullet();// 0x32ec03c int GetShootBulletType();// 0x32ec014 int GetNextCostBulletIDFromBackpack(BackpackComponent* InBackPack);// 0x32ebf94 int GetNextBulletID();// 0x32ebf6c BackpackComponent* GetBackpackComponent();// 0x32ebf44 float GetAdjustBulletMomentum();// 0x32ebf1c float GetAdjustBulletDamage();// 0x32ebef4 int CostBulletFromBackpack(BackpackComponent* BackPack, int WantReloadNum, out BulletInWeapon[] CostBulletList);// 0x32ebd98 void AddBulletIDListInClip(BulletInWeapon[] InCurBulletList, int Count, out BulletInClip CurBulletInClip);// 0x32ebb64 -------------------------------- Class: SupportUpBullet int UpBulletID;//[Offset: 0x0, Size: 4] int DefaultPriority;//[Offset: 0x4, Size: 4] -------------------------------- Class: GrenadeLaunchComponent.WeaponLogicBaseComponent.ActorComponent.Object class STExtraShootWeaponBulletBase* BulletTemplate;//[Offset: 0x100, Size: 4] float BulletSpeed;//[Offset: 0x104, Size: 4] int CurBulletNum;//[Offset: 0x108, Size: 4] bool bUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] int MaxBulletNumInClip;//[Offset: 0x110, Size: 4] ItemDefineID BulletType;//[Offset: 0x118, Size: 24] bool CanUseGrenadeLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x130, Size: 1] WeaponCrossHairPerformData[] CrossHairData;//[Offset: 0x134, Size: 12] class CameraShake* ShootCameraShake;//[Offset: 0x140, Size: 4] float CameraShakeInnerRadius;//[Offset: 0x144, Size: 4] float CameraShakeOuterRadius;//[Offset: 0x148, Size: 4] float CameraShakFalloff;//[Offset: 0x14c, Size: 4] AkAudioEvent* ShootSound;//[Offset: 0x150, Size: 4] float ReloadTime;//[Offset: 0x154, Size: 4] float ReloadTimeTactical;//[Offset: 0x158, Size: 4] float ReloadTimeMagOut;//[Offset: 0x15c, Size: 4] float ReloadTimeMagIn;//[Offset: 0x160, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x164, Size: 4] BackpackComponent* OwnerBackPack;//[Offset: 0x168, Size: 4] void ShootGrenadeBullet(Vector StartLoc, Rotator StartRot, uint32 ShootID);// 0x3281434 void SetUseGreanadeLaunch(bool bIsUse);// 0x32813b4 void RemoveBullet(int RemoveNum);// 0x328133c int ReloadGrenadeLaunch();// 0x3281314 void OnRep_UseGrenadeLaunchState();// 0x3281300 void OnRep_CurBulletNum();// 0x32812ec void OnRep_CanUseGrenadeLaunch();// 0x32812d8 void LaunchGrenadeBullet(Transform Trans, out const ShootTimeData ShootTimeData);// 0x3281160 bool JudgeMustReload();// 0x328112c bool IsUseGreanadeLaunch();// 0x3281104 void HandleGrenadeLaunchEquip(bool bIsEquip);// 0x3281084 BackpackComponent* GetBackpackComp();// 0x328105c void DoGrenadeLaunchStartReload();// 0x3281048 bool CheckCanReload();// 0x3281020 -------------------------------- Class: ShootTimeData Vector_NetQuantize ShootPos;//[Offset: 0x0, Size: 12] Vector_NetQuantize GunPos;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormalSv MuzzleDir;//[Offset: 0x18, Size: 12] uint32 ShootID;//[Offset: 0x24, Size: 4] uint64 CurrentStates;//[Offset: 0x28, Size: 8] byte CapsuleHalfHeight;//[Offset: 0x30, Size: 1] float SkeletonLength;//[Offset: 0x34, Size: 4] ShootTimeInfo_NetQuantize ShootInfo;//[Offset: 0x40, Size: 64] uint32 UserCmdSequence;//[Offset: 0x80, Size: 4] byte ShootTimeConDelta;//[Offset: 0x84, Size: 1] float ShootLevelTime;//[Offset: 0x88, Size: 4] Vector_NetQuantize GunTailPos;//[Offset: 0x8c, Size: 12] byte ShotFlags;//[Offset: 0x98, Size: 1] -------------------------------- Class: Vector_NetQuantizeNormalSv.Vector -------------------------------- Class: ShootTimeInfo_NetQuantize -------------------------------- Class: EnergyAccumulateShootComponent.NormalProjectileComponent.STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object float StartAccMinThreshold;//[Offset: 0x5d0, Size: 4] float ReachMaxAccTime;//[Offset: 0x5d4, Size: 4] int BulletNumPerShoot;//[Offset: 0x5d8, Size: 4] int BulletImpactDamageEnergy;//[Offset: 0x5dc, Size: 4] float MaxOffsetShootDegree;//[Offset: 0x5e0, Size: 4] int BulletNumPerShootMaxEnergy;//[Offset: 0x5e4, Size: 4] int ComsumeBulletNumPerShootMaxEnergy;//[Offset: 0x5e8, Size: 4] int BulletImpactDamageMaxEnergy;//[Offset: 0x5ec, Size: 4] class STExtraShootWeaponBulletBase* EnergyBulletTemplate;//[Offset: 0x5f0, Size: 4] class STExtraShootWeaponBulletBase* MaxEnergyBulletTemplate;//[Offset: 0x5f4, Size: 4] byte PreShootWeaponStateToChange;//[Offset: 0x5f8, Size: 1] bool bSpawnBulletOnSimulateClients;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f9, Size: 1] float CurAccEnergyPercent;//[Offset: 0x5fc, Size: 4] Actor*[] NormalBulletCacheList;//[Offset: 0x63c, Size: 12] Actor*[] EnergyBulletCacheList;//[Offset: 0x648, Size: 12] Actor*[] MaxEnergyBulletCacheList;//[Offset: 0x654, Size: 12] void RPC_Multicast_ClientShootEnergyAccBullets(const ShootMultiBulletsParam[] LaunchParams, float InCurAccEnergyPercent);// 0x31ff8dc void RemoveBullet(STExtraShootWeaponBulletBase* Bullet);// 0x31ff864 bool IsMaxEnergy();// 0x31ff82c float GetEnergyPercentByShootId(int ShootID);// 0x31ff7ac float GetAccEnergyPercentForAnim();// 0x31ff77c -------------------------------- Class: NormalProjectileComponent.STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object float AutoRecoverShootLockInterval;//[Offset: 0x4cc, Size: 4] bool bUseBulletCachePool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d0, Size: 1] NormalProjectileVerifyConfig VerifyConfig;//[Offset: 0x4d4, Size: 48] delegate OnHandleShootDamageDelegate;//[Offset: 0x504, Size: 12] bool bNeedWaitClientBulletLaunch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x514, Size: 1] float CurShootLockInterval;//[Offset: 0x518, Size: 4] float ShooterSpeedPrediction;//[Offset: 0x51c, Size: 4] void UpdateShootLockCD(float DeltaTime);// 0x3307c18 void OnHandleShootDamageDelegate__DelegateSignature(NormalProjectileComponent* NormalProjectileComponent);// 0x40a6134 -------------------------------- Class: STEShootWeaponProjectComponent.STExtraShootWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object Actor*[] BulletCacheList;//[Offset: 0x4c0, Size: 12] -------------------------------- Class: NormalProjectileVerifyConfig float MaxShootPointTolerateDistanceOffset;//[Offset: 0x0, Size: 4] float MaxShootPointTolerateDistanceOffsetVehicle;//[Offset: 0x4, Size: 4] float MaxImpactPointTolerateDistanceOffset;//[Offset: 0x8, Size: 4] float BlockVerifyImpactNormalOffset;//[Offset: 0xc, Size: 4] bool bVerifyBulletScDiff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] float MaxDiffServerClient;//[Offset: 0x14, Size: 4] bool bVerifyShootDir2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] float ShortDirReverseDistance;//[Offset: 0x1c, Size: 4] float TolerateBulletDirOffsetSquared;//[Offset: 0x20, Size: 4] float VerifyWeaponFireInfoTimeTorelate;//[Offset: 0x24, Size: 4] bool bVerifyWeaponFireInfoTimeForcePunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] bool bVerifyClientFlySpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29, Size: 1] bool bVerifyLauchTimeWithServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2a, Size: 1] float ClientServerFlyTimeTorelate;//[Offset: 0x2c, Size: 4] -------------------------------- Class: ShootMultiBulletsParam Vector LaunchBulletPos;//[Offset: 0x0, Size: 12] Rotator LaunchBulletRot;//[Offset: 0xc, Size: 12] uint32 ShootID;//[Offset: 0x18, Size: 4] -------------------------------- Class: FillGasComponent.WeaponLogicBaseComponent.ActorComponent.Object float UpGasSpeed;//[Offset: 0x100, Size: 4] float DownGasSpeed;//[Offset: 0x104, Size: 4] float CostGasOneShoot;//[Offset: 0x108, Size: 4] float MaxGas;//[Offset: 0x10c, Size: 4] float GasAddDamageRate;//[Offset: 0x110, Size: 4] float MaxGasAngle;//[Offset: 0x114, Size: 4] float PostFillGasTime;//[Offset: 0x118, Size: 4] float GasUpdateInterval;//[Offset: 0x11c, Size: 4] int CurGas;//[Offset: 0x120, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x124, Size: 4] void OnRep_CurGas();// 0x30cf50c void CostGassByShoot();// 0x32300dc void CheckNeedRep();// 0x32300c8 void AddFillGass(float AddFillGasTime);// 0x3230050 -------------------------------- Class: ShootWeaponEffectComponent.WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object ShootModeFireShotSoundDataMap;//[Offset: 0x150, Size: 60] AkAudioEvent* GunAdsShootSound;//[Offset: 0x18c, Size: 4] class CameraShake* CameraShakeTemplate_NormalCameraMode;//[Offset: 0x190, Size: 4] class CameraShake* CameraShakeTemplate_NearCameraMode;//[Offset: 0x194, Size: 4] class CameraShake* CameraShakeTemplate_AimCameraMode;//[Offset: 0x198, Size: 4] float CameraShakeInnerRadius;//[Offset: 0x19c, Size: 4] float CameraShakeOuterRadius;//[Offset: 0x1a0, Size: 4] float CameraShakFalloff;//[Offset: 0x1a4, Size: 4] bool bNeedRefreshMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a8, Size: 1] bool bNeedOptimizeMuzzleFX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1aa, Size: 1] ParticleSystem* MuzzleFX;//[Offset: 0x1ac, Size: 4] Vector LocalMuzzelFXScale;//[Offset: 0x1b0, Size: 12] ParticleSystem* ScopeMuzzleFX;//[Offset: 0x1bc, Size: 4] Vector ScopeMuzzelFXScale;//[Offset: 0x1c0, Size: 12] ParticleSystem* RemoteMuzzleFX;//[Offset: 0x1cc, Size: 4] Vector RemoteMuzzelFXScale;//[Offset: 0x1d0, Size: 12] FXDistancaScaleStruct RemoteMuzzleFXDistanceScale;//[Offset: 0x1dc, Size: 16] ParticleSystem* LocalSilencerMuzzleFX;//[Offset: 0x1ec, Size: 4] Vector LocalSilencerMuzzelFXScale;//[Offset: 0x1f0, Size: 12] ParticleSystem* ScopeSilencerMuzzleFX;//[Offset: 0x1fc, Size: 4] Vector ScopeSilencerMuzzelFXScale;//[Offset: 0x200, Size: 12] ParticleSystem* RemoteSilencerMuzzleFX;//[Offset: 0x20c, Size: 4] Vector RemoteSilencerMuzzelFXScale;//[Offset: 0x210, Size: 12] FXDistancaScaleStruct RemoteSilencerMuzzleFXDistanceScale;//[Offset: 0x21c, Size: 16] ParticleSystem* LocalFiringSuppressorMuzzleFX;//[Offset: 0x22c, Size: 4] Vector LocalFiringSuppressorMuzzelFXScale;//[Offset: 0x230, Size: 12] ParticleSystem* ScopeFiringSuppressorMuzzleFX;//[Offset: 0x23c, Size: 4] Vector ScopeFiringSuppressorMuzzelFXScale;//[Offset: 0x240, Size: 12] ParticleSystem* RemoteFiringSuppressorMuzzleFX;//[Offset: 0x24c, Size: 4] Vector RemoteFiringSuppressorMuzzelFXScale;//[Offset: 0x250, Size: 12] FXDistancaScaleStruct RemoteSuppressorMuzzleFXDistanceScale;//[Offset: 0x25c, Size: 16] ParticleSystem* LocalCompensatorMuzzleFX;//[Offset: 0x26c, Size: 4] Vector LocalCompensatorMuzzelFXScale;//[Offset: 0x270, Size: 12] ParticleSystem* ScopeCompensatorMuzzleFX;//[Offset: 0x27c, Size: 4] Vector ScopeCompensatorMuzzelFXScale;//[Offset: 0x280, Size: 12] ParticleSystem* RemoteCompensatorMuzzleFX;//[Offset: 0x28c, Size: 4] Vector RemoteCompensatorMuzzelFXScale;//[Offset: 0x290, Size: 12] bool bIsActiveShellDropFXWhenShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x29c, Size: 1] ParticleSystem* ShellDropFX;//[Offset: 0x2a0, Size: 4] Vector ShellDropFXScale;//[Offset: 0x2a4, Size: 12] ParticleSystem* FPPShellDropFX;//[Offset: 0x2b0, Size: 4] Vector FPPShellDropFXScale;//[Offset: 0x2b4, Size: 12] float ShootLightCD;//[Offset: 0x2c0, Size: 4] float LastShootLightTime;//[Offset: 0x2c4, Size: 4] class OBEffectBullet* OBEffectBulletTemplate;//[Offset: 0x2c8, Size: 4] int MaxOBBulletTrackCompNum;//[Offset: 0x2cc, Size: 4] float MaxFlyAngel;//[Offset: 0x2d0, Size: 4] ParticleSystemComponent* ShellDropFXComp;//[Offset: 0x2d4, Size: 4] ParticleSystemComponent* FPPShellDropFXComp;//[Offset: 0x2d8, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x2dc, Size: 4] ParticleSystemComponent* MuzzleFXComp;//[Offset: 0x2e0, Size: 4] ParticleSystemComponent*[] OBBulletTrackFXCompsArray;//[Offset: 0x2e4, Size: 12] Vector MuzzleFXOriginalScale;//[Offset: 0x2f0, Size: 12] float MuzzleFXPrevDistanceScaler;//[Offset: 0x2fc, Size: 4] float LastMuzzleEffectTime;//[Offset: 0x300, Size: 4] float MuzzleEffectTimeInterval;//[Offset: 0x304, Size: 4] OBEffectBullet*[] OBEffectBulletsCachePool;//[Offset: 0x318, Size: 12] bool bChangeShellDropRot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324, Size: 1] Rotator ShellDropRot;//[Offset: 0x328, Size: 12] FName ChangeShellDropSocket;//[Offset: 0x338, Size: 8] bool bSimulateBulletOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] float bSimulateBulletMaxDistance;//[Offset: 0x344, Size: 4] float SnipperStayDistance;//[Offset: 0x348, Size: 4] float bSimulateBulletRadius;//[Offset: 0x34c, Size: 4] bool bDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350, Size: 1] bool ShellDropRotHasChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x351, Size: 1] void ReloadAttr(int WeaponID);// 0x33aa4c4 void OnWeaponUnEquiped();// 0x33aa4b0 void OnWeaponLoadAvatarAllMeshDone(AvatarDIYComponent* AvatarDIYComponent);// 0x33aa438 void OnWeaponEuiped();// 0x33aa424 void HandleWeaponAction(byte Action);// 0x33aa3a4 STExtraShootWeapon* GetOwnerShootWeapon();// 0x33aa37c OBEffectBullet* GetOBEffectBullet();// 0x33aa354 int GetAvailableOBEffectBulletNum();// 0x33aa32c void CheckOptimizeMuzzleFX();// 0x31a64dc void ChangeShellDropFx();// 0x33aa318 void ActiveSoundByWeaponAction(byte Action);// 0x33aa2a0 void ActiveShootLight();// 0x33aa28c void ActiveLocalShellDropFX();// 0x33aa278 -------------------------------- Class: WeaponEffectComponent.WeaponLogicBaseComponent.ActorComponent.Object SoundDataMap;//[Offset: 0x100, Size: 60] AkAudioEvent* ShellDropSound;//[Offset: 0x13c, Size: 4] AkAudioEvent* SilencerShootSound;//[Offset: 0x140, Size: 4] AkAudioEvent* DurabilityLossShootSound;//[Offset: 0x144, Size: 4] AkAudioEvent* ScopeSound;//[Offset: 0x148, Size: 4] AkAudioEvent* ScopeOutSound;//[Offset: 0x14c, Size: 4] void HandleWeaponAction(byte Action);// 0x33aa3a4 -------------------------------- 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: 0x2ec, Size: 4] bool bIgnoreEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] delegate OnOBEffectBulletMoveEnd;//[Offset: 0x2f4, Size: 12] ParticleSystem* CurFXTemplate;//[Offset: 0x304, Size: 4] float CurMovingTime;//[Offset: 0x330, Size: 4] CurveFloat* SpeedCurve;//[Offset: 0x334, Size: 4] -------------------------------- Class: ShootWeaponAutoTestHandle.Object void OnWeaponShootBullet(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet);// 0x33a9d84 void OnBulletImpact(STExtraShootWeapon* ShootWeapon, STExtraShootWeaponBulletBase* Bullet, out const HitResult HitRet);// 0x33a9c60 FString GenerateBulletsImpactJsonStringAndClearData();// 0x33a9ba0 -------------------------------- Class: AttrModifyComponent.ActorComponent.Object AttrModifyItem[] ConfigAttrModifyList;//[Offset: 0x1b0, Size: 12] uint32 AttrModifyStateList;//[Offset: 0x1bc, Size: 4] RepAttributeModify DynamicModifierRep;//[Offset: 0x218, Size: 16] RepAttributeModify DynamicModifierRepOnlyOwner;//[Offset: 0x228, Size: 16] delegate OnAttrModified;//[Offset: 0x24c, Size: 12] AttrDynamicModifier DynamicModifier;//[Offset: 0x258, Size: 124] AttributeExpand[] AttributeExpands;//[Offset: 0x310, Size: 12] RelateAttributeGroup;//[Offset: 0x31c, Size: 60] enum ActorAttrType;//[Offset: 0x358, Size: 1] ModAttrSimulateSyncItem[] ModSimulateSyncList;//[Offset: 0x420, Size: 12] void SetValueToAttributeSafety(FString AttrName, float Value);// 0x373c0bc void SetOrignalValueToAttribute(FString AttrName, float Value);// 0x373bfbc void SetAttrModifyStateValue(int Index, bool Value);// 0x373bef8 void SetAttributeMaxValue(FString AttrName, float MaxValue);// 0x373bdf8 void ResponeAttrValue(FString AttrName, float FinalValue);// 0x373bcbc void RequestAttrValue(FString AttrName);// 0x373bbc8 bool RemoveModifyItemFromCache(uint32 ModifyUID);// 0x373bb48 bool RegisterModifyAbleAttr(out const AttrRegisterItem[] AttrRegists, bool bSetAttrByOrigin);// 0x373b9bc void OnRep_ModSimulateSyncList();// 0x373b9a8 void OnRep_DynamicModifier();// 0x373b994 void OnRep_AttrModifyStateList();// 0x373b980 void OnAttrModifiedEvent__DelegateSignature(out const AttrAffected[] AffectedAttrS);// 0x40a6134 bool IsAttrModifyStateValidIndex(int Index);// 0x373b900 bool HasDynamicModifier(FString AttrModifyId);// 0x373b83c AttrModifyModDataSubsystem* GetSubsystem();// 0x373b814 FString GetMaxAttrName(FString AttrName);// 0x373b6d0 bool GetAttrModifyStateValue(int Index);// 0x373b650 int GetAttrModifyStateNum();// 0x373b634 AttrModifyItem GetAttrModifyItemByItemName(FString ItemName);// 0x373b358 float GetAttributeValue(FString AttrName);// 0x373b290 float GetAttributeOrignalValue(FString AttrName);// 0x373b1c8 bool EnableAttrModifierByIndex(int ModifyConfigIndex);// 0x373b148 bool EnableAttrModifier(FString AttrModifyItemName);// 0x373afe8 bool DisableAttrModifierByIndex(int ModifyConfigIndex);// 0x373af68 bool DisableAttrModifier(FString AttrModifyItemName);// 0x373ae08 bool DisableAllAttrModifier();// 0x373ade0 void AddValueToAttribute(FString AttrName, float Value);// 0x373ace0 uint32 AddModifyItemAndCache(FString AttrName, enum CModifyType, float CValue, bool bEnable, Object* Causer, bool oldModify);// 0x373aab0 void AddDynamicModifier(out AttrModifyItem AttrModifyItem, bool RepOnlyOwner);// 0x373a90c uint32 AddBModifyAndCacheWithCParam(FString AttrName, enum CModifyType, float CValue);// 0x373a7c0 uint32 AddBModifyAndCache(FString AttrName, enum ModifyType, float Value);// 0x373a674 -------------------------------- 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] uint32 CModifyUid;//[Offset: 0xc, Size: 4] -------------------------------- Class: RepAttributeModify -------------------------------- 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: 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: RelateAttributeGroup RelateAttributes;//[Offset: 0x0, Size: 60] -------------------------------- Class: ModAttrSimulateSyncItem int AttrId;//[Offset: 0x0, Size: 4] float FinalValue;//[Offset: 0x4, Size: 4] -------------------------------- Class: AttrRegisterItem FString AttrName;//[Offset: 0x0, Size: 12] enum AttrVariableType;//[Offset: 0xc, Size: 1] bool HasReplicatedTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd, Size: 1] -------------------------------- Class: AttrAffected FString AttrName;//[Offset: 0x0, Size: 12] Actor* AffectedActor;//[Offset: 0xc, Size: 4] -------------------------------- Class: AttrModifyModDataSubsystem.GameInstanceSubsystem.Subsystem.Object -------------------------------- Class: WeaponAttrModifyConfig int ID;//[Offset: 0x0, Size: 4] FString ModifyConfigID;//[Offset: 0x4, Size: 12] WeaponAttrModifyData[] WeaponAttrModifiers;//[Offset: 0x10, Size: 12] -------------------------------- Class: WeaponAttrModifyData FString ModifyAttr;//[Offset: 0x0, Size: 12] enum Op;//[Offset: 0xc, Size: 1] float ModifyValue;//[Offset: 0x10, Size: 4] -------------------------------- Class: WeaponAntiCheatComp.WeaponLogicBaseComponent.ActorComponent.Object STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x100, Size: 8] float ShootRateCheckInterval;//[Offset: 0x120, Size: 4] bool ShootRateCheckTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124, Size: 1] float ShootRateCheckMulCoff;//[Offset: 0x128, Size: 4] float ShootHitTargetIntervalMulCoff;//[Offset: 0x12c, Size: 4] float ShootTimeInfoCheckClearInterval;//[Offset: 0x170, Size: 4] float ShootTimeInfoCheckLifeTime;//[Offset: 0x174, Size: 4] float ShootTimeGunPosBigCircle;//[Offset: 0x178, Size: 4] float ShootTimeGunPosMaxRightDif;//[Offset: 0x17c, Size: 4] float ShootTimeGunPosMaxRightDifInVehicle;//[Offset: 0x180, Size: 4] int MaxClientCapsuleHalfHeight;//[Offset: 0x184, Size: 4] float ShootTimeMuzzleDistThres;//[Offset: 0x188, Size: 4] float ShootTimeMuzzleZThres;//[Offset: 0x18c, Size: 4] bool bVerifyTimeLineSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190, Size: 1] float TimeLineCheckDnBorder;//[Offset: 0x194, Size: 4] float TimeLineCheckUpBorder;//[Offset: 0x198, Size: 4] float ShootTimeConnectionDeltaThres;//[Offset: 0x19c, Size: 4] bool bVerifyStartFireTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a0, Size: 1] float MaxShootPassTimeDeltaBetweenSysAndLevel;//[Offset: 0x1a4, Size: 4] float TolerateFlyTime;//[Offset: 0x1a8, Size: 4] float TolerateFlyDis;//[Offset: 0x1ac, Size: 4] float DeCon6SpanTime;//[Offset: 0x27c, Size: 4] void OnWeaponShootHit(out const ShootWeaponDamageEvent DamageDetail, out const BulletHitInfoUploadData HitData, out const LocalShootHitData LocalHitData);// 0x364bebc -------------------------------- Class: ShootWeaponDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent byte AvatarDamagePosition;//[Offset: 0xa5, Size: 1] float DamageImpulse;//[Offset: 0xc0, Size: 4] -------------------------------- Class: STPointDamageEvent.PointDamageEvent.DamageEvent int ItemID;//[Offset: 0xa0, Size: 4] -------------------------------- Class: PointDamageEvent.DamageEvent float Damage;//[Offset: 0x8, Size: 4] Vector_NetQuantizeNormal ShotDirection;//[Offset: 0xc, Size: 12] HitResult HitInfo;//[Offset: 0x18, Size: 136] -------------------------------- Class: LocalShootHitData uint32 ShootID;//[Offset: 0x0, Size: 4] Vector_NetQuantize ShootingDeviation;//[Offset: 0x4, Size: 12] Vector_NetQuantize BulletsBornPosition;//[Offset: 0x10, Size: 12] int BulletFlyDistance;//[Offset: 0x1c, Size: 4] int BulletDown;//[Offset: 0x20, Size: 4] int8 CurBullet;//[Offset: 0x24, Size: 1] int ShootInterval;//[Offset: 0x28, Size: 4] int BulletFlyTime;//[Offset: 0x2c, Size: 4] int BulletShootTime;//[Offset: 0x30, Size: 4] int BulletHitTime;//[Offset: 0x34, Size: 4] int AimFov;//[Offset: 0x38, Size: 4] byte bulletDamageReduceRatio;//[Offset: 0x3c, Size: 1] Vector_NetQuantize ShootingRecoil;//[Offset: 0x40, Size: 12] int64 ClientStartTime;//[Offset: 0x50, Size: 8] int[] MrpcsFlow;//[Offset: 0x58, Size: 12] int AutoAimSpeed;//[Offset: 0x64, Size: 4] int AutoAimSpeedRateMax;//[Offset: 0x68, Size: 4] int AutoAimRangeMax;//[Offset: 0x6c, Size: 4] int AutoAimRangeRateMax;//[Offset: 0x70, Size: 4] -------------------------------- Class: SimulateBulletHitInfoData Vector_NetQuantize10 ImpactPoint;//[Offset: 0x0, Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12] Vector_NetQuantize10 ShootMomentMuzzlePos;//[Offset: 0x24, Size: 12] byte SurfaceType;//[Offset: 0x30, Size: 1] Actor* Actor;//[Offset: 0x34, Size: 8] PrimitiveComponent* Component;//[Offset: 0x3c, Size: 8] byte HitBodyType;//[Offset: 0x44, Size: 1] byte ImpactEffectMask;//[Offset: 0x45, Size: 1] -------------------------------- Class: ReplayStartFireInfo StartFireInfo ClientStartFire;//[Offset: 0x0, Size: 32] enum DsLastRequestFireRet;//[Offset: 0x20, Size: 1] uint32 DsNextFireMiniShootID;//[Offset: 0x24, Size: 4] uint32 DsCurClipID;//[Offset: 0x28, Size: 4] int DsCurClipNum;//[Offset: 0x2c, Size: 4] int ClientRequestClipNum;//[Offset: 0x30, Size: 4] -------------------------------- Class: StartFireInfo uint32 CurShootID;//[Offset: 0x0, Size: 4] uint32 CurClipID;//[Offset: 0x4, Size: 4] int CurBulletNumInClip;//[Offset: 0x8, Size: 4] byte ShootMode;//[Offset: 0xc, Size: 1] byte ShootType;//[Offset: 0xd, Size: 1] float StartFireTime;//[Offset: 0x10, Size: 4] double StartFireSysTime;//[Offset: 0x18, Size: 8] -------------------------------- Class: BulletHitInfoUploadDataInReplay enum VertifyRes;//[Offset: 0x0, Size: 1] enum VertifySubType;//[Offset: 0x1, Size: 1] BulletHitInfoUploadData UploadData;//[Offset: 0x10, Size: 272] CharacterHistoryData VictimHistoryData;//[Offset: 0x120, Size: 152] ShootTimeData ShootTimeData;//[Offset: 0x1c0, Size: 160] uint32 CurrentUserCmdSequence;//[Offset: 0x260, Size: 4] uint32 UniqueId;//[Offset: 0x264, 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] Rotator VehicleRotation;//[Offset: 0x60, Size: 12] Vector VehicleRotVelocity;//[Offset: 0x6c, Size: 12] Vector Velocity;//[Offset: 0x78, Size: 12] uint32 UserCmdSequenceNew;//[Offset: 0x84, Size: 4] uint32 UserCmdSequenceOld;//[Offset: 0x88, Size: 4] float MoveServerTimeNew;//[Offset: 0x8c, Size: 4] float MoveServerTimeOld;//[Offset: 0x90, Size: 4] enum MoveBaseState;//[Offset: 0x94, Size: 1] -------------------------------- Class: SecurityLogHitTargetInfo -------------------------------- Class: CameraOffsetData Vector SocketOffset;//[Offset: 0x0, Size: 12] Vector TargetOffset;//[Offset: 0xc, Size: 12] float SpringArmLength;//[Offset: 0x18, Size: 4] float AdditiveOffsetFov;//[Offset: 0x1c, Size: 4] -------------------------------- Class: GrenadePredictLine.Actor.Object Vector HighThrowOffset;//[Offset: 0x2ec, Size: 12] Vector LowThrowOffset;//[Offset: 0x2f8, Size: 12] byte ThrowMode;//[Offset: 0x304, Size: 1] float PredictLineVelocityScale;//[Offset: 0x308, Size: 4] float MaxSimTime;//[Offset: 0x30c, Size: 4] GrenadePredictResult GrenadePredictResult;//[Offset: 0x310, Size: 40] float GrenadeRadius;//[Offset: 0x338, Size: 4] Vector PredictLineStartLocation;//[Offset: 0x33c, Size: 12] Vector PredictLineStartVelocity;//[Offset: 0x348, Size: 12] Vector LauncheVelocity;//[Offset: 0x354, 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: WeaponOverHeatingComponent.WeaponLogicBaseComponent.ActorComponent.Object float MaxTemperature;//[Offset: 0x100, Size: 4] float MinShootInterval;//[Offset: 0x104, Size: 4] float CoolDownSpeed;//[Offset: 0x108, Size: 4] float HeatingSpeedPerBullet;//[Offset: 0x10c, Size: 4] float CoolDownDelay;//[Offset: 0x110, Size: 4] float CurrentTemperature;//[Offset: 0x114, Size: 4] CurveFloat* ShootIntervalScaleCurve;//[Offset: 0x118, Size: 4] FName MuzzleEffectParam;//[Offset: 0x120, Size: 8] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x128, Size: 4] void HandleWeaponOnShoot();// 0x365df10 -------------------------------- Class: WeaponSyncData uint32 ShootID;//[Offset: 0x0, Size: 4] uint32 ClipID;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraVehicleWeaponsOnSeat VehicleShootWeapon*[] WeaponsOnSeat;//[Offset: 0x0, Size: 12] int[] BorrowedSeat;//[Offset: 0xc, 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: 0x2f4, Size: 1] float HitSelfModifier;//[Offset: 0x2f8, Size: 4] float HitSelfImpactReduce;//[Offset: 0x2fc, Size: 4] float HitOthersModifier;//[Offset: 0x300, Size: 4] float HitOthersImpactRaise;//[Offset: 0x304, Size: 4] float HitCharacterModifier;//[Offset: 0x308, 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: 0x27c, 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] bool bDebugVehicleHit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308, Size: 1] CustomImpulseHitTimes;//[Offset: 0x30c, Size: 60] bool bProcessCustomImpulseHitsOnCooldown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] bool bOnlyPlayerCustomImpulseHitsOnCooldown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x349, Size: 1] float CustomImpulseCooldownTime;//[Offset: 0x34c, Size: 4] CustomImpulseComponentMap;//[Offset: 0x350, Size: 60] VehicleCustomImpulseFilter mFilter;//[Offset: 0x38c, Size: 32] void SendHitCaveStoneToServer(Actor* OtherActor, const RigidBodyState InHitBodyState);// 0x360b150 bool ScriptShouldCauseDamage(float InDamage, PrimitiveComponent* InPrimComp, STExtraBaseCharacter* InCharacter);// 0x40a6134 void OnCustomImpulseComponentHit(PrimitiveComponent* HitComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, Vector NormalImpulse, out const HitResult Hit);// 0x360af88 void HandleOnVehicleHit(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x360ae20 -------------------------------- 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] DamageFactor;//[Offset: 0x1a4, Size: 60] float HPMax;//[Offset: 0x1e0, Size: 4] float HP;//[Offset: 0x1e4, Size: 4] bool ShowHealthUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e8, Size: 1] float[] WheelsCurrentHP;//[Offset: 0x1ec, Size: 12] bool DontConsumeFuel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f8, Size: 1] float FuelMax;//[Offset: 0x1fc, Size: 4] float Fuel;//[Offset: 0x200, Size: 4] bool ShowFuelUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204, Size: 1] int FuelIntervalCount;//[Offset: 0x208, Size: 4] float DelayDestroySeconds;//[Offset: 0x210, Size: 4] float FuelConsumeFactor;//[Offset: 0x214, Size: 4] MaterialDamage[] MaterialDamageConfig;//[Offset: 0x218, Size: 12] STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x228, Size: 12] VehicleDamageRecord[] DamageRecords;//[Offset: 0x234, Size: 12] void VehicleTakeDamage(float Damage, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x3609378 void TranslateFuelToReplicatedRatio();// 0x3609364 void TakeDamageByHitPart(float Damage, byte HitPart, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x3609160 void TakeDamageByBoneNameInner(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x3608f44 void TakeDamageByBoneName(float Damage, out FName BoneName, bool IgnoreWheels, Controller* Instigator, out const DamageEvent DamageEvent, Actor* DamageCauser);// 0x3608d28 void SetHPMax(float InHPmax, bool bChangeHP);// 0x3608c64 void SetHPFuel(float InHP, float InFuel);// 0x3608ba8 void SetHP(float InHP);// 0x3608b34 void SetFuel(float InFuel);// 0x3608abc void RPC_Multicast_VehicleTakeDamage(float Damage, int LeftHP, int DamageType, Actor* DamageCauser);// 0x360896c void RefreshWheelState();// 0x3608958 void OnRep_WheelsCurrentHP();// 0x3608944 void OnRep_HP();// 0x3608930 void OnRep_Fuel();// 0x360891c bool NoFuel();// 0x36088f4 void Maintenance(float addpercenthp, bool fixtire);// 0x3608830 bool IsDontDamage();// 0x3608814 bool IsDontConsumeFuel();// 0x36087f8 bool IsDestroyed();// 0x36087d0 int GetWheelsHPNum();// 0x36087a8 float GetWheelHPMax(int WheelIdx);// 0x3608728 float GetWheelHP(int WheelIdx);// 0x36086a8 float GetVehicleHPMax();// 0x3608680 float GetVehicleHP();// 0x31a5c44 float GetFuelMax();// 0x3608658 float GetFuelConsumeFactor();// 0x3608630 float GetFuel();// 0x3608608 void CalculateDestroyVehicleWheelFlow(Controller* Instigator);// 0x3608590 -------------------------------- 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 SnapToSeaLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b6, Size: 1] bool TwoGerstnerIterations;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b7, 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 SetUpdatedComponent(SceneComponent* NewUpdatedComponent);// 0x6a92fc4 void OnEnterWaterDelegate__DelegateSignature(bool IsUnderWater);// 0x40a6134 void OnContactWaterDelegate__DelegateSignature(bool IsContactingWater);// 0x40a6134 void NativeSetEnableCustomWaveForce(bool bEnable);// 0x6a92f44 bool IsEntirelyUnderWater();// 0x6a92f0c bool IsContactedWater();// 0x6a92ee4 void EndableUprightConstraint(bool bEnable);// 0x6a92e64 bool CheckPointInWater(Vector Point, bool isWorldPosition);// 0x6a92d98 -------------------------------- Class: OceanManager.Actor.Object bool EnableGerstnerWaves;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e9, Size: 1] Vector GlobalWaveDirection;//[Offset: 0x2ec, Size: 12] float GlobalWaveSpeed;//[Offset: 0x2f8, Size: 4] float GlobalWaveAmplitude;//[Offset: 0x2fc, Size: 4] float DistanceCheckAbove;//[Offset: 0x300, Size: 4] float DistanceCheckBelow;//[Offset: 0x304, Size: 4] WaveParameter[] WaveClusters;//[Offset: 0x308, Size: 12] WaveSetParameters[] WaveSetOffsetsOverride;//[Offset: 0x314, Size: 12] float NetWorkTimeOffset;//[Offset: 0x320, Size: 4] bool bEnableLandscapeModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324, Size: 1] float ModulationStartHeight;//[Offset: 0x328, Size: 4] float ModulationMaxHeight;//[Offset: 0x32c, Size: 4] float ModulationPower;//[Offset: 0x330, Size: 4] Landscape* Landscape;//[Offset: 0x334, Size: 4] Texture2D* HeightmapTexture;//[Offset: 0x338, Size: 4] bool bShouldCorrectTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35c, Size: 1] float CorrectTimeInterval;//[Offset: 0x360, Size: 4] float ReplicatedWorldRealTimeSeconds;//[Offset: 0x368, Size: 4] float ServerWorldRealTimeSecondsDelta;//[Offset: 0x36c, Size: 4] delegate OnReplicatedWorldRealTimeSeconds;//[Offset: 0x370, Size: 12] bool bEnableWaterBoxModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37c, Size: 1] Box[] WaterBoxes;//[Offset: 0x380, Size: 12] bool bEnableWaterTransformModulation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x390, Size: 1] Transform[] WaterTransforms;//[Offset: 0x394, Size: 12] Vector[] WaterBoxExtends;//[Offset: 0x3a0, Size: 12] void OnRep_ReplicatedWorldRealTimeSeconds();// 0x6a943d0 void LoadLandscapeHeightmap(Texture2D* Tex2D);// 0x6a94358 LinearColor GetHeightmapPixel(float U, float V);// 0x6a94288 -------------------------------- 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: 0x2ec, Size: 4] Guid LandscapeGuid;//[Offset: 0x2f0, Size: 16] Guid BoundingGuid;//[Offset: 0x300, Size: 16] IntPoint LandscapeSectionOffset;//[Offset: 0x310, Size: 8] int MaxLODLevel;//[Offset: 0x318, Size: 4] float LODDistanceFactor;//[Offset: 0x31c, Size: 4] byte LODFalloff;//[Offset: 0x320, Size: 1] bool bUseScreenSizeLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x321, Size: 1] float LOD0DistributionSetting;//[Offset: 0x324, Size: 4] float LODDistributionSetting;//[Offset: 0x328, Size: 4] byte NearMaxLOD_Baked;//[Offset: 0x32c, Size: 1] float NearFactor_Baked;//[Offset: 0x330, Size: 4] float NearExtent_Baked;//[Offset: 0x334, Size: 4] float FarFactor_Baked;//[Offset: 0x338, Size: 4] float LandscapeRoughness;//[Offset: 0x33c, Size: 4] bool EnableImproveLOD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] float[] ImproveLODValues;//[Offset: 0x344, Size: 12] byte NearMaxLOD;//[Offset: 0x350, Size: 1] float NearFactor;//[Offset: 0x354, Size: 4] float NearExtent;//[Offset: 0x358, Size: 4] float FarFactor;//[Offset: 0x35c, Size: 4] int StaticLightingLOD;//[Offset: 0x360, Size: 4] PhysicalMaterial* DefaultPhysMaterial;//[Offset: 0x364, Size: 4] float StreamingDistanceMultiplier;//[Offset: 0x368, Size: 4] bool bCacheHeightData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x36c, Size: 1] MaterialInterface* LandscapeMaterial;//[Offset: 0x370, Size: 4] MaterialInterface* LandscapeHoleMaterial;//[Offset: 0x374, Size: 4] OtherMaterials;//[Offset: 0x378, Size: 60] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3b4, Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x3b8, Size: 12] float MinGrassWeightThreshold;//[Offset: 0x3c4, Size: 4] float NegativeZBoundsExtension;//[Offset: 0x3c8, Size: 4] float PositiveZBoundsExtension;//[Offset: 0x3cc, Size: 4] Texture2D* GrassColor_WorldMaskNoiseTexture;//[Offset: 0x3d0, Size: 4] Vector2D GrassColor_UVScale_WorldMaskNoise;//[Offset: 0x3d4, Size: 8] Vector2D GrassColor_Center_WorldMaskNoise;//[Offset: 0x3dc, Size: 8] LandscapeComponent*[] LandscapeComponents;//[Offset: 0x3e4, Size: 12] LandscapeAOTextureDataAsset* LandscapeAOTextureDataAsset;//[Offset: 0x3f0, Size: 4] LandscapeHeightfieldCollisionComponent*[] CollisionComponents;//[Offset: 0x3f4, Size: 12] HierarchicalInstancedStaticMeshComponent*[] FoliageComponents;//[Offset: 0x400, Size: 12] bool bHasLandscapeGrass;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x454, Size: 1] float StaticLightingResolution;//[Offset: 0x458, Size: 4] bool bCastStaticShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x45c, Size: 1] bool bCastShadowAsTwoSided;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x45c, Size: 1] bool bCastFarShadow;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x45c, Size: 1] LightingChannels LightingChannels;//[Offset: 0x45d, Size: 1] bool bUseMaterialPositionOffsetInStaticLighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x45e, Size: 1] bool bRenderCustomDepth;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x45e, Size: 1] int CustomDepthStencilValue;//[Offset: 0x460, Size: 4] LightmassPrimitiveSettings LightmassSettings;//[Offset: 0x464, Size: 24] int CollisionMipLevel;//[Offset: 0x47c, Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x480, Size: 4] float CollisionThickness;//[Offset: 0x484, Size: 4] BodyInstance BodyInstance;//[Offset: 0x488, Size: 320] bool bGenerateOverlapEvents;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5c8, Size: 1] bool bBakeMaterialPositionOffsetIntoCollision;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5c8, Size: 1] bool bUseHoleConsistent;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x5c8, Size: 1] int ComponentSizeQuads;//[Offset: 0x5cc, Size: 4] int SubsectionSizeQuads;//[Offset: 0x5d0, Size: 4] int NumSubsections;//[Offset: 0x5d4, Size: 4] bool bUsedForNavigation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x5d8, Size: 1] bool bMobileMultiLayers;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x5d8, Size: 1] enum NavigationGeometryGatheringMode;//[Offset: 0x5d9, Size: 1] bool bUseLandscapeForCullingInvisibleHLODVertices;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5da, Size: 1] void EditorApplySpline(SplineComponent* InSplineComponent, float StartWidth, float EndWidth, float StartSideFalloff, float EndSideFalloff, float StartRoll, float EndRoll, int NumSubdivisions, bool bRaiseHeights, bool bLowerHeights, LandscapeLayerInfoObject* PaintLayer);// 0x4dba724 void ChangeLODDistributionSettingConsoleVariable();// 0x31ee398 void ChangeLODDistanceFactor(float InLODDistanceFactor);// 0x30cd46c void ChangeLOD0DistributionSettingConsoleVariable();// 0x30cd450 void ChangebUseScreenSizeLOD(bool InbUseScreenSizeLOD);// 0x327f5cc -------------------------------- Class: LandscapeSplinesComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object LandscapeSplineControlPoint*[] ControlPoints;//[Offset: 0x608, Size: 12] LandscapeSplineSegment*[] Segments;//[Offset: 0x614, Size: 12] MeshComponent*[] CookedForeignMeshComponents;//[Offset: 0x620, Size: 12] -------------------------------- Class: LandscapeSplineControlPoint.Object Vector Location;//[Offset: 0x1c, Size: 12] Rotator Rotation;//[Offset: 0x28, Size: 12] float Width;//[Offset: 0x34, Size: 4] float SideFalloff;//[Offset: 0x38, Size: 4] float EndFalloff;//[Offset: 0x3c, Size: 4] LandscapeSplineConnection[] ConnectedSegments;//[Offset: 0x40, Size: 12] LandscapeSplineInterpPoint[] Points;//[Offset: 0x4c, Size: 12] Box Bounds;//[Offset: 0x58, Size: 28] ControlPointMeshComponent* LocalMeshComponent;//[Offset: 0x74, Size: 4] -------------------------------- Class: LandscapeSplineConnection LandscapeSplineSegment* Segment;//[Offset: 0x0, Size: 4] bool End;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x4, Size: 1] -------------------------------- Class: LandscapeSplineSegment.Object LandscapeSplineSegmentConnection Connections;//[Offset: 0x20, Size: 16] InterpCurveVector SplineInfo;//[Offset: 0x40, Size: 20] LandscapeSplineInterpPoint[] Points;//[Offset: 0x54, Size: 12] Box Bounds;//[Offset: 0x60, Size: 28] SplineMeshComponent*[] LocalMeshComponents;//[Offset: 0x7c, Size: 12] -------------------------------- Class: LandscapeSplineSegmentConnection LandscapeSplineControlPoint* ControlPoint;//[Offset: 0x0, Size: 4] float TangentLen;//[Offset: 0x4, Size: 4] FName SocketName;//[Offset: 0x8, Size: 8] -------------------------------- Class: LandscapeSplineInterpPoint Vector Center;//[Offset: 0x0, Size: 12] Vector Left;//[Offset: 0xc, Size: 12] Vector Right;//[Offset: 0x18, Size: 12] Vector FalloffLeft;//[Offset: 0x24, Size: 12] Vector FalloffRight;//[Offset: 0x30, Size: 12] float StartEndFalloff;//[Offset: 0x3c, Size: 4] -------------------------------- Class: ControlPointMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: LandscapeGrassType.Object GrassVariety[] GrassVarieties;//[Offset: 0x1c, Size: 12] StaticMesh* GrassMesh;//[Offset: 0x28, Size: 4] float GrassDensity;//[Offset: 0x2c, Size: 4] float PlacementJitter;//[Offset: 0x30, Size: 4] int StartCullDistance;//[Offset: 0x34, Size: 4] int EndCullDistance;//[Offset: 0x38, Size: 4] bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] -------------------------------- Class: GrassVariety StaticMesh* GrassMesh;//[Offset: 0x0, Size: 4] float GrassDensity;//[Offset: 0x4, Size: 4] bool bUseGrid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float PlacementJitter;//[Offset: 0xc, Size: 4] int StartCullDistance;//[Offset: 0x10, Size: 4] int EndCullDistance;//[Offset: 0x14, Size: 4] int MinLOD;//[Offset: 0x18, Size: 4] enum Scaling;//[Offset: 0x1c, Size: 1] FloatInterval ScaleX;//[Offset: 0x20, Size: 8] FloatInterval ScaleY;//[Offset: 0x28, Size: 8] FloatInterval ScaleZ;//[Offset: 0x30, Size: 8] bool RandomRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] bool AlignToSurface;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39, Size: 1] bool bUseLandscapeLightmap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a, Size: 1] LightingChannels LightingChannels;//[Offset: 0x3b, Size: 1] bool bReceivesDecals;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] -------------------------------- Class: FloatInterval float Min;//[Offset: 0x0, Size: 4] float Max;//[Offset: 0x4, Size: 4] -------------------------------- Class: LandscapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int SectionBaseX;//[Offset: 0x608, Size: 4] int SectionBaseY;//[Offset: 0x60c, Size: 4] int ComponentSizeQuads;//[Offset: 0x610, Size: 4] int SubsectionSizeQuads;//[Offset: 0x614, Size: 4] int NumSubsections;//[Offset: 0x618, Size: 4] MaterialInterface* OverrideMaterial;//[Offset: 0x61c, Size: 4] MaterialInterface* OverrideHoleMaterial;//[Offset: 0x620, Size: 4] OverrideOtherMaterials;//[Offset: 0x624, Size: 60] OverridePhyxMaterial OverridePhyxMaterial;//[Offset: 0x660, Size: 24] bool bOverrideGrassTypes;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x678, Size: 1] LandscapeGrassType*[] GrassTypes;//[Offset: 0x67c, Size: 12] MaterialInstanceConstant*[] MaterialInstances;//[Offset: 0x688, Size: 12] OtherMaterialInstances;//[Offset: 0x694, Size: 60] WeightmapLayerAllocationInfo[] WeightmapLayerAllocations;//[Offset: 0x6d0, Size: 12] Texture2D*[] WeightmapTextures;//[Offset: 0x6dc, Size: 12] int VisibilityLayerChannel;//[Offset: 0x6e8, Size: 4] Texture2D* XYOffsetmapTexture;//[Offset: 0x6ec, Size: 4] Vector4 WeightmapScaleBias;//[Offset: 0x6f0, Size: 16] float WeightmapSubsectionOffset;//[Offset: 0x700, Size: 4] Vector4 HeightmapScaleBias;//[Offset: 0x710, Size: 16] Texture2D* HeightmapTexture;//[Offset: 0x720, Size: 4] MultiVisibilityTextureData;//[Offset: 0x724, Size: 60] FString VisibleVisibilityLayer;//[Offset: 0x760, Size: 12] Box CachedLocalBox;//[Offset: 0x76c, Size: 28] LandscapeHeightfieldCollisionComponent* CollisionComponent;//[Offset: 0x788, Size: 28] Guid MapBuildDataId;//[Offset: 0x7a4, Size: 16] Guid[] IrrelevantLights;//[Offset: 0x7b4, Size: 12] int CollisionMipLevel;//[Offset: 0x7c0, Size: 4] int SimpleCollisionMipLevel;//[Offset: 0x7c4, Size: 4] float NegativeZBoundsExtension;//[Offset: 0x7c8, Size: 4] float PositiveZBoundsExtension;//[Offset: 0x7cc, Size: 4] float StaticLightingResolution;//[Offset: 0x7d0, Size: 4] int ForcedLOD;//[Offset: 0x7d4, Size: 4] int LODBias;//[Offset: 0x7d8, Size: 4] int MobileVertexHoleMaxLOD;//[Offset: 0x7dc, Size: 4] float[] LODDeltaVertex;//[Offset: 0x7ec, Size: 12] float MaxDeltaVertex;//[Offset: 0x7f8, Size: 4] Guid StateID;//[Offset: 0x7fc, Size: 16] Guid BakedTextureMaterialGuid;//[Offset: 0x80c, Size: 16] Texture2D* GIBakedBaseColorTexture;//[Offset: 0x81c, Size: 4] StaticMesh* OccluderMesh;//[Offset: 0x820, Size: 4] byte MobileBlendableLayerMask;//[Offset: 0x824, Size: 1] MaterialInterface* MobileMaterialInterface;//[Offset: 0x828, Size: 4] OtherMobileMaterialInterfaces;//[Offset: 0x82c, Size: 60] Texture2D*[] MobileWeightmapTextures;//[Offset: 0x868, Size: 12] Texture2D* MobileWeightNormalmapTexture;//[Offset: 0x874, Size: 4] bool bMobileMultiLayers;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x878, Size: 1] uint16[] CachedHeightData;//[Offset: 0x87c, Size: 12] bool bHasROCData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d0, Size: 1] FName UsedOtherMaterialName;//[Offset: 0x8e0, 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: 0x608, Size: 12] int SectionBaseX;//[Offset: 0x614, Size: 4] int SectionBaseY;//[Offset: 0x618, Size: 4] int CollisionSizeQuads;//[Offset: 0x61c, Size: 4] float CollisionScale;//[Offset: 0x620, Size: 4] int SimpleCollisionSizeQuads;//[Offset: 0x624, Size: 4] byte[] CollisionQuadFlags;//[Offset: 0x628, Size: 12] Guid HeightfieldGuid;//[Offset: 0x634, Size: 16] Box CachedLocalBox;//[Offset: 0x644, Size: 28] LandscapeComponent* RenderComponent;//[Offset: 0x660, Size: 28] PhysicalMaterial*[] CookedPhysicalMaterials;//[Offset: 0x688, 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: 0x7e8, Size: 12] int NumBuiltInstances;//[Offset: 0x7f4, Size: 4] Box BuiltInstanceBounds;//[Offset: 0x7fc, Size: 28] Box UnbuiltInstanceBounds;//[Offset: 0x818, Size: 28] Box[] UnbuiltInstanceBoundsList;//[Offset: 0x834, Size: 12] int[] UnbuiltInstanceIndexList;//[Offset: 0x840, Size: 12] bool bEnableDensityScaling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x84c, Size: 1] int OcclusionLayerNumNodes;//[Offset: 0x86c, Size: 4] BoxSphereBounds CacheMeshExtendedBounds;//[Offset: 0x870, Size: 28] bool bDisableCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x891, Size: 1] int MinInstancesToSplitNode;//[Offset: 0x894, Size: 4] bool RemoveInstances(out const int[] InstancesToRemove);// 0x5c95de0 -------------------------------- Class: InstancedStaticMeshComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object InstancedStaticMeshInstanceData[] PerInstanceSMData;//[Offset: 0x6f4, Size: 12] int InstancingRandomSeed;//[Offset: 0x700, Size: 4] int InstanceStartCullDistance;//[Offset: 0x704, Size: 4] int InstanceEndCullDistance;//[Offset: 0x708, Size: 4] int[] InstanceReorderTable;//[Offset: 0x70c, Size: 12] int[] RemovedInstances;//[Offset: 0x718, Size: 12] bool UseDynamicInstanceBuffer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x724, Size: 1] bool KeepInstanceBufferCPUAccess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x725, Size: 1] PhysicsSerializer* PhysicsSerializer;//[Offset: 0x784, Size: 4] StashInstanceTransform;//[Offset: 0x788, Size: 60] int NumPendingLightmaps;//[Offset: 0x7c8, Size: 4] InstancedStaticMeshMappingInfo[] CachedMappings;//[Offset: 0x7cc, Size: 12] bool UpdateInstanceTransform(int InstanceIndex, out const Transform NewInstanceTransform, bool bWorldSpace, bool bMarkRenderStateDirty, bool bTeleport);// 0x5ca1920 void SetCullDistances(int StartCullDistance, int EndCullDistance);// 0x5ca1864 bool RemoveInstance(int InstanceIndex);// 0x5ca17dc bool HideInstance(out const int[] InstanceIndices);// 0x5ca1700 bool GetInstanceTransform(int InstanceIndex, out Transform OutInstanceTransform, bool bWorldSpace);// 0x5ca1590 int[] GetInstancesOverlappingSphere(out const Vector Center, float Radius, bool bSphereInWorldSpace);// 0x5ca13d0 int[] GetInstancesOverlappingBox(out const Box Box, bool bBoxInWorldSpace);// 0x5ca1238 int GetInstanceCount();// 0x5ca1210 void ClearInstances();// 0x3be4c04 int AddInstanceWorldSpace(out const Transform WorldTransform);// 0x5ca1130 int AddInstance(out const Transform InstanceTransform);// 0x5ca1040 -------------------------------- Class: InstancedStaticMeshInstanceData Matrix Transform;//[Offset: 0x0, Size: 64] -------------------------------- Class: PhysicsSerializer.Object -------------------------------- Class: InstancedStaticMeshMappingInfo -------------------------------- Class: StructBoneOverride FName BoneName;//[Offset: 0x0, Size: 8] float Density;//[Offset: 0x8, Size: 4] float TestRadius;//[Offset: 0xc, Size: 4] -------------------------------- Class: WaterBoxComponent.BoxComponent.ShapeComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object float AcceptHigherZ;//[Offset: 0x624, Size: 4] Vector Direction;//[Offset: 0x628, Size: 12] float SpeedValue;//[Offset: 0x634, Size: 4] float WaveForceMultiplier;//[Offset: 0x638, Size: 4] TrippleWaveParameter[] TrippleWaveClusters;//[Offset: 0x63c, Size: 12] float TimeScaleOffset;//[Offset: 0x648, Size: 4] float Offset;//[Offset: 0x64c, Size: 4] bool UseSplineDirection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x650, Size: 1] float SpeedAttenuationFromSpline;//[Offset: 0x654, Size: 4] bool UseSplineZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x658, Size: 1] float ZOffset;//[Offset: 0x65c, Size: 4] float CellSizeX;//[Offset: 0x660, Size: 4] float CellSizeY;//[Offset: 0x664, Size: 4] Cells;//[Offset: 0x668, Size: 60] int KeyFactor;//[Offset: 0x6a4, 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);// 0x5d5c488 void SetOrientationDriveSLERP(bool bEnableSLERP);// 0x5d5c408 void SetLinearZLimit(byte ConstraintType, float LimitSize);// 0x5d5c34c void SetLinearYLimit(byte ConstraintType, float LimitSize);// 0x5d5c290 void SetLinearXLimit(byte ConstraintType, float LimitSize);// 0x5d5c1d4 void SetLinearVelocityTarget(out const Vector InVelTarget);// 0x5d5c150 void SetLinearVelocityDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ);// 0x5d5c030 void SetLinearPositionTarget(out const Vector InPosTarget);// 0x5d5bfac void SetLinearPositionDrive(bool bEnableDriveX, bool bEnableDriveY, bool bEnableDriveZ);// 0x5d5be8c void SetLinearDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit);// 0x5d5bd8c void SetLinearBreakable(bool bLinearBreakable, float LinearBreakThreshold);// 0x5d5bcc4 void SetDisableCollision(bool bDisableCollision);// 0x5d5bc44 void SetConstraintReferencePosition(byte Frame, out const Vector RefPosition);// 0x5d5bb7c void SetConstraintReferenceOrientation(byte Frame, out const Vector PriAxis, out const Vector SecAxis);// 0x5d5ba60 void SetConstraintReferenceFrame(byte Frame, out const Transform RefFrame);// 0x5d5b940 void SetConstrainedComponents(PrimitiveComponent* Component1, FName BoneName1, PrimitiveComponent* Component2, FName BoneName2);// 0x5d5b7d8 void SetAngularVelocityTarget(out const Vector InVelTarget);// 0x5d5b754 void SetAngularVelocityDriveTwistAndSwing(bool bEnableTwistDrive, bool bEnableSwingDrive);// 0x5d5b684 void SetAngularVelocityDriveSLERP(bool bEnableSLERP);// 0x5d5b604 void SetAngularVelocityDrive(bool bEnableSwingDrive, bool bEnableTwistDrive);// 0x5d5b534 void SetAngularTwistLimit(byte ConstraintType, float TwistLimitAngle);// 0x5d5b478 void SetAngularSwing2Limit(byte MotionType, float Swing2LimitAngle);// 0x5d5b3bc void SetAngularSwing1Limit(byte MotionType, float Swing1LimitAngle);// 0x5d5b300 void SetAngularOrientationTarget(out const Rotator InPosTarget);// 0x5d5b27c void SetAngularOrientationDrive(bool bEnableSwingDrive, bool bEnableTwistDrive);// 0x5d5b1ac void SetAngularDriveParams(float PositionStrength, float VelocityStrength, float InForceLimit);// 0x5d5b0ac void SetAngularDriveMode(byte DriveMode);// 0x5d5b034 void SetAngularBreakable(bool bAngularBreakable, float AngularBreakThreshold);// 0x5d5af6c bool IsBroken();// 0x5d5af44 float GetCurrentTwist();// 0x5d5af1c float GetCurrentSwing2();// 0x5d5aef4 float GetCurrentSwing1();// 0x5d5aecc void GetConstraintForce(out Vector OutLinearForce, out Vector OutAngularForce);// 0x5d5adf4 void BreakConstraint();// 0x5d5ade0 -------------------------------- Class: ConstrainComponentPropName FName ComponentName;//[Offset: 0x0, Size: 8] -------------------------------- Class: VehicleSyncComponent.VehicleComponent.LuaActorComponent.ActorComponent.Object delegate OnActorHit;//[Offset: 0x14c, Size: 12] delegate OnActorHitFromClient;//[Offset: 0x158, Size: 12] float MinCorrectionInterval;//[Offset: 0x164, Size: 4] float MinSendingStateChangedIntervalAtClient;//[Offset: 0x168, Size: 4] float MinDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x16c, Size: 4] float MaxDeltaTimeSinceLastPhysicStateAtClient;//[Offset: 0x170, Size: 4] float SendingToServerIntervalAtClient;//[Offset: 0x174, Size: 4] float SendingReliableHitToServerInterval;//[Offset: 0x178, Size: 4] float AllowMaxDiatanceSqAtServer;//[Offset: 0x17c, Size: 4] float AllowMaxLinearSpeedRatio;//[Offset: 0x180, Size: 4] float StationaryCorrectIntervalAtClient;//[Offset: 0x184, Size: 4] float StationaryCorrectSpeedThresholdSq;//[Offset: 0x188, Size: 4] float StationaryCorrectThresholdDistanceSq;//[Offset: 0x18c, Size: 4] float MinCorrectionDistanceSqAtClient;//[Offset: 0x190, Size: 4] float MinCorrectionVelocitySqAtClient;//[Offset: 0x194, Size: 4] float MinCorrectionAngleVelocitySqAtClient;//[Offset: 0x198, Size: 4] float IdleForceUpdateThreshold;//[Offset: 0x19c, Size: 4] float IdleForceSyncInterval;//[Offset: 0x1a0, Size: 4] bool bUseStaticRotFix;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4, Size: 1] float StaticFixLocation;//[Offset: 0x1a8, Size: 4] float StaticFixAngel;//[Offset: 0x1ac, Size: 4] float StaticStopFixTorelence;//[Offset: 0x1b0, Size: 4] float MaxCalculatedStartZVeolcity;//[Offset: 0x1b4, Size: 4] bool bVehicleNeedFlyVelCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b8, Size: 1] bool SendClientMoveToServerOverLapUseRoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ba, Size: 1] bool AutonomousPullUpWhilePassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bb, Size: 1] float AutonomousPullUpWhilePassWallZThres;//[Offset: 0x1bc, Size: 4] float SimulatedFloorUpDistance;//[Offset: 0x1c0, Size: 4] float MaxAllowJumpHeight;//[Offset: 0x1c4, Size: 4] float MaxSyncSpeedZDelta;//[Offset: 0x1c8, Size: 4] float MaxSyncSpeedZDeltaStep1;//[Offset: 0x1cc, Size: 4] STExtraVehicleBase* VehicleOwner;//[Offset: 0x1d0, Size: 4] VehicleSyncPostPhysxTick PostPhysxComponentTick;//[Offset: 0x2cc, Size: 60] VehicleHitRewindThreshold VehicleHitRewindThreshold;//[Offset: 0x348, Size: 24] bool bEnableValidateVelNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360, Size: 1] float VelZThreshold_ValidateGround;//[Offset: 0x364, Size: 4] float GroundSinTolerance;//[Offset: 0x368, Size: 4] bool VerifyClientTimeStamp(float TimeStamp);// 0x3623d1c void ServerMoveUnreliably_Vehicle4W(int InCorrectionId, float TimeStamp, const VehicleNetMovement4W Movement);// 0x3623b40 void ServerMoveReliably_Vehicle4W(int InCorrectionId, float TimeStamp, const VehicleNetMovement4W Movement);// 0x3623964 void SendServerMoveToClient(int InCorrectionId, const Vector_NetQuantize100 ServerLocation, const Vector_NetQuantize100 ServerLinearVelocity, const Vector_NetQuantizeNormal ServerRotator, const Vector_NetQuantize100 ServerAngularVelocity, bool bIsSnap);// 0x36237a0 void SendClientMoveToServerUnreliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x36235a8 void SendClientMoveToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity);// 0x36233b0 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);// 0x3623154 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);// 0x3622f48 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);// 0x3622d38 void SendClientHitPointToServerReliably(int InCorrectionId, float TimeStamp, const Vector_NetQuantize100 ClientLocation, const Vector_NetQuantize100 ClientLinearVelocity, const Vector_NetQuantizeNormal ClientRotator, const Vector_NetQuantize100 ClientAngularVelocity, Actor* OtherActor, const Vector_NetQuantize100 NormalImpulse, const Vector_NetQuantize100 HitPoint);// 0x3622a60 void SendClientHitCharacterToServerReliably(float ServerTimeStamp, const Vector_NetQuantize100 VehicleLocation, const Vector_NetQuantizeNormal VehicleRotator, float VehicleVelocitySize, const Vector_NetQuantize100 AngularVelocity, STExtraBaseCharacter* HitCharacter, float HitTimeStamp, const Vector_NetQuantize100 HitLocation);// 0x36227b4 void OnHitAtServer(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x362264c void OnHitAtClient(Actor* SelfActor, Actor* OtherActor, Vector NormalImpulse, out const HitResult Hit);// 0x36224e4 void OnDriverRide();// 0x36224d0 void HandleProtectionEnable(bool InEnable);// 0x3622450 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x3622348 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x36221b0 void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x36220a8 void HandleOnDSOptimGrayPublishFlagsChanged();// 0x3622094 Actor*[] GetRiders();// 0x3621fd4 float GetLanscapeHeight(out const Vector ClientLocation);// 0x3621f48 bool GetFloorPosition(out const Vector Location, out Vector OutFloorLocation);// 0x3621e68 void DragUnderGround();// 0x3621e54 void Correct(bool bIsSnap, bool bPlayerChannel, float ZAdjustValue);// 0x3621d34 void ClientHitActor(Actor* OtherActor, out const Vector_NetQuantize100 NormalImpulse, out const HitResult Hit);// 0x3621c00 bool CheckAndLoadLandscape(float DeltaTime);// 0x33817e0 void ApplyRigidBodyState(out RigidBodyState NewState);// 0x3621b30 bool AdjustFloorPosition(out const Vector ClientLocation, out const Actor*[] Riders, out Vector OutLocation);// 0x36219b4 -------------------------------- Class: VehicleSyncPostPhysxTick.TickFunction -------------------------------- Class: VehicleHitRewindThreshold float ValidDeltaSeconds;//[Offset: 0x0, Size: 4] float VehicleRewindDistance;//[Offset: 0x4, Size: 4] float VehicleRewindAngle;//[Offset: 0x8, Size: 4] float VelocitySize;//[Offset: 0xc, Size: 4] float AngularVelocityInDegreesSize;//[Offset: 0x10, Size: 4] float HitCharacterDistance;//[Offset: 0x14, Size: 4] -------------------------------- Class: VehicleNetMovement4W bool IsInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] RigidVehicleMovement Movement;//[Offset: 0x4, Size: 48] RigidVehicleMovement LandMovement;//[Offset: 0x34, Size: 48] -------------------------------- Class: RigidVehicleMovement Vector Location;//[Offset: 0x0, Size: 12] Rotator Rotation;//[Offset: 0xc, Size: 12] Vector LinVel;//[Offset: 0x18, Size: 12] Vector AngVel;//[Offset: 0x24, Size: 12] -------------------------------- Class: LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object bool GM_VerifyProjectileBulletShootPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] bool GM_VerifyProjectileBulletShootPosByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbd, Size: 1] bool GM_VerifyShooterAndMuzzleDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbe, Size: 1] bool bVerifyShooterMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf, Size: 1] bool bVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc0, Size: 1] bool bEnableReverseVerityBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc1, Size: 1] bool bVerifyGunPos;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc2, Size: 1] bool bVerifyClientMuzzle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc3, Size: 1] bool bVerifyShootRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc4, Size: 1] bool bVerifyShootDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc5, Size: 1] bool bVerifyMuzzleImpactDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc6, Size: 1] bool bVerifyShootPosInHistory;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc7, Size: 1] bool bVerifyMuzzleLocus;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] bool GM_VerifyServerShooterPosDis;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] bool bVerifyShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xca, Size: 1] bool bVerifyBulletImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcb, Size: 1] bool bVerifyClientHitAndBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcc, Size: 1] bool bVerifyCharacterImpactOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xcd, Size: 1] bool bVerifyInParachuteShootPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xce, Size: 1] int TolerateMuzzleAndCharacterDisSquare;//[Offset: 0xd0, Size: 4] int TolerateMuzzleAndVehicleDisSquare;//[Offset: 0xd4, Size: 4] float TolerateShootPointDistanceSqured;//[Offset: 0xd8, Size: 4] float TolerateShootPointDistanceVehicleSqured;//[Offset: 0xdc, Size: 4] float TolerateShootPointScaleOnFast;//[Offset: 0xe0, Size: 4] bool GM_VerifyShootPointByNetDelay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] uint32 TolerateCharacterImpactOffsetDistSqured;//[Offset: 0xe8, Size: 4] uint32 TolerateCharacterImpactOffsetDistSquredOnVehicle;//[Offset: 0xec, Size: 4] float TolerateMuzzleDistanceSqured;//[Offset: 0xf0, Size: 4] float TolerateMuzzleDistanceVehicleSqured;//[Offset: 0xf4, Size: 4] float MaxGunPosZHeight;//[Offset: 0xf8, Size: 4] float MaxGunPosLength;//[Offset: 0xfc, Size: 4] float TolerateBulletImpactOffsetDistSqured;//[Offset: 0x100, Size: 4] float TolerateOwnerAndBulletDist;//[Offset: 0x104, Size: 4] ShootVerifyConfig VictimShootVerify;//[Offset: 0x108, Size: 16] float TolerateBulletDirOffsetSquared;//[Offset: 0x118, Size: 4] bool bAllowShortReverseDir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] float ShortDirReverseDistance;//[Offset: 0x120, Size: 4] float TolerateShootRange;//[Offset: 0x124, Size: 4] float TolerateHitDataDelayTime;//[Offset: 0x128, Size: 4] bool bTimeCompensationDisable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12c, Size: 1] float BonePointTorelate;//[Offset: 0x130, Size: 4] Vector VerifiedBoneScale;//[Offset: 0x134, Size: 12] float TolerateMaxWeaponAimAndOwnerHeadHeight;//[Offset: 0x140, Size: 4] float TolerateMinWeaponAimAndOwnerHeadHeight;//[Offset: 0x144, Size: 4] float TolerateMinMuzzleFloorHeight;//[Offset: 0x148, Size: 4] float TolerateWeaponAimAndOwnerHeadDis;//[Offset: 0x14c, Size: 4] float TolerateWeaponAndOwnerHeadDis;//[Offset: 0x150, Size: 4] float VerifyMuzImpDirIgnoreDis;//[Offset: 0x154, Size: 4] float TolMuzImpDir2BulletDir;//[Offset: 0x158, Size: 4] float TolMuzImpDir2ControlRot;//[Offset: 0x15c, Size: 4] int VerifyMuzImpDirRecordTime;//[Offset: 0x160, Size: 4] float TolShootPos2History;//[Offset: 0x164, Size: 4] int VerifyShootPosInHistoryRecordTime;//[Offset: 0x168, Size: 4] bool VerifyMuzzleLocusIgnoreFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1] bool VerifyMuzzleLocusIgnoreShotGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16d, Size: 1] float VerifyMuzzleLocusIgnoreDis;//[Offset: 0x170, Size: 4] float TolMuzLocusXMin;//[Offset: 0x174, Size: 4] float TolMuzLocusXMax;//[Offset: 0x178, Size: 4] float TolMuzLocusYMin;//[Offset: 0x17c, Size: 4] float TolMuzLocusYMax;//[Offset: 0x180, Size: 4] float TolMuzLocusZMin;//[Offset: 0x184, Size: 4] float TolMuzLocusZMax;//[Offset: 0x188, Size: 4] float TolMuzLocusLengthMax;//[Offset: 0x18c, Size: 4] float TolHead2ShootPosLength3;//[Offset: 0x190, Size: 4] float TolHead2ShootPosLength4;//[Offset: 0x194, Size: 4] bool bIsFSIMAIgnoreVehicleWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198, Size: 1] float FSIMAVehicleHeightThreshold;//[Offset: 0x19c, Size: 4] float FSIMAVehicleHeightTrialValue;//[Offset: 0x1a0, Size: 4] float FSIMAVehicleHeightFurtherTrial;//[Offset: 0x1a4, Size: 4] float FSIMAPawnHeightThreshold;//[Offset: 0x1a8, Size: 4] float FSIMAPawnHeightTrialValue;//[Offset: 0x1ac, Size: 4] float FSIMAPawnHeightFurtherTrial;//[Offset: 0x1b0, Size: 4] float FSIMAVehicleEnemyDistanceThresholdSquared;//[Offset: 0x1b4, Size: 4] float FSIMAVehicleEnemyDistanceTrialValueSquared;//[Offset: 0x1b8, Size: 4] float FSIMAVehicleEnemyDistanceFurtherTrialSquared;//[Offset: 0x1bc, Size: 4] float FSIMAPawnEnemyDistanceThresholdSquared;//[Offset: 0x1c0, Size: 4] float FSIMAPawnEnemyDistanceTrialValueSquared;//[Offset: 0x1c4, Size: 4] float FSIMAPawnEnemyDistanceFurtherTrialSquared;//[Offset: 0x1c8, Size: 4] bool bIsFSIMAPawnLocationLowerThanLastOnGroundLocationConsideredAsFallingOffCliff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc, Size: 1] float NGADSFSFCBDEnemeyDistanceThresholdSquared;//[Offset: 0x1d0, Size: 4] float NGADSFSFCBDEnemeyDistanceTrialValueSquared;//[Offset: 0x1d4, Size: 4] float NGADSFSFCBDEnemeyDistanceFurtherTrialSquared;//[Offset: 0x1d8, Size: 4] float FSIHTMSEnemyDistanceThresholdSquared;//[Offset: 0x1dc, Size: 4] float FSIHTMSEnemyDistanceTrialValueSquared;//[Offset: 0x1e0, Size: 4] float FSIHTMSEnemyDistanceFurtherTrialSquared;//[Offset: 0x1e4, Size: 4] float FSIHTMSTangentSpeedThresholdSquared;//[Offset: 0x1e8, Size: 4] float FSIHTMSTangentSpeedTrialValueSquared;//[Offset: 0x1ec, Size: 4] float FSIHTMSTangentSpeedFurtherTrialSquared;//[Offset: 0x1f0, Size: 4] DSScanShootAnomalySubsystem* CachedDSScanShootAnomalySubsystem;//[Offset: 0x208, Size: 4] DSIllegalTeamUpSystem* CachedDSIllegalTeamUpSystem;//[Offset: 0x20c, Size: 4] bool GM_VerifyBlock;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] bool bVerifyShootPointPassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x211, Size: 1] int MaxBlockLineTraceTimes;//[Offset: 0x214, Size: 4] float TolerateFlyDis;//[Offset: 0x218, Size: 4] float VehiclePosCheckInterval;//[Offset: 0x21c, Size: 4] float MaxVehicleSpeed;//[Offset: 0x220, Size: 4] float TolerateVehicleDis;//[Offset: 0x224, Size: 4] float MaxTolerateVehicleDis;//[Offset: 0x228, Size: 4] float CharacterPosCheckInterval;//[Offset: 0x22c, Size: 4] float MaxCharacterSpeed;//[Offset: 0x230, Size: 4] float TolerateCharacterDis;//[Offset: 0x234, Size: 4] float MaxTolerateCharacterDis;//[Offset: 0x238, Size: 4] float SimVehiclePosCheckInterval;//[Offset: 0x23c, Size: 4] float SimTolerateVehicleDis;//[Offset: 0x240, Size: 4] float SimMaxTolerateVehicleDis;//[Offset: 0x244, Size: 4] float SimCharacterPosCheckInterval;//[Offset: 0x248, Size: 4] float SimTolerateCharacterDis;//[Offset: 0x24c, Size: 4] float SimMaxTolerateCharacterDis;//[Offset: 0x250, Size: 4] float SimMaxVictmPosChangeSpeed;//[Offset: 0x254, Size: 4] float TolerateNetDelay;//[Offset: 0x258, Size: 4] float TolerateMaxVictmPosDis;//[Offset: 0x25c, Size: 4] float GrayWeaponAndShootAngle;//[Offset: 0x260, Size: 4] uint32 GrayCharacterImpactMaxOffset;//[Offset: 0x264, Size: 4] float GrayImpactPointChangeMinSqured;//[Offset: 0x268, Size: 4] float GrayBulletImpactOffsetMaxDist;//[Offset: 0x26c, Size: 4] ServerCheckBox[] PoseCheckBoxesCfg;//[Offset: 0x270, Size: 12] ServerCheckBox[] PoseCheckBoxesHighPrecision;//[Offset: 0x27c, Size: 12] float fBoundBoxScaleMillisecondMin;//[Offset: 0x288, Size: 4] float fBoundBoxScaleMillisecondMax;//[Offset: 0x28c, Size: 4] Character* CharacterOwner;//[Offset: 0x290, Size: 4] WeaponAntiData CacheWeaponAntiData;//[Offset: 0x294, Size: 24] Vector LastImpactPoint;//[Offset: 0x2ac, Size: 12] bool IsShootPosBlockImpactPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c4, Size: 1] float ShooterNetDelayMinSeconds;//[Offset: 0x2cc, Size: 4] float ShooterNetDelayMaxSeconds;//[Offset: 0x2d0, Size: 4] IndefiniteVerifyCfg;//[Offset: 0x2d4, Size: 60] IndefiniteVerifyPassCount;//[Offset: 0x310, Size: 60] IndefiniteVerifyFailCount;//[Offset: 0x34c, Size: 60] bool bDebugShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] bool bDrawHitBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x389, Size: 1] static float Stat_SimulatedCharacterServerTime(const Character* InChara);// 0x32abc8c float SimulatedCharacterServerTime();// 0x32abc5c void SetIndefiniteVerifyCfg(enum Type, int InCountThreshold, float InPercentThreshold);// 0x32abb5c float ServerLatestTransformUpdateTimeStamp();// 0x30e680c float ServerLatestTimeStamp();// 0x317f2fc void RPC_DrawHeadBox(CharacterHistoryData DataToDraw);// 0x32aba80 void OnCharacterStartInit();// 0x32aba6c void GrayVerify(STExtraShootWeapon* Weapon, out const BulletHitInfoUploadData ShootData);// 0x32ab960 float GetTolerateSimuPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x32ab89c float GetTolerateServerVictmPosTolerateByNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x32ab7d8 float GetTolerateServerVictmPosByNearMaxNetDelay(Pawn* AttackerPawn, Pawn* VictmPawn);// 0x32ab714 float GetTolerateServerShooterPosDisByNetDelay(Pawn* AttackerPawn);// 0x32ab694 float GetTolerateAutonomousPosOffsetByNetDelay(Pawn* TargetPawn, float NetDelay);// 0x32ab5d0 float GetNearMaxNetDelay(Pawn* TargetPawn, float NearTime);// 0x32ab50c int GetIndefiniteVerifyCount(enum VerifyType, bool IsPass);// 0x32ab440 static float GetCharacterPredictionSeconds(const Character* InChara);// 0x32ab3c8 enum ConditionChanggeIndefiniteVerify(out const ShootVerifyParameter VerifyData, enum VerifyType);// 0x32ab2e8 int ChangeIndefiniteVerifyCount(enum VerifyType, bool IsPass, int Var);// 0x32ab1d4 float AuthorityCharacterServerTime();// 0x32ab1ac -------------------------------- Class: EntityAntiCheatComponent.ActorComponent.Object -------------------------------- Class: ShootVerifyConfig float ClientMuzzleHeightMax;//[Offset: 0x0, Size: 4] float ClientPureMuzzleHeightMax;//[Offset: 0x4, Size: 4] float VehicleWeaponClientMuzzleHeightMax;//[Offset: 0x8, Size: 4] float VehicleWeaponClientPureMuzzleHeightMax;//[Offset: 0xc, Size: 4] -------------------------------- Class: DSScanShootAnomalySubsystem.DSScanCharacterSubsystem.Object float ShootAnomalyParam1;//[Offset: 0x6c, Size: 4] bool UpdateParams();// 0x31b7bc0 void OnNearDeathOrRescued(STExtraPlayerCharacter* VictimCharacter, Actor* DamageCauser, const bool bIsNotHealthy, const int DamageType, STExtraPlayerCharacter* AttackerCharacter);// 0x31e1064 void OnCharacterDied(STExtraPlayerCharacter* VictimCharacter, Actor* DamageCauser, const int DamageType, STExtraPlayerCharacter* AttackerCharacter);// 0x3152d18 -------------------------------- Class: DSScanCharacterSubsystem.Object float ScanCharacterParam1;//[Offset: 0x1c, Size: 4] float ScanCharacterParam2;//[Offset: 0x20, Size: 4] float ScanCharacterParam3;//[Offset: 0x24, Size: 4] bool ScanCharacterParam4;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x28, Size: 1] ScanCharacterCoordinator* ScanCoordinator;//[Offset: 0x2c, Size: 4] PlayerInfoMap;//[Offset: 0x30, Size: 60] bool UpdateParams();// 0x31b7bc0 void ScanCharacterFunc1(STExtraCharacter* ExtraCharacter);// 0x31df68c -------------------------------- Class: ScanCharacterCoordinator.Object -------------------------------- Class: DSScanCharacterPlayerInfo.Object -------------------------------- Class: DSIllegalTeamUpSystem.Object float Param11;//[Offset: 0x1c, Size: 4] float Param12;//[Offset: 0x20, Size: 4] float Param13;//[Offset: 0x24, Size: 4] float Param14;//[Offset: 0x28, Size: 4] float Param15;//[Offset: 0x2c, Size: 4] bool Param16;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] bool Param17;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31, Size: 1] float Param18;//[Offset: 0x34, Size: 4] float Param19;//[Offset: 0x38, Size: 4] float Param20;//[Offset: 0x3c, Size: 4] float Param21;//[Offset: 0x40, Size: 4] float Param22;//[Offset: 0x44, Size: 4] NearbyButNoFireSystem* NearbyButNoFireSystem;//[Offset: 0x48, Size: 4] void OnPickUp(Pawn* Pawn, Actor* PickUpActor, int ItemID, uint32 UniqueId, float OwnerTime);// 0x31e11fc void OnNearDeathOrRescued(STExtraPlayerCharacter* VictimCharacter, Actor* DamageCauser, const bool bIsNotHealthy, const int DamageType, STExtraPlayerCharacter* AttackerCharacter);// 0x31e1064 void OnCharacterDied(STExtraPlayerCharacter* VictimCharacter, Actor* DamageCauser, const int DamageType, STExtraPlayerCharacter* AttackerCharacter);// 0x3152d18 void OnAttachToVehicleSeat(Actor* VehiclePtr, ActorComponent* VehicleSeatCompPtr, Character* CharacterPtr, int SeatIdx);// 0x3152d18 void HotReloadParams();// 0x30cf50c -------------------------------- Class: NearbyButNoFireSystem.Object bool IsCheckPass9(STExtraPlayerCharacter* Character);// 0x31d9bfc bool IsCheckPass8(STExtraPlayerCharacter* Character);// 0x31e0b6c bool IsCheckPass7(STExtraVehicleBase* Vehicle, VehicleSeatComponent* VehicleSeatComp, STExtraPlayerCharacter* Character);// 0x31e0a5c bool IsCheckPass6(STExtraPlayerCharacter* Character);// 0x30efb24 bool IsCheckPass5(STExtraPlayerCharacter* Param1, STExtraPlayerCharacter* Param2);// 0x31e0990 bool IsCheckPass4(STExtraPlayerCharacter* ThisCharacter, STExtraPlayerCharacter* OtherCharacter);// 0x31e08c4 bool IsCheckPass3(STExtraPlayerCharacter* Character);// 0x3122494 bool IsCheckPass2();// 0x31e0894 bool IsCheckPass10(STExtraPlayerCharacter* FirstCharacter, STExtraPlayerCharacter* SecondCharacter);// 0x31e07c8 bool IsCheckPass1(const bool Param1, STExtraPlayerCharacter* Param2, STExtraPlayerCharacter* param3);// 0x31e06ac -------------------------------- Class: ServerCheckBox byte PoseID;//[Offset: 0x0, Size: 1] Vector BodyBoundBoxExtent;//[Offset: 0x4, Size: 12] Vector HeadBoundBoxExtent;//[Offset: 0x10, Size: 12] Vector Offset;//[Offset: 0x1c, Size: 12] Vector PitchOffset;//[Offset: 0x28, Size: 12] float ReferenceHSlope;//[Offset: 0x34, Size: 4] float ReferenceVSlope;//[Offset: 0x38, Size: 4] float HMinScale;//[Offset: 0x3c, Size: 4] float VMinScale;//[Offset: 0x40, Size: 4] float HMaxScale;//[Offset: 0x44, Size: 4] float VMaxScale;//[Offset: 0x48, Size: 4] -------------------------------- Class: WeaponAntiData uint16 MuzzleFloorHeight;//[Offset: 0x0, Size: 2] int16 MuzzleActorHeadHeight;//[Offset: 0x2, Size: 2] uint16 ImplactPointAndActorDis;//[Offset: 0x4, Size: 2] uint16 ImplactPointAndBulletDis;//[Offset: 0x6, Size: 2] uint16 ImplactPoinPosChange;//[Offset: 0x8, Size: 2] uint16 BulletAndGunAngle;//[Offset: 0xa, Size: 2] uint16 NetDelay;//[Offset: 0xc, Size: 2] uint32 ShooterPosDis;//[Offset: 0x10, Size: 4] uint32 VictmPosDis;//[Offset: 0x14, Size: 4] -------------------------------- Class: IndefiniteVerifyCfg int CountThreshold;//[Offset: 0x0, Size: 4] float PercentThreshold;//[Offset: 0x4, Size: 4] -------------------------------- Class: ShootVerifyParameter STExtraShootWeapon* Weapon;//[Offset: 0x0, Size: 4] STExtraCharacter* Shooter;//[Offset: 0x4, Size: 4] -------------------------------- Class: VehBackpackItem int ItemID;//[Offset: 0x0, Size: 4] int ItemCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraVehicleSfxLoop.STExtraVehicleSfxLoopBase AkAudioEvent* AkEvent;//[Offset: 0x40, Size: 4] -------------------------------- Class: STExtraVehicleSfxLoopBase AkComponent* AkComp;//[Offset: 0x0, Size: 4] MapRTPC;//[Offset: 0x4, Size: 60] -------------------------------- Class: VehicleSimViewData byte ViewPitch;//[Offset: 0x0, Size: 1] byte ViewYaw;//[Offset: 0x1, Size: 1] byte ViewRoll;//[Offset: 0x2, Size: 1] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] -------------------------------- Class: VehicleSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float MinForwardSpeedToRotationKMH;//[Offset: 0x318, Size: 4] float ForwardSpeedToRotSpeed;//[Offset: 0x31c, Size: 4] float StayTimeBeforeReturning;//[Offset: 0x320, Size: 4] bool bNeverAutoReturnSmartCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324, Size: 1] bool bMeshRootVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325, 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 MinSmartPitch;//[Offset: 0x354, Size: 4] float MaxPitch;//[Offset: 0x358, Size: 4] float SmartPitchInputFactor;//[Offset: 0x35c, Size: 4] float SmartYawInputFactor;//[Offset: 0x360, Size: 4] bool bDontFollowParent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x364, Size: 1] float RevoerTimefromFreeTime;//[Offset: 0x368, Size: 4] CameraComponent* CameraComponent;//[Offset: 0x38c, Size: 4] float ResultMinPitch;//[Offset: 0x3ac, Size: 4] float ResultMaxPitch;//[Offset: 0x3b0, Size: 4] Vector ArmOriginOffset;//[Offset: 0x3b4, Size: 12] bool bIsAccelerate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0, Size: 1] float SocketOffsetInterpSpeed;//[Offset: 0x3e4, Size: 4] float CurAdditiveOffsetFov;//[Offset: 0x3e8, Size: 4] float FieldOfViewInterpSpeed;//[Offset: 0x3ec, Size: 4] float LeaveMaxDistance;//[Offset: 0x3f0, Size: 4] float LeaveMaxTime;//[Offset: 0x3f4, Size: 4] float MaxDistanceStayTime;//[Offset: 0x400, Size: 4] float ApproachTime;//[Offset: 0x408, Size: 4] STExtraVehicleBase* OwnerVehicle;//[Offset: 0x418, Size: 4] float FreeCamRotationReturnRate;//[Offset: 0x41c, Size: 4] bool bUseReverseMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] void SetSteerCameraYaw(float InSteerCameraYaw, bool bRelativeToStartYaw);// 0x361cd38 void SetSmartCameraInput(float Yaw, float Pitch);// 0x361cc7c void SetSmartCameraAutoReturn(bool bEnabled);// 0x361cbfc void SetFreeCameraInput(Rotator deltaRot);// 0x361cb8c void SetFreeCameraAutoReturn(bool bEnabled);// 0x361cb0c void ResetSmartCamera();// 0x361caf8 float GetSteerCameraYaw(bool bRelativeToStartYaw);// 0x361ca70 Rotator GetLookRotation();// 0x361ca28 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x31c38f8 void DelayRotationLagEnabledEnd();// 0x30cf50c void DelayRotationLagEnabled(bool bEnabled, float Time, Rotator _RelativeRotator);// 0x361c91c void AddSmartCameraInput(float Yaw, float Pitch);// 0x361c860 -------------------------------- 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: 0xc0, Size: 4] delegate OnClientAddBuffEvent;//[Offset: 0xc4, Size: 12] delegate OnClientRemoveBuffEvent;//[Offset: 0xd0, Size: 12] delegate OnClientUpdateBuffEvent;//[Offset: 0xdc, Size: 12] delegate OnAddBuffEvent;//[Offset: 0xe8, Size: 12] BuffBlackboardMap;//[Offset: 0xf4, Size: 60] int SyncBriefNum;//[Offset: 0x130, Size: 4] ClientSyncBrief SyncBriefs;//[Offset: 0x134, Size: 32] ClientSyncBrief SyncRefBriefs;//[Offset: 0x1f4, Size: 32] BriefRemoveInstIds;//[Offset: 0x2b4, Size: 60] void UpdateClientBuff(int InstID, int BuffID, int LayerCount, int CauseSkillID, int Level, Actor* CauseActor, float DSEndTime);// 0x37588d4 void UpdateBriefs();// 0x37588c0 void RPC_Server_ReqBriefs();// 0x3758864 void RPC_Client_SyncBrief(ClientSyncBrief Brief);// 0x37587ac void RPC_Client_RspBriefs(const ClientSyncBrief[] Briefs);// 0x37586e8 void RemoveClientBuff(int InstID);// 0x3758670 void RemoveBuff(int BuffID, int LayerCount, Actor* Causer, int CauseSkillID);// 0x3758528 void RemoveAllBuffs();// 0x3758514 void OnRep_SyncBriefs();// 0x3758500 void OnClientUpdateBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x40a6134 void OnClientRemoveBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x40a6134 void OnClientAddBuffEvent__DelegateSignature(int BuffID, int SkillID, int InstID);// 0x40a6134 void OnAddBuffEvent__DelegateSignature(int BuffID, int SkillID, bool IsExist, Actor* Causer);// 0x40a6134 bool HasSkillID(int SkillID);// 0x3758480 bool HasBuff(int BuffID);// 0x3758400 BuffConfigSubsystem* GetSubsystem();// 0x37583d8 STBuff* GetSTBuffByBuffID(int BuffID);// 0x3758358 BuffInstInfo[] GetBuffInfoByBuffID(int BuffID);// 0x3758250 bool GetBuffInfo(int InstID, out BuffInstInfo OutBuff);// 0x3758170 float GetBuffDuration(int InstID, int CauseSkillID);// 0x37580ac float GetBuffDSEndTime(int InstID, int CauseSkillID);// 0x3757fe8 BuffInstInfo[] GetAllBuffInfo();// 0x3757f28 void ClearBuffs(bool bClearAll, bool bImmediately);// 0x3757e58 bool ChangeDuration(int InstID, float Duration);// 0x3757d94 int AddBuff(int BuffID, Actor* Causer, int LayerCount, int CauseSkillID, int Level);// 0x3757c00 -------------------------------- Class: UAEBlackboard.Object UAEBlackboardContainer UAEBlackboardContainer;//[Offset: 0x1c, Size: 720] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x7098a44 void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x7098970 void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x70987bc void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator VectorValue);// 0x70986e8 void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x7098614 void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x7098540 void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x709846c void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x7098398 void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x70982c4 void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x70981f0 void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x7098114 bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x7098080 bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x7097fec bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x7097f58 bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x7097ec4 bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x7097e30 bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x7097d9c bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x7097d08 bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x7097c74 bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x7097be0 bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x7097b4c bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x7097ab8 Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x7097a24 Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x7097940 Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x709789c FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x7097780 Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x70976dc Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x7097648 FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x70975ac int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x7097518 float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x7097484 byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x70973f0 class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x709735c bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x70972c8 Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x70971e4 void AddValueByParam(out const UAEBlackboardParameter NewParam);// 0x7097038 -------------------------------- 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] byte Level;//[Offset: 0x5, 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: STBuff.Object int BuffID;//[Offset: 0x20, Size: 4] FString BuffName;//[Offset: 0x24, Size: 12] FString Desc;//[Offset: 0x30, Size: 12] int LayerMax;//[Offset: 0x3c, Size: 4] int InitialLayerCount;//[Offset: 0x40, Size: 4] float Duration;//[Offset: 0x44, Size: 4] float ClientSyncInterval;//[Offset: 0x48, Size: 4] enum ClientSyncType;//[Offset: 0x4c, Size: 1] enum TargetType;//[Offset: 0x4d, Size: 1] enum RefreshType;//[Offset: 0x4e, Size: 1] enum ReActionType;//[Offset: 0x4f, Size: 1] enum MultiCauserHandleType;//[Offset: 0x50, Size: 1] enum MultiSkillHandleType;//[Offset: 0x51, Size: 1] bool IsExecuteOnece;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52, Size: 1] bool RemoveAllLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53, Size: 1] STBuffAction*[] Actions;//[Offset: 0x54, Size: 12] bool bNeedShowBuffInBuffList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x60, Size: 1] int LocalizeDescID;//[Offset: 0x64, Size: 4] FString IconPath;//[Offset: 0x68, Size: 12] bool IsClientOwnLife;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74, Size: 1] bool ExistForever;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x75, Size: 1] int TipsOnAddBuff;//[Offset: 0x78, Size: 4] DataProviderBase*[] DataProviders;//[Offset: 0x7c, Size: 12] InstancedNodeNameToMemoryMap;//[Offset: 0x88, Size: 60] int InstancedNodesTotalSize;//[Offset: 0xc4, Size: 4] void Tick(ActorComponent* BuffSystemComponent, int InstID, float DetalTime, float TimeSeconds);// 0x3754b24 void ResetActionExecute(ActorComponent* BuffSystemComponent, int InstID);// 0x3754a68 void Initialize(ActorComponent* BuffSystemComponent, int InstID);// 0x37549ac void End(ActorComponent* BuffSystemComponent, int InstID);// 0x37548f0 void Destroy(ActorComponent* BuffSystemComponent, int InstID);// 0x3754834 bool CopyActions();// 0x375480c void ChangeNotify(ActorComponent* BuffSystemComponent, int InstID);// 0x3754750 -------------------------------- Class: STBuffAction.Object float ExecuteDelay;//[Offset: 0x20, Size: 4] int ArrayIndex;//[Offset: 0x24, Size: 4] STBuff* OwnerBuff;//[Offset: 0x28, Size: 8] ActorComponent* CurOwnerActorComponent;//[Offset: 0x30, Size: 4] void Tick(ActorComponent* BuffSystemComponent, int InstID, float DetalTime);// 0x37556f4 void SetEnabled(ActorComponent* BuffSystemComponent, int InstID, bool Enabled);// 0x37555ec void ResetExecute(ActorComponent* BuffSystemComponent, int InstID, bool IgnoreEnd);// 0x37554e4 void OnTick(float DetalTime);// 0x33e5f34 void OnResetExecute(bool IgnoreEnd);// 0x33e7c64 void OnInitialize();// 0x33e5f18 void OnExecute();// 0x31fc7d8 void OnEnd();// 0x30f0aa8 void OnDestroy();// 0x30f0d18 void OnCheckLinkActionEnabled();// 0x30eabe4 void OnChangeNotify();// 0x3185770 void Initialize(ActorComponent* BuffSystemComponent, int InstID);// 0x3755428 Actor* GetOwner();// 0x33e9974 Actor* GetCauser();// 0x3755400 void End(ActorComponent* BuffSystemComponent, int InstID);// 0x3755344 void Destroy(ActorComponent* BuffSystemComponent, int InstID);// 0x3755288 STBuffAction* CopyAction(Object* Outer);// 0x3755200 void CheckLinkActionEnabled(ActorComponent* BuffSystemComponent, int InstID);// 0x3755144 void ChangeNotify(ActorComponent* BuffSystemComponent, int InstID);// 0x3755088 -------------------------------- Class: DataProviderBase.Object -------------------------------- Class: BuffInstInfo int BuffID;//[Offset: 0x0, Size: 4] int InstID;//[Offset: 0x4, Size: 4] int CauseSkillID;//[Offset: 0x8, Size: 4] byte LayerCount;//[Offset: 0xc, Size: 1] float EndTime;//[Offset: 0x10, Size: 4] -------------------------------- Class: VehicleAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.LuaActorComponent.ActorComponent.Object delegate VehicleAvatarEqiuped;//[Offset: 0x3f0, Size: 12] delegate OnVehicleAvatarPreChange;//[Offset: 0x3fc, Size: 12] delegate OnEndChangeItemAvatar;//[Offset: 0x408, Size: 12] delegate OnServerAvatarEquiped;//[Offset: 0x414, Size: 12] bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] ParticleGroup AppliedParticlesGroup;//[Offset: 0x424, Size: 36] bool bHasLightEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x448, Size: 1] bool CanChangeAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x449, Size: 1] delegate VehicleLoadedBrokenMat;//[Offset: 0x44c, Size: 12] bool bFPPMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x458, Size: 1] delegate VehicleLoadedFPPMesh;//[Offset: 0x45c, Size: 12] FName FrontMatSlotName;//[Offset: 0x468, Size: 8] FName TailMatSlotName;//[Offset: 0x470, Size: 8] FName FPPMatSlotName;//[Offset: 0x478, Size: 8] MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x480, Size: 4] MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x484, Size: 4] MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x488, Size: 4] BackpackVehicleAvatarHandle* VehicleAvatarHandle;//[Offset: 0x48c, Size: 4] BackpackVehicleAvatarHandle* DefaultVehicleAvatarHandle;//[Offset: 0x490, Size: 4] VehicleAvatarPropretyHandle* DefaultPropertyHandle;//[Offset: 0x494, Size: 4] VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x498, Size: 4] bool MeshLODOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b4, Size: 1] WheeledVehicleMovementComponent* VehicleMovementComponent;//[Offset: 0x4c8, Size: 4] bool NeedTickModifyMatParam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cc, Size: 1] float DownDetectLength;//[Offset: 0x4d0, Size: 4] PlayerController* LocalPC;//[Offset: 0x4d4, Size: 8] bool HasWelComeLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4dc, Size: 1] void WakeUpVehicle();// 0x35f6adc void VehicleAvatarPreChangeDelegate__DelegateSignature(int AvatarID);// 0x40a6134 bool TriggerSelectRandomAvatar();// 0x35fecbc void PreChangeVehicleBrokenAvatar();// 0x35feca8 void PreChangeVehicleAvatar(int InItemID);// 0x3280bc0 void PreChangeAvatarFPP();// 0x35fec94 void PostChangeItemAvatar(bool bProcessRenderPipeline);// 0x31afe94 void OverrideVehiclePhysX();// 0x35fec80 void OnServerAvatarEquipedDelegate__DelegateSignature();// 0x40a6134 SoftObjectPath GetVehicleFPPStaticMeshPath();// 0x35febfc SoftObjectPath GetVehicleFPPSkeletalMeshPath();// 0x35feb78 ItemAvatarMatPath[] GetVehicleFPPMatPath();// 0x35feb14 ItemAvatarMatPath[] GetVehicleBrokenMatPath();// 0x35feab0 BackpackVehicleAvatarHandle* GetVehicleAvatarHandle();// 0x35fea94 FName GetReflectionCubeName_Lobby();// 0x40a6134 FName GetReflectionCubeName();// 0x35fea54 SoftObjectPath GetItemDefaultSkeletalMeshPath();// 0x35fe9c8 FString GetItemAvatarHandlePath(int ItemID);// 0x40a6134 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID);// 0x40a6134 int GetDefaultAvatarID();// 0x35fe9a0 BackpackVehicleAvatarHandle* GetDefaultAvatarHandle();// 0x35fe978 int GetCurrentAvatarID();// 0x35fe950 void ExitFPPVehicle();// 0x35fe93c void EnterFPPVehicle(bool InEnterFPPInVehicle);// 0x35fe8bc void EndChangeItemAvatarDelegate__DelegateSignature();// 0x40a6134 void DestroyWelcomeLight();// 0x35fe8a8 void CreateWelcomeLight();// 0x35fe894 void CollectLoadRes(out SoftObjectPath[] AssetRefArray);// 0x31cdfa0 void ClearVehicleLightEffect();// 0x40a6134 void CheckWelcomeLightConditionIsSatisfy(float DeltaTime);// 0x35fe81c bool CheckIsNeedEnterFPPVehicle();// 0x35fe7f4 bool CheckBrokenMesh();// 0x35fe7cc bool CheckAvatarChanged();// 0x35fe7a4 void CheckAndOpenWelcomeLight();// 0x35fe790 bool CanPlayerSee();// 0x35fe768 void AsyncLoadPropertyHandle();// 0x35fe754 void ApplyReflectionCubemap(MeshComponent* MeshComp);// 0x35fe6dc bool ApplyMaterial(MeshComponent* MeshComp, out const ItemAvatarMatPath[] AvatarMatArray);// 0x31cdc24 -------------------------------- 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] VehicleAttachmentAvatarConfig[] AttachmentAvatarBroken;//[Offset: 0x1e8, Size: 12] SkeletalMesh* FPPSkeletalMesh;//[Offset: 0x1f8, Size: 40] StaticMesh* FPPStaticMesh;//[Offset: 0x220, Size: 40] ItemAvatarData[] FPPMatData;//[Offset: 0x248, Size: 12] ParticleSfx;//[Offset: 0x254, Size: 60] ParticleAsset[] ShowParticles;//[Offset: 0x290, Size: 12] ParticleSystem* ExplosionParticle;//[Offset: 0x2a0, Size: 40] class STExtraVehicleBase* lobbyWheeledVehicle;//[Offset: 0x2c8, Size: 40] ParticleSystem* LightEffect;//[Offset: 0x2f0, Size: 40] RefelectionCubemaps;//[Offset: 0x318, Size: 60] bool IsLowDeviceLODBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] VehCharAnimDataWrapper[] VehCharAnimData;//[Offset: 0x358, Size: 12] class AnimInstance* VehicleAnim;//[Offset: 0x368, Size: 40] VehicleMatParamModifyCfg[] MatModifyByVelocityCfg;//[Offset: 0x390, Size: 12] bool bNeedUpdateLightMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c, Size: 1] VehDecalCfg DecalCfg;//[Offset: 0x3a0, Size: 120] -------------------------------- Class: VehicleAttachmentAvatarConfig FName AttachmentTag;//[Offset: 0x0, Size: 8] FName MeshTag;//[Offset: 0x8, Size: 8] SkeletalMesh* SkeletalMesh;//[Offset: 0x10, 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: VehicleMatParamModifyCfg FName ParamName;//[Offset: 0x0, Size: 8] enum ParamType;//[Offset: 0x8, Size: 1] enum Usage;//[Offset: 0x9, Size: 1] RuntimeFloatCurve ParamModifyCurve;//[Offset: 0xc, Size: 88] enum TargetType;//[Offset: 0x64, Size: 1] CurveVector* VectorCurve;//[Offset: 0x68, Size: 4] -------------------------------- Class: VehDecalCfg bool Enable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float NeedParkTime;//[Offset: 0x4, Size: 4] MaterialInterface* DecalMaterial;//[Offset: 0x8, Size: 40] Texture* DecalTexture;//[Offset: 0x30, Size: 40] Vector2D UVScale;//[Offset: 0x58, Size: 8] Vector2D UVOffset;//[Offset: 0x60, Size: 8] Vector DecalSize;//[Offset: 0x68, Size: 12] -------------------------------- Class: VehicleAvatarPropretyHandle.Object int AvatarID;//[Offset: 0x20, Size: 4] VehicleAvatarProperty AvatarProperty;//[Offset: 0x28, Size: 168] class STExtraVehicleBase* OwnerVehicleClass;//[Offset: 0xd0, Size: 40] -------------------------------- Class: VehicleAvatarProperty SkeletalMesh* TPPMesh;//[Offset: 0x0, Size: 40] SkeletalMesh* FPPMesh;//[Offset: 0x28, Size: 40] WheelSetup[] WheelSetups;//[Offset: 0x50, Size: 12] WheelHubSetup[] WheelHubSetups;//[Offset: 0x5c, Size: 12] STExtraVehicleWheelHP[] WheelsHP;//[Offset: 0x68, Size: 12] VehicleTransmissionData GearSetup;//[Offset: 0x74, Size: 40] Vector CenterOfMassOffset;//[Offset: 0x9c, Size: 12] -------------------------------- Class: WheelSetup class VehicleWheel* WheelClass;//[Offset: 0x0, Size: 4] FName BoneName;//[Offset: 0x8, Size: 8] Vector AdditionalOffset;//[Offset: 0x10, Size: 12] -------------------------------- Class: VehicleWheel.Object StaticMesh* CollisionMesh;//[Offset: 0x1c, Size: 4] bool bDontCreateShape;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool bAutoAdjustCollisionSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] Vector Offset;//[Offset: 0x24, Size: 12] float ShapeRadius;//[Offset: 0x30, Size: 4] float ShapeWidth;//[Offset: 0x34, Size: 4] float Mass;//[Offset: 0x38, Size: 4] float DampingRate;//[Offset: 0x3c, Size: 4] float SteerAngle;//[Offset: 0x40, Size: 4] bool bAffectedByHandbrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] TireType* TireType;//[Offset: 0x48, Size: 4] TireConfig* TireConfig;//[Offset: 0x4c, Size: 4] float LatStiffMaxLoad;//[Offset: 0x50, Size: 4] float LatStiffValue;//[Offset: 0x54, Size: 4] float LongStiffValue;//[Offset: 0x58, Size: 4] float SuspensionForceOffset;//[Offset: 0x5c, Size: 4] float SuspensionMaxRaise;//[Offset: 0x60, Size: 4] float SuspensionMaxDrop;//[Offset: 0x64, Size: 4] float SuspensionNaturalFrequency;//[Offset: 0x68, Size: 4] float SuspensionDampingRatio;//[Offset: 0x6c, Size: 4] byte SweepType;//[Offset: 0x70, Size: 1] float MaxBrakeTorque;//[Offset: 0x74, Size: 4] float MaxHandBrakeTorque;//[Offset: 0x78, Size: 4] WheeledVehicleMovementComponent* VehicleSim;//[Offset: 0x7c, Size: 4] int WheelIndex;//[Offset: 0x80, Size: 4] float DebugLongSlip;//[Offset: 0x84, Size: 4] float DebugLatSlip;//[Offset: 0x88, Size: 4] float DebugNormalizedTireLoad;//[Offset: 0x8c, Size: 4] float DebugWheelTorque;//[Offset: 0x94, Size: 4] float DebugLongForce;//[Offset: 0x98, Size: 4] float DebugLatForce;//[Offset: 0x9c, Size: 4] Vector Location;//[Offset: 0xa0, Size: 12] Vector OldLocation;//[Offset: 0xac, Size: 12] Vector Velocity;//[Offset: 0xb8, Size: 12] bool IsInAir();// 0x73531a0 float GetSuspensionOffset();// 0x7353178 float GetSteerAngle();// 0x7353150 float GetRotationAngle();// 0x7353128 -------------------------------- Class: TireConfig.DataAsset.Object float FrictionScale;//[Offset: 0x20, Size: 4] TireConfigMaterialFriction[] TireFrictionScales;//[Offset: 0x24, Size: 12] -------------------------------- Class: TireConfigMaterialFriction PhysicalMaterial* PhysicalMaterial;//[Offset: 0x0, Size: 4] float FrictionScale;//[Offset: 0x4, Size: 4] -------------------------------- Class: WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object bool bDeprecatedSpringOffsetMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x128, Size: 1] WheelSetup[] WheelSetups;//[Offset: 0x12c, Size: 12] float Mass;//[Offset: 0x138, Size: 4] float DragCoefficient;//[Offset: 0x13c, Size: 4] float ChassisWidth;//[Offset: 0x140, Size: 4] float ChassisHeight;//[Offset: 0x144, Size: 4] bool bReverseAsBrake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x148, Size: 1] bool bSuspensionSweep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x149, Size: 1] float DragArea;//[Offset: 0x14c, Size: 4] float EstimatedMaxEngineSpeed;//[Offset: 0x150, Size: 4] float MaxEngineRPM;//[Offset: 0x154, Size: 4] float DebugDragMagnitude;//[Offset: 0x158, Size: 4] Vector InertiaTensorScale;//[Offset: 0x15c, Size: 12] float MinNormalizedTireLoad;//[Offset: 0x168, Size: 4] float MinNormalizedTireLoadFiltered;//[Offset: 0x16c, Size: 4] float MaxNormalizedTireLoad;//[Offset: 0x170, Size: 4] float MaxNormalizedTireLoadFiltered;//[Offset: 0x174, Size: 4] float ThresholdLongitudinalSpeed;//[Offset: 0x178, Size: 4] int LowForwardSpeedSubStepCount;//[Offset: 0x17c, Size: 4] int HighForwardSpeedSubStepCount;//[Offset: 0x180, Size: 4] VehicleWheel*[] Wheels;//[Offset: 0x184, Size: 12] bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x19c, Size: 1] float RVOAvoidanceRadius;//[Offset: 0x1a0, Size: 4] float RVOAvoidanceHeight;//[Offset: 0x1a4, Size: 4] float AvoidanceConsiderationRadius;//[Offset: 0x1a8, Size: 4] float RVOSteeringStep;//[Offset: 0x1ac, Size: 4] float RVOThrottleStep;//[Offset: 0x1b0, Size: 4] int AvoidanceUID;//[Offset: 0x1b4, Size: 4] NavAvoidanceMask AvoidanceGroup;//[Offset: 0x1b8, Size: 4] NavAvoidanceMask GroupsToAvoid;//[Offset: 0x1bc, Size: 4] NavAvoidanceMask GroupsToIgnore;//[Offset: 0x1c0, Size: 4] float AvoidanceWeight;//[Offset: 0x1c4, Size: 4] Vector PendingLaunchVelocity;//[Offset: 0x1c8, Size: 12] ReplicatedVehicleState ReplicatedState;//[Offset: 0x1e0, Size: 20] float RawSteeringInput;//[Offset: 0x1f8, Size: 4] float RawThrottleInput;//[Offset: 0x1fc, Size: 4] float RawBrakeInput;//[Offset: 0x200, Size: 4] bool bRawHandbrakeInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x204, Size: 1] bool bRawGearUpInput;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x204, Size: 1] bool bRawGearDownInput;//(ByteOffset: 0, ByteMask: 4, FieldMask: 4)[Offset: 0x204, Size: 1] float SteeringInput;//[Offset: 0x208, Size: 4] float ThrottleInput;//[Offset: 0x20c, Size: 4] float BrakeInput;//[Offset: 0x210, Size: 4] float HandbrakeInput;//[Offset: 0x214, Size: 4] float IdleBrakeInput;//[Offset: 0x218, Size: 4] float StopThreshold;//[Offset: 0x21c, Size: 4] float WrongDirectionThreshold;//[Offset: 0x220, Size: 4] VehicleInputRate ThrottleInputRate;//[Offset: 0x224, Size: 8] VehicleInputRate BrakeInputRate;//[Offset: 0x22c, Size: 8] VehicleInputRate HandbrakeInputRate;//[Offset: 0x234, Size: 8] VehicleInputRate SteeringInputRate;//[Offset: 0x23c, Size: 8] bool bWasAvoidanceUpdated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x244, Size: 1] void SetUseAutoGears(bool bUseAuto);// 0x7354610 void SetThrottleInput(float Throttle);// 0x7354590 void SetTargetGear(int GearNum, bool bImmediate);// 0x73544cc void SetSteeringInput(float Steering);// 0x735444c void SetPhysActive(bool bActive);// 0x73543cc void SetHandbrakeInput(bool bNewHandbrake);// 0x7354344 void SetGroupsToIgnoreMask(out const NavAvoidanceMask GroupMask);// 0x73542c0 void SetGroupsToIgnore(int GroupFlags);// 0x7354248 void SetGroupsToAvoidMask(out const NavAvoidanceMask GroupMask);// 0x73541c4 void SetGroupsToAvoid(int GroupFlags);// 0x735414c void SetGearUp(bool bNewGearUp);// 0x73540cc void SetGearDown(bool bNewGearDown);// 0x735404c void SetBrakeInput(float Brake);// 0x7353fcc void SetAvoidanceGroupMask(out const NavAvoidanceMask GroupMask);// 0x7353f48 void SetAvoidanceGroup(int GroupFlags);// 0x7353ed0 void SetAvoidanceEnabled(bool bEnable);// 0x7353e50 void ServerUpdateState(float InSteeringInput, float InThrottleInput, float InBrakeInput, float InHandbrakeInput, int CurrentGear);// 0x7353c6c void GetWheelShapeIndices(out int[] OutWheelShapeIndices);// 0x7353b5c bool GetUseAutoGears();// 0x7353b34 int GetTargetGear();// 0x7353b0c float GetForwardSpeed();// 0x7353ae4 float GetEngineRotationSpeed();// 0x7353abc float GetEngineMaxRotationSpeed();// 0x7353a94 int GetCurrentGear();// 0x7353a6c void EnableVehicleWheel(int WheelIndex, bool InEnable);// 0x73539a8 void EnableVehicleSimulation(bool InEnable);// 0x7353928 -------------------------------- Class: ReplicatedVehicleState float SteeringInput;//[Offset: 0x0, Size: 4] float ThrottleInput;//[Offset: 0x4, Size: 4] float BrakeInput;//[Offset: 0x8, Size: 4] float HandbrakeInput;//[Offset: 0xc, Size: 4] int CurrentGear;//[Offset: 0x10, Size: 4] -------------------------------- Class: VehicleInputRate float RiseRate;//[Offset: 0x0, Size: 4] float FallRate;//[Offset: 0x4, Size: 4] -------------------------------- Class: WheelHubSetup class VehicleWheel* WheelClass;//[Offset: 0x0, Size: 4] FName TireBoneName;//[Offset: 0x8, Size: 8] FName[] AssociationBoneName;//[Offset: 0x10, Size: 12] -------------------------------- Class: VehicleTransmissionData bool bUseGearAutoBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float GearSwitchTime;//[Offset: 0x4, Size: 4] float GearAutoBoxLatency;//[Offset: 0x8, Size: 4] float FinalRatio;//[Offset: 0xc, Size: 4] VehicleGearData[] ForwardGears;//[Offset: 0x10, Size: 12] float ReverseGearRatio;//[Offset: 0x1c, Size: 4] float NeutralGearUpRatio;//[Offset: 0x20, Size: 4] float ClutchStrength;//[Offset: 0x24, Size: 4] -------------------------------- Class: VehicleGearData float Ratio;//[Offset: 0x0, Size: 4] float DownRatio;//[Offset: 0x4, Size: 4] float UpRatio;//[Offset: 0x8, Size: 4] -------------------------------- Class: VehicleAdvanceAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object bool bAvatarFPPMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6c9, Size: 1] bool bAvatarBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6ca, Size: 1] int MasterCompLODLevel;//[Offset: 0x6cc, Size: 4] int VehicleSkinID;//[Offset: 0x6d0, Size: 4] bool bMasterBaseMeshLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d4, Size: 1] SkeletalMesh* MasterBaseMesh;//[Offset: 0x6d8, Size: 40] class AnimInstance* BaseAnimBP;//[Offset: 0x700, Size: 40] VehicleStyleData[] LogicStyleData;//[Offset: 0x728, Size: 12] delegate OnStyleEquippedEvent;//[Offset: 0x734, Size: 12] delegate OnStyleUnequippedEvent;//[Offset: 0x740, Size: 12] delegate OnServerAvatarEquiped;//[Offset: 0x74c, Size: 12] enum[] AccessoryPartSlotTypes;//[Offset: 0x758, Size: 12] FName FrontMatSlotName;//[Offset: 0x768, Size: 8] FName TailMatSlotName;//[Offset: 0x770, Size: 8] FName FPPMatSlotName;//[Offset: 0x778, Size: 8] MaterialInstanceDynamic* FrontLightDIM;//[Offset: 0x780, Size: 4] MaterialInstanceDynamic* TailLightDIM;//[Offset: 0x784, Size: 4] MaterialInstanceDynamic* FPPLightDIM;//[Offset: 0x788, Size: 4] VehicleAvatarPropretyHandle* PropertyHandle;//[Offset: 0x78c, Size: 4] void WakeUpVehicle();// 0x35f6adc void UpdateStaticMeshLOD(int MasterLODLevel);// 0x35f6a64 void Streamable_RequestAsyncLoadMeshes(out SoftObjectPath[] InAssetPathList);// 0x3190490 void SetVehicleAvatarNormalMode();// 0x35f6a50 void SetVehicleAvatarFPPMode();// 0x35f6a3c void SetVehicleAvatarBroken();// 0x35f6a28 bool SetMeshVisibleByID(int InSlotID, bool IsVisible, bool bForceShow, bool bWithLog);// 0x318fed8 void SetMasterBaseMeshPath(FString InPath);// 0x35f696c void SetMasterBaseMeshAnimBP(FString InPath);// 0x35f68b0 void ResetAdvanceVehicleSkinID();// 0x35f6894 void RemoveAllEquippedStyle();// 0x35f6880 bool ProcessHandleUnequip(enum InSlotType);// 0x35f6800 bool ProcessHandleEquip(enum InSlotType);// 0x35f6780 void PreProcessBeforeLoadMesh();// 0x318f2dc void PostProcessAfterLoadMesh();// 0x318f2c0 void PerChangeVehicleAvatar_Old(int InVehicleSkinID);// 0x35f6708 void PerChangeVehicleAvatar(int InVehicleSkinID);// 0x35f6690 void OverrideVehiclePhysX();// 0x35f667c void OnStyleUnequippedEvent__DelegateSignature(int OldStyleID);// 0x40a6134 void OnStyleEquippedEvent__DelegateSignature(int NewStyleID, int OldStyleID);// 0x40a6134 void OnServerAvatarEquipedDelegate__DelegateSignature();// 0x40a6134 void OnRep_BodySlotStateChanged();// 0x318f1b0 VehicleStyleData MakeVehicleStyleData(int InStyleID);// 0x40a6134 bool IsValidAvatar();// 0x35f6654 int IsStyleHasModelConfig(out const VehicleStyleData InStyleData);// 0x35f6578 bool IsAvatarFPPMode();// 0x35f6550 bool IsAvatarBroken();// 0x35f6528 bool IsAdvanceVehicleInsideSlot(int SlotID);// 0x33c6d90 bool IsAdvanceVehicleBodySlot(int SlotID);// 0x33c6d08 bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID);// 0x35f64a0 bool InitVehicleAvatarBySkinID(int InVehicleSkinID);// 0x35f6418 bool InitVehicleAvatar_Old(out const VehicleAvatarData InVehicleAvatarData);// 0x35f630c bool InitVehicleAvatar(out const VehicleAvatarData InVehicleAvatarData, bool bUpdateFlag);// 0x35f61b4 void InitMasterComponent();// 0x35f61a0 void Initialize();// 0x318daa0 void InitialAvatarParam();// 0x30cf50c int HasStyleEquipped(int InStyleID);// 0x35f6120 int HasEquippedSameStyle(int InStyleID);// 0x35f60a0 bool HandleUnequipStyle(int InStyleID);// 0x35f6020 void HandleMaterialDiff(int InSlotID, ItemHandleBase* InItemHandle);// 0x33c6c44 bool HandleEquipStyle(int InStyleID);// 0x35f5fa0 SkeletalMeshComponent* GetVehicleWheelMeshComp();// 0x35f5f78 MeshComponent* GetVehicleBodyMeshComp();// 0x35f5f50 enum GetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle);// 0x318d128 FName GetReflectionCubeName_Lobby();// 0x40a6134 FName GetReflectionCubeName();// 0x35f5f10 bool CanBeMeshMerge(int SlotID);// 0x35f5e90 void ApplyReflectionCubemap(MeshComponent* MeshComp, ItemHandleBase* InItemHandle);// 0x35f5dd4 -------------------------------- Class: VehicleStyleData int StyleID;//[Offset: 0x0, Size: 4] enum SlotType;//[Offset: 0x4, Size: 1] VehicleStyle[] MutilStyles;//[Offset: 0x8, Size: 12] -------------------------------- Class: VehicleStyle enum StyleType;//[Offset: 0x0, Size: 1] int StyleValue;//[Offset: 0x4, Size: 4] -------------------------------- Class: IdeaDecalActor.Actor.Object SceneComponent* DecalRootComp;//[Offset: 0x2ec, Size: 4] int DecalId;//[Offset: 0x2f0, Size: 4] int TeamID;//[Offset: 0x2f4, Size: 4] IdeaDecalInfo DecalInfo;//[Offset: 0x300, Size: 128] STExtraPlayerState* OwnerPS;//[Offset: 0x380, Size: 4] STExtraVehicleBase* Vehicle;//[Offset: 0x384, Size: 8] AkComponent* AkComponent;//[Offset: 0x38c, Size: 4] int PostEventID;//[Offset: 0x390, Size: 4] void RemoveSelfByParent();// 0x3294488 void OnRep_DecalInfo();// 0x3294474 void OnDamageableActorDestroyed(Vector LogicAreaLoc, bool bDefaultWalkable);// 0x32943b0 -------------------------------- Class: IdeaDecalInfo int ID;//[Offset: 0x0, Size: 4] Transform Transform;//[Offset: 0x10, Size: 48] enum ParentType;//[Offset: 0x5d, Size: 1] PrimitiveComponent* Parent;//[Offset: 0x60, Size: 8] -------------------------------- Class: STExtraPlayerState.UAEPlayerState.LuaPlayerState.PlayerState.Info.Actor.Object int CommonRank;//[Offset: 0xe94, Size: 4] enum LiveState;//[Offset: 0xe98, Size: 1] CharacterAutoFollowStruct AutoFollowInfo;//[Offset: 0xe9c, Size: 8] STExtraBaseCharacter* CharacterOwner;//[Offset: 0xea4, Size: 4] STExtraBaseCharacter* SpectatingCharacterOwner;//[Offset: 0xea8, Size: 4] bool bIsRespawning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeac, Size: 1] float PlayerHealth;//[Offset: 0xeb0, Size: 4] float PlayerHealthMax;//[Offset: 0xeb4, Size: 4] float PlayerTemperature;//[Offset: 0xeb8, Size: 4] float PlayerTemperatureMax;//[Offset: 0xebc, Size: 4] CharacterLocAndRot SelfLocAndRot;//[Offset: 0xec0, Size: 24] CharacterLocAndRot UAVLocAndRot;//[Offset: 0xed8, Size: 24] enum EUAVUseType;//[Offset: 0xef0, Size: 1] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xef1, Size: 1] enum eCurVehicleType;//[Offset: 0xef2, Size: 1] enum EUAVCharacterMsgType;//[Offset: 0xef3, Size: 1] Vector PlayerDeadLocation;//[Offset: 0xef4, Size: 12] Vector PlayerBoxLocation;//[Offset: 0xf00, Size: 12] Vector MapMark;//[Offset: 0xf0c, Size: 12] bool IsRestartAtPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf18, Size: 1] Vector RestartLocation;//[Offset: 0xf1c, Size: 12] Rotator RestartRotate;//[Offset: 0xf28, Size: 12] UseQuickMsgMap;//[Offset: 0xf34, Size: 60] UseWheelMsgMap;//[Offset: 0xf70, Size: 60] byte PlayerUseQuickSight;//[Offset: 0xfac, Size: 1] byte PlayerUseShoulderCnt;//[Offset: 0xfad, Size: 1] byte ShowMsgCnt;//[Offset: 0xfae, Size: 1] byte UserConfirmCnt;//[Offset: 0xfaf, Size: 1] byte UserCancelCnt;//[Offset: 0xfb0, Size: 1] byte UserDoNothingCnt;//[Offset: 0xfb1, Size: 1] float FPSBeforeAdapt;//[Offset: 0xfb4, Size: 4] float FPSAfterAdapt;//[Offset: 0xfb8, Size: 4] RescueTime RescueTime;//[Offset: 0xfbc, Size: 12] int AirDropBoxFirstPickUpNum;//[Offset: 0xfe0, Size: 4] int InTeamIndex;//[Offset: 0xfe4, Size: 4] STExtraPlayerState*[] TeamMatePlayerStateList;//[Offset: 0xfe8, Size: 12] HistoricalTeammateInfo[] HistoricalTeammateInfoArray;//[Offset: 0xff4, Size: 12] HistoricalTeammateInfo[] CurrentNotInTeamHistoricalTeammateInfoArray;//[Offset: 0x1000, Size: 12] int PlayerLayerID;//[Offset: 0x1048, Size: 4] VisualFieldInfo VisualFieldInfo;//[Offset: 0x104c, Size: 16] int Breath;//[Offset: 0x105c, Size: 4] DriveCarNotify DriveCarNotify;//[Offset: 0x1060, Size: 12] float EnegyBuffStage1;//[Offset: 0x106c, Size: 4] float EnegyBuffStage2;//[Offset: 0x1070, Size: 4] float EnegyBuffStage3;//[Offset: 0x1074, Size: 4] float EnegyBuffStage4;//[Offset: 0x1078, Size: 4] float EnegyBuffReduceSpeedPerSec;//[Offset: 0x107c, Size: 4] float CurEnegyBuff;//[Offset: 0x1080, Size: 4] float EnegyBuffStage1RecoverHealthTime;//[Offset: 0x1084, Size: 4] float EnegyBuffStage1RecoverHealthVal;//[Offset: 0x1088, Size: 4] float EnegyBuffStage2RecoverHealthTime;//[Offset: 0x108c, Size: 4] float EnegyBuffStage2RecoverHealthVal;//[Offset: 0x1090, Size: 4] float EnegyBuffStage3RecoverHealthTime;//[Offset: 0x1094, Size: 4] float EnegyBuffStage3RecoverHealthVal;//[Offset: 0x1098, Size: 4] float EnegyBuffStage4RecoverHealthTime;//[Offset: 0x109c, Size: 4] float EnegyBuffStage4RecoverHealthVal;//[Offset: 0x10a0, Size: 4] delegate OnLocalCharacterHPChangeDel;//[Offset: 0x10a4, Size: 12] delegate OnPlayerKillsChangeDelegate;//[Offset: 0x10b0, Size: 12] bool IsShowingRescueingUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10bd, Size: 1] bool isReconnected;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10dc, Size: 1] bool isLostConnection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10dd, Size: 1] int[] TeamMatesExitState;//[Offset: 0x10e0, Size: 12] bool PlayerGameOver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ec, Size: 1] bool bGodSon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ed, Size: 1] bool bHasEscaped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10ee, Size: 1] uint32 LastInstigatorEnemyKey;//[Offset: 0x10f4, Size: 4] int PlayersCountOnPlane;//[Offset: 0x10f8, Size: 4] GameModePlayerAliasShowInfo[] playerAliasShowInfoList;//[Offset: 0x10fc, Size: 12] float SingleRoundTotalDamage;//[Offset: 0x1108, Size: 4] int ContinuousKillsNum;//[Offset: 0x110c, Size: 4] delegate OnInfectionRoundDamageChange;//[Offset: 0x1110, Size: 12] MonsterTreasureBoxData[] MonsterTreasureBoxDatas;//[Offset: 0x111c, Size: 12] int MonsterTreasureBoxGetNum;//[Offset: 0x1128, Size: 4] int MonsterTreasureBoxDefendNum;//[Offset: 0x112c, Size: 4] int OpnedMosnterBoxNum;//[Offset: 0x1130, Size: 4] bool bHasSendBattleResult;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1134, Size: 1] BuildMaterialData[] BuildMat_GetList;//[Offset: 0x1138, Size: 12] BuildMaterialData[] BuildMat_UseList;//[Offset: 0x1144, Size: 12] int MaxDecalCount;//[Offset: 0x1168, Size: 4] IdeaDecalActor*[] DecalActorList;//[Offset: 0x116c, Size: 12] float LeanOutL_AimAngle;//[Offset: 0x11cc, Size: 4] float LeanOutR_AimAngle;//[Offset: 0x11d0, Size: 4] CharacterBuffRecord[] CharacterBuffRecords;//[Offset: 0x11d4, Size: 12] int RemainingRevivalTime;//[Offset: 0x11e0, Size: 4] int RemainingRevivalCount;//[Offset: 0x11e4, Size: 4] bool IsIDCardCaptured;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11e8, Size: 1] bool IsInWaittingRevivalState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11e9, Size: 1] bool IsInRevivingState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11ea, Size: 1] bool IsGiveUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11eb, Size: 1] bool bHasRevivalSign;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11ec, Size: 1] int SelfRevivalCountdown;//[Offset: 0x11f0, Size: 4] bool bInRevivalArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11f4, Size: 1] int64 RevivalCardCreateTime;//[Offset: 0x11f8, Size: 8] delegate OnRevivalStateChangeDelegate;//[Offset: 0x1200, Size: 12] delegate OnRevivalRemainingTimeChangeDelegate;//[Offset: 0x120c, Size: 12] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0x1218, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0x1224, Size: 12] MarkSyncData[] SyncMarkDispatchData_Self;//[Offset: 0x1230, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData_Self;//[Offset: 0x123c, Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0x1248, Size: 12] LastMarkInstanceID;//[Offset: 0x1254, Size: 60] CurrentMarkInstanceID;//[Offset: 0x1290, Size: 60] CurrentMarkInstanceIDMap;//[Offset: 0x12cc, Size: 60] LastMarkInstanceIDMap;//[Offset: 0x1308, Size: 60] float KdValue;//[Offset: 0x1344, Size: 4] Vector LastVehicleLocation;//[Offset: 0x135c, Size: 12] delegate OnMapMultiMarkChange;//[Offset: 0x1370, Size: 12] delegate OnPlayerUnderAttack;//[Offset: 0x137c, Size: 12] delegate OnSetPlane;//[Offset: 0x1388, Size: 12] Vector[] MapMultiMark;//[Offset: 0x1394, Size: 12] bool bForceHideTeamatePositionItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13dc, Size: 1] Vector AirplaneStartLoc;//[Offset: 0x13e0, Size: 12] Vector AirplaneStopLoc;//[Offset: 0x13ec, Size: 12] Vector AirplaneCanJumpLoc;//[Offset: 0x13f8, Size: 12] Vector AirplaneForceJumpLoc;//[Offset: 0x1404, Size: 12] Vector LastValidAirplaneCanJumpLoc;//[Offset: 0x1410, Size: 12] Vector LastValidAirplaneForceJumpLoc;//[Offset: 0x141c, Size: 12] Actor* Plane;//[Offset: 0x1428, Size: 4] int FlightNo;//[Offset: 0x142c, Size: 4] bool IsAIShouldIgnoreSenseEnemy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1430, Size: 1] FName[] CurMapTags;//[Offset: 0x1434, Size: 12] FName[] ShowingMapTags;//[Offset: 0x1440, Size: 12] delegate OnMapTagsChangedDelegate;//[Offset: 0x144c, Size: 12] void UpdateSelfHealthDataOnServer();// 0x35252f8 void UpdateDeliveryData(uint32 InDeliverPlayerKey, byte DeliveryAIType);// 0x3525234 void SyncAirplaneRoute(Vector StartLoc, Vector StopLoc, Vector CanJumpLoc, Vector ForceJumpLoc);// 0x35250e4 void SetPlayerMapMultiMark(Vector Loc, bool bAdd, int MaxNum, bool bClearAll);// 0x3524f8c void SetPlayerGiveUp(bool InGiveUp);// 0x3524f0c void SetLastValidAirplaneInfo();// 0x3524ef8 void SetForceSyncTeammateData(bool IsForCE);// 0x3524e78 void SetCurMapTags(const FName[] mapTags);// 0x3524d84 void SetAirplaneStopLoc(Vector StopLoc);// 0x3524d04 void SetAirplaneStartLoc(Vector StarLoc);// 0x3524c84 void SetAirplaneForceJumpLoc(Vector ForceJumpLoc);// 0x3524c04 void SetAirplaneCanJumpLoc(Vector CanJumpLoc);// 0x3524b84 void SaveBuffData();// 0x3524b68 void RPC_OnPlayerUnderAttack();// 0x3524b4c void RestoreBuffData();// 0x3524b30 void RespondToPawnRescueingStatusChange(Character* _helpWho, Character* _ownerPawn, bool IsTurningInto, float RemainingRescueTime, bool IsFirstPlayerHelper);// 0x352498c void RespondToPawnCanRescueOtherStatusChange(STExtraBaseCharacter* _helpWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x3524884 void RespondToPawnCanCarryOtherStatusChange(STExtraBaseCharacter* _carryWho, STExtraBaseCharacter* _ownerPawn, bool IsTurningInto);// 0x352477c void RespondToPawnCanCaptivateOtherStatusChange(STExtraBaseCharacter* _carryWho, STExtraBaseCharacter* _ownerPawn, bool bIsBegged);// 0x3524674 void RespondToPawnBreathChange(float _health, byte _healthStatus, STExtraBaseCharacter* Param2);// 0x3524574 void RemovePaintDecal(IdeaDecalActor* DecalActor);// 0x35244fc void RefreshRevivalState();// 0x35244e8 void RefreshFollowMark();// 0x35244d4 void RefreshAirplaneRoute();// 0x35244c0 void QuickSignClientReceiveMsgForReplay(const QuickSignMsg MsgItem, bool IsSelf, FString SenderPlayerKey);// 0x3524318 void QuickSignClientDelMsgForReplay(FString MsgID);// 0x3524254 void PlayerStateSetPlane__DelegateSignature(Actor* Plane);// 0x40a6134 int PlayersCountOnMyPlane();// 0x352422c void OnRevivalStateChangeDelegate__DelegateSignature(bool InRevivalState, bool IsIDCapPick, bool PlayAniAndSound);// 0x40a6134 void OnRevivalRemainingTimeChangeDelegate__DelegateSignature(int RemainingTime, int MaxTime);// 0x40a6134 void OnRep_VisualFieldInfo();// 0x3524218 void OnRep_UpdateKillMonsterNum();// 0x318f7d4 void OnRep_UID();// 0x35241fc void OnRep_TeamMatePlayerStateList();// 0x35241e8 void OnRep_SingleRoundTotalDamage();// 0x35241d4 void OnRep_RescueTime();// 0x35241c0 void OnRep_RemainingRevivalTime();// 0x35241ac void OnRep_RemainingRevivalCount();// 0x40a6134 void OnRep_RankNotify();// 0x3524198 void OnRep_PlayerTemperatureChanged();// 0x3524184 void OnRep_PlayersCountOnPlane();// 0x3524170 void OnRep_PlayerReconnectEvent();// 0x352415c void OnRep_PlayerName();// 0x30b6d10 void OnRep_PlayerLostConnectionEvent();// 0x3524148 void OnRep_PlayerLiveStateInternal();// 0x3524134 void OnRep_PlayerLiveState();// 0x3524118 void OnRep_PlayerKillsChange();// 0x35240fc void OnRep_PlayerIsFollowing();// 0x35240e8 void OnRep_PlayerGiveUp();// 0x318f314 void OnRep_PlayerGameOver();// 0x35240d4 void OnRep_PlayerExitGameEvent();// 0x35240c0 void OnRep_PlayerAliasShowInfoList();// 0x35240ac void OnRep_Plane();// 0x3524098 void OnRep_MarkSyncData();// 0x3524084 void OnRep_MarkSelfSyncData();// 0x3524070 void OnRep_MapMarkNotify();// 0x352405c void OnRep_LastVehicleLocation();// 0x3524048 void OnRep_IsIDCardCaptured();// 0x3524034 void OnRep_HPChanged();// 0x30cf50c void OnRep_HasRevivalSign();// 0x340b2f0 void OnRep_HasEscaped();// 0x3524020 void OnRep_CurMapTags();// 0x352400c void OnRep_ChangeRevivalState();// 0x318f2f8 void OnRep_ChangeInRevivingState();// 0x3523ff8 void OnRep_BreathChanged();// 0x3523fe4 void OnRep_BPS();// 0x3523fd0 void OnRep_AirplaneStopLoc();// 0x3523fbc void OnRep_AirplaneStartLoc();// 0x3523fa8 void OnRep_AirplaneForceJumpLoc();// 0x3523f94 void OnRep_AirplaneCanJumpLoc();// 0x3523f80 void OnPlayerUnderAttack__DelegateSignature(FString PUID);// 0x40a6134 void OnPlayerKillsChangeDelegate__DelegateSignature();// 0x40a6134 void OnNewRound();// 0x3372b74 void OnMapTagsChangedDelegate__DelegateSignature(STExtraPlayerState* CurPlayerState);// 0x40a6134 void OnMapMultiMarkChange__DelegateSignature(Vector[] MapMultiMark);// 0x40a6134 void OnLocalCharacterHPChangeDelegate__DelegateSignature(float currentHP, float ratioHP);// 0x40a6134 void OnClientVeteranRecruitIndexUpdated();// 0x3523f64 void OnClientRemoveBuff(int BuffID, int SkillID, int InstID);// 0x3372a6c void OnClientAddBuff(int BuffID, int SkillID, int InstID);// 0x3372964 bool ModifyHawkEyeTeamMatePlayerStateName(STExtraPlayerState* InPlayerState, uint32 WatchPlayerKey);// 0x3523ea0 void LuaReceiveBeginPlay();// 0x34af798 void LocalNotifyRescueStateChanged(bool bRescued);// 0x3523e20 void Kill(int ScoreNum, Character* VictimPawn);// 0x3523d5c bool IsSinglePlayer();// 0x3523d34 bool IsLocalPlayerState();// 0x3523d0c bool IsInGame();// 0x3523cdc bool IsInBetrayState();// 0x3523cac bool IsAlive();// 0x3523c84 void HandleRescueStateChanged();// 0x3523c68 uint32 GetUserIDByMemberID(int memberID);// 0x3523be0 void GetTeamMatePlayerUIDList(out FString[] OutList, bool bIsExcludeMyself);// 0x3523a54 void GetTeamMatePlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x3523930 STExtraPlayerState* GetTeamMatePlayerStateFromPlayerKey(uint32 InPlayerKey);// 0x35238b0 STExtraPlayerState* GetTeammatePlayerState(int TeammateIndex);// 0x3523830 int GetTeamMateIndexByName(FString TeammateName);// 0x352376c int GetTeamMateIndex(STExtraPlayerState* Teammate);// 0x35236ec int GetTeammateCount();// 0x35236c4 STExtraPlayerState* GetTeammateByName(FString TeammateName);// 0x3523600 FString GetStringPlayerKey();// 0x3523540 float GetPlayerTemperature();// 0x3523518 int GetPlayerTeamIndex();// 0x35234f0 float GetPlayerMaxTemperature();// 0x35234c8 float GetPlayerMaxHealth();// 0x35234a0 int GetPlayerIndexInTeam();// 0x3523478 float GetPlayerHealthPercent();// 0x3523450 float GetPlayerHealth();// 0x3523428 Vector GetPlayerCurLoc();// 0x35233e0 STExtraBaseCharacter* GetPlayerCharacter();// 0x35233b8 void GetPlayerAliasInfoList(out GameModePlayerAliasShowInfo[] OutList);// 0x352330c float GetMaxEnegyBuff();// 0x35232b8 MarkSyncData GetMarkDataByInstanceID(int InInstanceID);// 0x352315c Vector GetMapMark3DLocation();// 0x3523114 Vector GetLastValidAirplaneForceJumpLoc();// 0x35230e4 Vector GetLastValidAirplaneCanJumpLoc();// 0x35230b4 Vector GetForceJumpLoc();// 0x3523084 Vector GetCanJumpLoc();// 0x3523054 void GetCampMatePlayerList(out STExtraBaseCharacter*[] playerList, bool includeTeammate);// 0x3522f38 float GetBreathPercentage();// 0x3522f10 int GetBountyGold();// 0x40a6134 Vector2D GetAutoParachuteJumpPlaneLoc();// 0x3522ed0 MarkSyncData[] GetAllSelfMarkData();// 0x3522e6c void GetAllPlayerStates(out STExtraPlayerState*[] OutList);// 0x3522da0 void GetAllPlayerStateList(out STExtraPlayerState*[] OutList, bool ExcludeMyself);// 0x3522c7c MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x3522bd0 void GetAlertDataByIndex(int Index, out int IconID, out int AlertID, out Vector Location, out enum Status);// 0x35229fc Vector GetAirplaneStopLoc();// 0x35229cc Vector GetAirplaneStartLoc();// 0x352299c Vector2D GetAirplaneForward2D();// 0x352295c void ForceNotifyAlertUpdate();// 0x3522948 void FollowInitialTeamParachuteLeaderAndShowTips(FString LeaderName);// 0x35227f0 void FadeTeammatesMapMark();// 0x35227dc void DispatchPlayerExitEvent();// 0x35227c0 Vector2D ConverMapMarkTo2D(out const Vector MapMark3D);// 0x352272c void ClientSyncRoute(Vector StartLoc, Vector StopLoc);// 0x3522664 void ClientDisplayGameTipWithMsgID(int ID, FString Param1, FString Param2);// 0x35224a0 void ChangeFadeMapMarkDist(float NewDist);// 0x3522420 bool CanSelfRevive();// 0x35223f0 bool CanRevivalTeammate();// 0x35223c8 bool CanBeRevival();// 0x3522398 byte CalculateEnegyStage();// 0x3522370 void BPKill(Character* VictimPawn);// 0x35222f0 void AddOneAssist(int VictimKey);// 0x3522270 void AddInDamageAmount(Actor* Causor, float FinalDamage);// 0x35221ac void AddEnegySafety(float AddVal);// 0x3522134 void AddDamager(STExtraBaseCharacter* Damager, int DamageType);// 0x3522070 void AddDamageAmount(Character* VictimPawn, float FinalDamage, bool bHitHead);// 0x3521f60 -------------------------------- 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: RescueTime bool bBeingRescued;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float RescueStartTime;//[Offset: 0x4, Size: 4] float RescueExpectedEndTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: HistoricalTeammateInfo FString Name;//[Offset: 0x0, Size: 12] FString UId;//[Offset: 0xc, Size: 12] FString OpenID;//[Offset: 0x18, Size: 12] bool bIsAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool bIsMLAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] bool bIsDeliver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x26, Size: 1] FString OriginalUID;//[Offset: 0x28, Size: 12] int InTeamIndex;//[Offset: 0x34, Size: 4] -------------------------------- Class: VisualFieldInfo int ViewerLayerID;//[Offset: 0x0, Size: 4] VisualFieldMetaInfo[] VisualFieldMetaInfoList;//[Offset: 0x4, Size: 12] -------------------------------- Class: VisualFieldMetaInfo Vector Location;//[Offset: 0x0, Size: 12] int LayerID;//[Offset: 0xc, Size: 4] -------------------------------- Class: DriveCarNotify byte DriveCar;//[Offset: 0x0, Size: 1] STExtraBaseCharacter* Character;//[Offset: 0x4, Size: 4] STExtraWheeledVehicle* Vehicle;//[Offset: 0x8, Size: 4] -------------------------------- Class: STExtraWheeledVehicle.STExtraVehicleBase.Pawn.Actor.Object STVehicleWheelDustConfig* DustConfig;//[Offset: 0xff0, Size: 4] ParticleSystemComponent* DustPSC;//[Offset: 0xff4, Size: 4] ParticleSystemComponent*[] PSCs;//[Offset: 0x1004, Size: 12] class TrailMarkActor* TrailMarkClass;//[Offset: 0x1010, Size: 40] TrailMarkActor* WeakTrailMarkActor;//[Offset: 0x1038, Size: 8] STExtraVehicleMovementComponent4W* VehicleMovement;//[Offset: 0x1040, Size: 4] float TorqueMultiplierforBoosting;//[Offset: 0x1048, Size: 4] float WheelEffectUpdateInterval;//[Offset: 0x104c, Size: 4] bool bWheelEffectUseSocketBone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1050, Size: 1] int ValidTransformMinWheelNum;//[Offset: 0x1054, Size: 4] delegate OnVehicleWheelLanded;//[Offset: 0x1058, Size: 12] float MinLandingWheelSuspensionOffset;//[Offset: 0x1064, Size: 4] delegate OnVehicleGearChanged;//[Offset: 0x1068, Size: 12] AkAudioEvent* Sfx_MoveConcrete;//[Offset: 0x107c, Size: 4] AkAudioEvent* Sfx_MoveMud;//[Offset: 0x1080, Size: 4] AkAudioEvent* Sfx_MoveWater;//[Offset: 0x1084, Size: 4] AkAudioEvent* Sfx_Slip;//[Offset: 0x1088, Size: 4] AkAudioEvent* Sfx_TireExplosion;//[Offset: 0x108c, Size: 4] AkAudioEvent* Sfx_GearUp;//[Offset: 0x1090, Size: 4] AkAudioEvent* Sfx_GearDown;//[Offset: 0x1094, Size: 4] CurveFloat* Sfx_RPMRelativeCurve;//[Offset: 0x1098, Size: 4] WheelSfxConfig* WheelSfxConfig;//[Offset: 0x109c, Size: 4] STExtraVehicleSfxLoop WheelSlipSfxLoop;//[Offset: 0x10a0, Size: 92] STExtraVehicleWheelSfxOnSurface WheelSfxOnSurface;//[Offset: 0x10fc, Size: 76] AkComponent* AkComp_WheelFriction;//[Offset: 0x1148, Size: 4] float RTPC_Throttle_InterpSpeed_Up;//[Offset: 0x1160, Size: 4] float RTPC_Throttle_InterpSpeed_Down;//[Offset: 0x1164, Size: 4] float WheelSfxUpdateInterval;//[Offset: 0x118c, Size: 4] ParticleSystem* PlumeSmokeTemplate;//[Offset: 0x1194, Size: 4] FString LoopSmokeCmpName;//[Offset: 0x1198, Size: 12] STReplicatedVehicleState STReplicatedState;//[Offset: 0x11a4, Size: 12] bool ShouldDestroyPhysxWhileFreeze;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11b0, Size: 1] float ExtraBoostFactor;//[Offset: 0x11b4, Size: 4] FName IsStoppedBlackboardKeyName;//[Offset: 0x1208, Size: 8] FName TargetLocationBlackboardKeyName;//[Offset: 0x1210, Size: 8] FName PathingLocationBlackboardKeyName;//[Offset: 0x1218, Size: 8] FName PathInputLocationBlackboardKeyName;//[Offset: 0x1220, Size: 8] void STServerUpdateState(int8 InSteeringInput, int8 InThrottleInput, int8 InBrakeInput, int8 InHandbrakeInput, int8 CurrentGear);// 0x356dc68 void SetHandBrake(float Rate);// 0x356dbe8 void SetBoosting(bool bEnalbed);// 0x354bf90 void PostLoadFPPMesh();// 0x355a340 void OnWheelsLanded();// 0x356dbd4 void OnRep_ReplicatedState();// 0x30cf50c void OnGearChanged(bool bIsUp);// 0x356db54 void MulticastDrawNavigationDebug(float DeltaSeconds, Vector TargetLocation, Vector PathingLocation, Vector PathInputLocation);// 0x356d9fc void MulticastDrawAvoidanceDebugLineTraceSingle(float DeltaSeconds, Vector LineTraceStart, Vector LineTraceEnd, const byte[] ObjectTypesToAvoid);// 0x356d868 void MulticastDrawAvoidanceDebugLineTraceMulti(float DeltaSeconds, Vector LineTraceStart, Vector LineTraceEnd, const byte[] ObjectTypesToAvoid);// 0x356d6d4 void MulticastDrawAvoidanceDebugBoxTraceSingle(float DeltaSeconds, Vector BoxTraceStart, Vector BoxTraceEnd, Vector BoxHalfSize, Rotator BoxOrientation, const byte[] ObjectTypesToAvoid);// 0x356d480 void MulticastDrawAvoidanceDebugBoxTraceMulti(float DeltaSeconds, Vector BoxTraceStart, Vector BoxTraceEnd, Vector BoxHalfSize, Rotator BoxOrientation, const byte[] ObjectTypesToAvoid);// 0x356d22c void MoveRight(float Rate);// 0x3141fc8 void MoveForward(float Rate);// 0x356d1ac float GetVehicleSpeed();// 0x356d184 float GetVehicleSlip();// 0x356d154 Vector GetRotationInputDir();// 0x3425778 int GetCurrentGear(float MinRot);// 0x356d0d4 float GetBoostFactor();// 0x356d0a4 void BroadcastClientVehicleWheelDestroyEffect();// 0x356d088 -------------------------------- 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: 0x2ec, Size: 4] float MaxQuadLength;//[Offset: 0x2f0, Size: 4] float QuadDirectionAcceptAngle;//[Offset: 0x2f4, Size: 4] MaterialInterface* TrailMarkMaterial;//[Offset: 0x2f8, Size: 4] float DefaultTrailWidth;//[Offset: 0x2fc, Size: 4] bool bUseTrailLength;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] float DefaultTrailLength;//[Offset: 0x304, Size: 4] float TextureLength;//[Offset: 0x308, Size: 4] int USegmentNum;//[Offset: 0x30c, Size: 4] int CoordU;//[Offset: 0x310, Size: 4] int SlippingCoordU;//[Offset: 0x314, Size: 4] int BrokenCoordU;//[Offset: 0x318, Size: 4] bool bUseAdditionalType;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c, Size: 1] float AdditionalTrailWidth;//[Offset: 0x320, Size: 4] float AdditionalTextureLength;//[Offset: 0x324, Size: 4] int AdditionalCoordU;//[Offset: 0x328, Size: 4] int AdditionalSlippingCoordU;//[Offset: 0x32c, Size: 4] int AdditionalBrokenCoordU;//[Offset: 0x330, Size: 4] bool bDeferUpdateTrailMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] RuntimeMeshComponent* TrailMesh;//[Offset: 0x338, Size: 4] void UpdateInput(out const TrailMarkInputData[] NewInput);// 0x3590be0 void StopUpdate();// 0x3590bcc bool IsUpdating();// 0x3590ba4 -------------------------------- Class: RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object delegate CollisionUpdated;//[Offset: 0x62c, Size: 12] bool bUseComplexAsSimpleCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x638, Size: 1] bool bUseAsyncCooking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x639, Size: 1] bool bShouldSerializeMeshData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63a, Size: 1] enum CollisionMode;//[Offset: 0x63b, Size: 1] BodySetup* BodySetup;//[Offset: 0x63c, Size: 4] RuntimeMeshCollisionSection[] MeshCollisionSections;//[Offset: 0x660, Size: 12] RuntimeConvexCollisionSection[] ConvexCollisionSections;//[Offset: 0x66c, Size: 12] BoxSphereBounds LocalBounds;//[Offset: 0x678, Size: 28] RuntimeMeshComponentPrePhysicsTickFunction PrePhysicsTick;//[Offset: 0x694, Size: 60] BodySetup*[] AsyncBodySetupQueue;//[Offset: 0x6d0, 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);// 0x6fd1e4c void SetSectionTessellationTriangles(int SectionIndex, out const int[] TessellationTriangles, bool bShouldMoveArray);// 0x6fd1cec void SetMeshSectionVisible(int SectionIndex, bool bNewVisibility);// 0x6fd1c28 void SetMeshSectionCollisionEnabled(int SectionIndex, bool bNewCollisionEnabled);// 0x6fd1b64 void SetMeshSectionCastsShadow(int SectionIndex, bool bNewCastsShadow);// 0x6fd1aa0 void SetMeshCollisionSection(int CollisionSectionIndex, out const Vector[] Vertices, out const int[] Triangles);// 0x6fd18f8 void RuntimeMeshCollisionUpdatedDelegate__DelegateSignature();// 0x40a6134 bool IsMeshSectionVisible(int SectionIndex);// 0x6fd1878 bool IsMeshSectionCollisionEnabled(int SectionIndex);// 0x6fd17f8 bool IsMeshSectionCastingShadows(int SectionIndex);// 0x6fd1778 int GetNumSections();// 0x6fd1750 int GetLastSectionIndex();// 0x6fd1728 int FirstAvailableMeshSectionIndex();// 0x6fd1700 void EndBatchUpdates();// 0x6fd16ec bool DoesSectionExist(int SectionIndex);// 0x6fd166c 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);// 0x6fd107c void CookCollisionNow();// 0x6fd1068 void ClearMeshSection(int SectionIndex);// 0x6fd0ff0 void ClearMeshCollisionSection(int CollisionSectionIndex);// 0x6fd0f78 void ClearCollisionConvexMeshes();// 0x6fd0f64 void ClearAllMeshSections();// 0x6fd0f50 void ClearAllMeshCollisionSections();// 0x6fd0f3c void BeginBatchUpdates();// 0x6fd0f20 void AddCollisionConvexMesh(Vector[] ConvexVerts);// 0x6fd0dc4 -------------------------------- Class: RuntimeMeshCollisionSection Vector[] VertexBuffer;//[Offset: 0x0, Size: 12] int[] IndexBuffer;//[Offset: 0xc, Size: 12] -------------------------------- Class: RuntimeConvexCollisionSection Vector[] VertexBuffer;//[Offset: 0x0, Size: 12] Box BoundingBox;//[Offset: 0xc, Size: 28] -------------------------------- Class: RuntimeMeshComponentPrePhysicsTickFunction.TickFunction -------------------------------- Class: RuntimeMeshTangent Vector TangentX;//[Offset: 0x0, Size: 12] bool bFlipTangentY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: TrailMarkInputData bool bContainValidData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] Transform Trans;//[Offset: 0x10, Size: 48] Vector Normal;//[Offset: 0x40, Size: 12] enum Type;//[Offset: 0x4c, Size: 1] bool bBackWheel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4d, Size: 1] -------------------------------- Class: STExtraVehicleMovementComponent4W.WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object WheelHubSetup[] WheelHubSetups;//[Offset: 0x37c, Size: 12] FName[] ExtraOptBoneNames;//[Offset: 0x388, Size: 12] bool bHideWheelPhyBodyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] float DebugVehicleSettingInterval;//[Offset: 0x3a4, Size: 4] VehicleWheel*[] WheelHubs;//[Offset: 0x3a8, Size: 12] STExtraVehicleBase* CharacterOwner;//[Offset: 0x3bc, Size: 4] mapCachedWheelData;//[Offset: 0x3fc, Size: 60] float MaxRPMLimit;//[Offset: 0x524, Size: 4] float TorqueRate;//[Offset: 0x528, Size: 4] byte[] SpecialModifyCollisionList;//[Offset: 0x52c, Size: 12] int[] SpecialModifyShapeIndexList;//[Offset: 0x538, Size: 12] FName RootBodyName;//[Offset: 0x548, Size: 8] bool bAllowCollisionWeld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x550, Size: 1] bool IsInAir_bServerCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x551, Size: 1] bool IsInAir_bClientCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x552, Size: 1] int IsInAir_ShapeIndexToQuery;//[Offset: 0x554, Size: 4] float IsInAir_QueryInterval;//[Offset: 0x558, Size: 4] float IsInAir_QueryLength;//[Offset: 0x55c, Size: 4] delegate OnIsInAirChange;//[Offset: 0x560, Size: 12] bool IsInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56c, Size: 1] bool DynamicChangeDragCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1] float DragCoefficientInAir;//[Offset: 0x578, Size: 4] float SmallSpeedThreshold;//[Offset: 0x588, Size: 4] void SetVehicleToRestState();// 0x3563c88 void SetTransmissionSetup(out const VehicleTransmissionData NewTransmissionSetup);// 0x3563bbc void SetSuspensionIgnoreMask(int InIgnoreMask);// 0x3563b44 void SetEngineSetup(out const VehicleEngineData NewEngineSetup);// 0x35639dc void SetDragCoefficient(float InDragCoefficient);// 0x356395c void SetDifferentialSetup(out const VehicleDifferential4WData NewDifferentialSetup);// 0x35638d8 void SetBoosting(float Rate);// 0x3563858 void RefreshBodyCollision();// 0x3563844 void OnExpoldeStopWheel();// 0x3563830 void MoveWheelShapeHeight(float Height);// 0x35637b8 void HandleOnSeatDetached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x35636b8 void HandleOnSeatChanged(STExtraPlayerCharacter* Character, enum LastSeatType, int LastSeatIdx, enum NewSeatType, int NewSeatIdx);// 0x356352c void HandleOnSeatAttached(STExtraPlayerCharacter* Character, enum SeatType, int SeatIdx);// 0x356342c int GetSuspensionIgnoreMask();// 0x3563404 int GetNumWheelsNotInAir();// 0x35633dc Vector GetLinearVelocity();// 0x3563394 Transform GetCMassLocalPose();// 0x3563334 void ForceWheelsRotate(float DriveTorque);// 0x35632bc void ClearDestroyedWheel();// 0x35632a8 void ChangeDragCoefficientInInAir();// 0x3563294 -------------------------------- Class: WheeledVehicleMovementComponent4W.WheeledVehicleMovementComponent.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object VehicleEngineData EngineSetup;//[Offset: 0x270, Size: 108] VehicleDifferential4WData DifferentialSetup;//[Offset: 0x2dc, Size: 28] VehicleTransmissionData TransmissionSetup;//[Offset: 0x2f8, Size: 40] RuntimeFloatCurve SteeringCurve;//[Offset: 0x320, Size: 88] float AckermannAccuracy;//[Offset: 0x378, Size: 4] -------------------------------- Class: CachedWheelData bool WheelsInAir;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float WheelSuspensionOffset;//[Offset: 0x4, Size: 4] PhysicalMaterial* WheelContactMaterial;//[Offset: 0x8, Size: 4] -------------------------------- Class: VehicleEngineData RuntimeFloatCurve TorqueCurve;//[Offset: 0x0, Size: 88] float MaxRPM;//[Offset: 0x58, Size: 4] float MOI;//[Offset: 0x5c, Size: 4] float DampingRateFullThrottle;//[Offset: 0x60, Size: 4] float DampingRateZeroThrottleClutchEngaged;//[Offset: 0x64, Size: 4] float DampingRateZeroThrottleClutchDisengaged;//[Offset: 0x68, Size: 4] -------------------------------- Class: VehicleDifferential4WData byte DifferentialType;//[Offset: 0x0, Size: 1] float FrontRearSplit;//[Offset: 0x4, Size: 4] float FrontLeftRightSplit;//[Offset: 0x8, Size: 4] float RearLeftRightSplit;//[Offset: 0xc, Size: 4] float CentreBias;//[Offset: 0x10, Size: 4] float FrontBias;//[Offset: 0x14, Size: 4] float RearBias;//[Offset: 0x18, Size: 4] -------------------------------- Class: WheelSfxConfig.DataAsset.Object WheelSfxOnSurface[] WheelSfxOnSurface;//[Offset: 0x20, Size: 12] -------------------------------- Class: WheelSfxOnSurface PhysicalMaterial* SurfaceMaterial;//[Offset: 0x0, Size: 4] AkAudioEvent* EventStart;//[Offset: 0x4, Size: 4] AkAudioEvent* EventStop;//[Offset: 0x8, Size: 4] -------------------------------- Class: STExtraVehicleWheelSfxOnSurface.STExtraVehicleSfxLoopBase PhysicalMaterial* LastSurfaceMaterial;//[Offset: 0x40, Size: 4] WheelSfxConfig* WheelSfxConfig;//[Offset: 0x44, Size: 4] -------------------------------- Class: STReplicatedVehicleState int8 SteeringInput;//[Offset: 0x0, Size: 1] int8 ThrottleInput;//[Offset: 0x1, Size: 1] int8 BrakeInput;//[Offset: 0x2, Size: 1] int8 HandbrakeInput;//[Offset: 0x3, Size: 1] int8 CurrentGear;//[Offset: 0x4, Size: 1] int Flag;//[Offset: 0x8, Size: 4] -------------------------------- Class: GameModePlayerAliasShowInfo GameModePlayerAliasInfo AliasInfo;//[Offset: 0x0, Size: 52] FString PlayerName;//[Offset: 0x34, Size: 12] STExtraBaseCharacter* Character;//[Offset: 0x40, Size: 4] -------------------------------- Class: MonsterTreasureBoxData float BoxStartTime;//[Offset: 0x0, Size: 4] Vector BoxLocation;//[Offset: 0x4, Size: 12] uint64 BoxStartPlayer;//[Offset: 0x10, Size: 8] -------------------------------- Class: BuildMaterialData int MatID;//[Offset: 0x0, Size: 4] int MatCount;//[Offset: 0x4, Size: 4] -------------------------------- Class: 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] enum MapAdded;//[Offset: 0x1, Size: 1] byte InstanceID;//[Offset: 0x2, Size: 1] int TypeId;//[Offset: 0x4, Size: 4] CustomMarkEventData CustomMarkEvent;//[Offset: 0x8, Size: 24] Vector_NetQuantize Location;//[Offset: 0x20, Size: 12] Actor* Actor;//[Offset: 0x2c, Size: 8] bool bLocalData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] Property*[] DeltaProperties;//[Offset: 0x38, Size: 12] -------------------------------- Class: CustomMarkEventData enum InWhichMap;//[Offset: 0x0, Size: 1] float CreateTime;//[Offset: 0x4, Size: 4] int CustomState;//[Offset: 0x8, Size: 4] FString CustomString;//[Offset: 0xc, 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] int RelationID;//[Offset: 0x44, Size: 4] uint32 PlayerKey;//[Offset: 0x48, Size: 4] int MiniMapIconTypeId;//[Offset: 0x4c, Size: 4] enum MsgType;//[Offset: 0x50, Size: 1] -------------------------------- Class: WeaponManagerBaseComponent.WeaponManagerComponent.ActorComponent.Object WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x474, Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x480, Size: 12] DefaultWeaponHolderInfo[] WeaponInfoList;//[Offset: 0x48c, Size: 12] bool StopFireFilter(STExtraShootWeapon* ShootWeapon);// 0x3658ab8 void StopFire(STExtraShootWeapon* ShootWeapon);// 0x3658a40 bool StartFireFilter(STExtraShootWeapon* ShootWeapon);// 0x36589b8 void StartFireBySlot(byte Slot, byte ShootMode);// 0x36588fc STExtraWeapon* SpawnWeaponOnServer(class STExtraWeapon Template, int WeaponType, int WeaponID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x36586bc STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x36584a8 bool ReloadWeaponFilter(STExtraShootWeapon* ShootWeapon);// 0x3658420 bool ReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x36583a0 void OnRep_CurrentWeaponReplicated();// 0x30e8db0 void OnReconnectOnServer();// 0x319c478 void LocalStopFire(STExtraShootWeapon* ShootWeapon);// 0x3658328 void LocalStartFire(STExtraShootWeapon* ShootWeapon, byte ShootMode, Vector SimpleShootTarget, Vector2D ClientScreenSize);// 0x36581dc void LocalStartBarrel(STExtraShootWeapon* ShootWeapon);// 0x3658164 void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x36580b4 void LocalEquipWeapon(STExtraWeapon* Weapon, byte Slot);// 0x3657ff8 void DoAutoReloadCurrentWeapon(STExtraShootWeapon* ShootWeapon);// 0x3657f80 void DelayFire(float DelayTime, byte ShootMode);// 0x3657ebc -------------------------------- 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] float CheckHasAnyGrenadeTimerSetting;//[Offset: 0x1b8, Size: 4] bool ShowMainWeaponModelOnBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bc, Size: 1] FName CurUseWeaponLogicSocket;//[Offset: 0x1c0, Size: 8] FName CurUseShieldWeaponLogicSocket;//[Offset: 0x1c8, Size: 8] FName NextUseWeaponLogicSocket;//[Offset: 0x1d0, Size: 8] bool bIsSwitching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8, Size: 1] FName LastUseNoneGrenadeLogicSlot;//[Offset: 0x1e0, Size: 8] FName LastUseLogicSlot;//[Offset: 0x1e8, Size: 8] bool bUIHasBoundDelegate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f0, Size: 1] bool bClientHasFinishedHandleSpawnWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f1, Size: 1] bool EnableResyncSpawnPolling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f2, Size: 1] float ResyncTimeBias;//[Offset: 0x1f4, Size: 4] float NextResyncTimestamp;//[Offset: 0x1f8, Size: 4] delegate LocalBackpackCurerrentWeaponFinishDelegate;//[Offset: 0x200, Size: 12] delegate ChangeCurrentUsingWeaponDelegate;//[Offset: 0x20c, Size: 12] delegate ChangeInventoryDataDelegate;//[Offset: 0x218, Size: 12] delegate LocalEquipWeaponFromBackpackFinishedDelegate;//[Offset: 0x224, Size: 12] delegate SwapWeaponByPropSlotFinishedDelegate;//[Offset: 0x230, Size: 12] delegate SimulatedWeaponChangedDelegate;//[Offset: 0x23c, Size: 12] delegate WeaponSystemAttachDataChangedDelegate;//[Offset: 0x248, Size: 12] delegate NextUseWeaponChangedDelegate;//[Offset: 0x260, Size: 12] delegate EquipVehicleShootWeaponDelegate;//[Offset: 0x26c, Size: 12] InventoryData;//[Offset: 0x278, Size: 60] STExtraWeapon*[] BackpackPistolList;//[Offset: 0x2b4, Size: 12] WeaponCreateInstance[] TargetCreateArray;//[Offset: 0x2c4, Size: 12] SpawnAndBackpackWeaponReplicatedData[] WeaponCreatePool;//[Offset: 0x2d4, Size: 12] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot1;//[Offset: 0x2e0, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSlot2;//[Offset: 0x318, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientSubSlot;//[Offset: 0x350, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientMeleeSlot;//[Offset: 0x388, Size: 56] WeaponSystemDataOnSimulateClient WeaponSystemDataOnSimulateClientHandPropSlot;//[Offset: 0x3c0, Size: 56] STExtraWeapon* CurrentWeaponReplicated;//[Offset: 0x3fc, Size: 4] STExtraWeapon* TemporaryWeaponReplicated;//[Offset: 0x400, Size: 4] STExtraWeapon* CurrentWeaponSimulate;//[Offset: 0x404, Size: 4] STExtraWeapon* CurrentShieldWeaponReplicated;//[Offset: 0x408, Size: 4] STExtraWeapon* CurrentShieldWeaponSimulate;//[Offset: 0x40c, Size: 4] STExtraWeapon* OldGrenadeWeaponNeedDestroy;//[Offset: 0x43c, Size: 4] void WeaponSystemDataChangedDelegate__DelegateSignature(out WeaponSystemDataOnSimulateClient TargetChangeSlot);// 0x40a6134 void WeaponSystemAttachDataChangedDelegate__DelegateSignature();// 0x40a6134 void UpdateOwnerClientCreateWeapon();// 0x365abd8 void TickHideWeapon();// 0x365abc4 void SwitchWeaponBySlot(byte Slot, bool bUseAnimation);// 0x365ab00 void SwitchWeaponByLogicSocket_IdleToBackpackFinished();// 0x365aaec void SwapWeaponByPropSlotFinishedDelegate__DelegateSignature(byte Slot1, byte Slot2);// 0x40a6134 STExtraWeapon* SpawnAndBackpackWeaponOnServer(class STExtraWeapon Template, ItemDefineID ID, FName LogicSocket, bool bAutoUse, bool bNeedSwitch, bool bResetBulletNum);// 0x36584a8 void SimulatedWeaponChangedDelegate__DelegateSignature();// 0x40a6134 void SetNextUseWeaponSlot(byte Slot);// 0x365aa74 void SetCurrentTemporaryWeapon(STExtraWeapon* InVehicleWeapon, bool IsServerCall);// 0x365a9b0 void RemoveWeaponInInventory(STExtraWeapon* Weapon);// 0x365a938 void RefreshWeaponLogicSocketInSpawnDataCacheByPropSlotOnServer(byte Slot);// 0x365a8c0 void PushAutoTriggerWeaponEventTaskWhenEquipWeapon(out const AutoTriggerWeaponEventParam Param);// 0x365a7d8 int OverrideShootWeaponInitClip__DelegateSignature(int nWeaponSlot, int nSpecificID);// 0x40a6134 void OnRep_WeaponSystemDataOnSimulateMeleeSlot();// 0x365a7c4 void OnRep_WeaponSystemDataOnSimulateHandPropSlot();// 0x365a7b0 void OnRep_WeaponSystemDataOnSimulateClientSubSlot();// 0x365a79c void OnRep_WeaponSystemDataOnSimulateClientSlot2();// 0x365a788 void OnRep_WeaponSystemDataOnSimulateClientSlot1();// 0x365a774 void OnRep_TemporaryWeaponReplicated(STExtraWeapon* LastVehicleWeapon);// 0x365a6fc void OnRep_NextUseWeaponLogicSocket();// 0x365a6e8 void OnRep_CurrentWeaponReplicated();// 0x30e8db0 void OnRep_CurrentWeaponLogicSocket();// 0x365a6d4 void OnRep_CurrentShieldWeaponReplicated();// 0x365a6c0 void OnReconnectOnServer();// 0x319c478 void OnReconnectOnClient();// 0x319c45c void NextUseWeaponChangedDelegate__DelegateSignature();// 0x40a6134 void LogInventoryDataInfo();// 0x365a6ac bool LocalSwapWeaponByPropSlot(byte Slot1, byte Slot2, bool bForce);// 0x365a59c void LocalHandleWeaponSystemDataOnSimulate(out WeaponSystemDataOnSimulateClient Data);// 0x36580b4 void LocalForceFinishSwitchWeapon();// 0x365a588 void LocalEquipWeaponFromBackpackFinishedDelegate__DelegateSignature();// 0x40a6134 void LocalEquipWeaponFromBackpackFinishedCallback();// 0x365a574 bool LocalDestroyWeapon(FName SocketName, bool bEnableBroadcast);// 0x365a498 void LocalBackpackCurerrentWeaponFinishedCallback();// 0x365a484 void LocalBackpackCurerrentWeaponFinishDelegate__DelegateSignature();// 0x40a6134 bool IsWeaponSpawnDataCacheIsEmpty();// 0x365a45c bool IsCreatingWeaponOnServer();// 0x365a428 bool IsCreatingWeaponOnClient();// 0x365a400 void HideAllWeapon(bool Hidden, byte HideMask, STExtraWeapon* IgnoreWeapon);// 0x365a2f4 bool HasReconnectWeapon();// 0x365a2cc void HandleGetWeaponFinished(byte Slot);// 0x33976b8 byte GetWeaponSlotInInventory(STExtraWeapon* Weapon);// 0x365a24c FName GetWeaponAttachSocketFromLogicSocket(FName LogicSocket, STExtraWeapon* BackupWeapon);// 0x365a178 FName GetShieldWeaponSlot();// 0x365a138 STExtraWeapon* GetShieldWeapon();// 0x365a110 byte GetPropSlotByLogicSocket(FName LogicSocket);// 0x365a090 byte GetNextUseWeaponSlot();// 0x365a068 FName GetLogicSocketSlotByLogicSocketAssociationType(int LogicSocketAssociationType);// 0x3659fe0 FName GetLogicSocketBySlot(byte Slot);// 0x3659f58 int GetLogicSocketAssociationTypeLogicSocket(FName LogicSocket);// 0x3659ed8 STExtraWeapon* GetLastUsedWeapon();// 0x3659ea8 STExtraWeapon* GetInventoryWeaponByPropSlotOnServerOrAutonomousClient(byte Slot);// 0x3659e28 STExtraWeapon* GetInventoryWeaponByPropSlot(byte Slot);// 0x3659da8 STExtraWeapon* GetInventoryWeaponByLogicSocket(FName LogicSocket);// 0x3659d28 STExtraWeapon* GetInventoryWeaponByDefineID(ItemDefineID DefineID);// 0x3659c98 STExtraWeapon* GetCurrentUsingWeapon();// 0x3659c70 byte GetCurrentUsingPropSlot();// 0x3659c48 FName GetCurrentUsingLogicSocketOnServer();// 0x3659c08 FName GetCurrentUsingLogicSocket();// 0x3659c08 STExtraWeapon* GetCurrentTemporaryWeapon();// 0x3659be0 int GetBagLevel();// 0x30e680c STExtraWeapon*[] GetAllInventoryWeaponList(bool bForceUseMapData);// 0x3659ad0 ItemDefineID[] GetAllInventoryWeaponIDList(bool bForceUseMapData);// 0x36599c0 void ForceBroadcastChangeAllInventoryDataEvent();// 0x36599ac void EquipVehicleShootWeaponDelegate__DelegateSignature(bool bEquip);// 0x40a6134 void EnableAllBroadcast(bool bEnable);// 0x3659930 void DropWeapon(STExtraWeapon* Weapon, enum Reason);// 0x365986c void DebugReconnectToClientOnServer();// 0x3659858 void DebugDisconnetToServerOnClient();// 0x3659844 void ChangeInventoryDataDelegate__DelegateSignature(byte TargetChangeSlot, byte EChangeType);// 0x40a6134 void ChangeCurrentUsingWeaponDelegate__DelegateSignature(byte TargetChangeSlot);// 0x40a6134 -------------------------------- Class: WeaponCreateInstance ItemDefineID DefineID;//[Offset: 0x0, Size: 24] int SyncTicket;//[Offset: 0x18, Size: 4] -------------------------------- Class: WeaponSystemDataOnSimulateClient STExtraWeapon* TargetWeapon;//[Offset: 0x0, Size: 4] FName LogicSocket;//[Offset: 0x8, Size: 8] bool bAutoUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] ItemDefineID ID;//[Offset: 0x18, Size: 24] int OperationIndex;//[Offset: 0x30, Size: 4] int BagLevel;//[Offset: 0x34, Size: 4] -------------------------------- Class: AutoTriggerWeaponEventParam int TargetOwnerRole;//[Offset: 0x0, Size: 4] enum TargetEvent;//[Offset: 0x4, Size: 1] ItemDefineID TargetWeaponID;//[Offset: 0x8, Size: 24] bool bIgnoreItemIDInstance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] enum[] ForceExitPawnStateList;//[Offset: 0x24, Size: 12] -------------------------------- Class: WeaponReconnectReplicateDataWrapper WeaponReconnectReplicateData WeaponReconnectReplicateData;//[Offset: 0x0, Size: 104] STExtraWeapon* Weapon;//[Offset: 0x68, Size: 4] -------------------------------- Class: DefaultWeaponHolderInfo class STExtraWeapon* WeaponClass;//[Offset: 0x0, Size: 4] FName WeaponSocket;//[Offset: 0x8, Size: 8] int WeaponSepcificID;//[Offset: 0x10, Size: 4] int WeaponTypeID;//[Offset: 0x14, Size: 4] -------------------------------- Class: EffectComponent.ActorComponent.Object delegate EffectGraphChangeDelegate;//[Offset: 0x13c, Size: 12] void S2Sim_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x31ed470 void S2C_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x31ed24c void S2A_EndEffectGraph(int UId);// 0x309cef0 int GetGraphsNum();// 0x31ed228 void C2S_SyncWeaponBulletNum(Actor* WeaponActor, uint32 ClipID, BulletInClip InCurBulletInClip);// 0x31ecf40 void C2S_CallRemoteEffect(int graphTid, int graphUid, int effectTid, Actor* Source, Actor* Target, const byte[] Data);// 0x31eccd4 -------------------------------- 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();// 0x35f7e54 void StopAutoDriving();// 0x35f7e40 bool StartAutoDriving();// 0x35f7e18 void ServerSetAutoDriverTarget(Vector TargetPosition);// 0x35f7d6c void OnRep_AutoDriver_AINavStateData();// 0x35f7d58 bool IsReachDest();// 0x35f7d30 bool IsAutoDriving();// 0x35f7d08 bool HasAutoDriveTarget();// 0x35f7ce0 STExtraVehicleAIManager* GetVehicleAIManager();// 0x35f7cb8 STExtraVehicleAIController* GetVehicleAIController();// 0x35f7c90 int GetCurrentTargetWaypointIdx();// 0x35f7c68 Vector GetAutoDriveTarget();// 0x35f7c20 void EndAutoDriving();// 0x35f7c0c void ClearAutoDriveTarget();// 0x35f7bf8 bool CanAutoDrivingNoDriver();// 0x35f7bd0 bool CanAutoDriving();// 0x35f7ba8 bool AllowableDistanceAutoDriving(bool CheckDriveTarget);// 0x35f7b20 -------------------------------- Class: STExtraVehicleAIController.AIController.Controller.Actor.Object FName IsDestroyedBlackboardKeyName;//[Offset: 0x398, Size: 8] FName AIPawnTag;//[Offset: 0x3a0, Size: 8] STExtraVehicleAIManager* VehicleAIManager;//[Offset: 0x3a8, Size: 4] VehicleAIComponent* VehicleAIComp;//[Offset: 0x3ac, Size: 4] void HandleOnVehicleHealthStateChanged(enum InVehicleHealthState);// 0x3550d1c STExtraVehicleAIManager* GetVehicleAIManager();// 0x3550cf4 VehicleAIComponent* GetVehicleAIComp();// 0x3550ccc -------------------------------- Class: STExtraVehicleAIManager.Actor.Object bool bOnlySpawnInSafetyZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e9, Size: 1] bool bQueueSpawns;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ea, Size: 1] DataTable* VehicleSpawnDataTable;//[Offset: 0x2f0, Size: 40] FName AIPawnTag;//[Offset: 0x318, Size: 8] int MaxConcurrentVehicles;//[Offset: 0x320, Size: 4] int MaxVehiclesPerGame;//[Offset: 0x324, Size: 4] float SpawnPointCooldown;//[Offset: 0x32c, Size: 4] FName CurrentPathKeyName;//[Offset: 0x330, Size: 8] FName CurrentPathInputKeyKeyName;//[Offset: 0x338, Size: 8] FName PreviousPathInputKeyKeyName;//[Offset: 0x340, Size: 8] FName IsPathingInReverseKeyName;//[Offset: 0x348, Size: 8] FName IsStoppedKeyName;//[Offset: 0x350, Size: 8] FName IsDebugForceStoppedKeyName;//[Offset: 0x358, Size: 8] enum AvoidanceMode;//[Offset: 0x360, Size: 1] float InitRetryDelay;//[Offset: 0x364, Size: 4] int MaxInitRetries;//[Offset: 0x368, Size: 4] QueuedVehicleSpawn[] QueuedVehicleSpawns;//[Offset: 0x378, Size: 12] STExtraVehicleAISpawner*[] VehicleSpawns;//[Offset: 0x384, Size: 12] STExtraAIWaypointSegment*[] VehiclePaths;//[Offset: 0x390, Size: 12] PathPointPlayZoneStatus;//[Offset: 0x39c, Size: 60] PathPointPlayZoneDistances;//[Offset: 0x3d8, Size: 60] LastVehicleSpawnTimes;//[Offset: 0x414, Size: 60] AllVehiclesDestroyedTimeMap;//[Offset: 0x450, Size: 60] float PreviousMatchTime;//[Offset: 0x48c, Size: 4] CacheUObjectMap;//[Offset: 0x490, Size: 60] ActiveVehiclesMap;//[Offset: 0x4d8, Size: 60] AutoDriveAIDataRow[] AutoDriveAIADataSet;//[Offset: 0x724, Size: 12] STExtraAIWaypointSegment* SegmentStart;//[Offset: 0x730, Size: 4] int SegmentPointIdxStart;//[Offset: 0x734, Size: 4] STExtraAIWaypointSegment* SegmentEnd;//[Offset: 0x738, Size: 4] int SegmentPointIdxEnd;//[Offset: 0x73c, Size: 4] bool bVehicleAIForcecNoActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x740, Size: 1] bool bVehicleAIShowIconInMiniMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x741, Size: 1] float fVehicleHPScaleForTowTeam;//[Offset: 0x744, Size: 4] float fVehicleHPScaleForFourTeam;//[Offset: 0x748, Size: 4] bool bSyncBuildPathGraph;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74c, Size: 1] bool bDebugAllWayPointKey;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74d, Size: 1] bool bDebugAllLinkPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74e, Size: 1] bool bDebugFindPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x74f, Size: 1] int DSSwitchId_SemiTruck;//[Offset: 0x750, Size: 4] int DSSwitchId_ModelY;//[Offset: 0x754, Size: 4] void ProcessPathPlayZoneStatus();// 0x35519c4 void MulticastDrawPathPointDebug(Vector PointLocation, int ForwardPlayZoneDistance, int ReversePlayZoneDistance);// 0x35518b8 -------------------------------- 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: 0x2ec, Size: 16] FString SpawnTag;//[Offset: 0x2fc, Size: 12] bool bIsSingleUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308, Size: 1] SceneComponent* SpawnPoint;//[Offset: 0x30c, Size: 4] WaypointNetworkConnection StartingPath;//[Offset: 0x310, Size: 12] float InitializeVehicleBehaviorDelay;//[Offset: 0x31c, Size: 4] bool bUsed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x320, Size: 1] PathPoint[] spawnWayPaths;//[Offset: 0x324, Size: 12] STExtraVehicleAIManager* VehicleAIManager;//[Offset: 0x330, Size: 4] void PostSpawnAI(Pawn* SpawnedVehicle);// 0x30cd46c void OnSpawnAI(Pawn* SpawnedVehicle);// 0x30b6d2c -------------------------------- 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: 0x2e9, Size: 1] bool bAlwaysDrawDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ea, Size: 1] SplineComponent* WaypointsSpline;//[Offset: 0x2ec, Size: 4] ConnectedSegments;//[Offset: 0x2f0, Size: 60] TargetSpeedOverridesMap;//[Offset: 0x32c, Size: 60] Pawn*[] PawnsOnForwardPath;//[Offset: 0x368, Size: 12] Pawn*[] PawnsOnReversePath;//[Offset: 0x374, Size: 12] void DrawDebug(float DrawTime);// 0x31df68c -------------------------------- 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();// 0x40a6134 -------------------------------- Class: STExtraSimpleCharacter.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object int iRegionSimpleCharacter;//[Offset: 0xd3c, Size: 4] int ForceLifePeriodTime;//[Offset: 0xd40, Size: 4] bool bClientRegionForceClose;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd44, Size: 1] bool bDamageTeamate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd45, Size: 1] bool bIsPreClientDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd46, Size: 1] delegate OnDeath;//[Offset: 0xd48, Size: 12] float DelayHideDuration;//[Offset: 0xd54, Size: 4] float AnimDeathLifeSpan;//[Offset: 0xd58, Size: 4] bool bForcePlayDeadAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5c, Size: 1] float DelayHideDurationByHeadShoot;//[Offset: 0xd60, Size: 4] float AnimDeathLifeSpanByHeadShoot;//[Offset: 0xd64, Size: 4] float DelayHideDurationByVehicleHit;//[Offset: 0xd68, Size: 4] float AnimDeathLifeSpanByVehicleHit;//[Offset: 0xd6c, Size: 4] ParticleSystem* HeadShootFX_Red;//[Offset: 0xd70, Size: 4] ParticleSystem* HeadShootFX_Green;//[Offset: 0xd74, Size: 4] class PlayerTombBox* DropTomb;//[Offset: 0xd78, Size: 4] int MonsterSpawnTime;//[Offset: 0xd7c, Size: 4] int MonsterDeathTime;//[Offset: 0xd80, Size: 4] int IdleBlendSpaceValue;//[Offset: 0xd84, Size: 4] bool IsLeftRightMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd88, Size: 1] float AnimBornLifeSpan;//[Offset: 0xd8c, Size: 4] bool BornOnCeiling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd90, Size: 1] float AnimLand_Hard_VelocitySquared_Threshold;//[Offset: 0xd94, Size: 4] float AnimLand_Hard_LifeSpan;//[Offset: 0xd98, Size: 4] float AnimLand_Light_LifeSpan;//[Offset: 0xd9c, Size: 4] float AnimActiveLifeSpan;//[Offset: 0xda0, Size: 4] SimpleCharAnimParamList CurAnimParamList;//[Offset: 0xdb8, Size: 88] float MaxRememberEnemyTimeInSeconds;//[Offset: 0xe10, Size: 4] float MinTimeLockTarget;//[Offset: 0xe14, Size: 4] float MinTimeWhenCannotSeeTarget;//[Offset: 0xe18, Size: 4] float SensedRadius;//[Offset: 0xe1c, Size: 4] float MinTimeLockHeardEnemy;//[Offset: 0xe20, Size: 4] float HeardRadius;//[Offset: 0xe24, Size: 4] float EnableAnimOnDSDistanceSq;//[Offset: 0xe28, Size: 4] SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xe2c, Size: 4] MobAdvancedMovement* MobAdvancedMovement;//[Offset: 0xe30, Size: 4] MobPerceptionController* MobPerceptionController;//[Offset: 0xe34, Size: 4] STExtraSimpleCharacterPhysics* SimpleCharacterPhysics;//[Offset: 0xe38, Size: 4] UnitAttrComponent* UnitAttrComp;//[Offset: 0xe3c, Size: 4] CircleMgrComponent* CircleMgr;//[Offset: 0xe4c, Size: 4] int SyncAIState;//[Offset: 0xe50, Size: 4] float HitBoxRadius;//[Offset: 0xe58, Size: 4] int AIState;//[Offset: 0xe5c, Size: 4] float HurtAnimTime;//[Offset: 0xe60, Size: 4] float BackAnimPerc;//[Offset: 0xe64, Size: 4] float TurnInPlaceAngel;//[Offset: 0xe68, Size: 4] delegate OnEnterAIState;//[Offset: 0xe78, Size: 12] delegate OnLeaveAIState;//[Offset: 0xe84, Size: 12] delegate OnBPEnterAIState;//[Offset: 0xe90, Size: 12] delegate OnBPLeaveAIState;//[Offset: 0xe9c, Size: 12] delegate OnChangeAnimParam;//[Offset: 0xea8, Size: 12] delegate OnAnimInstanceAssetLoaded;//[Offset: 0xeb4, Size: 12] delegate OnAnimListComponentAssetLoaded;//[Offset: 0xec0, Size: 12] delegate OnCharacterHitPointDelgate;//[Offset: 0xee0, Size: 12] bool bCanSkillSpeedScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xeec, Size: 1] int FlowId;//[Offset: 0xef0, Size: 4] FString MonsterName;//[Offset: 0xef4, Size: 12] FString MonsterNameID;//[Offset: 0xf00, Size: 12] int MonsterSyncID;//[Offset: 0xf0c, Size: 4] bool bEnableAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf10, Size: 1] int Gold;//[Offset: 0xf14, Size: 4] int SuperGold;//[Offset: 0xf18, Size: 4] int[] BornSkill;//[Offset: 0xf1c, Size: 12] int[] AloneSkillIdList;//[Offset: 0xf28, Size: 12] int HealthBarCount;//[Offset: 0xf34, Size: 4] bool bIsCrawlChar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf38, Size: 1] int NeedSendAttackFlow;//[Offset: 0xf3c, Size: 4] float TakeDamageScale;//[Offset: 0xf40, Size: 4] float DamageScale;//[Offset: 0xf44, Size: 4] Actor* AttackTarget;//[Offset: 0xf48, Size: 8] int[] DecalIndexArray;//[Offset: 0xf50, Size: 12] ImpactFXMap;//[Offset: 0xf5c, Size: 60] ImpactSoundMap;//[Offset: 0xf98, Size: 60] byte HitPartJudgment;//[Offset: 0xfd4, Size: 1] NewHitBodyPosMap;//[Offset: 0xfd8, Size: 60] BodyTypeDef StandBodyDef;//[Offset: 0x1014, Size: 8] PVELagCompensationComponent* PVELagCompensationComponent;//[Offset: 0x101c, Size: 4] CapsuleComponent* ProneCapsuleComponent;//[Offset: 0x1020, Size: 4] float IdleWalkSpeedRatio;//[Offset: 0x1024, Size: 4] float AttackWalkSpeedRatio;//[Offset: 0x1028, Size: 4] float SprintRunSpeedRatio;//[Offset: 0x102c, Size: 4] float SidewaysSpeedRatio;//[Offset: 0x1030, Size: 4] float MaxSpeedModeRatio;//[Offset: 0x1034, Size: 4] bool bMobIgnoreCirclePain;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x1038, Size: 1] float[] CircleDamageRate;//[Offset: 0x103c, Size: 12] int ObjectPoolSize;//[Offset: 0x1048, Size: 4] int LifePeriodTime;//[Offset: 0x104c, Size: 4] float KilledDisCircleEdge;//[Offset: 0x1050, Size: 4] int MaxHPStageForBroadcast;//[Offset: 0x1054, Size: 4] bool bEnableMaxAllowedDistanceCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1058, Size: 1] float MaxAllowedDistanceFromSpawnPoint;//[Offset: 0x105c, Size: 4] bool bMaxAllowedDistanceCheckIn2D;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1060, Size: 1] bool IsHeadShootDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1068, Size: 1] int RageLevel;//[Offset: 0x1084, Size: 4] float AloneRageTimerRate;//[Offset: 0x1090, Size: 4] float ImpluseScale;//[Offset: 0x1094, Size: 4] float ImpluseZScale;//[Offset: 0x1098, Size: 4] bool EnableOverlapImpulse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109c, Size: 1] bool EnableOverlapDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x109d, Size: 1] float OverlapVehicleDamageRate;//[Offset: 0x10a0, Size: 4] float OverlapAgainstVehicleDamageRate;//[Offset: 0x10a4, Size: 4] float MinDamageInterval;//[Offset: 0x10a8, Size: 4] float MovementTickInterval;//[Offset: 0x10ac, Size: 4] float DsActorTickInterval;//[Offset: 0x10b0, Size: 4] bool IsNavWalkMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10b4, Size: 1] AkAudioEvent* MonsterBornSound;//[Offset: 0x10bc, Size: 4] AkAudioEvent* MonsterDeadSound;//[Offset: 0x10c0, Size: 4] AkAudioEvent* MonsterIdleSound;//[Offset: 0x10c4, Size: 4] AkAudioEvent* MonsterRunSound;//[Offset: 0x10c8, Size: 4] float NoPathToTargetTimer;//[Offset: 0x10cc, Size: 4] enum AnimGroupMask;//[Offset: 0x10d0, Size: 1] bool bEnableTurnAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d1, Size: 1] bool bEnableDSTurnAnimation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d2, Size: 1] bool ExplodeBeforeDieEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d8, Size: 1] int ExplodeSkillID;//[Offset: 0x10dc, Size: 4] float ExplodeSkillDuration;//[Offset: 0x10e0, Size: 4] bool CloseCollisionForMeshOnDS;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10e4, Size: 1] AkComponent* SoundComp;//[Offset: 0x10e8, Size: 4] float LagCompensationRecordInterval;//[Offset: 0x11b0, Size: 4] float HearRadius;//[Offset: 0x11b8, Size: 4] float MinTimeLockHeardPos;//[Offset: 0x11bc, Size: 4] bool bIgnoreNetRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c4, Size: 1] bool bSimulateMovementByCharacterMovementComponentOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c5, Size: 1] bool bEnableSimulateSyncSmooth;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c6, Size: 1] bool bNotifyLuaDamageEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c7, Size: 1] UAEMonsterAnimListComponentBase* MonsterAnimListComp;//[Offset: 0x11c8, Size: 4] bool TestPathSyncToLocation(Vector Location);// 0x353f0c8 bool TestPathSyncToActor(Actor* Actor);// 0x353f048 void StopMovementMode();// 0x3141638 void StartMovementMode();// 0x3141134 void ShowHeadShootDeadEffect();// 0x353f034 void SetReplicateAliveSeconds(bool bReplicate);// 0x353efb4 void SetCopyBoneSimpleChar(STExtraSimpleCharacter* InSimpleChar);// 0x353ef3c void ResetCharAnimParam();// 0x353ef28 void OnSmoothComponentSnapshotPreReplicate();// 0x353ef14 void OnRep_SyncAIState();// 0x353ef00 void OnRep_ReplicatedMovement();// 0x31db434 void OnRep_RageLevel();// 0x353eeec void OnRep_MonsterSyncID();// 0x353eed8 void OnRep_MonsterNameID();// 0x353eec4 void OnRep_IsLeftRightMove();// 0x353eea8 void OnRep_IdleBlendSpaceValue();// 0x353ee94 void NotifyInitial();// 0x353ee80 void MulticastPlayerSoundByID(int SoundID);// 0x353edcc void LeaveAIState(enum NewState, bool bIsNotify);// 0x353ed08 bool IsSameTeam(Pawn* Other);// 0x344bdc4 bool IsInActiveState();// 0x353ece0 bool IsEnableBroadcastDamage(out const DamageEvent DamageEvent, float Damage);// 0x353ebf4 bool IsCanCopyBone();// 0x353ebcc bool IsBoss();// 0x353eba4 bool IsBigBoss();// 0x353eb7c bool IsBehemoth();// 0x353eb54 void InitCharAnimParam();// 0x353eb40 bool HasAIState(enum NewState);// 0x353eac0 void HandleHitByBullet(Actor* Causer);// 0x353ea48 void GotoEarthAndDie();// 0x34bd4b8 Vector GetVelocity();// 0x353e9f8 AkComponent* GetSoundComponent();// 0x353e9d0 Vector GetServerHeadLocation();// 0x353e988 STExtraPlayerController* GetPlayerControllerSafety();// 0x34499a8 int GetMonsterType();// 0x353e96c FString GetMonsterName();// 0x353e8a4 float GetHitBoxRadius();// 0x353e888 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x353e714 ExFootIKComponent* GetExFootIKComponent();// 0x353e6e4 class PlayerTombBox GetDropTomb();// 0x353e6b4 int GetDeactiveMonsterCount();// 0x353e68c byte GetCurHitPartJugementType();// 0x353e664 STExtraSimpleCharacter* GetCopyBoneSimpleChar();// 0x353e63c SimpleCharAnimParamList GetAnimParam();// 0x353e5b0 int GetAliveTimeSeconds();// 0x341aaa8 int GetActiveMonsterCount();// 0x353e588 void ExplodeBeforeDie(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, Vector _hitImpulseDir, HitResult _hitInfo, bool bIsHeadshot);// 0x353e2cc void EnterAIState(enum NewState, bool bIsNotify);// 0x353e208 void EnableDSAnim(bool bEnable);// 0x353e188 void DisappearOnDeath();// 0x353e174 void DieAfterExplode();// 0x353e160 void DelayHidden();// 0x3446b2c void ClearOnDeath(Controller* EventInstigater, out const DamageEvent DamageEvent);// 0x353e080 bool CheckPlayerNeedUpdateAnimation();// 0x353e058 void CharacterMovementUpdatedCallback(float DeltaTime, Vector OldLocation, Vector OldVelocity);// 0x353df4c void ChangeSourceType(byte NewSourceType);// 0x353ded4 void BroadcastReliableLeaveAIState(enum NewState, bool bIsNotify);// 0x353ddc4 void BroadcastReliableEnterAIState(enum NewState, bool bIsNotify);// 0x353dcb4 void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353da38 void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353d750 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353d4d4 void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353d258 void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353cfc8 void BroadcastClientsSimulateLastPointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353cd4c void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353cad0 void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353c854 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353c5cc void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x353c2e4 void BroadcastClientsGMTestDamage(float Damage, float CurHealth, int DamageClassID, byte HitPart);// 0x353c150 void BroadcastClientsDebugSpeed(float Speed);// 0x353c09c void BroadcastClientsDebugOutputDamage(float OutputDmg);// 0x353bfe8 void BPSetEyeEffect(float Switch, LinearColor Color);// 0x40a6134 void BPPreRespawned();// 0x353bfcc void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x40a6134 void BPNotifyInitial();// 0x40a6134 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x40a6134 void BPMonsterInitTableDone();// 0x40a6134 byte BPGetReplicatedMovementMode();// 0x353bfb0 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x353be3c bool BP_HasAIState(enum NewState);// 0x353bdbc RoadPointInfo[] BleCallGetRoadPoints();// 0x353bcf4 bool AllowAIState(enum NewState);// 0x33817e0 void AddWeaponDamageAddition(byte WeaponType);// 0x3314120 -------------------------------- 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] bool bForceRepSnapshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15c, Size: 1] delegate OnSnapshotPreReplicate;//[Offset: 0x160, Size: 12] bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16c, Size: 1] SimulateSyncSmooth SimulateSyncSmooth;//[Offset: 0x170, Size: 220] bool bOpenDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24c, Size: 1] bool bOpenServerForceUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24d, Size: 1] bool bNoPredict;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24e, Size: 1] bool bOnlyUpdateLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24f, Size: 1] bool bOnlyUpdateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x250, Size: 1] bool bSimulatedProxyOnlyUpdateLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x251, Size: 1] bool bSimulatedProxyOnlyUpdateRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x252, Size: 1] bool bAutonomousProxyEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x253, Size: 1] bool bIsReplayRecording;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254, Size: 1] delegate OnActorTeleportFinish;//[Offset: 0x258, Size: 12] bool bEnableTurnAnimationNew;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x265, Size: 1] bool FlipTurnRightFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x266, Size: 1] float MoveMaxSpeedWhenTuring;//[Offset: 0x268, Size: 4] bool bAutoUpdateVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x288, Size: 1] float TurnThreshold;//[Offset: 0x294, Size: 4] CurveFloat* TurnTimeCurve;//[Offset: 0x298, Size: 4] float TurnSpeed;//[Offset: 0x29c, Size: 4] void TeleportNextSync();// 0x33b1f88 void StopPredict();// 0x33b1f74 void SetVelocity(out const Vector Velocity);// 0x33b1ef0 void SetEnable(bool bInEnable, bool bForceReinit);// 0x33b1e20 void SetAngularVelocity(float PitchSpeed, float YawSpeed, float RollSpeed);// 0x33b1d20 void OnRep_Snapshot();// 0x33b1d0c Vector GetVelocity();// 0x33b1cc4 bool GetEnable();// 0x33b1ca8 Vector FindFloor(const Vector InLocation);// 0x33b1c14 -------------------------------- Class: RepSnapshot float TimeStamp;//[Offset: 0x0, Size: 4] Vector_NetQuantize Location;//[Offset: 0x4, Size: 12] Rotator_NetQuantize 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: Rotator_NetQuantize.Rotator -------------------------------- Class: SimulateSyncSmooth float LocErrorTolerance;//[Offset: 0x0, Size: 4] float RotErrorTolerance;//[Offset: 0x4, Size: 4] float MaxPredictMoveTime;//[Offset: 0x8, Size: 4] float MaxMoveDeltaTime;//[Offset: 0xc, Size: 4] float SmoothNetUpdateTime;//[Offset: 0x10, Size: 4] float SmoothNetUpdateRotationTime;//[Offset: 0x14, 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);// 0x32d2f5c void WallJump(Vector DstLocation);// 0x32d2eec void WallClimbExit();// 0x32d2ed8 void WallClimb(Vector DstLocation, Vector originLocation, float WindowHeight);// 0x32d2dd0 void TickWallJump_Turn(float DeltaTime);// 0x32d2d58 void TickWallJump(float DeltaTime);// 0x32d2ce0 void TickWallClimb_Turn(float DeltaTime);// 0x32d2c68 void TickWallClimb_JumpToWall(float DeltaTime);// 0x32d2bf0 void TickWallClimb_ClimbUp(float DeltaTime);// 0x32d2b78 void TickWallClimb_ClimbToStand(float DeltaTime);// 0x32d2b00 void TickWallClimb(float DeltaTime);// 0x32d2a88 void TickStride_Turn(float DeltaTime);// 0x32d2a10 void TickStride_Stride(float DeltaTime);// 0x32d2998 void TickStride_MoveToWall(float DeltaTime);// 0x32d2920 void TickStride(float DeltaTime);// 0x32d28a8 void StrideJump();// 0x32d2894 void StrideExit();// 0x32d2880 void Stride(out Vector DstLocation, out Vector originLocation);// 0x32d27a8 void OnMobDie();// 0x32d2794 void NotifyClientsWallClimbSyncState(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x32d2688 void NotifyClientsWallClimbStartClimbToStand(Vector pos, Rotator Rotator, int nowWallClimbState);// 0x32d257c void NotifyClientsStrideState(Vector pos, Rotator Rotator, int nowStrideState);// 0x32d2470 void NotifyClientsStartStride(Vector pos, Rotator Rotator, int nowStrideState, Vector originLocation, Vector DstLocation, float heightLength, float forwardLength);// 0x32d221c bool IsInAdvancedMovement();// 0x32d21f4 int GetWallJumpState();// 0x32d21cc int GetWallClimbState();// 0x32d21a4 int GetStrideState();// 0x32d217c void BPWallJump(Vector DstLocation);// 0x32d2104 void BPWallClimb(Vector DstLocation);// 0x32d208c -------------------------------- 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);// 0x32d5170 void OnPerceptionSenseUpdated(AIPerceptionComponent* PerceptionComponent, out Actor*[] UpdatedActors);// 0x32d5060 void OnMobDie();// 0x32d504c void ClearNoisePool();// 0x32d504c NoiseCheckResult CheckNoise(out AIStimulus Stimulus);// 0x32d4eac float Attenuation(out AIStimulus Stimulus);// 0x32d4d14 void AddToNoisePool(Actor* Instigator, out AIStimulus Stimulus, float LoudnessHeard);// 0x32d4af8 -------------------------------- 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: 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();// 0x3545488 bool StartSkillSimulate(Vector InVelocity, bool PreventPenetration);// 0x35453bc void SetVelocity(Vector InVelocity);// 0x354534c void SetSimulatePhysics(bool bInEnabled);// 0x35452d0 void SetEnabled(bool InEnabled);// 0x3545254 void SetCharacterMovementActive(bool _bIsActive);// 0x35451d4 bool IsOnGround();// 0x35451ac Vector GetVelocity();// 0x3545164 bool FindGround();// 0x354513c void AddVelocity(Vector InVelocity);// 0x35450cc void ActivatePhysics();// 0x35450b8 -------------------------------- 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);// 0x3136748 -------------------------------- Class: BodyTypeDef int UpThreshold;//[Offset: 0x0, Size: 4] int DownThreshold;//[Offset: 0x4, Size: 4] -------------------------------- Class: PVELagCompensationComponent.LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object float SimulatedCharacterServerTime();// 0x32abc5c enum ShootSimpleCharacterVerify(STExtraShootWeapon* Weapon, STExtraBaseCharacter* Shooter, out const BulletHitInfoUploadData ShootData);// 0x3373b3c -------------------------------- Class: LagCompensationComponent.LagCompensationComponentBase.EntityAntiCheatComponent.ActorComponent.Object float KeepStillMinTime;//[Offset: 0x38c, Size: 4] float StillMaxSpeed;//[Offset: 0x390, Size: 4] Vector StandStillBoundBoxExtent;//[Offset: 0x394, Size: 12] Vector StandStillHeadBoundBoxExtent;//[Offset: 0x3a0, Size: 12] Vector StandStillHeadBoxOffset;//[Offset: 0x3ac, Size: 12] Vector CrouchStillBoundBoxExtent;//[Offset: 0x3b8, Size: 12] Vector CrouchStillHeadBoundBoxExtent;//[Offset: 0x3c4, Size: 12] Vector CrouchStillHeadBoxOffset;//[Offset: 0x3d0, Size: 12] float WeaponOffsetStillScale;//[Offset: 0x3dc, Size: 4] float StandStilDynamicScale;//[Offset: 0x3e0, Size: 4] Vector StandStillBoundBoxExtentPicth;//[Offset: 0x3e4, Size: 12] Vector StandStillHeadBoundBoxExtentPicth;//[Offset: 0x3f0, Size: 12] Vector CrouchStillBoundBoxExtentPicth;//[Offset: 0x3fc, Size: 12] Vector CrouchStillHeadBoundBoxExtentPicth;//[Offset: 0x408, Size: 12] DistanceContinueHitCheck DistanceContinueHitCheck;//[Offset: 0x414, Size: 44] void PostServerMoveDelegate();// 0x32aaaa0 -------------------------------- 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: UAEMonsterAnimListComponentBase.UAEAnimListComponentBase.ActorComponent.Object bool bCacheAnimAsset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x173, Size: 1] MonsterAnimPhaseData[] MonsterAnimDatas;//[Offset: 0x174, Size: 12] MonsterAnimDatasMap;//[Offset: 0x180, Size: 60] MonsterAnimPhaseData[] MonsterAnimDatasRandom1;//[Offset: 0x1bc, Size: 12] MonsterAnimPhaseData[] MonsterAnimDatasRandom2;//[Offset: 0x1c8, Size: 12] delegate OnAnimLoadedFinished;//[Offset: 0x1d4, Size: 12] int RandomAnimID;//[Offset: 0x1e0, Size: 4] void OnAsyncLoadingFinished(MonsterAsyncloadAnimParams loadAnimParams);// 0x35a0970 MonsterAnimPhaseData GetMonsterAnimPhaseDataByType(byte PoseType);// 0x35a0884 AnimationAsset* GetMonsterAnimByType(byte PoseType);// 0x35a0804 -------------------------------- Class: MonsterAnimPhaseData byte PosType;//[Offset: 0x0, Size: 1] AnimationAsset* PhaseAnimSoftPtr;//[Offset: 0x8, Size: 40] -------------------------------- Class: MonsterAsyncloadAnimParams byte PosType;//[Offset: 0x0, Size: 1] -------------------------------- Class: ExFootIKComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x608, Size: 1] float UpwardDetectionDistance;//[Offset: 0x60c, Size: 4] float DownwardDetectionDistance;//[Offset: 0x610, Size: 4] float DetectionSphereRadius;//[Offset: 0x614, Size: 4] byte DetectionCollisionChannel;//[Offset: 0x618, Size: 1] float InterpSpeed;//[Offset: 0x61c, Size: 4] bool bEnableIKEffectorRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x620, Size: 1] bool bEnableKEffectorOffsetMinValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x621, Size: 1] float ScaleOfPawn;//[Offset: 0x624, Size: 4] FootIKInfos;//[Offset: 0x628, Size: 60] bool bEnableOnDedicatedServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x664, Size: 1] float TickFrequencyPerSecond;//[Offset: 0x668, Size: 4] bool bDebug;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x66c, Size: 1] Vector IKEffectorOffsetMinValue;//[Offset: 0x670, Size: 12] void GetIKEffectorRotation(out Rotator OutIKEffectorRotation, out bool bOutIsValid, out const FName InFootIKName);// 0x3222db0 Vector GetIKEffectorOffsetMinValue();// 0x3222d88 void GetIKEffectorOffset(out Vector OutIKEffectorOffset, out bool bOutIsValid, out const FName InFootIKName);// 0x3222ba4 -------------------------------- Class: ExFootIKInfo FName IKBoneOrSocketName;//[Offset: 0x0, Size: 8] FName FixedBoneOrSocketName;//[Offset: 0x8, Size: 8] Vector IKBoneOrSocketOffset;//[Offset: 0x10, Size: 12] Vector IKEffectorOffset;//[Offset: 0x1c, Size: 12] Rotator IKEffectorRotation;//[Offset: 0x28, Size: 12] -------------------------------- Class: VehicleDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: RadialDamageEvent.DamageEvent RadialDamageParams Params;//[Offset: 0x8, Size: 20] Vector Origin;//[Offset: 0x1c, Size: 12] HitResult[] ComponentHits;//[Offset: 0x28, Size: 12] -------------------------------- Class: RadialDamageParams float BaseDamage;//[Offset: 0x0, Size: 4] float MinimumDamage;//[Offset: 0x4, Size: 4] float InnerRadius;//[Offset: 0x8, Size: 4] float OuterRadius;//[Offset: 0xc, Size: 4] float DamageFalloff;//[Offset: 0x10, Size: 4] -------------------------------- Class: PoisonDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: MeleeDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: FallingDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: DrowningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: STBurningDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: STAirAttackRadialDamageEvent.RadialDamageEvent.DamageEvent -------------------------------- Class: 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: 0x5c0, Size: 1] bool DisableServerBulletCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c1, Size: 1] bool bUseCachePool;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c2, Size: 1] Vector ServerShootPos;//[Offset: 0x5c4, Size: 12] float bFixDistanceToShooter;//[Offset: 0x5d0, Size: 4] float ServerShootTime;//[Offset: 0x5d4, Size: 4] ProjectileBulletLaunchParams ServerLaunchParams;//[Offset: 0x5e0, Size: 80] bool bIsValidImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x649, Size: 1] Controller* CachedInstigator;//[Offset: 0x650, Size: 4] void RPC_Multicast_StartLaunch(float Speed, out const Transform Trans, Actor* InOwningWeapon, Actor* InInstigator, uint32 _ShootID);// 0x314b710 void ProjectileComponentHandleShootDamageCallback(NormalProjectileComponent* Comp);// 0x3360d38 void OnRep_ServerLaunchParams(out const ProjectileBulletLaunchParams OldParam);// 0x3360c20 void OnImpactEnd(out const HitResult _ImpactResult);// 0x314b66c void OnImpact(out const HitResult _ImpactResult);// 0x314b5c8 void HandleBeginOverlap(PrimitiveComponent* OverlappedComponent, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x3360a24 -------------------------------- Class: ProjectileBulletLaunchParams float Speed;//[Offset: 0x0, Size: 4] Transform Trans;//[Offset: 0x10, Size: 48] Actor* OwningWeapon;//[Offset: 0x40, Size: 4] Actor* Instigator;//[Offset: 0x44, Size: 4] uint32 ShootID;//[Offset: 0x48, Size: 4] -------------------------------- Class: SeekAndLockWeaponComponent.WeaponLogicBaseComponent.ActorComponent.Object class Actor[] SeekAndLockTargetClassConfigList;//[Offset: 0x100, Size: 12] float SeekAreaPixelSize;//[Offset: 0x10c, Size: 4] SeekAndLockStageConfig Stage1Confog;//[Offset: 0x110, Size: 8] SeekAndLockStageConfig Stage2Confog;//[Offset: 0x118, Size: 8] float ScopeInDelayTime;//[Offset: 0x120, Size: 4] float InitialLockFrameLength;//[Offset: 0x124, Size: 4] float FinalLockFrameLength;//[Offset: 0x128, Size: 4] float MaxSeekDeistance;//[Offset: 0x12c, Size: 4] float LineTraceTargetMaxDistance;//[Offset: 0x130, Size: 4] float HistoryLockDataMaxCacheTime;//[Offset: 0x134, Size: 4] float TrySeekAndGetLockTargetInterval;//[Offset: 0x138, Size: 4] float CheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x13c, Size: 4] float TraceTargetInterval;//[Offset: 0x140, Size: 4] float TraceTargetIntervalNoLaserTrace;//[Offset: 0x144, Size: 4] SeekAndLockStageTipsMap;//[Offset: 0x148, Size: 60] LockStageBeginSoundConfig;//[Offset: 0x184, Size: 60] EnemyLockStageBeginSoundConfig;//[Offset: 0x1c0, Size: 60] AkAudioEvent* LockStopSoundConfig;//[Offset: 0x1fc, Size: 4] AkAudioEvent* EnemyLockStopSoundConfig;//[Offset: 0x200, Size: 4] AkAudioEvent* EnemyLaunchRocketSound;//[Offset: 0x204, Size: 4] AkAudioEvent* EnemyLaunchRocketStopSound;//[Offset: 0x208, Size: 4] STExtraShootWeapon* OwnerShootWeapon;//[Offset: 0x20c, Size: 4] bool bNeedDrawUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] delegate OnSeekAndLockStageEnterDelegate;//[Offset: 0x214, Size: 12] delegate OnChangeTraceTargetLocDelegate;//[Offset: 0x220, Size: 12] delegate OnChangeSeekAndLockStageTipDelegate;//[Offset: 0x22c, Size: 12] float CurTrySeekAndGetLockTargetInterval;//[Offset: 0x248, Size: 4] float CurCheckSeekAndGetLockTargetVisibilityInterval;//[Offset: 0x24c, Size: 4] float CurTraceTargetCountTime;//[Offset: 0x250, Size: 4] bool bHasShowSeekAndLock3DUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254, Size: 1] bool bSeekAndLockAlwaysValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x255, Size: 1] bool bSeekAndLockWhenNoBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x256, Size: 1] bool bSeekAndLockToVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x257, Size: 1] bool bSeekAndLockToCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258, Size: 1] void ShowEnemyLaunchRocketTips();// 0x32ec064 void SetCurrentLockTarget(Actor* InTarget);// 0x33a39a8 void RPC_Server_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x33a38ac void RPC_Server_NotifyServerCancelLock(Actor* LockTarget);// 0x33a37f8 void RPC_Client_NotifyServerEnterNewStage(Actor* LockTarget, enum Stage);// 0x33a36fc void RPC_Client_NotifyServerCancelLock(Actor* LockTarget);// 0x33a3648 void RemoveTargetList(Actor*[] TargetList);// 0x33a34f0 void RemoveTarget(Actor* Target);// 0x33a3478 void OnSeekAndLockStageEnterDelegate__DelegateSignature(enum Stage);// 0x40a6134 void OnChangeTraceTargetLocDelegate__DelegateSignature(out const HitResult HitInfo);// 0x40a6134 void OnChangeSeekAndLockStageTipDelegate__DelegateSignature(FString Tip);// 0x40a6134 void InitComplete();// 0x30cf50c void HandleTargetOutOfSeekArea();// 0x33a3464 void HandleReconnectOnServer(STExtraWeapon* Weapon);// 0x32b1e68 void HandleDisconnectOnServer(STExtraWeapon* Weapon);// 0x33a33e4 enum GetCurrentSeekAndLockStage();// 0x33a33b4 Actor* GetCurrentLockTarget();// 0x33a338c bool CheckTargetIsVisible(Actor* Target);// 0x32b1c9c bool CheckTargetClassIsIncluedByClassMap(Actor* Target);// 0x33a330c void AddTarget(Actor* Target);// 0x33a3294 -------------------------------- Class: SeekAndLockStageConfig float LockTotalTime;//[Offset: 0x0, Size: 4] float ShrinkSpeed;//[Offset: 0x4, Size: 4] -------------------------------- Class: MoveAntiCheatComponent.ActorComponent.Object bool bUseMoveAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xbc, Size: 1] float MinMoveAntiCheatCheckIntervel;//[Offset: 0xc0, Size: 4] int MaxCheatTimes;//[Offset: 0xc4, Size: 4] float TolerateDistanceFractor;//[Offset: 0xc8, Size: 4] float MaxPacketLossRate;//[Offset: 0xcc, Size: 4] float MinDistanceSqAtStaticColliderCheck;//[Offset: 0xd0, Size: 4] int MaxTotalMoveCheatTimes;//[Offset: 0xd4, Size: 4] int MaxTotalPassWallTimes;//[Offset: 0xd8, Size: 4] float MinMoveAntiCheatCheckIntervel2;//[Offset: 0xdc, Size: 4] float SecondsSinceLastTeleport2SkipCheckDSAverageSpeed;//[Offset: 0xe0, Size: 4] bool bIsForceAdjustZWhenExceed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] int MaxShootPointPassWall;//[Offset: 0xe8, Size: 4] int MaxGunPosErrorTimes;//[Offset: 0xec, Size: 4] float MaxSkeletonLength;//[Offset: 0xf0, Size: 4] int MaxMuzzleHeightTime;//[Offset: 0xf4, Size: 4] int MaxLocusFailTime;//[Offset: 0xf8, Size: 4] int MaxBulletVictimClientPassWallTimes;//[Offset: 0xfc, Size: 4] int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0x100, Size: 4] int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x104, Size: 4] int MaxShooterDataNumErrorCnt;//[Offset: 0x108, Size: 4] VerifySwitch VsBoneInfo;//[Offset: 0x10c, Size: 16] VerifySwitch VsSysTimeRateCheck;//[Offset: 0x11c, Size: 16] VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x12c, Size: 16] VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x13c, Size: 16] VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x14c, Size: 16] VerifySwitch VsShootTimeConDelta;//[Offset: 0x15c, Size: 16] VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x16c, Size: 16] VerifySwitch VsJumpMaxHeight;//[Offset: 0x17c, Size: 16] MoveCheatAntiStrategy MoveCheatAntiStrategy3;//[Offset: 0x1f8, Size: 140] MoveCheatAntiStrategy2 MoveCheatAntiStrategy4;//[Offset: 0x284, Size: 80] CharacterZMoveDistanceCheck CharacterZMoveDistanceCheck;//[Offset: 0x2d4, Size: 52] ShovelAntiCheat ShovelAntiCheat;//[Offset: 0x308, Size: 120] ClientTimeSpeedCheck TimeSpeedCheck;//[Offset: 0x380, Size: 60] RealtimeMoveSpeedCheck RealtimeMoveSpeedCheck;//[Offset: 0x3e0, Size: 32] float MaxJumpHeight;//[Offset: 0x404, Size: 4] Character* CharacterOwner;//[Offset: 0x408, Size: 4] bool IsOpenRTPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x470, Size: 1] int ServerControlMaxThreshold;//[Offset: 0x478, Size: 4] float IgnorePenetrationSpeedThreshold;//[Offset: 0x490, Size: 4] float IgnorePenetrationSpeedTrial;//[Offset: 0x494, Size: 4] float IgnorePenetrationSpeedFurtherTrial;//[Offset: 0x498, Size: 4] LongTimeAccReplicateInDev LongTimeAccReplicateInDev;//[Offset: 0x49c, Size: 20] void SendShovelDataToServer(const ShovelInfo InShovelData);// 0x32eb360 void RefreshRealMaxJumpHeight();// 0x30cf50c void Ping2Server(float ServerTime, float ClientTime, const Vector_NetQuantize100 ClientLoc, float MaxSpeed);// 0x32eb1e4 void Ping2Client(float ServerTime);// 0x32eb16c void OnPreReconnectOnServer();// 0x32eb158 bool K2_MoveSweepTest(out const Vector Start, out const Vector End, byte TraceChannel, out HitResult OutHit, bool bSweep, float SphereRadius, float PadLength);// 0x32eaeec void DebugDrawLine(const Vector Start, const Vector End);// 0x32eae40 void ClearJumpLimit();// 0x30cf50c -------------------------------- Class: VerifySwitch int PunishThresHold;//[Offset: 0x0, Size: 4] bool bShouldPunish;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] int VerifyFailedCnt;//[Offset: 0x8, Size: 4] -------------------------------- Class: MoveCheatAntiStrategy uint32 bIsOpen;//[Offset: 0x0, Size: 4] uint32 bIgnoreCheck;//[Offset: 0x4, Size: 4] float MaxAllowClientSideTimeLag;//[Offset: 0x8, Size: 4] float CheckTimeSpeedIntervel;//[Offset: 0xc, Size: 4] int MaxAllowCheatMoveTimes;//[Offset: 0x10, Size: 4] float MaxMoveDistanceScaleFactor;//[Offset: 0x14, Size: 4] float MaxPublishForbidMoveTime;//[Offset: 0x18, Size: 4] float ServerSendPingIntervel;//[Offset: 0x1c, Size: 4] float MaxMoveSpeedValue;//[Offset: 0x20, Size: 4] int MaxSpeedSplitNum;//[Offset: 0x24, Size: 4] int MaxContinuousCheatMoveTimes;//[Offset: 0x28, Size: 4] int MaxClientSpeed;//[Offset: 0x2c, 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: LongTimeAccReplicateInDev bool bIsScanning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float AccumulatedTime;//[Offset: 0x4, Size: 4] float ExpectedDistance;//[Offset: 0x8, Size: 4] float MovedDistance;//[Offset: 0xc, Size: 4] float DistanceRatio;//[Offset: 0x10, Size: 4] -------------------------------- Class: ShovelInfo -------------------------------- Class: BaseCharacterEffectCom.ActorComponent.Object ParticleSystem* DeathFX;//[Offset: 0xbc, Size: 4] STExtraBaseCharacter* OwningCharacter;//[Offset: 0xc0, Size: 4] void HandleOwnerDeath(STExtraBaseCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x3134a08 -------------------------------- Class: CharacterParachuteComponent.LuaInstancedActorComponent.ActorComponent.Object float CurrentFallSpeed;//[Offset: 0x14c, Size: 4] float CurrentDiveRate;//[Offset: 0x158, Size: 4] float FreeFall_InputForwardTriggerThreshold;//[Offset: 0x16c, Size: 4] float FreeFall_InputRightTriggerThreshold;//[Offset: 0x170, Size: 4] float FreeFall_AcceFall;//[Offset: 0x174, Size: 4] float FreeFall_MaxFreeFallSpeed;//[Offset: 0x178, Size: 4] float FreeFall_MaxFallSpeedChangeAccel;//[Offset: 0x17c, Size: 4] float FreeFall_AcceForward;//[Offset: 0x180, Size: 4] float FreeFall_MinForwardSpeed;//[Offset: 0x184, Size: 4] float FreeFall_MaxForwardSpeed;//[Offset: 0x188, Size: 4] float FreeFall_MaxForwardExtraFallSpeed;//[Offset: 0x18c, Size: 4] float FreeFall_AcceRight;//[Offset: 0x190, Size: 4] float FreeFall_MaxRightSpeed;//[Offset: 0x194, Size: 4] float FreeFall_MaxRightExtraFallSpeed;//[Offset: 0x198, Size: 4] float FreeFall_MinPitchForwardAngle;//[Offset: 0x19c, Size: 4] float FreeFall_MaxPitchForwardAngle;//[Offset: 0x1a0, Size: 4] float FreeFall_MaxPitchBackAngle;//[Offset: 0x1a4, Size: 4] float FreeFall_RotationYawInterpSpeed;//[Offset: 0x1a8, Size: 4] float FreeFall_RotationPitchInterpSpeed;//[Offset: 0x1ac, Size: 4] float FreeFall_MinDiveAngle;//[Offset: 0x1b0, Size: 4] float FreeFall_DiveExtraAcceFall;//[Offset: 0x1b4, Size: 4] float FreeFall_MaxDiveExtraFallSpeed;//[Offset: 0x1b8, Size: 4] bool bOpened_EnableInputMode8Dirs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1bc, Size: 1] float Opened_AcceFall;//[Offset: 0x1c0, Size: 4] float Opened_MaxFreeFallSpeed;//[Offset: 0x1c4, Size: 4] float Opened_AcceForward;//[Offset: 0x1c8, Size: 4] float Opened_MaxForwardSpeed;//[Offset: 0x1cc, Size: 4] float Opened_MaxBackwardSpeed;//[Offset: 0x1d0, Size: 4] float Opened_MaxForwardExtraFallSpeed;//[Offset: 0x1d4, Size: 4] float Opened_MaxBackExtraFallSpeed;//[Offset: 0x1d8, Size: 4] float Opened_GlidingSpeedRemainPercent;//[Offset: 0x1dc, Size: 4] float Opened_AcceRight;//[Offset: 0x1e0, Size: 4] float Opened_MaxRightSpeed;//[Offset: 0x1e4, Size: 4] float Opened_MaxLeftRightExtraFallSpeed;//[Offset: 0x1e8, Size: 4] float Opened_MaxRollAngle;//[Offset: 0x1ec, Size: 4] float Opened_MaxPitchForwardAngle;//[Offset: 0x1f0, Size: 4] float Opened_MaxPitchBackAngle;//[Offset: 0x1f4, Size: 4] float Opened_MaxYawAngleSpeed;//[Offset: 0x1f8, Size: 4] float Opened_RotationInterpSpeed;//[Offset: 0x1fc, Size: 4] float ReliableRPCInterval;//[Offset: 0x200, Size: 4] float UseNewVerifyHeightInParachuteOpen;//[Offset: 0x204, Size: 4] Vector Launch_InitSpeed;//[Offset: 0x218, Size: 12] float Launch_Time;//[Offset: 0x224, Size: 4] Vector Launch_SpeedRandomDelta;//[Offset: 0x228, Size: 12] Vector Launch_Accel;//[Offset: 0x234, Size: 12] bool Launch_AutoExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x240, Size: 1] float Launch_YawRandomDelta;//[Offset: 0x244, Size: 4] float Launch_WingUpAngle;//[Offset: 0x248, Size: 4] float Launch_WingForwardDecreaseRate;//[Offset: 0x24c, Size: 4] float Launch_WingForwardDecreaseConstRate;//[Offset: 0x250, Size: 4] float Launch_WingForwardEnterFreeFallSpeed;//[Offset: 0x254, Size: 4] float Launch_WingForwardToUpRate;//[Offset: 0x258, Size: 4] float Launch_WingUpDampingRate;//[Offset: 0x25c, Size: 4] float Launch_WingUpDampingConstRate;//[Offset: 0x260, Size: 4] float Launch_MaxWingUpSpeed;//[Offset: 0x264, Size: 4] float Launch_WingUpDropPlus;//[Offset: 0x268, Size: 4] delegate OnInitLaunch;//[Offset: 0x26c, Size: 12] delegate OnResetLaunch;//[Offset: 0x278, Size: 12] delegate OnChangeMovementModeWhenLaunch;//[Offset: 0x284, Size: 12] delegate OnLanded;//[Offset: 0x290, Size: 12] float AllowMaxDiatanceSqAtServer;//[Offset: 0x29c, Size: 4] float AllowMaxDistanceSqInParachuteOpen;//[Offset: 0x2a0, Size: 4] float AllowMaxVelocitySqAtServer;//[Offset: 0x2a4, Size: 4] float MaxZAllowDistance;//[Offset: 0x2a8, Size: 4] bool bIsPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ac, Size: 1] float FollowerDist;//[Offset: 0x2d0, Size: 4] float ReletiveStaticNearbyDistanceSquare;//[Offset: 0x2d4, Size: 4] bool bLuaSetCheckClientPosVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x300, Size: 1] bool bGmSetUseServerAuthorize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] bool bGmSetUseMaxForwardInputValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x335, Size: 1] bool bEanbleRadiouBlur;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] bool bEanbleRadiouBlurDynamic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x349, Size: 1] MaterialInterface* RadiouBlurMat;//[Offset: 0x350, Size: 40] MaterialInterface* RadiouBlurMatCache;//[Offset: 0x378, Size: 4] float DistanceToJumpPlaneLoc;//[Offset: 0x380, Size: 4] float AutoParachuteStopMoveForwardDistance;//[Offset: 0x384, Size: 4] float AutoParachuteMoveForwardRate;//[Offset: 0x388, Size: 4] float AutoParachuteOpenMoveForwardRate;//[Offset: 0x38c, Size: 4] float AutoParachutePitchOffset;//[Offset: 0x390, Size: 4] float ParachuteContinuTime;//[Offset: 0x3bc, Size: 4] ParachuteMoveState[] ParachuteMoveList;//[Offset: 0x3c0, Size: 12] bool VerifyClientTimeStamp(float TimeStamp, out const Vector Position, out const Vector Velocity);// 0x319a158 void UpdateRotation(float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation);// 0x3199fbc void UpdateRadiouBlurState(float DeltaTime, float ThrottleInput, float SteerInput, enum State);// 0x3199e74 void UpdateParachuteState(float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation);// 0x3199cd8 void UpdateParachuteOpenedRotation(float InputForward, float InputRight, float DeltaTime);// 0x3199bd8 void UpdateLaunchRotation(float InputForward, float InputRight, float DeltaTime);// 0x3199ad8 void UpdateFreeFallRotation(Rotator CameraWorldRotation, float InputForward, float InputRight, float DeltaTime);// 0x319998c void TriggerInputUtil(float InputForward, float InputRight, out int InputForwardTriggered, out int InputRightTriggered);// 0x3199820 void TickParachuteComponent(float DeltaTime, float ThrottleInput, float SteeringInput, out const Rotator CameraRotation);// 0x31996cc void StopParachute();// 0x31996b8 void StartParachute();// 0x31996a4 void SetParachuteVelocity(out const Vector NewVelocity);// 0x3199620 void SetAutoParachuteLocation(out const Vector Location);// 0x319959c void Set_UseServerAuthorize(const bool InUseServerAuthor);// 0x319951c void SendServerMoveAckToClientInternal(float TimeStamp, bool bAckGoodMove, out const Vector Position, out const Rotator Rotation, out const Vector Velocity);// 0x3199358 void SendClientMoveToServerAccurateInternal(float TimeStamp, float ThrottleInput, float SteerInput, float GlidingSpeed, enum State, Rotator CameraRotation, out const Vector Position, out const Rotator Rotation, out const Vector Velocity);// 0x3199084 void ResetVelocity();// 0x3199070 void RemoveRadiouBlur();// 0x319905c void PostNetReceiveNewState();// 0x3199048 Vector ParachuteMoveAfterVelocity(STExtraBaseCharacter* Character, float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation, out const Rotator CurrentRotation, out const Vector CurrentVelocity, out const Vector CurrentPosition, float GlidingSpeed, out Vector OutCurrentVelocity);// 0x3198cb0 Rotator ParachuteMoveAfterRotation(STExtraBaseCharacter* Character, float DeltaTime, float ThrottleInput, float SteerInput, enum State, out const Rotator CameraRotation, out const Rotator CurrentRotation, out const Vector CurrentVelocity);// 0x3198a08 Vector ParachuteMoveAfterPosition(STExtraBaseCharacter* Character, float DeltaTime, out const Vector CurrentVelocity, out const Vector CurrentPosition);// 0x319888c void OnPreReconnectOnServer();// 0x3198878 void OnAsyncLoadRadiouBlurDone();// 0x3198864 static bool IsParachuteWindEnable();// 0x319883c bool IsAutoParachutePathPlanningEnable();// 0x3198814 bool IsAutoParachuteEnable();// 0x31987ec void InvalidateAdjustFollowerLocation();// 0x31987d8 void InitRadiouBlurMat();// 0x31987c4 void GMParachuteAddServerPos(float X, float Y, float Z);// 0x31986c4 float GetReplicatedRightInput();// 0x319869c float GetReplicatedForwardInput();// 0x3198674 Vector GetParachuteVelocity();// 0x319862c Vector GetLaunchInitVelocity();// 0x31985dc Vector GetCurVelocity();// 0x3198594 float GetAutoParachuteMoveForwardRate();// 0x319856c Vector GetAutoParachuteLocation();// 0x3198524 void EnableAutoParachutePathPlanning(bool bEnable);// 0x31984a4 void EnableAutoParachute(bool bEnable);// 0x3198424 void DebugParachuteDetail(FString Caller, out const Vector OldLocation, out const Rotator OldRotation, float DeltaSeconds);// 0x3198278 void ClearParachuteStatusCache();// 0x3198264 void CharacterSetParachuteState(enum State);// 0x31981e4 Vector CalWingUpVelocityUtil(Vector CurVelocity, Rotator CurrentRotation, float InputForward, float InputRight, float DeltaTime, out Vector OutCurrentVelocity);// 0x3197fd8 Vector CalWingUpVelocity(float InputForward, float InputRight, float DeltaTime);// 0x3197eb4 Vector CalParachuteOpenedVelocityUtil(STExtraBaseCharacter* Character, Vector CurVelocity, Rotator CurrentRotation, float InputForward, float InputRight, float DeltaTime, float GlidingSpeed, out Vector OutCurrentVelocity);// 0x3197c14 Vector CalParachuteOpenedVelocity(float InputForward, float InputRight, float DeltaTime);// 0x3197af8 Vector CalLaunchVelocityUtil(Vector CurVelocity, float InputForward, float InputRight, float DeltaTime, out Vector OutCurrentVelocity);// 0x3197938 Vector CalLaunchVelocity(float InputForward, float InputRight, float DeltaTime);// 0x3197814 Vector CalFreeFallVelocityUtil(Vector CurVelocity, Rotator CurrentRotation, float InputForward, float InputRight, float DeltaTime, out Vector OutCurrentVelocity);// 0x3197608 Vector CalFreeFallVelocity(float InputForward, float InputRight, float DeltaTime);// 0x31974ec float AngleInterpTo(float Current, float Target, float DeltaTime, float Speed);// 0x319739c void AdjustFollowerLocation();// 0x3197388 void AddRadiouBlur(float InWeight);// 0x3197310 -------------------------------- Class: ParachuteMoveState float TimeStamp;//[Offset: 0x0, Size: 4] float ThrottleInput;//[Offset: 0x4, Size: 4] float SteerInput;//[Offset: 0x8, Size: 4] Rotator CameraRotation;//[Offset: 0xc, Size: 12] Vector Position;//[Offset: 0x18, Size: 12] Vector Velocity;//[Offset: 0x24, Size: 12] Rotator Rotation;//[Offset: 0x30, Size: 12] enum State;//[Offset: 0x3c, Size: 1] float GlidingSpeed;//[Offset: 0x40, Size: 4] -------------------------------- 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();// 0x309ced4 void K2_GroupPhysics(int InMaskFilter, bool EnableCache);// 0x32828fc int K2_GetQueryMask();// 0x32828d4 int K2_GetPhysicsGroup();// 0x32828ac bool IsPhysicsGrouped();// 0x3282890 void GroupPhysics(byte MaskFilter, bool EnableCache);// 0x32827c4 byte GetQueryMask();// 0x328279c byte GetPhysicsGroup();// 0x3282774 -------------------------------- 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);// 0x3753af4 void ResetForDeath();// 0x3753ae0 void RepBuffSyncList();// 0x3753acc bool RemoveBuffWithCauser(FName BuffName, bool RemoveLayerOnly, Controller* pCauser);// 0x37539b0 bool RemoveBuffByID(int BuffID, bool RemoveLayerOnly, Controller* pCauser, Actor* BuffApplierActor);// 0x3753854 bool RemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x3753738 void RefreshAllBuffs();// 0x333fcfc bool IsBufferMutexed(FName NewBuffName);// 0x37536b8 bool HasBuffID(int BuffID);// 0x3753638 bool HasBuff(FName BuffName);// 0x37535b8 Pawn* GetPawnOwner();// 0x3753590 FName GetBuffName(int BuffID);// 0x3753508 int GetBuffID(FName BuffName);// 0x3753488 float GetBuffExpiry(out const FName BuffName);// 0x37533f4 STBaseBuff* GetBuffByName(FName BuffName);// 0x3753374 Actor* GetActorOwner();// 0x375334c void ClientSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x37530ec void ClientSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x3753200 void ClientMulticastSimulateRemoveBuff(FName BuffName, bool RemoveLayerOnly, Actor* BuffApplierActor);// 0x37530ec void ClientMulticastSimulateAddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x3752fa0 void ClientMulticastSetBuffExpiry(FName BuffName, float LeftSecondsAfterNow);// 0x3752edc void ClearBuff(bool bDebuff, bool bGainBuff);// 0x3752e0c bool CheckBuffStatus(class STBaseBuffStatusType Status, out bool Value);// 0x3752d38 void BuffDetached__DelegateSignature(out const FName BuffName);// 0x40a6134 void BuffAttached__DelegateSignature(out const FName BuffName);// 0x40a6134 bool AddBuffLayer(FName BuffName, int layerNum);// 0x3752c74 bool AddBuffExpiry(FName BuffName, float ExpirySeconds);// 0x3752ba8 int AddBuffByID(int BuffID, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor);// 0x3752a50 int AddBuff(FName BuffName, Controller* BuffCauser, int LayerCount, Actor* BuffApplierActor, Actor* CauserActor);// 0x37528b4 -------------------------------- Class: UTBuffSynData FName BuffName;//[Offset: 0x0, Size: 8] Controller* BuffCauser;//[Offset: 0x8, Size: 4] int LayerCount;//[Offset: 0xc, Size: 4] Actor* BuffApplierActor;//[Offset: 0x10, Size: 4] float RemainingTime;//[Offset: 0x14, Size: 4] float ExpireTime;//[Offset: 0x18, Size: 4] -------------------------------- Class: BuffInstancedItem FName BuffName;//[Offset: 0x0, Size: 8] int BuffID;//[Offset: 0x8, Size: 4] STBaseBuff* Buff;//[Offset: 0xc, Size: 8] int LayerCount;//[Offset: 0x14, Size: 4] Controller* CauserPawnController;//[Offset: 0x18, Size: 4] bool PendingRemove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] float Expiry;//[Offset: 0x20, Size: 4] Actor* Target;//[Offset: 0x24, Size: 4] Actor* BuffApplier;//[Offset: 0x28, Size: 4] int BuffIndex;//[Offset: 0x2c, Size: 4] uint32 DamageCauseID;//[Offset: 0x30, Size: 4] -------------------------------- Class: STBaseBuff.Object FString BuffName;//[Offset: 0x24, Size: 12] FString DisplayName;//[Offset: 0x30, Size: 12] FString Message;//[Offset: 0x3c, Size: 12] Texture2D* Icon;//[Offset: 0x48, Size: 4] SoundBase* SoundData;//[Offset: 0x4c, Size: 4] bool IsDeBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] bool IgnoreMagicalImmunity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51, Size: 1] bool bAllowOtherPawnRefreshBuff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52, Size: 1] bool Layerable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53, Size: 1] bool NeedDetachAndAttachForReplaceExit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] bool NeedDetachAndAttachForAddLayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1] bool ReplaceExsist;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56, Size: 1] bool StaysOnDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x57, Size: 1] int LayerMax;//[Offset: 0x58, Size: 4] int InitialLayerCount;//[Offset: 0x5c, Size: 4] int LayerCount;//[Offset: 0x60, Size: 4] float ValidityTime;//[Offset: 0x64, Size: 4] float Internal;//[Offset: 0x68, Size: 4] UTSkillCondition*[] BuffConditions;//[Offset: 0x6c, Size: 12] float Expiry;//[Offset: 0x78, Size: 4] StatusChange[] StatusChanges;//[Offset: 0x7c, Size: 12] bool NeedSimulateToClientMulticast;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88, Size: 1] bool NeedSimulateToClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x89, Size: 1] byte SimulateAddBuffRole;//[Offset: 0x8a, Size: 1] FName[] MutexBuffers;//[Offset: 0x8c, Size: 12] BuffActionItem[] BuffActions;//[Offset: 0x98, Size: 12] BuffEventActionItem[] EventBuffActions;//[Offset: 0xa4, Size: 12] float fADScale;//[Offset: 0xb0, Size: 4] float fAPScale;//[Offset: 0xb4, Size: 4] bool IsAlwaysExists;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1] Controller* CauserPawnController;//[Offset: 0xbc, Size: 4] Actor* CauserPawnActor;//[Offset: 0xc0, Size: 4] UAEBlackboardParameter[] UAEBlackboardParamList;//[Offset: 0xd0, Size: 12] Actor* BuffApplier;//[Offset: 0xdc, Size: 4] InstancedNodeNameToMemoryMap;//[Offset: 0xe0, Size: 60] int InstancedNodesTotalSize;//[Offset: 0x11c, Size: 4] -------------------------------- Class: UTSkillCondition.UTSkillBaseWidget.Object bool IsTargetOK(ActorComponent* SkillManagerComponent, Actor* Target);// 0x5f59194 bool IsOK_Internal();// 0x5f59120 bool IsOK(ActorComponent* SkillManagerComponent);// 0x5f59030 UTSkill* GetOwnerSkill();// 0x5f58fc8 -------------------------------- Class: UTSkillBaseWidget.Object bool bWidgetEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] FString EffectName;//[Offset: 0x24, Size: 12] Actor* BuffTargetActor;//[Offset: 0x30, Size: 4] UTSkill* OwnerSkill;//[Offset: 0x34, Size: 8] ActorComponent* CurOwnerActorComponent;//[Offset: 0x3c, Size: 4] void SetValueAsWeakObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x5f5cc3c void SetValueAsVector(out const UAEBlackboardKeySelector Key, Vector VectorValue);// 0x5f5cac0 void SetValueAsString(out const UAEBlackboardKeySelector Key, FString StringValue);// 0x5f5c8b8 void SetValueAsRotator(out const UAEBlackboardKeySelector Key, Rotator RotatorValue);// 0x5f5c73c void SetValueAsObject(out const UAEBlackboardKeySelector Key, Object* ObjectValue);// 0x5f5c5c0 void SetValueAsName(out const UAEBlackboardKeySelector Key, FName NameValue);// 0x5f5c44c void SetValueAsInt(out const UAEBlackboardKeySelector Key, int IntValue);// 0x5f5c2d0 void SetValueAsFloat(out const UAEBlackboardKeySelector Key, float FloatValue);// 0x5f5c148 void SetValueAsEnum(out const UAEBlackboardKeySelector Key, byte EnumValue);// 0x5f5bfc8 void SetValueAsClass(out const UAEBlackboardKeySelector Key, class Object ClassValue);// 0x5f5be4c void SetValueAsBool(out const UAEBlackboardKeySelector Key, bool BoolValue);// 0x5f5bc98 bool IsExistWeakObject(out const UAEBlackboardKeySelector Key);// 0x5f5bb78 bool IsExistVector(out const UAEBlackboardKeySelector Key);// 0x5f5ba58 bool IsExistString(out const UAEBlackboardKeySelector Key);// 0x5f5b938 bool IsExistRotator(out const UAEBlackboardKeySelector Key);// 0x5f5b818 bool IsExistObject(out const UAEBlackboardKeySelector Key);// 0x5f5b6f8 bool IsExistName(out const UAEBlackboardKeySelector Key);// 0x5f5b5d8 bool IsExistInt(out const UAEBlackboardKeySelector Key);// 0x5f5b4b8 bool IsExistFloat(out const UAEBlackboardKeySelector Key);// 0x5f5b398 bool IsExistEnum(out const UAEBlackboardKeySelector Key);// 0x5f5b278 bool IsExistClass(out const UAEBlackboardKeySelector Key);// 0x5f5b158 bool IsExistBool(out const UAEBlackboardKeySelector Key);// 0x5f5b038 Object* GetValueAsWeakObject(out const UAEBlackboardKeySelector Key);// 0x5f5af1c Actor* GetValueAsWeakActor(out const UAEBlackboardKeySelector Key);// 0x5f5ada8 Vector GetValueAsVector(out const UAEBlackboardKeySelector Key);// 0x5f5ac68 FString GetValueAsString(out const UAEBlackboardKeySelector Key);// 0x5f5ab1c Rotator GetValueAsRotator(out const UAEBlackboardKeySelector Key);// 0x5f5a9dc Object* GetValueAsObject(out const UAEBlackboardKeySelector Key);// 0x5f5a8c0 FName GetValueAsName(out const UAEBlackboardKeySelector Key);// 0x5f5a788 int GetValueAsInt(out const UAEBlackboardKeySelector Key);// 0x5f5a66c float GetValueAsFloat(out const UAEBlackboardKeySelector Key);// 0x5f5a54c byte GetValueAsEnum(out const UAEBlackboardKeySelector Key);// 0x5f5a430 class Object GetValueAsClass(out const UAEBlackboardKeySelector Key);// 0x5f5a314 bool GetValueAsBool(out const UAEBlackboardKeySelector Key);// 0x5f5a1f4 Actor* GetValueAsActor(out const UAEBlackboardKeySelector Key);// 0x5f5a080 UAEBlackboard* GetUAEBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x5f59f94 UAEBlackboard* GetUAEBlackboard();// 0x5f59f24 UTSkillManagerComponent* GetOwnerSkillManager();// 0x5f59eb4 Actor* GetOwnerPawn();// 0x5f59e44 GetActorBlackboardBySkillComp(UTSkillManagerComponent* InOwnerSkillManager);// 0x5f59d3c GetActorBlackboard();// 0x5f59ca8 -------------------------------- Class: UTSkill.Actor.Object bool bNeedSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4, Size: 1] FString SkillName;//[Offset: 0x2f8, Size: 12] FName SkillGroup;//[Offset: 0x308, Size: 8] bool bSinglePhaseRep;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] enum SkillCastType;//[Offset: 0x311, Size: 1] bool bShouldMonopolize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x312, Size: 1] bool bMonopolizeSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x313, Size: 1] int SkillID;//[Offset: 0x314, Size: 4] int SkillTemplateID;//[Offset: 0x318, Size: 4] FString SkillDescription;//[Offset: 0x31c, Size: 12] FString SkillDetailDes;//[Offset: 0x328, Size: 12] bool bMeleeSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] bool bCheckFirstPhaseConditions;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x335, Size: 1] bool bNeedAutonomousClientSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x336, Size: 1] bool bKeepCastingWhenDisconnect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x337, Size: 1] bool bClearInputCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1] UTSkillCreateData BaseData;//[Offset: 0x33c, Size: 84] int SkillCategory;//[Offset: 0x390, Size: 4] bool bUseNewSkillCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] UAEBlackboardParameter[] BlackboardParamList;//[Offset: 0x398, Size: 12] bool bSetBlackboardDefaultData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] bool bGsListener;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a5, Size: 1] FString SkillTimeScaleAttrName;//[Offset: 0x3a8, Size: 12] InstancedNodeNameToMemoryMap;//[Offset: 0x3b4, Size: 60] int InstancedNodesTotalSize;//[Offset: 0x3f0, Size: 4] FString[] ParentFolderPath;//[Offset: 0x3f4, Size: 12] int64 LastEditBluePrintTime;//[Offset: 0x400, Size: 8] int CurComponentNameIndex;//[Offset: 0x408, Size: 4] bool IsSkillEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c, Size: 1] UTSkillManagerComponent* SpecificSkillCompRef;//[Offset: 0x44c, Size: 8] UAEBlackboard* SpecificBlackBlackRef;//[Offset: 0x454, Size: 8] void StopSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x5f50e64 void SetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent, float Percentage);// 0x5f50d20 void ResetSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x5f50bd0 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType, int PhaseIndex);// 0x5f50a04 bool IsEnableSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent);// 0x5f50914 bool IsCDOK(UTSkillManagerComponent* SkillManagerComponent);// 0x5f50824 UTSkillManagerComponent* GetSpecificSkillManager();// 0x5f507bc UAEBlackboard* GetSpecificBlackboard();// 0x5f50754 float GetSkillPhasePercentage(UTSkillManagerComponent* SkillManagerComponent);// 0x5f50678 UTSkillPhase* GetSkillPhaseByName(FString PhaseName);// 0x5f5053c UTSkillPhase* GetSkillPhase(int PhaseIndex);// 0x5f50450 UTSkillBaseWidget* GetSkillEffectByPhaseName(FString PhaseName, FString EffectName);// 0x5f50258 UTSkillBaseWidget* GetSkillEffectByPhaseIndex(int PhaseIndex, FString EffectName);// 0x5f500b4 float GetRestCoolDownTime(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x5f4ff58 void DoSkillCoolDown(UTSkillManagerComponent* SkillManagerComponent, int CoolDownIndex);// 0x5f4fe08 bool CanBePlayed(UTSkillManagerComponent* SkillManagerComponent, bool bShowErrorMsg);// 0x5f4fc84 -------------------------------- 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] FName[] AsyncLoadingSkillUI;//[Offset: 0x3c, Size: 12] UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x48, Size: 12] -------------------------------- Class: UTSkillPhase.Object FString PhaseName;//[Offset: 0x20, Size: 12] FString PhaseDescription;//[Offset: 0x2c, Size: 12] bool bPhaseEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] UTSkill* OwnerSkill;//[Offset: 0x3c, Size: 8] int PhaseIndex;//[Offset: 0x44, Size: 4] int ActionsTopHalfCount;//[Offset: 0x60, Size: 4] UTSkillPhaseCreateData BaseData;//[Offset: 0x64, Size: 104] UTSkillPicker* InEffectPickerOnAction;//[Offset: 0xcc, Size: 4] bool TryJumpToPhase(UTSkillManagerComponent* SkillManagerComponent, int PhaseId);// 0x5f79be8 void StopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5f79b04 void StartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5f79a20 void RepeatPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5f7993c bool PlaySkillHurtEffect(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x5f797e0 bool PlaySkillHurtAppearances(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x5f79684 void PickTargets(UTSkillManagerComponent* SkillManagerComponent);// 0x5f795a0 bool OnEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x5f79440 bool OnCustomEvent(UTSkillManagerComponent* SkillManagerComponent, byte TheEventType);// 0x5f792e0 float GetChargePhaseRate(UTSkillManagerComponent* SkillManagerComponent);// 0x5f79204 bool ForceStopPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5f79114 bool ClearAttachments();// 0x5f790a8 void AfterStartPhase(UTSkillManagerComponent* SkillManagerComponent);// 0x5f78fc4 void AddSkillConditionLua(UTSkill* InSkill, FString InLuaPath);// 0x5f78e48 void AddSkillActionLua(UTSkill* InSkill, FString InLuaPath);// 0x5f78ccc -------------------------------- Class: UTSkillPhaseCreateData float PhaseDuration;//[Offset: 0x0, Size: 4] FString TimeAdjustAttr;//[Offset: 0x4, Size: 12] float AltPhaseDuration;//[Offset: 0x10, Size: 4] float CacheMouseInputTime;//[Offset: 0x14, Size: 4] bool bMustHasTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] bool bCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19, Size: 1] int CoolDownIndex;//[Offset: 0x1c, Size: 4] UTSkillCondition*[] PhaseConditions;//[Offset: 0x20, Size: 12] UTSkillPicker* Picker;//[Offset: 0x2c, Size: 4] UTSkillEffect*[] Actions;//[Offset: 0x30, Size: 12] UTSkillEffect*[] HurtAppearances;//[Offset: 0x3c, Size: 12] enum PhaseType;//[Offset: 0x48, Size: 1] int JumpPhaseIndex;//[Offset: 0x4c, Size: 4] FString EnterPhaseTipString;//[Offset: 0x50, Size: 12] UTSkillEventEffectMapForEditor*[] EditorEventEffectMap;//[Offset: 0x5c, Size: 12] -------------------------------- Class: UTSkillPicker.UTSkillBaseWidget.Object UTSkillPickerCreateData BaseData;//[Offset: 0x40, Size: 32] UTSkillPickedTarget[] PickedResultTargets;//[Offset: 0x6c, Size: 12] UTSkillPickerFilter*[] Filters;//[Offset: 0x78, Size: 12] bool PickTargetsInner(Vector OriginPoint);// 0x5f7b228 bool PickTargets(Vector OriginPoint);// 0x5f7b154 -------------------------------- 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);// 0x5f7ac9c -------------------------------- Class: UTSkillEffect.UTSkillBaseWidget.Object float fADScale;//[Offset: 0x40, Size: 4] float fAPScale;//[Offset: 0x44, Size: 4] Object*[] CacheSoftObject;//[Offset: 0x48, Size: 12] void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x5f5e080 void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5f5df9c void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x5f52188 void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x5f52038 void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x5f51ee8 void OnAsyncLoadSoftPathDone();// 0x5f5df3c UTSkill* GetOwnerSkill();// 0x5f58fc8 void DoHurtAppearance(UTSkillManagerComponent* SkillManagerComponent, Actor* Victim);// 0x5f5ddec bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5f51cb4 -------------------------------- Class: UTSkillManagerComponent.LuaActorComponent.ActorComponent.Object Pawn* OwnerPawn;//[Offset: 0x18c, Size: 4] bool bEnableSkillCoolDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ac, Size: 1] Actor* OwnerActor;//[Offset: 0x1b0, Size: 4] bool DestroySkillsOnDie;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1b4, Size: 1] SkillIDToSkills;//[Offset: 0x1b8, Size: 60] SkillsBlackboardMap;//[Offset: 0x1f4, Size: 60] ActorBlackboardMap;//[Offset: 0x230, Size: 60] delegate ChangeActorBlackboard;//[Offset: 0x26c, Size: 12] Actor* Target;//[Offset: 0x278, Size: 4] SkillBaseDataMaps;//[Offset: 0x27c, Size: 60] UTSkillLastCastInfo[] LastCastArray;//[Offset: 0x2b8, Size: 12] delegate OnSkillHit;//[Offset: 0x2c4, Size: 12] delegate OnSkillCast;//[Offset: 0x2d0, Size: 12] float PhasePercentage;//[Offset: 0x2dc, Size: 4] IDToSyncSkillActiveStateData;//[Offset: 0x2e0, Size: 60] SkillActiveRepData[] SyncSkillActiveStateDatas;//[Offset: 0x31c, Size: 12] IDToSyncSkillCDDatas;//[Offset: 0x328, Size: 60] TeammateSkillCDRepData TeammateSkillCDRepData;//[Offset: 0x364, Size: 16] SkillDynamicRepData SyncDynamicRepData;//[Offset: 0x374, Size: 12] SkillCDRepData[] SyncSkillCDDatas;//[Offset: 0x380, Size: 12] UTSkillHitInfo SkillHitInfo;//[Offset: 0x390, Size: 40] UTSkillHitEnvInfo SkillHitEnvInfo;//[Offset: 0x3b8, Size: 40] FString[] MutexMontageGroupBeenPlayed;//[Offset: 0x3e0, Size: 12] int SkillSynRandomSeed;//[Offset: 0x3f0, Size: 4] RandomStream SkillSynRandStream;//[Offset: 0x3f4, Size: 8] int SkillSynRandomSeedExpireCount;//[Offset: 0x3fc, Size: 4] SkillTimerMap;//[Offset: 0x400, Size: 60] SkillParamater[] SkillParamaters;//[Offset: 0x448, Size: 12] UTMutilSkillSynData[] SkillSynData;//[Offset: 0x454, Size: 12] UTSkillSynSinglePhaseData[] SkillSynSinglePhaseData;//[Offset: 0x46c, Size: 12] SkillCurPhaseIndexes;//[Offset: 0x488, Size: 60] LastPhaseIndexes;//[Offset: 0x4c4, Size: 60] delegate OnSkillInitSignature;//[Offset: 0x548, Size: 12] delegate SkillStartEvent;//[Offset: 0x554, Size: 12] delegate SkillStopEvent;//[Offset: 0x560, Size: 12] delegate SkillLevelChangeEvent;//[Offset: 0x56c, Size: 12] int[] PendingRemoveSkillID;//[Offset: 0x578, Size: 12] CurSKillLevels;//[Offset: 0x584, Size: 60] UTReplaceSkillData[] ReplacedSkillDatas;//[Offset: 0x5c0, Size: 12] bool bEnableSkillInst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5cc, Size: 1] UTSkillInstance[] SkillInstArray;//[Offset: 0x5d0, Size: 12] void UpdateSyncSkillCDData(int SkillID);// 0x5f6fb04 void UpdateSyncSkillActiveState(int SkillID);// 0x5f6fa34 void UnRegisterActorBlackBorad(Actor* InActor);// 0x5f6f964 void TryDeleteOneSkill(int SkillID, bool IsImmediately);// 0x5f6f7f4 void TryAddOneSkill(int SkillID, bool bActive);// 0x5f6f684 void TriggerEvent_WithID(int InSkillID, byte InEventType, out const UTSkillBBUploadData SkillBBUploadData);// 0x5f6f464 void TriggerEvent(int SkillID, byte EventType);// 0x5f6f310 bool TraceTarget(Vector StartTrace, Vector EndTrace, enum TargetType, float Radius, out Actor* TargetActor);// 0x5f6f004 void SyncOneSkillState(bool RepSkillCD, bool RepSkillActiveState, int RequestID);// 0x5f6edec bool StopSkillWithSlot(int SkillSlot, enum StopReason);// 0x5f6ec90 void StopSkillSpecific(UTSkill* Skill, enum StopReason);// 0x5f6eb54 void StopSkillAll(enum StopReason);// 0x5f6ea6c int StopSkill_WithID(int SkillID, enum StopReason);// 0x5f6e914 void StopSkill(int SkillID, enum StopReason);// 0x5f6e7c4 bool ShouldTriggerEvent(int SkillID, byte EventType);// 0x5f6e664 bool SetupOwnerAndSystem();// 0x5f6e5f8 void SetSkillState(out const UTSkillStateSyncData[] InSyncStateDatas);// 0x5f6e4ac void SetSkillOwner(Actor* tempActor);// 0x5f6e3c8 void SetSkillLevel(int SkillID, int SkillLevel);// 0x5f6e290 void SetSkillLastPhase(UTSkill* Skill, int PhaseIndex);// 0x5f6e158 void SetSkillCurPhase(UTSkill* Skill, int PhaseIndex);// 0x5f6e020 bool SetSkillActive(int SkillID, bool bActive, bool bForceSet);// 0x5f6de04 void SetCurSkill(int SkillID, int SkillSlot);// 0x5f6dccc void SetAutoSkillID(int InSkillID);// 0x5f6dbfc void ServerTriggerEvent_WithParams(int SkillID, byte EventType, const UAEBlackboardKeySelector[] KeySelectors, const byte[] Content);// 0x5f6d8b4 void ServerTriggerEvent_WithID(int SkillID, byte EventType);// 0x5f6d71c void ServerTriggerEvent(int SkillID, byte EventType);// 0x5f6d584 void ServerStopAllSkill(enum Reason);// 0x5f6d460 bool ServerStartSkill(int SkillID, bool bAutoCast);// 0x5f6d2dc void ServerNotifyRandomSeed(int Seed);// 0x5f6d1bc void ResetTeammateSkillCDData();// 0x5f6d15c void ResetSkillCoolDown(int SkillID, int CDIndex);// 0x5f6d00c void ResetAllSkillCoolDown();// 0x5f6cfa4 void RequestSkillStates(bool RepSkillCD, bool RepSkillActiveState, const int[] RequestIDs);// 0x5f6ccc4 void RepSkillHitInfo();// 0x5f6cc64 void RepOneSkillSynData(int SkillSlot, int InLastSkillID);// 0x5f6cb2c void RepLastCastTime();// 0x5f6cacc void ReplaceSkill(int OldSkillID, int NewSkillID);// 0x5f6c994 void RemoveReplacedSkill(int OldSkillID);// 0x5f6c8c4 void RemoveAllSkillUIWidget();// 0x5f6c864 void RegisterActorBlackBorad(Actor* InActor, UAEBlackboard* RegisterBlackboard);// 0x5f6c72c int RandRangeSyn(int StartIndex, int EndIndex);// 0x5f6c5ec void PlayHurtSkillEffect(UTSkillHitInfo TheSkillHitInfo);// 0x5f6c4a4 void OnStopSkill(UTSkill* Skill, enum StopReason);// 0x5f6c354 static bool OnSameTeam(Actor* A, Actor* B);// 0x5f6c21c void OnRespawned();// 0x5f6c1b4 void OnRep_SkillSynSinglePhaseData();// 0x5f6c14c void OnRep_SkillSynData();// 0x5f6c0e4 void OnRep_SkillHitInfo();// 0x5f6c07c void OnRep_SkillCDDatas();// 0x5f6c01c void OnRep_SkillActiveState();// 0x5f6bfbc void OnRep_ReplaceSkill();// 0x5f4f4b0 void OnRep_DynamicRepData();// 0x5f6bf5c void OnRecycled();// 0x5f6bef4 void OnInterruptSkill(UTSkill* Skill, enum StopReason);// 0x5f6bda4 bool IsUsingSkill(int SkillID);// 0x5f6bcc8 bool IsSkillCanUse();// 0x5f6bc5c bool IsSkillActived(int SkillID);// 0x5f6bb80 bool IsReadyToCastSkill(int SkillID);// 0x5f6ba90 bool IsEnableSkillCoolDown();// 0x5f6ba1c bool IsCurrentUseSkillID(int InSkillID);// 0x5f6b940 bool IsCastingSkillID(int InSkillID);// 0x5f6b850 bool IsCastingSkill();// 0x5f6b7dc bool HandleTriggerParamsEvent(int SkillID, byte EventType);// 0x40a6134 void HandleSkillStop(int SkillID, enum StopReason);// 0x5f6b68c void HandleSkillStart(int SkillID);// 0x5f6b5a8 UAEBlackboard* GetUAEBlackboardBySkillId(int SkillID);// 0x5f6b4bc UAEBlackboard* GetUAEBlackboard(UTSkill* InSkill);// 0x5f6b3e4 UTSkillWidget* GetSkillWidget(int SkillID);// 0x5f6b2f8 UTSkillStateSyncData[] GetSkillState();// 0x5f6b264 int GetSkillSlotBySkillID(int SkillID);// 0x5f6b18c int GetSkillSlotBySkill(UTSkill* Skill);// 0x5f6b0b4 UTSkill*[] GetSkillsByGroup(FName SkillGroup);// 0x5f6af80 int GetSkillLevel(int SkillID);// 0x5f6aea8 int GetSkillLastPhase(UTSkill* Skill);// 0x5f6add0 int GetSkillIDFromSkillIndex(int InSkillIndex);// 0x5f6ace4 int GetSkillIDByClass(class Object SkillClass);// 0x5f6abf8 int GetSkillCurPhase(UTSkill* Skill);// 0x5f6ab20 UTSkill* GetSkillByName(FString SkillName);// 0x5f6a9a8 UTSkill* GetSkillByClassName(FString SkillClassName);// 0x5f6a830 UTSkillCreateData GetSkillBaseData(int SkillID);// 0x5f6a73c UTSkill* GetSkill(int SkillID);// 0x5f6a650 int GetReplacedSkill(int OldSkillID);// 0x5f6a578 byte GetRealOwnerRoleSafety();// 0x5f6a4f0 float GetLastCastTime(int SkillID);// 0x5f6a414 float GetLastCastFinishTime(int SkillID);// 0x5f6a338 int[] GetCurUsingSkillIDS();// 0x5f6a2a4 UTSkill*[] GetCurSkills();// 0x5f6a210 UTSkillPhase*[] GetCurSkillPhases();// 0x5f6a17c UTSkillPhase* GetCurSkillPhase(int InSkillSlot);// 0x5f6a0a4 int[] GetCurSkillIDs();// 0x5f6a024 int GetCurSkillID(UTSkill* Skill);// 0x5f69f4c UTSkill* GetCurSkill(int InSkillSlot);// 0x5f69e74 int[] GetCurMonopolizeSkills();// 0x5f69de0 int FindRelatedCurSkillID(int SkillID, out int OutRelatedSkillSlot, bool bPeekSlotIndex);// 0x5f69bc8 void DynamicRemoveSkill(int InSkillID);// 0x5f69ae4 void DynamicAddSkill(int InSkillID);// 0x5f69a00 void ClientStartSkill(int SkillID, bool bAutoCast);// 0x5f69888 void ClearSkill();// 0x5f69820 void ClearRepParams();// 0x5f697b8 void ClearInitParams();// 0x5f69750 void CacheSkillWidget(int SkillID, UTSkillWidget* Widget);// 0x5f69600 -------------------------------- 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: TeammateSkillCDRepData int SkillID;//[Offset: 0x0, Size: 4] float CDStartTime;//[Offset: 0x4, Size: 4] float CDEndTime;//[Offset: 0x8, Size: 4] int UseCount;//[Offset: 0xc, Size: 4] -------------------------------- 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] byte[] SkillSyncDatas;//[Offset: 0x4, Size: 12] -------------------------------- Class: UTSkillHitInfo Actor*[] ToPawn;//[Offset: 0x0, Size: 12] Actor* FromPawn;//[Offset: 0xc, Size: 4] int SkillID;//[Offset: 0x10, Size: 4] int SkillPhaseID;//[Offset: 0x14, Size: 4] bool Flag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x19, Size: 1] byte HitSurfaceType;//[Offset: 0x1a, Size: 1] Vector HitEnvLocation;//[Offset: 0x1c, Size: 12] -------------------------------- Class: UTSkillHitEnvInfo Actor*[] ToPawn;//[Offset: 0x0, Size: 12] Actor* FromPawn;//[Offset: 0xc, Size: 4] int SkillID;//[Offset: 0x10, Size: 4] int SkillPhaseID;//[Offset: 0x14, Size: 4] byte HitSurfaceType;//[Offset: 0x18, Size: 1] Vector HitEnvLocation;//[Offset: 0x1c, Size: 12] -------------------------------- Class: RandomStream int InitialSeed;//[Offset: 0x0, Size: 4] int Seed;//[Offset: 0x4, Size: 4] -------------------------------- Class: TimerHandle uint64 Handle;//[Offset: 0x0, Size: 8] -------------------------------- Class: SkillParamater bool bUseTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FName SkillTag;//[Offset: 0x8, Size: 8] enum SkillType;//[Offset: 0x10, Size: 1] float CDRecoveryScale;//[Offset: 0x14, Size: 4] float SkillRuntimeScale;//[Offset: 0x18, Size: 4] -------------------------------- Class: UTMutilSkillSynData int CurSkillID;//[Offset: 0x0, Size: 4] int SynID;//[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: UTSkillInstance int SkillID;//[Offset: 0x0, Size: 4] int CurPhaseIndex;//[Offset: 0x4, Size: 4] int LastPhaseIndex;//[Offset: 0x8, Size: 4] int InstanceID;//[Offset: 0xc, Size: 4] int SkillSlot;//[Offset: 0x10, Size: 4] int Level;//[Offset: 0x14, Size: 4] int ActiveState;//[Offset: 0x18, Size: 4] int SkillCD;//[Offset: 0x1c, Size: 4] enum StopReason;//[Offset: 0x20, Size: 1] byte[] EventCache;//[Offset: 0x24, Size: 12] UAEBlackboard* Blackboard;//[Offset: 0x30, Size: 4] UTSkillCreateData SkillBaseData;//[Offset: 0x34, Size: 84] UTSkill* Skill;//[Offset: 0x88, Size: 8] UTSkillWidget* SkillWidget;//[Offset: 0x90, Size: 8] UTSkillManagerComponent* OwnerComp;//[Offset: 0x98, Size: 8] bool bGsListener;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0, Size: 1] -------------------------------- Class: UTSkillWidget.LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object UTSkillManagerComponent* SkillManager;//[Offset: 0x3a8, Size: 4] int SkillID;//[Offset: 0x3ac, Size: 4] float TickInterval;//[Offset: 0x3b0, Size: 4] bool bEnableTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b4, Size: 1] void TriggerPassiveEvent(byte SkillEvent);// 0x5f7cd4c void TriggerEvent(byte SkillEvent);// 0x5f7cc64 void SetSkillManager(UTSkillManagerComponent* Manager);// 0x5f7cb94 void SetSkillID(int InSkillID);// 0x5f7cac4 void RemoveSelf();// 0x5f7ca64 UTSkillManagerComponent* GetSkillManager();// 0x5f7c9fc int GetSkillID();// 0x5f7c994 UTSkillCDBase*[] GetSkillCDBases();// 0x5f7c914 UTSkill* GetSkill();// 0x5f7c8ac PlayerController* GetLocalPlayerController();// 0x5f7c844 -------------------------------- Class: LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object FString LuaFilePath;//[Offset: 0x398, Size: 12] bool bEnableBlueprintTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a4, Size: 1] -------------------------------- Class: UTSkillCDBase.LuaObject.Object UTSkillManagerComponent* OwnerSkillManager;//[Offset: 0x70, Size: 8] UTSkill* OwnerSkill;//[Offset: 0x78, Size: 8] byte[] SyncContent;//[Offset: 0x80, Size: 12] bool bIgnoreCastSkillCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1] void BindLua(FString luaPath);// 0x5f58244 -------------------------------- Class: LuaObject.Object FString LuaFilePath;//[Offset: 0x64, Size: 12] -------------------------------- Class: UTSkillBBUploadData UAEBlackboardKeySelector[] KeySelectors;//[Offset: 0x0, Size: 12] -------------------------------- Class: UTSkillStateSyncData UTSkillStateSyncDataParam SyncParam;//[Offset: 0x0, Size: 2] int SkillID;//[Offset: 0x4, Size: 4] bool bSkillActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] UTSkillSyncData_CD[] CDSyncDatas;//[Offset: 0xc, Size: 12] -------------------------------- Class: UTSkillStateSyncDataParam bool bSyncActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bSyncCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] -------------------------------- Class: UTSkillEventEffectMapForEditor.UTSkillBaseWidget.Object byte SkillEventType;//[Offset: 0x40, Size: 1] FName[] InterestedOwnerTags;//[Offset: 0x44, Size: 12] FName PreEventActionTag;//[Offset: 0x50, Size: 8] UTSkillEffect* SkillEffect;//[Offset: 0x58, Size: 4] SkillConditionWarpper[] Conditions;//[Offset: 0x5c, Size: 12] SkillConditionWarpper[] TargetConditions;//[Offset: 0x68, Size: 12] -------------------------------- Class: SkillConditionWarpper UTSkillCondition* SkillCondition;//[Offset: 0x0, Size: 4] -------------------------------- Class: StatusChange class STBaseBuffStatusType* StatusName;//[Offset: 0x0, Size: 4] bool StatusValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: STBaseBuffStatusType.Object -------------------------------- Class: BuffActionItem UTSkillAction* BuffAction;//[Offset: 0x0, Size: 4] -------------------------------- Class: UTSkillAction.UTSkillEffect.UTSkillBaseWidget.Object UTSkillActionCreateData BaseData;//[Offset: 0x54, Size: 8] UTSkillAction* OwnerPeriodAction;//[Offset: 0x5c, Size: 4] bool bClearTimerAfterReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x61, Size: 1] Object* EventObj;//[Offset: 0x64, Size: 4] void UpdateAction_Internal(float DeltaSeconds);// 0x5f528ac void UpdateAction(UTSkillManagerComponent* SkillManagerComponent, float DeltaSeconds);// 0x5f52768 void UndoAction_Internal();// 0x5f52700 void UndoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5f52630 void TimerRealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5f52560 void Reset_Internal();// 0x5f524f8 void Reset(ActorComponent* SkillManagerComponent);// 0x5f52428 bool RealDoAction_Internal();// 0x5f523b4 bool RealDoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5f522d8 void PreCloseSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x5f52188 void PostInitSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x5f52038 void PostActiveSkill(UTSkillManagerComponent* SkillManagerComponent, UTSkill* CurOwnerSkill);// 0x5f51ee8 void OnAsyncLoadAssetDone(UTSkillManagerComponent* SkillManagerComponent);// 0x5f51e18 bool JudgeNeedPhaseWait();// 0x5f51da4 bool DoAction(UTSkillManagerComponent* SkillManagerComponent);// 0x5f51cb4 -------------------------------- Class: UTSkillActionCreateData byte ActionRole;//[Offset: 0x0, Size: 1] float DelayTime;//[Offset: 0x4, Size: 4] -------------------------------- Class: BuffEventActionItem STBaseBuffEventType* EventType;//[Offset: 0x0, Size: 4] UTSkillAction* BuffEventAction;//[Offset: 0x4, Size: 4] -------------------------------- Class: STBaseBuffEventType.Object -------------------------------- Class: ActorAttributeComponent.ActorComponent.Object FString tableName;//[Offset: 0xbc, Size: 12] void UpdateAttribute(int TemplateID);// 0x309cef0 void InitializeFollow();// 0x309ced4 void Initialize(Actor* Actor);// 0x309ce54 -------------------------------- 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[] StandHitBoxesTransform;//[Offset: 0xc8, Size: 12] Transform[] ProneHitBoxesTransform;//[Offset: 0xd4, Size: 12] PrimitiveComponent*[] StandHitBoxes;//[Offset: 0xe0, Size: 12] PrimitiveComponent*[] ProneHitBoxes;//[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: 0x128, Size: 4] float Server_HitBox_Stand_Radius;//[Offset: 0x12c, Size: 4] float Server_HitBox_Prone_HalfHeight;//[Offset: 0x130, Size: 4] float Server_HitBox_Prone_Radius;//[Offset: 0x134, Size: 4] bool bCloseCharacterMeshCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x138, Size: 1] BodyTypeDef ProneBodyDef;//[Offset: 0x13c, Size: 8] BodyTypeDef StandBodyDef;//[Offset: 0x144, Size: 8] BodyTypeDef CrouchBodyDef;//[Offset: 0x14c, Size: 8] BodyTypeDef DyingBodyDef;//[Offset: 0x154, Size: 8] BodyTypeDef VechicleBodyDef;//[Offset: 0x15c, Size: 8] NewHitBodyPosMap;//[Offset: 0x164, Size: 60] float PawnCollisionCountdown;//[Offset: 0x1a0, Size: 4] bool bRefreshPawnCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1a4, Size: 1] float BoxCollisionCountdown;//[Offset: 0x1a8, Size: 4] bool bRefreshBoxCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ac, Size: 1] void UpdatePoseCollisionShapes(byte PoseState);// 0x30d85a8 void UpdateAllInstanceBodyTransform(int Type);// 0x3315ea8 PrimitiveComponent* GetHitBoxByState(enum InPoseState);// 0x3315e28 enum GetHitBodyTypeByHitPos(out const Vector InHitPos);// 0x3315d94 enum GetHitBodyTypeByBoneName(FString InBoneName);// 0x3315cc8 enum GetHitBodyType(out const Vector InHitPos, out const Vector InImpactVec, FString InBoneName);// 0x3315b54 byte GetCurHitPartJudgementType();// 0x3315b2c void CloseBodyBulletCollision();// 0x309ced4 enum CalcHitBodyType(out const Vector HitPos, out const Vector Projvec, out const Vector CenterPos, out const BodyTypeDef BodyDef);// 0x3315990 -------------------------------- Class: OpenCollisionLODAngle float DistSq;//[Offset: 0x0, Size: 4] float Angle;//[Offset: 0x4, Size: 4] -------------------------------- Class: TurnAroundViewComponent.ActorComponent.Object FocusTargetItem FocusTurnData;//[Offset: 0x100, Size: 52] bool bTurnOnlyOnServer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x134, Size: 1] Character* MyChar;//[Offset: 0x160, Size: 4] void OnRep_FocusTurnTargetChange();// 0x3597e90 -------------------------------- Class: FocusTargetItem Actor* Actor;//[Offset: 0x0, Size: 8] Vector Position;//[Offset: 0x8, Size: 12] bool IsStartTurnTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float TurnTargetVelocity;//[Offset: 0x18, Size: 4] Rotator LastActorRotation;//[Offset: 0x1c, Size: 12] FString CurveName;//[Offset: 0x28, Size: 12] -------------------------------- Class: TickControlComponent.ActorComponent.Object enum CustomTickType;//[Offset: 0xbc, Size: 1] NeedTickComponentClassList;//[Offset: 0xc0, Size: 60] TickListItem[] NeedTickComponentList;//[Offset: 0xfc, Size: 12] byte RoleBits;//[Offset: 0x108, Size: 1] -------------------------------- Class: TickListItem ActorComponent* Comp;//[Offset: 0x0, Size: 4] enum RoleType;//[Offset: 0x4, Size: 1] -------------------------------- Class: CharacterMaterialComponent.ActorComponent.Object -------------------------------- Class: CharacterBodyOffset Vector HeadOffset;//[Offset: 0x0, Size: 12] Vector PitchOffset;//[Offset: 0xc, Size: 12] Vector FootOffset;//[Offset: 0x18, Size: 12] Vector TPPSpringArmOffset;//[Offset: 0x24, Size: 12] -------------------------------- Class: ActivitySyncData bool bIsDuringActivity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bIsAttachedToActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bIsMovementDisabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] Vector AttachedOffsetLocation;//[Offset: 0x4, Size: 12] Rotator AttachedOffsetRotation;//[Offset: 0x10, Size: 12] -------------------------------- Class: WeaponSlotSwitchTimeData byte EquipSlot;//[Offset: 0x0, Size: 1] float TotalTime;//[Offset: 0x4, Size: 4] float AttachWeaponTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: SpecialAmbientData AkAudioEvent* Sound;//[Offset: 0x0, Size: 4] FString SwitchGroupName;//[Offset: 0x4, Size: 12] FString SwitchValue;//[Offset: 0x10, Size: 12] -------------------------------- Class: STCharacterNearDeathComp.ActorComponent.Object bool bHasFallInWaterFully;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xf1, Size: 1] float BreathMax;//[Offset: 0x104, Size: 4] float AssistAccountableDuration;//[Offset: 0x108, Size: 4] float EnterNearDeathDamageInvincibleTime;//[Offset: 0x10c, Size: 4] bool bNearDeathOnSinglePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x110, Size: 1] bool IsTurnOnDebugSameTeamAccountable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x111, Size: 1] CurveFloat* CurveLayeredDeathInterval;//[Offset: 0x114, Size: 4] int MaxDeathTimes;//[Offset: 0x118, Size: 4] bool IsDebugging;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11c, Size: 1] int NDStatusEnterTimes;//[Offset: 0x120, Size: 4] STExtraBaseCharacter* PawnOwner;//[Offset: 0x124, Size: 4] float EnterNearDeathSeconds;//[Offset: 0x128, Size: 4] float Breath;//[Offset: 0x12c, Size: 4] int NearDeathRestoredOrignalHealth;//[Offset: 0x130, Size: 4] int NearDeathRestoredOrignalBreathAmount;//[Offset: 0x134, Size: 4] float NDDecreaseRate;//[Offset: 0x138, Size: 4] Controller* EventInstigatorRecorded;//[Offset: 0x140, Size: 4] Actor* DamageCauserRecorded;//[Offset: 0x144, Size: 4] DamageEvent DamageEventRecorded;//[Offset: 0x148, Size: 8] delegate OnPreEnterNearDeath;//[Offset: 0x154, Size: 12] float BeCarriedReduceRate;//[Offset: 0x160, Size: 4] float BeEnemyCarriedReduceRate;//[Offset: 0x164, Size: 4] bool bEnableSwimWhileDying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x168, Size: 1] float SetHealthSafety(float AddVal);// 0x341aff4 void S2C_HelpOther(Character* HelpWho, bool IsTurnInfo, float RemainingRescueTime);// 0x341aee0 void S2C_BeHelpedByOther(Character* ByWho, bool IsTurnInfo, float RemainingRescueTime);// 0x341adcc void ResetDataOnRespawn();// 0x341adb8 void RescueFinishSuccessfully();// 0x341ada4 void OnRep_BreathChanged();// 0x341a9c8 bool IsNearDeathInvincible();// 0x341ad7c bool IsHealthAlive();// 0x341ad54 bool IsHaveLastBreathStatus();// 0x341ad2c bool IsFinishedLastBreathStatus();// 0x341ad04 void InitializeOwner(Pawn* TempPawn);// 0x341ac8c bool GotoLastBreathStatus(Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent, float _finalDamage, bool IsHeadShot);// 0x341aac4 Controller* GetRecordedEventInstigator();// 0x341aaa8 float GetBreathMax();// 0x341aa8c float GetBreath();// 0x341aa70 void EnterSwimWhileDying();// 0x341aa5c void EnableDirectlyDie(bool bEnable);// 0x341a9dc void DoFinishLastBreath();// 0x341a9c8 void DidFinishLastBreath();// 0x341a9b4 void ClearNearDeathTeammate();// 0x341a9a0 float AddHealthSafety(float AddVal, bool ForceIgnoreInvinceTime);// 0x341a8d4 void AddDeadBuff();// 0x341a8c0 -------------------------------- Class: STCharacterRescueOtherComp.ActorComponent.Object int WanderingRadius;//[Offset: 0xf4, Size: 4] int SelfRescueWanderingRadius;//[Offset: 0xf8, Size: 4] float ReturnToCheckConditionCDTimeSetting;//[Offset: 0xfc, Size: 4] anPickerData FanData;//[Offset: 0x100, Size: 20] STExtraBaseCharacter* RescueWho;//[Offset: 0x130, Size: 4] STExtraBaseCharacter* CarryWho;//[Offset: 0x134, Size: 4] float RescueingStatusStartTimeSeconds;//[Offset: 0x138, Size: 4] float RestoringDuration;//[Offset: 0x154, Size: 4] float SelfRestoringDuration;//[Offset: 0x158, Size: 4] FString DurationAttrModifyRef;//[Offset: 0x15c, Size: 12] FString SelfDurationAttrModifyRef;//[Offset: 0x168, Size: 12] STExtraBaseCharacter* PawnOwner;//[Offset: 0x174, Size: 8] STCharacterNearDeathComp* ParentNDComp;//[Offset: 0x17c, Size: 4] bool WaitingConfirmState_IsConditionSatisfied();// 0x341c000 void WaitingConfirmState_ActOnUnsatisfied();// 0x341bfec void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x31df68c bool WaitingConfirmCarryState_IsConditionSatisfied();// 0x341bfc4 void WaitingConfirmCarryState_ActOnUnsatisfied();// 0x341bfb0 void WaitingConfirmCarryState_ActOnSatisfied(float DeltaTime);// 0x31df68c void TickAsHelper(float DeltaTime);// 0x341bf38 void ServerPlayerConfirm(STExtraBaseCharacter* _RescueWho);// 0x341be84 void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x341be0c void SelectedCarryEnemyTargetChangeNotifyHUD(Pawn* previousTarget);// 0x341bd94 bool RescueingState_IsConditionSatisfied();// 0x341bd6c void RescueingState_ActOnUnsatisfied();// 0x341bd58 void RescueingState_ActOnSatisfied(float DeltaTime);// 0x31df68c void RescueingProcessFinished();// 0x341bd44 void RefreshTargetChangeNotifyHUD();// 0x341bd30 bool PlayerConfirmToRescueClientSide();// 0x341bd08 bool PickTargetsAsHelper(out STExtraBaseCharacter*[] pickedTargets);// 0x341bc34 void OnRep_IsRescueingOtherStatusChange();// 0x341bc20 bool IsInRescueingStatus();// 0x341bbf8 void InitializeOwner(Pawn* _TempPawn, STCharacterNearDeathComp* _Outer);// 0x341bb3c float GetRestoringDuration();// 0x341bb14 void DrawDebugFan();// 0x30cf50c void ClearTimerWaitingRescueProcessToFinish();// 0x341bb00 -------------------------------- 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();// 0x34128f0 void WaitingConfirmState_ActOnUnsatisfied();// 0x34128dc void WaitingConfirmState_ActOnSatisfied(float DeltaTime);// 0x31df68c TargetJumpOperation* TargetStartVault(Vector vaultStartPos);// 0x3412864 void SetInterruptAutoFollowByInput(int InterrupteReason);// 0x34127ec void SelectedPickedTargetChangeNotifyHUD(Pawn* previousTarget);// 0x3412774 bool PlayerStopFollow();// 0x341274c bool PlayerConfirmToFollow();// 0x3412724 void InitializeOwner(Pawn* _TempPawn);// 0x34126ac void FollowingTargetChangeNotifyHUD(Pawn* previousTarget);// 0x3412634 bool FollowingState_IsConditionSatisfied();// 0x341260c void FollowingState_ActOnUnsatisfied();// 0x34125f8 void FollowingState_ActOnSatisfied(float DeltaTime);// 0x3412580 -------------------------------- Class: TargetJumpOperation.TargetKeyOperation.Object void TaskRemoved();// 0x33206d4 byte Start();// 0x31b7bc0 bool IsValidate();// 0x32f8240 void DebugDraw(Color DebugColor, bool isPersist);// 0x358289c void Awake();// 0x33206b8 -------------------------------- Class: TargetKeyOperation.Object STExtraBaseCharacter* PawnOwner;//[Offset: 0x7c, Size: 4] STExtraBaseCharacter* Target;//[Offset: 0x80, Size: 4] byte Update(float DeltaTime);// 0x31d9bfc FString ToString();// 0x3582960 void TaskRemoved();// 0x33206d4 byte Start();// 0x31b7bc0 bool IsValidate();// 0x32f8240 bool IsReachable();// 0x325588c byte Finish();// 0x32559e0 void DebugDraw(Color DebugColor, bool isPersist);// 0x358289c void Awake();// 0x33206b8 -------------------------------- Class: CustomSpringArmComponent.STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float SpringArmLengthModifier1;//[Offset: 0x3fc, Size: 4] float SpringArmLengthModifier2;//[Offset: 0x400, Size: 4] float SpringArmLengthModifier3;//[Offset: 0x404, Size: 4] CurveFloat* SpringArmForwadOffsetByPitchCurve;//[Offset: 0x408, Size: 4] bool bDrawDebugLineAndShap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c, Size: 1] bool bUseHitPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40d, Size: 1] bool bUseLocalSpaceClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x432, Size: 1] bool bClampPitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x433, Size: 1] float ResultMinPitch;//[Offset: 0x434, Size: 4] float ResultMaxPitch;//[Offset: 0x438, Size: 4] bool bEnableShoulderCameraMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c, Size: 1] bool bCameraTeleport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43d, Size: 1] float FreeCamRotationReturnRate;//[Offset: 0x44c, Size: 4] CameraOffsetData CrouchCameraData;//[Offset: 0x450, Size: 32] CameraOffsetData ProneCameraData;//[Offset: 0x470, Size: 32] CameraOffsetData IndoorCameraData;//[Offset: 0x490, Size: 32] CameraOffsetData LeanLeftCameraData;//[Offset: 0x4b0, Size: 32] CameraOffsetData LeanRightCameraData;//[Offset: 0x4d0, Size: 32] CameraOffsetData InVehicleCameraData;//[Offset: 0x4f0, Size: 32] CameraOffsetData NearDeathCameraData;//[Offset: 0x510, Size: 32] CameraOffsetData PeekLeftCameraData;//[Offset: 0x530, Size: 32] CameraOffsetData PeekRightCameraData;//[Offset: 0x550, Size: 32] CameraOffsetData IndoorLowerCameraStand;//[Offset: 0x570, Size: 32] CameraOffsetData IndoorLowerCameraCrouch;//[Offset: 0x590, Size: 32] CameraOffsetData IndoorLowerCameraProne;//[Offset: 0x5b0, Size: 32] CameraOffsetData VaultCameraData;//[Offset: 0x5d0, Size: 32] CameraOffsetData ShovelingCameraData;//[Offset: 0x5f0, Size: 32] CameraOffsetData InHelicopterCameraData;//[Offset: 0x610, Size: 32] CameraOffsetData InFireBalloonCameraData;//[Offset: 0x630, Size: 32] CameraOffsetData ShoulderLeftCameraData;//[Offset: 0x650, Size: 32] CameraOffsetData ShoulderRightCameraData;//[Offset: 0x670, Size: 32] CameraOffsetData PeekLeftCameraDataInShoudler;//[Offset: 0x690, Size: 32] CameraOffsetData PeekRightCameraDataInShoudler;//[Offset: 0x6b0, Size: 32] float SocketOffsetInterpSpeedInShoulder;//[Offset: 0x6d0, Size: 4] float TargetOffsetInterpSpeedInShoulder;//[Offset: 0x6d4, Size: 4] float ArmLengthInterpSpeedInShoulder;//[Offset: 0x6d8, Size: 4] CameraOffsetData InsectCameraData;//[Offset: 0x6dc, Size: 32] CameraOffsetData SkillCameraData;//[Offset: 0x6fc, Size: 32] bool bIsGunShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71c, Size: 1] bool bIsShoulderMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71d, Size: 1] CameraOffsetData ShoulderCameraData;//[Offset: 0x720, Size: 32] CameraOffsetData CustomCameraData;//[Offset: 0x740, Size: 32] bool NeedTraceHeadCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x760, Size: 1] bool bUseFixedTraceTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x761, Size: 1] Vector TraceTagetLocation;//[Offset: 0x764, Size: 12] float AdditionalSocketOffetZMax;//[Offset: 0x774, Size: 4] Vector2D AdditionalSocketOffetZPitch;//[Offset: 0x778, Size: 8] CurveVector* LandingHeavyCameraOffset;//[Offset: 0x780, Size: 4] float LandingHeavyCameraOffsetDurationTime;//[Offset: 0x784, Size: 4] float LandingHeavyCameraOffsetPlaySpeed;//[Offset: 0x788, Size: 4] bool bNeedAddTargetOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x791, Size: 1] bool bIsPlayingCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x792, Size: 1] float OffsetCountTime;//[Offset: 0x794, Size: 4] float OffSetDurTime;//[Offset: 0x798, Size: 4] float RevertMoveSpeed;//[Offset: 0x79c, Size: 4] CurveVector* TargetOffsetAnimCurve;//[Offset: 0x7a0, Size: 4] Transform PrevRelativeTrans;//[Offset: 0x7b0, Size: 48] Vector PrevRelativeSocketLocation;//[Offset: 0x7e0, Size: 12] Quat PrevRelativeSocketRotation;//[Offset: 0x7f0, Size: 16] void SetSelfieCameraDefRotation();// 0x31c3ddc void SetFreeCameraAutoReturn(bool bEnabled);// 0x31c3d5c void SetCustomCameraDataValueEnable(CameraOffsetData InCustomCameraData, bool IsEnable);// 0x31c3c4c void SetCustomCameraDataEnable(out CameraOffsetData CustomCameraData, bool IsEnable);// 0x31c3b3c void SetCameraDataEnable(byte CameraDataType, bool IsEnable);// 0x31c3a78 void ResetFreeCamera();// 0x31c3a64 void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x31c38f8 void DelayRotationLagEnabledEnd();// 0x31c38e4 void DelayRotationLagEnabled(bool bEnabled, float Time);// 0x31c381c void DelayRotationBackLagEnabledEnd();// 0x31c3808 void DelayRotationBackLagEnabled(bool bEnabled, float Time, out const Rotator InRotation);// 0x31c36f0 void AddAdditiveCameraOffset(out const Transform Transform, float FOV, bool bAdd);// 0x31c3580 -------------------------------- Class: STExtraSpringArmComponent.SpringArmComponent.SceneComponent.ActorComponent.Object float GlobalTargetArmLength;//[Offset: 0x318, Size: 4] float SocketOffsetInterpSpeed;//[Offset: 0x31c, Size: 4] float TargetOffsetInterpSpeed;//[Offset: 0x320, Size: 4] float ArmLengthInterpSpeed;//[Offset: 0x324, Size: 4] float SpringArmInterpSpeedScale;//[Offset: 0x328, Size: 4] float FieldOfViewInterpSpeed;//[Offset: 0x32c, Size: 4] CameraOffsetData CurCameraData;//[Offset: 0x36c, Size: 32] CameraOffsetData DefaultCameraData;//[Offset: 0x38c, Size: 32] float CurAdditiveOffsetFov;//[Offset: 0x3ac, Size: 4] CurActiveDataMap;//[Offset: 0x3b0, Size: 60] bool bViewTargetIsAnActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ec, Size: 1] PlayerController* CachedPC;//[Offset: 0x3f0, Size: 4] void OnRespawned();// 0x3148648 bool HasActiveCameraOffsetData(byte InDataType);// 0x35475cc Rotator GetTargetRotation();// 0x354757c void ForceUpdateDesiredArmLocation(bool bDoTrace, bool bDoLocationLag, bool bDoRotationLag, float DeltaTime);// 0x31c38f8 void ClearCameraData();// 0x3547560 -------------------------------- 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] bool bAbandonReplicatedMovement;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d0, Size: 1] float MaxPrisonmentMove;//[Offset: 0x6d4, Size: 4] bool NoPrisonReport;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d8, Size: 1] bool bIgnoreClientRotationErrorChecksAndCorrection;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6d9, Size: 1] bool bFixedMoveByCurveVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6da, Size: 1] bool bIsServerPriorityControlShoveling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f0, Size: 1] bool bNotUseClientCustomMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f1, Size: 1] float ShovelingStopMaxRelianceClientTime;//[Offset: 0x6f4, Size: 4] float EnterShovelCD;//[Offset: 0x6f8, Size: 4] float DSEnterShovelCD;//[Offset: 0x6fc, Size: 4] float ShovelingCollisionHalfHeight;//[Offset: 0x700, Size: 4] float MaxShovelFloorAngle;//[Offset: 0x704, Size: 4] float UseVelocityDirMinSpeed;//[Offset: 0x708, Size: 4] float StandMinEnterShovelingSpeed;//[Offset: 0x70c, Size: 4] float CrounchMinEnterShovelingSpeed;//[Offset: 0x710, Size: 4] float DefaultShovelingSpeed;//[Offset: 0x714, Size: 4] float DefaultShovelingDCC;//[Offset: 0x718, Size: 4] float ExtraShovelingDCC1;//[Offset: 0x71c, Size: 4] float ExtraShovelingDCC2;//[Offset: 0x720, Size: 4] float ExtraShovelingDCC3;//[Offset: 0x724, Size: 4] float MinusGradeShovelingACC;//[Offset: 0x728, Size: 4] float MinusGradeShovelingDCC;//[Offset: 0x72c, Size: 4] float MaxShovelingSpeed;//[Offset: 0x730, Size: 4] float StopShovelingSpeed;//[Offset: 0x738, Size: 4] float MinNoDCCInShovelingSlopeAngle;//[Offset: 0x73c, Size: 4] float MAxNoDCCInShovelingSlopeAngle;//[Offset: 0x740, Size: 4] float EnterShovelingMinHeightInFalling;//[Offset: 0x744, Size: 4] float ShovelingFPPFovVaule;//[Offset: 0x748, Size: 4] float EnterShovelingFPPFovChangeSpeed;//[Offset: 0x74c, Size: 4] float ExitShovelingFPPFovChangeSpeed;//[Offset: 0x750, Size: 4] float ShovelingTPPFovVaule;//[Offset: 0x754, Size: 4] float EnterShovelingTPPFovChangeSpeed;//[Offset: 0x758, Size: 4] float ExitShovelingTPPFovChangeSpeed;//[Offset: 0x75c, Size: 4] float ShovelingLegBodyMaxAngle;//[Offset: 0x760, Size: 4] float ShovelingLegStartFollowBodyMinAngle;//[Offset: 0x764, Size: 4] float ShovelingLegFollowBodySpeed;//[Offset: 0x768, Size: 4] float MaxAngleShovelingLegFollowBodySpeed;//[Offset: 0x76c, Size: 4] float ShovelingLegFollowFloorSpeed;//[Offset: 0x770, Size: 4] SoftObjectPath ShovelingEffectPath;//[Offset: 0x778, Size: 24] AkAudioEvent* EnterShovelingSound;//[Offset: 0x790, Size: 4] AkAudioEvent* ExitShovelingSound;//[Offset: 0x794, Size: 4] AkAudioEvent* InterruptShovelingSound;//[Offset: 0x798, Size: 4] bool bIgnoreClientMovementModeErrorChecks;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x79c, Size: 1] bool bIgnoreClientMovementModeSkillChecks;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x79c, Size: 1] float nowShovelingSpeed;//[Offset: 0x7a0, Size: 4] Rotator ShovelingRotation;//[Offset: 0x7a4, Size: 12] bool ShovelingIsTrigger;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7b0, Size: 1] bool ShovelingIsHold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7b1, Size: 1] byte ShovelingPrePoseState;//[Offset: 0x7b3, Size: 1] float PreShovelFov;//[Offset: 0x7b4, Size: 4] delegate OnClientAdjustPosition;//[Offset: 0x7cc, Size: 12] delegate OnCharacterServerMoveDelegate;//[Offset: 0x7d8, Size: 12] delegate OnShovelStateChangeForBP;//[Offset: 0x7e4, Size: 12] delegate PostServerMoveDelegate;//[Offset: 0x7f0, Size: 12] ParticleSystemComponent* ShovelingParticleSystemComponent;//[Offset: 0x804, Size: 4] bool StopTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x808, Size: 1] float TimeSpeedFactor;//[Offset: 0x80c, Size: 4] bool CheatCheckSumFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x810, Size: 1] bool bCanSendCmdAck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x811, Size: 1] bool bCheatClientLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x812, Size: 1] float MaxPenetrationAdjustmentSize;//[Offset: 0x814, Size: 4] bool bIgnoreChangingMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x818, Size: 1] bool bIgnoreMovementBaseMoving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x819, Size: 1] bool bEnableAdjustFloorHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81a, Size: 1] bool bEnableJumpOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x81b, Size: 1] float JumpOffVelocityFactor;//[Offset: 0x81c, Size: 4] bool mb_UseVehiclePushSwim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x820, Size: 1] bool mb_UseVehiclePushUp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x821, Size: 1] float MaxDecideClientTimeSpeedDeltaTime;//[Offset: 0x824, Size: 4] bool bUseTimeSpeedAntiCheatCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x828, Size: 1] bool bUseUserCmdDeltaCompress;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x828, Size: 1] float SimulatedNearDistanceSqAtClient;//[Offset: 0x82c, Size: 4] float SimulatedNearTickIntervalAtClient;//[Offset: 0x830, Size: 4] float SimulatedMiddleDistanceSqAtClient;//[Offset: 0x834, Size: 4] float SimulatedMiddleTickIntervalAtClient;//[Offset: 0x838, Size: 4] float SimulatedFarDistanceSqAtClient;//[Offset: 0x83c, Size: 4] float SimulatedFarTickIntervalAtClient;//[Offset: 0x840, Size: 4] HitResult WalkHit;//[Offset: 0x848, Size: 136] float WalkSpeedCurveScale;//[Offset: 0x8d0, Size: 4] CurveFloat* MaxWalkSpeedCurve;//[Offset: 0x8d4, Size: 4] float ProneFloorAngle;//[Offset: 0x8d8, Size: 4] float ProneFloorZ;//[Offset: 0x8dc, Size: 4] float JumpFloorAngle;//[Offset: 0x8e0, Size: 4] float JumpFloorZ;//[Offset: 0x8e4, Size: 4] float ResolvePenetrationPosDiffSq;//[Offset: 0x8e8, Size: 4] float ResolvePenetrationAdjustment;//[Offset: 0x8ec, Size: 4] bool bOpenLocationSmoothOnDynamicMovementBase;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8f0, Size: 1] float DistSqOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x8f4, Size: 4] float DistAngleOnDynamicMovementBaseAtSimulateProxy;//[Offset: 0x8f8, Size: 4] bool bProcessDeltaRotationWhenKnockedDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x914, Size: 1] bool EnabledResetPredictionData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x915, Size: 1] bool bEnableAdjustWhenStepUpFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x916, Size: 1] float AdjustDistanceWhenStepUpFailed;//[Offset: 0x918, Size: 4] bool ForceSimulatedOpti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x91c, Size: 1] float AdjustRotationWhenProneFailedThrehold;//[Offset: 0x920, Size: 4] float CurrentEnterShovelCD;//[Offset: 0xa08, Size: 4] bool bFixParachuteEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa0c, Size: 1] float CheckDistanceAhead;//[Offset: 0xa10, Size: 4] bool bPrintMoveStatusDataDebugs;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa14, Size: 1] int PrintMoveStatusDataDebugsMaxNum;//[Offset: 0xa18, Size: 4] float BaseSolvedWallCheckDistance;//[Offset: 0xa2c, Size: 4] float BaseSolvedWallTraceDistance;//[Offset: 0xa30, Size: 4] float BaseSolvedWallOutDistance;//[Offset: 0xa34, Size: 4] float BaseSolvedWallMoveWithForwardCos;//[Offset: 0xa38, Size: 4] bool bStepUpHardIgnoreEdgeTolerance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa3c, Size: 1] float fStepDownEdgeToleranceRate;//[Offset: 0xa40, Size: 4] float fStepDownSuccessEdgeToleranceRate;//[Offset: 0xa44, Size: 4] float MaxBaseStepUpHeight;//[Offset: 0xa48, Size: 4] bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa4c, Size: 1] CharacterDistanceSquareTickInternal[] AIDSTickDistanceInternal;//[Offset: 0xa50, Size: 12] bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa60, Size: 1] CharacterDistanceSquareTickInternal[] AIDSPhysicsQueryDistanceInternal;//[Offset: 0xa68, Size: 12] float DSAIDistanceOptimizeEnhanceAngle;//[Offset: 0xa74, Size: 4] float AIMovementSimulatePredictTime;//[Offset: 0xa8c, Size: 4] STExtraBaseCharacter* STCharacter_PRIVATE;//[Offset: 0xa94, Size: 4] float SimulateNotReceiveMoveResetSeconds;//[Offset: 0xaa8, Size: 4] float MaxFlyAcceleration;//[Offset: 0xabc, Size: 4] SimulateRepData[] CacheSimulateRepMoves;//[Offset: 0xae0, Size: 12] float fSimulateInterpolateSmoothLocationTime;//[Offset: 0xaf4, Size: 4] int nMaxSimulateCacheNum;//[Offset: 0xb28, Size: 4] float fServerMoveNetLagScaleSecMin;//[Offset: 0xb30, Size: 4] float fServerMoveNetLagScaleSecMax;//[Offset: 0xb34, Size: 4] float fServerMoveAllowDiscrepancySquare;//[Offset: 0xb38, Size: 4] float fSkipProxyPredictionOnNetUpdateSquare;//[Offset: 0xb3c, Size: 4] float fNoSkipProxyPredictionOnNetUpdateSquare;//[Offset: 0xb40, Size: 4] float fLessThanSkipProxyPredictionOnNetUpdateCosTheta;//[Offset: 0xb44, Size: 4] float fSimulatePredictionNoAttenuationSec;//[Offset: 0xb48, Size: 4] float fSimulatePredictionAttenuationSecMax;//[Offset: 0xb4c, Size: 4] float fSimulatePredictionAttenuationRate;//[Offset: 0xb50, Size: 4] float fSimulatePredictionAttenuationRateNearlyNoChg;//[Offset: 0xb54, Size: 4] SimulateDragThesholds[] SimulateDragThesholds;//[Offset: 0xb5c, Size: 12] ServerMoveData[] CacheServerMoves;//[Offset: 0xb6c, Size: 12] ServerMoveData[] BatchServerMoves;//[Offset: 0xb78, Size: 12] ServerMoveData LastServerMove;//[Offset: 0xb90, Size: 72] ServerMoveData ProcessServerMove;//[Offset: 0xbd8, Size: 72] float ServerMoveDeltaTimeBatchRateMax;//[Offset: 0xc20, Size: 4] ServerReceiveMove LastServerReceiveMove;//[Offset: 0xc2c, Size: 28] float ServerMoveNetErrorInternal;//[Offset: 0xc48, Size: 4] ResolvePenetrationMoveData ResolvePenetrationData;//[Offset: 0xc50, Size: 72] delegate OnResolvePenetrationDelegate;//[Offset: 0xc98, Size: 12] float CacheLastValidMoveDistance;//[Offset: 0xca4, Size: 4] float CacheLastValidMaxDistance;//[Offset: 0xca8, Size: 4] ResolvePenetrationParams ResolvePenetrationParams;//[Offset: 0xcac, Size: 60] float EngineResolvePenetrationMaxDistance;//[Offset: 0xce8, Size: 4] float PushAwayForbidSetBaseSeconds;//[Offset: 0xcec, Size: 4] int PenetrationUnResolveCount;//[Offset: 0xcf0, Size: 4] float PenetrationUnResolveDistanceSq;//[Offset: 0xcf4, Size: 4] CustomSkillMoveData DirectMoveData;//[Offset: 0xcfc, Size: 40] CustomSkillMoveData AirJumpData;//[Offset: 0xd24, Size: 40] PrimitiveComponent* CurrentClientMovementBase;//[Offset: 0xd60, Size: 4] float ComputeFloorConsiderClientPosDiffSizeSqMax;//[Offset: 0xd70, Size: 4] float SkilDirectMoveInertiaRatio;//[Offset: 0xd90, Size: 4] float SkilAirJumpJoystickForceSize;//[Offset: 0xd94, Size: 4] SimulateDragData SimulateDragData;//[Offset: 0xd98, Size: 40] bool UpdatedComponentWithBase(float DeltaSeconds, Vector Delta, Rotator NewRotation, out HitResult OutHit, bool bSweep, bool bTeleport);// 0x341608c void ToggleUserCmdDelta(bool Val);// 0x3415fd4 void TimeSpeedCheck(bool Val);// 0x3415f1c void SeverReportSimulateDrag(int OldDragCount, int DragCount, int ShakeCount);// 0x3415dd8 void SeverAddRotationVelocity(const Vector RotationVelocity);// 0x3415d2c void SetProneFloorZ(float InProneFloorZ);// 0x3415cb4 void SetProneFloorAngle(float InProneFloorAngle);// 0x3415c3c void SetOpenServerControlPunish(const bool bIsOpen);// 0x3415bc0 void SetLastTickFrameCounter(uint64 Frame);// 0x3415b44 void SetJumpFloorZ(float InJumpFloorZ);// 0x3415acc void SetJumpFloorAngle(float InJumpFloorAngle);// 0x3415a54 void SetImmedSendMoveFrameCounter(uint64 Frame);// 0x34159d8 void SetBase(PrimitiveComponent* NewBase, const FName BoneName, bool bNotifyActor);// 0x34158c0 void ServerUserMoveCmdOld(int ClientApplySequence, const byte[] UserCmdDelta);// 0x3415794 void ServerUserMoveCmdDual(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd, const byte[] UserCmdDelta);// 0x3415548 void ServerUserMoveCmd(uint32 Sequence, uint32 Checksum, PrimitiveComponent* ClientMovementBase, const byte[] UserCmd);// 0x3415388 void ResetSimulateMoveCaches(bool bDestroy);// 0x3415308 void ReleaseServerMoveCache();// 0x34152f4 void RefreshCharacterWithBase();// 0x34152e0 void ProcessCacheSimulateRepMove(float DeltaSeconds, bool bReset);// 0x341521c void Ping2Server(float ServerTime, float ClientTime);// 0x3415130 void Ping2Client(float ServerTime);// 0x34150b8 bool PhysMoveByCurve(out const Vector DeltaMove, float DeltaSeconds);// 0x3414fe4 void PhysicsFlyDistance(float DeltaTime, out const Vector flyVelocity);// 0x3414f1c void OnRespawned();// 0x3414f00 void OnRecycled();// 0x3414ee4 void OnRecoverOnServer();// 0x3414ec8 void OnPreReconnectOnServer();// 0x3414eb4 void OnClientCloseUserCmdDelta();// 0x3414ea0 void K2_SaveBaseLocation();// 0x3414e8c float K2_GetProneFloorZ();// 0x3414e64 float K2_GetProneFloorAngle();// 0x3414e3c FString K2_GetMovementName();// 0x340afc4 float K2_GetJumpFloorZ();// 0x3414e14 float K2_GetJumpFloorAngle();// 0x3414dec bool IsWalkable(out const HitResult Hit);// 0x3414d40 bool IsSimulateWeakNetworkOptimize();// 0x3414d18 bool IsProning();// 0x3414cf0 bool IsOpenServerControlPunish();// 0x3414cd4 bool IsInImmedSendMoveFrame();// 0x3414cac bool IsAutonomousWeakNetworkOptimize();// 0x3414c84 uint32 GetUserCmdSequence();// 0x3414c5c STExtraBaseCharacter* GetSTCharacter();// 0x3414c34 Vector GetPendingImpulse();// 0x3414c10 Vector GetLocationOffsetToBase();// 0x3414bc8 uint64 GetLastTickFrameCounter();// 0x3414ba0 float GetLastServerMoveTime();// 0x3414b78 float GetJogFactor();// 0x310b4a0 bool GetIsOpenShovelingAbility();// 0x3414b50 uint64 GetImmedSendMoveFrameCounter();// 0x3414b28 void GetHistoryValidLocationAndRotation(out Vector OutLoc, out Rotator OutRot);// 0x3414a50 float GetHasPredictionSeconds(Vector PredictionDeltaLoc, Vector PredictionVelocity);// 0x3414988 Vector GetComputeFloorDistStartLocation();// 0x3414940 float GetClientCurrentSeconds();// 0x3414918 Vector GetBaseLocation();// 0x34148d0 Vector GetAcceleration();// 0x3414888 void EnterDirectMove(out const Vector Speed, float Time, CurveFloat* SpeedCurve);// 0x3414778 void EnterAirJump(out const Vector Speed, float Time, CurveFloat* SpeedCurve);// 0x3414668 bool DragOnGround(float DeltaTime);// 0x34145e8 void DisableSimulateCorrection(bool bDisable);// 0x3414568 void DebugMovementDetail(FString Caller, out const Vector OldLocation, out const Rotator OldRotation, float DeltaSeconds);// 0x3198278 void ClientVeryShortAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x34142c0 void ClientUserMoveCmdAck(int Sequence);// 0x3414248 void ClientAdjustPositionAndRotation(float TimeStamp, Vector NewLoc, Rotator NewRot, Vector NewVel, PrimitiveComponent* NewBase, FName NewBaseBoneName, bool bHasBase, bool bBaseRelativePosition, byte ServerMovementMode);// 0x3413f40 void ChangePhysxShapeFlag();// 0x30cf50c void CacheSimulateRepMove(out const RepMovement RepMove, float ServerTimeStamp);// 0x3413e6c bool AllowClientLocationWithDSPrediction(out const Vector InClientLoc, float NetLagDiffScale);// 0x3413d98 -------------------------------- Class: CharacterDistanceSquareTickInternal float DistanceSquare;//[Offset: 0x0, Size: 4] float TickInternal;//[Offset: 0x4, Size: 4] -------------------------------- Class: SimulateRepData RepMovement RepMovement;//[Offset: 0x18, Size: 72] -------------------------------- Class: SimulateDragThesholds float ScreenSize;//[Offset: 0x0, Size: 4] float DragDistanceSq;//[Offset: 0x4, Size: 4] float ShakeVelocityDiffSize;//[Offset: 0x8, Size: 4] -------------------------------- Class: ServerMoveData PrimitiveComponent* ClientMovementBase;//[Offset: 0x14, Size: 4] -------------------------------- Class: ServerReceiveMove -------------------------------- Class: ResolvePenetrationMoveData bool bValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] PrimitiveComponent* PushAwayBase;//[Offset: 0x1c, Size: 4] Vector ValidLocation;//[Offset: 0x20, Size: 12] Rotator ValidRotation;//[Offset: 0x2c, Size: 12] -------------------------------- Class: ResolvePenetrationParams bool bLineTracePassWall;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bBackDirAdjust;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] int IterationRounds;//[Offset: 0x4, Size: 4] int IterationDirections;//[Offset: 0x8, Size: 4] float AdjustRadius;//[Offset: 0xc, Size: 4] float AdjustMaxHeight;//[Offset: 0x10, Size: 4] FString IgnoreTag;//[Offset: 0x14, Size: 12] World* InWorld;//[Offset: 0x20, Size: 4] Actor*[] OverlapIgnoreActors;//[Offset: 0x24, Size: 12] Actor*[] PassWallIgnoreActors;//[Offset: 0x30, Size: 12] -------------------------------- Class: CustomSkillMoveData CurveFloat* SpeedCurve;//[Offset: 0x24, Size: 4] -------------------------------- Class: SimulateDragData float ReportSimulateDragConfigSeconds;//[Offset: 0x0, Size: 4] float ReportSimulateDragSeconds;//[Offset: 0x4, Size: 4] float ReportSimulateDragTimer;//[Offset: 0x8, Size: 4] -------------------------------- Class: SimLocalViewData float ViewPitch;//[Offset: 0x0, Size: 4] float ViewYaw;//[Offset: 0x4, Size: 4] float ViewRoll;//[Offset: 0x8, Size: 4] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: SimViewData uint16 ViewPitch;//[Offset: 0x0, Size: 2] uint16 ViewYaw;//[Offset: 0x2, Size: 2] byte ViewRoll;//[Offset: 0x4, Size: 1] bool FreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] -------------------------------- Class: AnchorPlatData int AnchorPlatResID;//[Offset: 0x0, Size: 4] int AnchorPlatColorID;//[Offset: 0x4, Size: 4] -------------------------------- Class: InteractiveMoveActor.LuaActor.Actor.Object class InteractiveActorMoveComponent* MoveComponent;//[Offset: 0x37c, Size: 4] byte InteractiveMoveType;//[Offset: 0x380, Size: 1] bool InFPPViewPitchLimitMaxEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x381, Size: 1] float InFPPViewPitchLimitMin;//[Offset: 0x384, Size: 4] float InFPPViewPitchLimitMax;//[Offset: 0x388, Size: 4] float InFPPViewYawLimit;//[Offset: 0x38c, Size: 4] -------------------------------- Class: InteractiveActorMoveComponent.MovementComponent.ActorComponent.Object InteractiveMoveActor* TargetActor;//[Offset: 0xf4, Size: 4] void OnRep_TargetActorNotify(InteractiveMoveActor* IMActor);// 0x329a110 bool IsTakeOverJump();// 0x329a0e0 bool IsInInteractiveState();// 0x329a0b0 void HandleJumpInput();// 0x329a094 void HandleEnterInput();// 0x329a078 -------------------------------- 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);// 0x333b9b0 void CheckCollision(out const int InFoldFactor, out const Vector FoldPoint, out const Vector FoldNormal);// 0x333b878 -------------------------------- Class: PlayerSwimComponent.ActorComponent.Object delegate OnPlayerTouchWater;//[Offset: 0x100, Size: 12] float OnVehicleWaterSufaceOffset;//[Offset: 0x10c, Size: 4] float MaxBreathAmount;//[Offset: 0x110, Size: 4] float DrowningHurtHight;//[Offset: 0x114, Size: 4] float SwimWaterNearHeight;//[Offset: 0x118, Size: 4] float SwimWaterBodyOffset;//[Offset: 0x11c, Size: 4] float SwimWaterSufaceOffset;//[Offset: 0x120, Size: 4] float BreathVauleChangeoffset;//[Offset: 0x124, Size: 4] float OpBreathVauleChangeoffset;//[Offset: 0x128, Size: 4] float BreathDeltaTime;//[Offset: 0x12c, Size: 4] float MaxSpeedScaleHeightOffset;//[Offset: 0x130, Size: 4] float MinSpeedScale;//[Offset: 0x134, Size: 4] float MaxCrouchWaterHeight;//[Offset: 0x138, Size: 4] float MaxProneWaterHeight;//[Offset: 0x13c, Size: 4] float DeadInWaterLocZOffset;//[Offset: 0x140, Size: 4] float RollMaxAngle;//[Offset: 0x144, Size: 4] float DistoVolume;//[Offset: 0x148, Size: 4] bool ResetEnterWaterWhenVolumeChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c, 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();// 0x3349d64 void PlayerHealthStatusChange();// 0x3349d50 void PhysicsVolumeChanged(PhysicsVolume* NewVolume);// 0x3349cd8 void OnPawnExitParachute();// 0x3349cc4 void LeaveWater();// 0x3349cb0 Actor* GetWaterObject();// 0x3349c88 void EnterWater_BluePrint();// 0x40a6134 void EnterWater(Actor* WaterObject);// 0x3349c10 void BP_UnderWaterStateChanged(bool bEnterWater);// 0x40a6134 -------------------------------- Class: WeaponRecordDataForReplay int WeaponID;//[Offset: 0x0, Size: 4] byte HeadShoot;//[Offset: 0x4, Size: 1] byte LimbsShoot;//[Offset: 0x5, Size: 1] byte BodyShoot;//[Offset: 0x6, Size: 1] byte HandShoot;//[Offset: 0x7, Size: 1] byte FootShoot;//[Offset: 0x8, Size: 1] -------------------------------- Class: PoseChangeTime float PoseChange_Prone_Stand;//[Offset: 0x0, Size: 4] float PoseChange_Prone_Move;//[Offset: 0x4, Size: 4] float PoseChange_UnProne_Stand;//[Offset: 0x8, Size: 4] float PoseChange_UnProne_Move;//[Offset: 0xc, Size: 4] -------------------------------- Class: BaseCharacterPickupProxy.PickupProxy.Object STExtraBaseCharacter* ProxyOwnerCharacter;//[Offset: 0x20, Size: 4] -------------------------------- Class: PickupProxy.Object Actor* ProxyOwner;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PickupManagerComponent.ActorComponent.Object float CheckPickUpInterval;//[Offset: 0xf4, Size: 4] float PickUpZLimit;//[Offset: 0xf8, Size: 4] bool bApplyVisibleTrace;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfc, Size: 1] Vector2D[] FindPutDownPointSearchRadiusGroupArray;//[Offset: 0x100, Size: 12] int FindPutDownPointCircleSplitNum;//[Offset: 0x10c, Size: 4] float FindPutDownPointZThreshold;//[Offset: 0x110, Size: 4] float FindPutDownPointZTraceOffset;//[Offset: 0x114, Size: 4] Vector2D RegionXRange;//[Offset: 0x118, Size: 8] Vector2D RegionYRange;//[Offset: 0x120, Size: 8] bool bDrawDebugSearchLine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x128, Size: 1] bool bDrawDebugSearchedPutDownPointsSphere;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x129, Size: 1] Vector DebugSearchedPutDownPointsBoxExtent;//[Offset: 0x12c, Size: 12] float DebugSearchedPutDownPointsSphereRadius;//[Offset: 0x138, Size: 4] float DebugSearchedPutDownPointsPointSize;//[Offset: 0x13c, Size: 4] float DrawTime;//[Offset: 0x140, Size: 4] bool bDebugGetLocWithOutClamp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144, Size: 1] Actor* CacheRepActorForGetRandomLoc;//[Offset: 0x148, Size: 4] RecentAutoPickupMap;//[Offset: 0x14c, Size: 60] Actor*[] PickupAvailableActorPool;//[Offset: 0x188, Size: 12] Actor*[] ConfirmedPickupActorPool;//[Offset: 0x194, Size: 12] void ServerPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x332916c void ServerPutDownTarget(Actor* Target);// 0x33290b8 void ServerPickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x3328f24 void ServerPickUpAttachmentTarget(Actor* Target, const PickUpItemData ItemData, enum PickupAttachmentAdditionalDataType, ItemDefineID TargetDefineID);// 0x3328cac void PutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x3328bec void PutDownTarget(Actor* Target);// 0x3328b74 void PickUpTargetAttachment(Actor* Target, out const PickUpItemData ItemData, enum PickupAttachmentAdditionalDataType, ItemDefineID TargetDefineID);// 0x3328940 void PickUpTarget(Actor* Target, int AdditionalParam, int pickCount, int BattleItemClientPickupType);// 0x33287f8 void NotifyMissPickupAvailableActor(Actor* Target);// 0x3328780 void NotifyMeetPickupAvailableActor(Actor* Target, bool bUpdatePickupManager);// 0x33286bc void MarkRecentAutoPickUp(SearchedPickUpItemResult PickUpResult);// 0x3328458 Vector GetRandomPutDownLocation(float OverrideFindPutDownPointZThreshold);// 0x33283c8 Vector[] GetNearItemLocationList(out const Vector TargetLoc, float Radius, float IgnoreDist, uint32[] ItemIDs);// 0x33280f8 void GetConfirmedPickupAvailableActors(out OutSet);// 0x3327fec void ControlClientPutDownTargetWithLocation(Actor* Target, Vector Loc);// 0x3327ee8 void ControlClientPutDownTarget(Actor* Target);// 0x3327e34 void ControlClientPickUpTarget(Actor* Target, int AdditionalParam);// 0x3327d38 void ControlClientPickUpAttachmentTarget(Actor* Target, int AdditionalParam, int PickupAttachmentID, ItemDefineID TargetDefineID);// 0x3327b84 void ClampWorldLocation(out Vector OutVector);// 0x3327b00 bool CheckRecentAutoPickUp(SearchedPickUpItemResult PickUpResult, float OverTime);// 0x3327850 -------------------------------- Class: SearchedPickUpItemResult PickUpWrapperActor* Wrapper;//[Offset: 0x0, Size: 4] PickUpItemData MainItemData;//[Offset: 0x8, Size: 48] -------------------------------- Class: CharacterWeaponManagerComponent.WeaponManagerComponent.ActorComponent.Object float AttachCheckInterval;//[Offset: 0x4b8, Size: 4] float AttachCheckDistance;//[Offset: 0x4bc, Size: 4] float RefreshUIIntervalAfterReconnect;//[Offset: 0x4c0, Size: 4] int RefreshUITimesAfterReconnect;//[Offset: 0x4c4, Size: 4] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x4c8, Size: 4] WeaponReconnectReplicateDataWrapper[] PreWeaponReconnectReplicateDataWrapperList;//[Offset: 0x4e4, Size: 12] WeaponReconnectReplicateDataWrapper[] WeaponReconnectReplicateDataWrapperList;//[Offset: 0x4f0, Size: 12] void UpdateDataWhenBagChangedOnServer(ItemDefineID DefineID, enum OperationType, byte Reason);// 0x319c620 void UpdateDataWhenBagChangedOnAutonomous();// 0x319c60c void RPC_Client_ResyncWeaponSpawnData(const SpawnAndBackpackWeaponReplicatedData[] SpawnWeaponData);// 0x319c4b0 void OnRecoverOnServer();// 0x319c494 void OnReconnectOnServer();// 0x319c478 void OnReconnectOnClient();// 0x319c45c void OnDisconnectToClientOnServer();// 0x319c448 int GetBagLevel();// 0x30e680c -------------------------------- 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* IdleMotorBikeDirverLeaningAnim;//[Offset: 0x14, Size: 4] AnimationAsset* IdleMotorBikeDirverLeaningLowSpeedAnim;//[Offset: 0x18, Size: 4] AnimationAsset* MotorBikeDirverLeaningGroundPitchAnim;//[Offset: 0x1c, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseDriverOffAnim;//[Offset: 0x20, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseWithGunDriverOffAnim;//[Offset: 0x24, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseWithMeleeDriverOffAnim;//[Offset: 0x28, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseWithThrowObjDriverOffAnim;//[Offset: 0x2c, Size: 4] AnimationAsset* PassengerDriverOffAimAim;//[Offset: 0x30, Size: 4] AnimationAsset* PassengerMotorBikeIdleLeaningAnim;//[Offset: 0x34, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseDriverOnAnim;//[Offset: 0x38, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseWithGunDriverOnAnim;//[Offset: 0x3c, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseWithMeleeDriverOnAnim;//[Offset: 0x40, Size: 4] AnimationAsset* PassengerMotorBikeIdleBaseWithThrowObjDriverOnAnim;//[Offset: 0x44, Size: 4] AnimationAsset* LeanOutAnim;//[Offset: 0x48, Size: 4] AnimationAsset* LeanInAnim;//[Offset: 0x4c, Size: 4] AnimationAsset* AimAnim;//[Offset: 0x50, Size: 4] AnimationAsset* WeaponIdleAddition;//[Offset: 0x54, Size: 4] AnimationAsset* WeaponAimAddition;//[Offset: 0x58, Size: 4] AnimationAsset* WeaponReloadAddition;//[Offset: 0x5c, Size: 4] AnimationAsset* SurfBoard_IdleAnim;//[Offset: 0x60, Size: 4] AnimationAsset* SurfBoard_MoveAnim;//[Offset: 0x64, Size: 4] AnimationAsset* SurfBoard_JumpAnim;//[Offset: 0x68, Size: 4] AnimationAsset* SurfBoard_LandAnim;//[Offset: 0x6c, Size: 4] AnimationAsset* SurfBoard_JumpLeftTurnAnim;//[Offset: 0x70, Size: 4] AnimationAsset* SurfBoard_JumpRightTurnAnim;//[Offset: 0x74, Size: 4] AnimationAsset* Ski_JumpStationary;//[Offset: 0x78, Size: 4] AnimationAsset* Ski_DownTurnLR;//[Offset: 0x7c, Size: 4] AnimationAsset* Ski_DownTurnRL;//[Offset: 0x80, Size: 4] AnimationAsset* Ski_DownTurnFD;//[Offset: 0x84, Size: 4] AnimationAsset* Ski_Falling;//[Offset: 0x88, Size: 4] AnimationAsset* Ski_DownFallLandingAdditive;//[Offset: 0x8c, Size: 4] AnimationAsset* Ski_DownFallLandingHard;//[Offset: 0x90, Size: 4] AnimationAsset* VehicleWeaponIdleAnim;//[Offset: 0x94, Size: 4] AnimationAsset* VehicleWeaponEquipAnim;//[Offset: 0x98, Size: 4] AnimationAsset* VehicleWeaponUnEquipAnim;//[Offset: 0x9c, Size: 4] AnimationAsset* VehicleWeaponReloadAnim;//[Offset: 0xa0, Size: 4] AnimationAsset* VehicleWeaponAimOffsetAnim;//[Offset: 0xa4, Size: 4] AnimationAsset* MotorgliderSteerAnim;//[Offset: 0xa8, Size: 4] AnimationAsset* MotorgliderIdleAnim;//[Offset: 0xac, Size: 4] AnimationAsset* VehicleDriverForwardAnim;//[Offset: 0xb0, 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] enum SeatWeaponHoldType;//[Offset: 0x28, Size: 1] enum 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 DamageReduceScaleExtra;//[Offset: 0xc, Size: 4] float DamageReduceScaleIgnoreDurability;//[Offset: 0x10, Size: 4] float BrokenArmorDamageReduceScale;//[Offset: 0x14, Size: 4] float DurabilityReduceScale;//[Offset: 0x18, Size: 4] FString BodyDurabilityIndexName;//[Offset: 0x1c, Size: 12] float MomentumResistance;//[Offset: 0x28, Size: 4] class STEShootWeaponBulletImpactEffect* ImpactEffectOverride;//[Offset: 0x2c, 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] float PassedDeltaTime;//[Offset: 0x20, Size: 4] -------------------------------- Class: CharacterEnergyPhase float MakeEffectSection;//[Offset: 0x0, Size: 4] FString BuffName;//[Offset: 0x4, Size: 12] int BuffID;//[Offset: 0x10, Size: 4] -------------------------------- 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);// 0x339ae20 void ServerSendGameEndFlow(out const ClientGameEndFlow ClientGameEndFlow);// 0x339ad70 void ReportVerifyInfoFlow();// 0x339ad14 void ReportSecAttackFlow(const SecAttackFlow SecAttackFlow);// 0x339ac44 void ReportPlayerKillFlow(const ClientSecPlayerKillFlow PlayerKillFlow);// 0x339ab54 void ReportMrpcsFlow(const ClientSecMrpcsFlow MrpcsFlow);// 0x339aa64 void ReportJumpFlow(const ClientJumpFlow JumpFlow);// 0x339a994 void ReportHurtFlow(const HurtFlow HurtFlow);// 0x339a8c4 void ReportGvoiceTeamQuit(const GvoiceTeamQuit teamQuit);// 0x339a794 void ReportGvoiceTeamCreate(const GvoiceTeamCreate teamCreate);// 0x339a664 void ReportGameStartFlow(const ClientGameStartFlow GameStartFlow);// 0x339a560 void ReportGameSetting(const GameSetting GameSetting);// 0x339a470 void ReportGameEndFlow(const ClientGameEndFlow GameEndFlow);// 0x339a3a0 void ReportGameBaseInfo(const GameBaseInfo BaseInfo);// 0x339a2a0 void ReportCircleFlow(const ClientCircleFlow CircleFlow);// 0x339a1d0 void ReportAttackFlow(const AttackFlow AttackFlow);// 0x339a100 void ReportAimFlow(const AimFlow AimFlow);// 0x339a030 void HandleGameModeStateChanged(out const GameModeStateChangedParams Params);// 0x3399fa0 void GetWeaponProperty(STExtraBaseCharacter* Character, STExtraWeapon* TWeapon, out int WeaponID, out int BulletID, out int BulletNum);// 0x3399ddc void CheckSendGameStartFlow();// 0x3399dc8 void CheckSendGameEndFlow();// 0x3399db4 -------------------------------- 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] int PlayerMoveSpeedMax;//[Offset: 0x108, Size: 4] -------------------------------- 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] int16 BulletDown;//[Offset: 0xa0, Size: 2] -------------------------------- Class: ClientSecMrpcsFlow byte SecMrpcsFlowID;//[Offset: 0x0, Size: 1] byte[] MrpcsFlowData;//[Offset: 0x4, Size: 12] -------------------------------- 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: AttackFlow FString GameSvrId;//[Offset: 0x0, Size: 12] int64 dtEventTime;//[Offset: 0x10, Size: 8] FString GameAppID;//[Offset: 0x18, Size: 12] FString OpenID;//[Offset: 0x24, Size: 12] uint16 AreaID;//[Offset: 0x30, Size: 2] int8 PlatID;//[Offset: 0x32, Size: 1] FString ZoneID;//[Offset: 0x34, Size: 12] uint64 BattleID;//[Offset: 0x40, Size: 8] int64 ClientStartTime;//[Offset: 0x48, Size: 8] int MrpcsFlowcount_;//[Offset: 0x50, Size: 4] int[] MrpcsFlow;//[Offset: 0x54, Size: 12] FString UserName;//[Offset: 0x60, Size: 12] uint64 RoleID;//[Offset: 0x70, Size: 8] int8 RoleType;//[Offset: 0x78, Size: 1] FString TargetOpenID;//[Offset: 0x7c, Size: 12] FString TargetUserName;//[Offset: 0x88, Size: 12] uint64 TargetRoleID;//[Offset: 0x98, Size: 8] int8 TargetRoleType;//[Offset: 0xa0, Size: 1] FString GunName;//[Offset: 0xa4, Size: 12] FString GunPartsType;//[Offset: 0xb0, Size: 12] int8 SightType;//[Offset: 0xbc, Size: 1] int BulletSpeed;//[Offset: 0xc0, Size: 4] int8 MagazineMax;//[Offset: 0xc4, Size: 1] int8 MagazineLeft;//[Offset: 0xc5, Size: 1] int ShotFrequency;//[Offset: 0xc8, Size: 4] int BulletDamage;//[Offset: 0xcc, Size: 4] int16 BulletDown;//[Offset: 0xd0, Size: 2] byte BulletDamageReduce;//[Offset: 0xd2, Size: 1] int Recoil;//[Offset: 0xd4, Size: 4] int ReloadTime;//[Offset: 0xd8, Size: 4] FString PlayerState;//[Offset: 0xdc, Size: 12] byte ShotPose;//[Offset: 0xe8, Size: 1] byte FireType;//[Offset: 0xe9, Size: 1] bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xea, Size: 1] byte Sideways;//[Offset: 0xeb, Size: 1] int ShootingDeviationX;//[Offset: 0xec, Size: 4] int ShootingDeviationY;//[Offset: 0xf0, Size: 4] uint32 ZeroDistance;//[Offset: 0xf4, Size: 4] uint32 ShotTime;//[Offset: 0xf8, Size: 4] int HitTime;//[Offset: 0xfc, Size: 4] int PlayerPositionX;//[Offset: 0x100, Size: 4] int PlayerPositionY;//[Offset: 0x104, Size: 4] int PlayerPositionZ;//[Offset: 0x108, Size: 4] int GunPositionX;//[Offset: 0x10c, Size: 4] int GunPositionY;//[Offset: 0x110, Size: 4] int GunPositionZ;//[Offset: 0x114, Size: 4] int BulletsBornPositionX;//[Offset: 0x118, Size: 4] int BulletsBornPositionY;//[Offset: 0x11c, Size: 4] int BulletsBornPositionZ;//[Offset: 0x120, Size: 4] uint32 LastHitTime;//[Offset: 0x124, Size: 4] uint32 BulletFlyDistance;//[Offset: 0x128, Size: 4] uint32 BulletFlyTime;//[Offset: 0x12c, Size: 4] int HitPositionX;//[Offset: 0x130, Size: 4] int HitPositionY;//[Offset: 0x134, Size: 4] int HitPositionZ;//[Offset: 0x138, Size: 4] byte HitPart;//[Offset: 0x13c, Size: 1] bool bHitCar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x13d, Size: 1] bool bTireOut;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x13d, Size: 1] byte BulletCost;//[Offset: 0x13e, Size: 1] int HPstart;//[Offset: 0x140, Size: 4] int HPEnd;//[Offset: 0x144, Size: 4] int ArmorHPStart;//[Offset: 0x148, Size: 4] int ArmorHPEnd;//[Offset: 0x14c, Size: 4] int CarHPStart;//[Offset: 0x150, Size: 4] int CarHPEnd;//[Offset: 0x154, Size: 4] byte PlayerKill;//[Offset: 0x158, Size: 1] bool bArmorKill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x159, Size: 1] bool bCarKill;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x159, Size: 1] int RecoilMoveX;//[Offset: 0x15c, Size: 4] int RecoilMoveY;//[Offset: 0x160, Size: 4] int WeaponAimFOV;//[Offset: 0x164, Size: 4] int BulletDamageDebuff;//[Offset: 0x168, Size: 4] int BulletDamageBuff;//[Offset: 0x16c, Size: 4] uint32 AtackFlowID;//[Offset: 0x170, Size: 4] int AutoAimSpeed;//[Offset: 0x174, Size: 4] int AutoAimSpeedRateMax;//[Offset: 0x178, Size: 4] int AutoAimRangeMax;//[Offset: 0x17c, Size: 4] int AutoAimRangeRateMax;//[Offset: 0x180, Size: 4] int GunID;//[Offset: 0x184, Size: 4] int IfIsOnCar;//[Offset: 0x188, Size: 4] bool InMoveablePlatform;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18c, Size: 1] int KillAICnt;//[Offset: 0x190, Size: 4] int KillRealPlayerCnt;//[Offset: 0x194, Size: 4] -------------------------------- Class: AimFlow FString GameSvrId;//[Offset: 0x0, Size: 12] int64 dtEventTime;//[Offset: 0x10, Size: 8] FString GameAppID;//[Offset: 0x18, Size: 12] FString OpenID;//[Offset: 0x24, Size: 12] uint16 AreaID;//[Offset: 0x30, Size: 2] int8 PlatID;//[Offset: 0x32, Size: 1] FString ZoneID;//[Offset: 0x34, Size: 12] uint64 BattleID;//[Offset: 0x40, Size: 8] int64 ClientStartTime;//[Offset: 0x48, Size: 8] int MrpcsFlowcount_;//[Offset: 0x50, Size: 4] int[] MrpcsFlow;//[Offset: 0x54, Size: 12] FString UserName;//[Offset: 0x60, Size: 12] uint64 RoleID;//[Offset: 0x70, Size: 8] int8 RoleType;//[Offset: 0x78, Size: 1] int AimTime;//[Offset: 0x7c, Size: 4] FString ShotCDTime;//[Offset: 0x80, Size: 12] int ShotCount;//[Offset: 0x8c, Size: 4] int ShotHitCount;//[Offset: 0x90, Size: 4] int ShotHeadHitCount;//[Offset: 0x94, Size: 4] int ShotPersonHitCount;//[Offset: 0x98, Size: 4] int ShotPersonKillCount;//[Offset: 0x9c, Size: 4] FString HitDistance;//[Offset: 0xa0, Size: 12] FString HitEachDistance;//[Offset: 0xac, Size: 12] FString HitAngle;//[Offset: 0xb8, Size: 12] FString HitEachCdTime;//[Offset: 0xc4, Size: 12] FString HitPartInfo;//[Offset: 0xd0, Size: 12] FString PlayerState;//[Offset: 0xdc, Size: 12] bool bHoldBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0xe8, Size: 1] int8 SightType;//[Offset: 0xe9, Size: 1] uint32 AimFlowID;//[Offset: 0xec, Size: 4] -------------------------------- Class: RepVehicleAttachment STExtraVehicleBase* Vehicle;//[Offset: 0x0, Size: 4] FName AttachSocket;//[Offset: 0x8, Size: 8] byte SeatIndex;//[Offset: 0x10, 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] SceneFogOriginalStates;//[Offset: 0x2d4, Size: 60] CameraComponent* LastActiveCamComp;//[Offset: 0x310, Size: 4] PostProcessVolume* UnderWaterPPV;//[Offset: 0x318, Size: 4] void RefreshUnderWaterEffect(bool bUnderWater);// 0x35508ac void OnToggleUnderWaterPPV(bool bUseCacheUnderWater);// 0x355082c bool IsCameraUnderWater();// 0x3550804 void AddWaterSwimActor(WaterSwimActor* Actor);// 0x355078c void AddSceneFogComponent(ExponentialHeightFog* SceneFogActor);// 0x3550714 -------------------------------- Class: WaterSwimActor.Actor.Object float Damage;//[Offset: 0x2ec, Size: 4] float interval;//[Offset: 0x2f0, Size: 4] class DamageType* DamageType;//[Offset: 0x2f4, Size: 4] class Pawn[] DamageFilters;//[Offset: 0x2f8, Size: 12] int[] BuffIDs;//[Offset: 0x304, Size: 12] int[] SkillBuffIDs;//[Offset: 0x310, Size: 12] BoxComponent* WaterBoxComp;//[Offset: 0x31c, Size: 4] bool IsLocationInWater(out const Vector Location);// 0x36463f8 bool GetWaterZHeight(out float MinHeight, out float MaxHeight);// 0x3646310 -------------------------------- 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: SlideMoveData float ThrottleInput;//[Offset: 0x0, Size: 4] float SteerInput;//[Offset: 0x4, Size: 4] Vector LocalVelocity;//[Offset: 0x8, Size: 12] -------------------------------- Class: UAEChaParachuteAnimListComponent.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object CharParachuteAnimData[] CharParachuteAnimDataList;//[Offset: 0x180, Size: 12] void ReleaseParachuteAnimAssets();// 0x3bd9350 void OnParachuteAnimAsyncLoadingFinished(FString AnimLoaded);// 0x326e434 void OnAnimListAsyncLoadingFinished();// 0x3bd933c bool HasAnimAsyncLoadingFinished();// 0x3bd9314 void HandleAsyncLoadingFinishedEvent();// 0x3bd9300 FString GetOwnerName();// 0x3bd9238 AnimationAsset* GetCharacterParachuteAnim(byte AnimType);// 0x3bd91b8 -------------------------------- Class: CharParachuteAnimData byte ParachuteAnimType;//[Offset: 0x0, Size: 1] AnimationAsset* ParachuteAnimSoftPtr;//[Offset: 0x8, Size: 40] AnimationAsset* ParachuteAnim;//[Offset: 0x30, Size: 4] -------------------------------- Class: STReplicatedMoveState Vector_NetQuantize Location;//[Offset: 0x0, Size: 12] byte Roll;//[Offset: 0xc, Size: 1] uint32 View;//[Offset: 0x10, Size: 4] Vector_NetQuantize Velocity;//[Offset: 0x14, Size: 12] -------------------------------- Class: ParachuteFollowComponent.ActorComponent.Object -------------------------------- Class: ParachuteFollowState enum FollowState;//[Offset: 0x0, Size: 1] int LeaderIdx;//[Offset: 0x4, Size: 4] -------------------------------- Class: LastEmoteInfo int EmoteId;//[Offset: 0x0, Size: 4] int AreaID;//[Offset: 0x4, Size: 4] float EmoteTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: BaseFPPComponent.ActorComponent.Object bool bIsBoltAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf1, Size: 1] STExtraPlayerCharacter* Pawn;//[Offset: 0x100, Size: 4] FName ScopeAimCameraSocketName;//[Offset: 0x108, Size: 8] FName FPPSocketName;//[Offset: 0x110, Size: 8] FName BoltActionCurveName;//[Offset: 0x118, Size: 8] float ScopeZoomSpringArmLength;//[Offset: 0x120, Size: 4] float BoltActionHoldTimeDefault;//[Offset: 0x128, Size: 4] float BoltActionFov;//[Offset: 0x12c, Size: 4] float ScopeZoomAlpha;//[Offset: 0x130, Size: 4] ScopeZoomBackupMap;//[Offset: 0x134, Size: 60] float ScopeZoomSpeed;//[Offset: 0x170, Size: 4] ScopeZoomConfigMap;//[Offset: 0x174, Size: 60] int CurrentPlayAnimIndex;//[Offset: 0x1b0, Size: 4] DollyZoomParam ZoomScopeParam;//[Offset: 0x1b4, Size: 12] WeaponAngledSightState;//[Offset: 0x1c4, Size: 60] ScopeZoomMap;//[Offset: 0x200, Size: 60] float TanHalfFOV;//[Offset: 0x240, Size: 4] bool InScopeInProcess;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x244, Size: 1] bool IsRearSight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x245, Size: 1] FName SourceScopeAimCameraSocketName;//[Offset: 0x248, Size: 8] FName TargetScopeAimCameraSocketName;//[Offset: 0x250, Size: 8] void UpdateScopeCameraOffsets(out DollyZoomParam Param, bool IsAngledSight);// 0x3136938 float SwitchSightConfigMaterial();// 0x40a6134 void SwitchScopeMeshAnim(byte Type);// 0x31368c0 void SwitchRearSightTimelineUpdate(float Alpha);// 0x3136848 void SwitchRearSightTimelineFinish(int TargetRearSightSocketIndex);// 0x31367d0 void SwitchRearSight(bool IsBegin);// 0x3136748 void SwitchCameraMode(byte Mode);// 0x31366d0 float SwitchAngledSightConfigMaterial(bool forceSwitch);// 0x40a6134 void StopScopeIn();// 0x40a6134 float ShowReflectorSightTPPMaterial(bool forceADSState);// 0x40a6134 float ShowAngledSightTPPMaterial(bool forceADSState);// 0x40a6134 void SetWeaponAngledSightState(STExtraShootWeapon* Weapon, bool State);// 0x3136604 void SetTagCulling(bool IsUse);// 0x40a6134 void SetNearClipPlane(bool EnableNearClip);// 0x3136584 void ScopingChange(bool InValue);// 0x3136504 void Scoping(byte NewType);// 0x313648c void ScopeZoomUpdate(float Alpha);// 0x3136414 void ScopeZoomTick(float DeltaTime);// 0x313639c void ScopeTimelineUpdate(float Alpha);// 0x3136324 void ScopeOutSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* Entity);// 0x3136268 void ScopeOutLogic();// 0x3136254 void ScopeOutEnd();// 0x40a6134 void ScopeOut(byte NewType);// 0x31361dc void ScopeNotHandFold();// 0x31361c8 void ScopeInterrupt(byte NewType);// 0x3136150 void ScopeInSpeedChange(STExtraPlayerController* Controller, ShootWeaponEntity* Entity);// 0x3136094 void ScopeInLogic();// 0x3136080 void ScopeInEnd();// 0x40a6134 void ScopeInContinue();// 0x313606c void ScopeInAfterTimeline();// 0x3136058 void ScopeIn(byte NewType);// 0x3135fe0 void ScopeHandFold();// 0x3135fcc void PlayScopeInTimeline();// 0x40a6134 bool IsUseZoomScope();// 0x3135fa4 bool IsRPGScopeIn();// 0x3135f7c bool IsCurWeaponAttachedAngledSight();// 0x3135d54 bool IsAngledSightBySlot(byte Slot);// 0x3135efc bool IsAngledSight();// 0x3135ecc void InterruptBoltAction();// 0x3135eb8 void InitScopeZoom(int WeaponID, int ScopeID);// 0x3135dfc bool HaveAngledSightBySlot(byte Slot);// 0x3135d7c bool HaveAngledSight();// 0x3135d54 byte GetSightType();// 0x3135d2c float GetScopeZoomValue(int WeaponID, int ScopeID);// 0x3135c68 FName GetScopeZoomKey(int WeaponID, int ScopeID);// 0x3135b9c MaterialInstance* GetScopeMaterialOverride(STExtraShootWeapon* Weapon);// 0x40a6134 float GetScopeFov(STExtraWeapon* Weapon, bool bIsAngled);// 0x40a6134 MeshComponent* GetScopeCameraAttachTarget(bool IsAngled);// 0x3135b0c FName GetScopeAimCameraSocketName();// 0x3135acc ScopeZoomConfig GetCurScopeZoomConfig();// 0x3135a84 STExtraWeapon* GetCurScopeWeapon();// 0x3135a5c void GetCurrentScopeZoomFov(out float MinFov, out float CurFov);// 0x313597c void CalculateDollyZoomParam(float SpringOffset, float MinFov, float CurFov, out DollyZoomParam Param);// 0x313581c void BoltAction(float DeltaSeconds);// 0x31357a4 void AttachToSightKeepTransform();// 0x40a6134 void AttachToSight();// 0x40a6134 void ApplyDollyZoomParam(out const DollyZoomParam Param, bool bSyncToPawn);// 0x31356c4 void ActiveComponentTickable();// 0x31356b0 -------------------------------- 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 CurrentIsTPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f2, Size: 1] bool CurrentHoldShield;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f3, Size: 1] GetAnimUtil GetAnimUtil;//[Offset: 0x1f8, Size: 20] void SetAnimListMapValueData(out const AnimationAsset* AnimPtr, out AnimListMapValueData AnimListValue);// 0x3bdbd44 bool OnPreLoadingFinished(AsyncLoadCharAnimParams LoadingParam);// 0x3bdba9c void OnAsyncLoadingFinishedNew2(AsyncLoadCharAnimParams LoadingParam);// 0x3bdb800 void OnAsyncLoadingFinishedNew(AsyncLoadCharAnimParams LoadingParam);// 0x3bdb564 void InitAnimListMap(bool IsFPP);// 0x3bdb4e4 PlayerAnimData[] GetCharacterShovelAnim();// 0x3bdb424 PlayerAnimData[] GetCharacterJumpAnim(byte JumpType);// 0x3bdb31c AnimationAsset* GetAnimationAsset(out const AnimationAsset* AnimPtr);// 0x3bdb224 -------------------------------- 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] ChararacterJumpPhaseData JumpPhase_GrenadeJump;//[Offset: 0x100, Size: 48] ChararacterJumpPhaseData JumpPhase_GrenadeJump;//[Offset: 0x130, Size: 48] ChararacterJumpPhaseData JumpPhase_GrenadeFall;//[Offset: 0x160, Size: 48] ChararacterJumpPhaseData JumpPhase_GrenadeFall;//[Offset: 0x190, 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: GetAnimUtil SoftObjectPath[] PendingList;//[Offset: 0x0, Size: 12] UAECharacterAnimListSubSystem* AnimListSubSystem;//[Offset: 0xc, Size: 4] -------------------------------- Class: UAECharacterAnimListSubSystem.WorldSubsystem.Subsystem.Object -------------------------------- Class: AsyncLoadCharAnimParams -------------------------------- Class: InteractionEmoteConfig int SelfEmoteId;//[Offset: 0x0, Size: 4] int OtherEmoteId;//[Offset: 0x4, Size: 4] -------------------------------- Class: PlayerRespawnData byte RespawnCount;//[Offset: 0x0, Size: 1] Vector Location;//[Offset: 0x4, Size: 12] Rotator Rotation;//[Offset: 0x10, Size: 12] bool bCanRespawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool bIsDead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] -------------------------------- Class: CharacterHide bool bCharacterHideIngame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool bStopCharacterTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] bool bCloseCharacterCollision;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2, Size: 1] byte nRepFlag;//[Offset: 0x3, Size: 1] float fScale;//[Offset: 0x4, Size: 4] -------------------------------- Class: PlayerMantleComponent.LuaActorComponent.ActorComponent.Object bool bPrintLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c8, Size: 1] bool bCheckState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c9, Size: 1] bool bHoldingVaultButton;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ca, Size: 1] float NowBlockDis;//[Offset: 0x1cc, Size: 4] float NowBlockHeight;//[Offset: 0x1d0, Size: 4] float NowAfterBlockMaxFallingHeight;//[Offset: 0x1d4, Size: 4] float NowCrossBlockMaxDis;//[Offset: 0x1d8, Size: 4] float NowBlockLength;//[Offset: 0x1dc, Size: 4] float maxCheckDis;//[Offset: 0x1e0, Size: 4] float MaxCheckOppSiteDis;//[Offset: 0x1e4, Size: 4] float UnActiveMaxAngle;//[Offset: 0x1e8, Size: 4] float MaxCheckHeight;//[Offset: 0x1ec, Size: 4] Actor* checkActor;//[Offset: 0x1f0, Size: 4] Vector HitPoint;//[Offset: 0x1f4, Size: 12] PrimitiveComponent* HitComponent;//[Offset: 0x200, Size: 4] float CapsuleRadius;//[Offset: 0x204, Size: 4] float CapsuleHalfHeight;//[Offset: 0x208, Size: 4] Vector BlockDir;//[Offset: 0x20c, Size: 12] float MaxJumpLength;//[Offset: 0x218, Size: 4] bool isjump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21c, Size: 1] bool IsFalling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21d, Size: 1] float nowMaxX;//[Offset: 0x220, Size: 4] float nowMinFallingY;//[Offset: 0x224, Size: 4] float realStartZ;//[Offset: 0x228, Size: 4] Vector oppositeHitPoint;//[Offset: 0x22c, Size: 12] Vector upHitPoint;//[Offset: 0x238, Size: 12] float heightoffsetcheck;//[Offset: 0x244, Size: 4] float HeightForwardCheck;//[Offset: 0x248, Size: 4] float minVaultHeight;//[Offset: 0x24c, Size: 4] float minCheckHeight;//[Offset: 0x250, Size: 4] float AfterBlockMaxFallingHeightoffset;//[Offset: 0x254, Size: 4] float JumpValueMinDisToland;//[Offset: 0x258, Size: 4] float blockledgeZ;//[Offset: 0x25c, Size: 4] float SpeedDisRatio;//[Offset: 0x260, Size: 4] float CurHeightToLand;//[Offset: 0x264, Size: 4] float JumpOverMinHeightDiff;//[Offset: 0x268, Size: 4] float MinCrossBlockDis;//[Offset: 0x26c, Size: 4] float MinCrossBlockDisForSlide;//[Offset: 0x270, Size: 4] Vector PlayerStartPosition;//[Offset: 0x274, Size: 12] Rotator PlayerRotation;//[Offset: 0x280, Size: 12] Vector PlayerStartDir;//[Offset: 0x28c, Size: 12] float LastStandDis;//[Offset: 0x298, Size: 4] float lastwalkDis;//[Offset: 0x29c, Size: 4] float lastsprintDis;//[Offset: 0x2a0, Size: 4] float DeltaTime;//[Offset: 0x2a4, Size: 4] float CountTime;//[Offset: 0x2a8, Size: 4] bool IsVaulting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2ac, Size: 1] float realStartTime;//[Offset: 0x2b0, Size: 4] bool IsEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2b4, Size: 1] float offsetSpeed;//[Offset: 0x2b8, Size: 4] float nowAnimSpeed;//[Offset: 0x2bc, Size: 4] float animSpeedChangeTime;//[Offset: 0x2c0, Size: 4] float animChangeSpeedRate;//[Offset: 0x2c4, Size: 4] bool IsInStopVaulting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c8, Size: 1] bool waitStopVaulting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c9, Size: 1] float stopVaultOppDis;//[Offset: 0x2cc, Size: 4] float FpsVaultSpeed;//[Offset: 0x2d0, Size: 4] Vector FpsVaultStartPosition;//[Offset: 0x2d4, Size: 12] Vector FpsVaultTopoffsetPosition;//[Offset: 0x2e0, Size: 12] Vector FpsVaultTopPosition;//[Offset: 0x2ec, Size: 12] Vector FpsVaultEndPosition;//[Offset: 0x2f8, Size: 12] bool FpsVaultIsJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x304, Size: 1] float FpsVaultMontageTotalTime;//[Offset: 0x308, Size: 4] FString FpsVaultMontageName;//[Offset: 0x30c, Size: 12] float FpsVaultMontageTopTime;//[Offset: 0x318, Size: 4] float FpsVaultCheckDis;//[Offset: 0x31c, Size: 4] float FpsVaultCheckHeight;//[Offset: 0x320, Size: 4] float FpsVaultCheckThick;//[Offset: 0x324, Size: 4] bool NowIsUseFpsVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x328, Size: 1] float FpsCheatingVaule;//[Offset: 0x32c, Size: 4] float FpsMinHtight;//[Offset: 0x330, Size: 4] bool fpsisplayedcamerashake;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] float fpsvaultshakeoffsetheight;//[Offset: 0x338, Size: 4] Vector DataStartPos;//[Offset: 0x33c, Size: 12] FString NowVaultKey;//[Offset: 0x348, Size: 12] bool bClimbMovableActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] STExtraPlayerCharacter* PlayerPawn;//[Offset: 0x358, Size: 4] byte NowDrawDebugType;//[Offset: 0x35c, Size: 1] byte gunSlot;//[Offset: 0x35d, Size: 1] bool IsPreUseSkill;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35e, Size: 1] byte PreUseSkillWeaponSlot;//[Offset: 0x35f, Size: 1] bool IsPreUseMedicine;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360, Size: 1] bool IsChangeMontageSpeed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x361, Size: 1] bool iswondowbroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x362, Size: 1] float windowsbrokenoffsetdis;//[Offset: 0x364, Size: 4] float ShouldAdjustHeight;//[Offset: 0x368, Size: 4] float MoveSeconds;//[Offset: 0x36c, Size: 4] Vector StartOffsetToBase;//[Offset: 0x370, Size: 12] float StartZToBase;//[Offset: 0x37c, Size: 4] VaultDataMap;//[Offset: 0x380, Size: 60] VaultDataParam NowVaultData;//[Offset: 0x3bc, Size: 80] VaultCheckRule[] CheckRuleListCPP;//[Offset: 0x40c, Size: 12] FpsVaultDataParam[] FpsVaultAnimationListCPP;//[Offset: 0x418, Size: 12] UAEWindowComponent*[] VaultWindows;//[Offset: 0x424, Size: 12] bool bControlCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430, Size: 1] float CameraUpperThanBlock;//[Offset: 0x434, Size: 4] bool bEnableAutoVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x440, Size: 1] bool bAutoVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x441, Size: 1] float AutoVaultMaxHeightToLand;//[Offset: 0x444, Size: 4] bool isInVaultingCpp;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x468, Size: 1] bool hasSendStopVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x469, Size: 1] TimerHandle AutoVaultTimerHandle;//[Offset: 0x470, Size: 8] float VaultCheckInterval;//[Offset: 0x478, Size: 4] delegate OnVaultCheckFlagChange;//[Offset: 0x4a0, Size: 12] VaultAnimPathMap;//[Offset: 0x4ac, Size: 60] AnimMontage* VaultMontage;//[Offset: 0x4e8, Size: 4] AnimMontage* TeamVaultMontage;//[Offset: 0x4ec, Size: 4] STExtraPlayerCharacter* OwnerCharacter;//[Offset: 0x4f4, Size: 4] void VaultLeave(enum State);// 0x334110c bool VaultFromCPP();// 0x30e6940 void VaultFail(FString Reason);// 0x40a6134 bool VaultCheckCPP();// 0x33410e4 void UpdateVault_BluePrint();// 0x33410c8 void UpdatePosition();// 0x30e6970 void UpdateMontageSpeed();// 0x33410b4 void TpsVaultUpdate();// 0x33410a0 void StopVaultAndReverse();// 0x334108c void StartVault();// 0x3341078 void StartAsyncLoadVaultAnimRes(bool IsTDM);// 0x3340ff8 void StartAsyncLoadTeamVaultAnimRes();// 0x30e9000 void SetVaultData(float dis, float Height, float Length, FString VaultKey, Vector StartPos, Actor* InCheckActor, float crossmaxFalling, float crossmaxDis, Vector InHitPoint, Rotator movedir);// 0x3340be8 void SetPlayerStartPositionInternal(Vector InStartPosition, bool UseInputStart);// 0x3340b24 void SetNowUseFpsVault();// 0x3340b10 void SetLimitPostion(float XValue, float ZValue);// 0x3340a54 void SetEnd();// 0x3340a40 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);// 0x33405b8 void ServerRPC_StopVault();// 0x334055c void ServerRPC_FpsVaultServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x3340290 void ServerFpsVaultBlockDisCheck(Vector StartPos, Vector topPos, out bool Result);// 0x3340180 void ServerCrossingBlockCheck(Vector StartPos, float blockdis, float blockheight, Rotator movedir, out bool Result);// 0x333ffe0 void ServerBlockDisCheck(Vector InHitPoint, FString Key, Vector StartPos, float blockdis, float blockheight, float BlockLength, Actor* InCheckActor, out bool Result);// 0x333fd18 void ReceiveStartVault();// 0x333fcfc void ReceiveEndVault();// 0x32dc03c void PredictAutoVault(float blockdis, Vector BlockNormalDir);// 0x333fc3c void OnRespawned_BlueprintImpl();// 0x40a6134 void MulticastRPC_VaultFail(FString Reason);// 0x333fb78 void MulticastRPC_VaultAll(float dis, float Height, float Length, FString VaultKey, Vector StartPos, Actor* InCheckActor, float crossblockMaxFall, float crossblockMaxDis, Vector InHitPoint, Rotator movedir);// 0x333f804 void MulticastRPC_StopVault();// 0x33362c0 void MulticastRPC_FpsVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool isjump, Rotator movedir, float blobkthick);// 0x333f5c0 void LeaveAvoidSimulateCharacterShake();// 0x333f5ac void JumpVaultCheck(out bool Result);// 0x333f524 void jumpFromUI();// 0x333f510 void IsVaultOnBase(out bool ShouldVault);// 0x333f488 void IsValidVault(out bool IsValid);// 0x333f400 FString GetVaultKeyByBlockHeight(float Height);// 0x333f2f0 Rotator GetRelicateRotator();// 0x333f2a8 void GetRealStartZHeight(out float ResStartZ);// 0x333f220 void GetPlayerStartPositionInternal(bool bRelationLoc, out Vector StartPos);// 0x333f14c void GetNowOppSideDis(out float Result);// 0x333f0c4 void GetNowData(bool IsInFalling, out bool IsGet);// 0x333efec void GetDataStartPosition(out Vector StartPos);// 0x333ef68 float GetCurHeightToLand();// 0x333ef40 void GetCrossMaxBlockDisOffset(out bool Result);// 0x333eeb8 void GetCrossMaxBlockDisForward(out bool Result);// 0x333ee30 void GetCrossBlockMaxFallingHeight(out bool Result);// 0x333eda8 void FpsVaultUpdate();// 0x333ed94 void FpsVaultToAll(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool bIsjump, Rotator movedir, float blobkthick);// 0x333eb50 void FpsVaultStart(Vector StartPos, Vector topPos, float OffsetMaxX, float OffsetMaxY, bool bIsjump, Rotator InPlayerRotation, float BlockLength);// 0x333e918 void FpsVaultServer(Vector StartPos, Vector topPos, float crossblockMaxFall, float crossblockMaxDis, bool bIsjump, Rotator movedir, float blobkthick);// 0x333e6d4 void ForwardTestObjectType(Actor* Actor, ActorComponent* Comp, out bool Result);// 0x333e5c4 void FindWindowGlass(Vector CheckStart, Vector CheckEnd);// 0x333e504 void EnterAvoidSimulateCharacterShake();// 0x333e4f0 void EndVaultCPP();// 0x333e4dc void EnableCulling(bool bEnable);// 0x333e45c void DoVaultIgnoreStateCPP();// 0x333e448 void DoVaultCPP();// 0x333e434 void DealBrokenWindows();// 0x333e420 void CheckVaultingWindow();// 0x333e40c void CheckUpLengthBlock(out bool Result);// 0x333e384 void CheckNowisJumpAnimation(float Height, float thcikLength, out bool Result, out bool ishasAnimation);// 0x333e218 void CheckIsValidByHeightCheckDis(float nowheight, float checkDis, out bool IsValid);// 0x333e108 void CheckHeight(float Height, out bool IsActive, out Vector Point);// 0x333dfe8 void CheckForward(out bool IsActive);// 0x333df60 void CheckCanVault(out bool IsActive);// 0x333ded0 bool CheckCanStandOn();// 0x333dea8 void CacultLimitData();// 0x333de94 void AutoVaultInternal();// 0x333de80 void AutoVault(STExtraBaseCharacter* Char, out const HitResult Impact);// 0x333dda0 void AsyncLoadVaultAnimResFinish(byte PawnSubType);// 0x333dd28 -------------------------------- Class: VaultDataParam FString montageSectionName;//[Offset: 0x0, Size: 12] CurveFloat* upCurve;//[Offset: 0xc, Size: 4] CurveFloat* forwardCurve;//[Offset: 0x10, Size: 4] float blockdis;//[Offset: 0x14, Size: 4] float blockheight;//[Offset: 0x18, Size: 4] float blokcThicklength;//[Offset: 0x1c, Size: 4] bool isjump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] bool forceStartSync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x21, Size: 1] float CountTime;//[Offset: 0x24, Size: 4] float playSpeed;//[Offset: 0x28, Size: 4] float speedChangeTime;//[Offset: 0x2c, Size: 4] float changeSpeedRate;//[Offset: 0x30, Size: 4] bool standState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] bool walkState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x35, Size: 1] bool SprintState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x36, Size: 1] bool isPutUpGun;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x37, Size: 1] float BreakWindowDelayTime;//[Offset: 0x38, Size: 4] bool isCancelable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] float MinCancelVTimer;//[Offset: 0x40, Size: 4] float MaxCancelVTimer;//[Offset: 0x44, Size: 4] bool fallingVault;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48, Size: 1] float fallingvaultMinHeight;//[Offset: 0x4c, Size: 4] -------------------------------- Class: VaultCheckRule float CheckHeight;//[Offset: 0x0, Size: 4] float standCheckDis;//[Offset: 0x4, Size: 4] float walkCheckDis;//[Offset: 0x8, Size: 4] float sprintCheckDis;//[Offset: 0xc, Size: 4] -------------------------------- Class: FpsVaultDataParam float Height;//[Offset: 0x0, Size: 4] FString montageName;//[Offset: 0x4, Size: 12] float TimeLength;//[Offset: 0x10, Size: 4] bool isjump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] float movespeed;//[Offset: 0x18, Size: 4] float SpeedRate;//[Offset: 0x1c, Size: 4] -------------------------------- Class: UAEWindowComponent.StaticMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object int ID;//[Offset: 0x6f4, Size: 4] bool bBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6f8, Size: 1] Pawn* LastInstigatorPawn;//[Offset: 0x6fc, Size: 4] StaticMesh* BrokenMesh;//[Offset: 0x700, Size: 4] ParticleSystem* BrokenEffect;//[Offset: 0x704, Size: 4] void NotifyServerBroken();// 0x40a6134 void NotifyRepDataUpdated(bool bInitial, bool bLocal);// 0x3c02548 void LocalHandleWindowBrokenBP(bool bInitial, bool bLocal);// 0x40a6134 void LocalHandleWindowBroken(bool bInitial, bool bLocal);// 0x3c02478 void HandleBroken(PlayerController* Instigator, bool bLocal);// 0x3c023b4 UAEWindowRepData GetRepData();// 0x3c0227c -------------------------------- 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: VaultAnimDataPath FString VaultAnimPath;//[Offset: 0x0, Size: 12] FString TeamVaultAnimPath;//[Offset: 0xc, Size: 12] -------------------------------- Class: AnimParamsComponent.ActorComponent.Object STExtraBaseCharacter* OwnerCharacter;//[Offset: 0x184, Size: 4] AnimInstanceContainer* VehicleAnimContainer;//[Offset: 0x188, Size: 4] AnimInstanceContainer* GetVehicleAnimContainer();// 0x30c8ec0 -------------------------------- 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] delegate OnStartCorrectCarryBack;//[Offset: 0x1dc, Size: 12] void StopPutDown();// 0x3410e14 void StopCarryBack(enum InDetachMethod);// 0x3411724 void StopBePutDown();// 0x30cf50c void StopBeCarriedBack(enum InDetachMethod);// 0x34116a4 void StartPrePutDown();// 0x32dc03c void StartPreCarryBack(STExtraBaseCharacter* InCharacter);// 0x3411624 void StartPreBePutDown();// 0x30e6970 void StartPreBeCarriedBack(STExtraBaseCharacter* InCharacter);// 0x34115a4 void StartCorrectBeCarriedState(bool bInEnableTranformCorrect, bool bInEnableCollisionCorrect);// 0x34114d4 void SetCarryBackState(enum InState, STExtraBaseCharacter* InCarryBackCharacter, STExtraBaseCharacter* InBeCarriedBackCharacter);// 0x34113d4 void ResetCarryBackState();// 0x34113c0 void ReplaceCharacterAnimation(bool bReplace);// 0x3411340 void PutDownSomebody(bool bFront);// 0x34112c0 void PutDownFailed();// 0x34112ac void OnHandleSkillEndEvent(Character* Character, enum StopReason, int SkillID);// 0x34111ac void LocalPutDownFailed();// 0x3411190 void LocalExitCarryBackState(enum InDetachMethod);// 0x3411110 void LocalExitBeCarriedBackState(enum InDetachMethod);// 0x3411090 void LocalEnterPutDownState();// 0x32ec064 void LocalEnterCarryBackState();// 0x31393ec void LocalEnterBePutDownState();// 0x3411074 void LocalEnterBeCarriedBackState();// 0x33362c0 void LocalCompleteCarryBackState();// 0x31393d0 void LocalCompleteBeCarriedBackState();// 0x31a64dc void LocalCarryBackFailed();// 0x31b60b0 bool IsInCarryBackState();// 0x341104c bool IsInBeCarriedBackState();// 0x3411024 bool IsCarryBackEnable();// 0x3410ffc void HandleCarrySkillEndEvent(enum StopReason, int SkillID);// 0x3410f38 void CompletePutDown(bool bFront);// 0x3410eb0 void CompleteCarryBack();// 0x3386a40 void CompleteBePutDown(bool bFront);// 0x3410e28 void CompleteBeCarriedBack();// 0x30e9054 void CarryBackStateDelegate__DelegateSignature();// 0x40a6134 void CarryBackSomebody();// 0x3410e14 void CarryBackFailed();// 0x3410e00 void BPOnCarryBackCharacterStateInterrupted(int StateID, int InterruptedBy);// 0x40a6134 void BPOnBeCarriedBackCharacterStateInterrupted(int StateID, int InterruptedBy);// 0x40a6134 void BePutDownBySomebody(bool bFront);// 0x317f3c4 void BeCarriedBackBySomebody();// 0x30cf50c -------------------------------- Class: SkillReplaceCharAnimData byte CharacterAnimType;//[Offset: 0x0, Size: 1] AnimationAsset*[] PoseAnimList;//[Offset: 0x4, Size: 12] AnimationAsset*[] FPPPoseAnimList;//[Offset: 0x10, Size: 12] -------------------------------- Class: DynamicOptimizeActorComponents.LuaActorComponent.ActorComponent.Object DormantFullComponents;//[Offset: 0x184, Size: 60] DormantTickComponents;//[Offset: 0x1c0, Size: 60] ActorComponent*[] DormantFullForDebug;//[Offset: 0x1fc, Size: 12] ActorComponent*[] DormantTickForDebug;//[Offset: 0x208, Size: 12] FName NotDestroy;//[Offset: 0x220, Size: 8] void SetComponentTickDirectly(ActorComponent* InComponent, bool bTick);// 0x31e5144 void OnRespawned();// 0x309ced4 bool IsComponentDormant(ActorComponent* InComponent, enum DormantType);// 0x31e5080 FString[] GetDestoryComponentNames();// 0x31e4f24 FString GetComponentName(ActorComponent* InComponent);// 0x31e4e1c void DormantComponent(ActorComponent* InComponent, enum DormantType, FString Reason);// 0x31e4cd8 void DestroyUnuseComponent(ActorComponent* InComponent, FString Reason);// 0x31e4bd8 void AwakeComponent(ActorComponent* InComponent, enum DormantType, FString Reason, bool bForceRelateTransform);// 0x31e4a44 void AwakeAllComponents();// 0x31e4a30 -------------------------------- Class: DynamicOptimizeComponentFull 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 bSkipUpdateChildTransforms;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3, Size: 1] bool bShouldUpdateOverLaps;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bShouldUpdatePhysicsVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] bool bNoSkeletonUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6, Size: 1] byte CollisionType;//[Offset: 0x7, Size: 1] bool bVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bHide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool bReplicate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] bool bTickEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] FString Reason;//[Offset: 0x14, Size: 12] -------------------------------- Class: DynamicOptimizeComponentTick bool bIsActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FString Reason;//[Offset: 0x4, Size: 12] bool bTickEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] -------------------------------- Class: BattleRoyaleGameMode.BattleRoyaleGameModeBase.UAEGameMode.LuaGameMode.GameMode.GameModeBase.Info.Actor.Object delegate OnGameModeEnterFlying;//[Offset: 0x16f8, Size: 12] delegate OnGameModeExitFlying;//[Offset: 0x1704, Size: 12] FString LogicAreaDataPath;//[Offset: 0x1710, Size: 12] bool bIsOpenEnemyMarkAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1728, Size: 1] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1734, Size: 1] bool bOpenVehicleAnti;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1735, Size: 1] bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1736, Size: 1] int StartReadyCountDownPlayerNum;//[Offset: 0x1738, Size: 4] bool bServerOpenPassWallCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x173c, Size: 1] float CharacterNetCullDistanceSquared;//[Offset: 0x1740, Size: 4] GamemodeAIDataAsset* GamemodeAIDataAsset;//[Offset: 0x1744, Size: 4] float DragOnGroundDownTraceDistance;//[Offset: 0x1748, Size: 4] float DragOnGroundUpTraceDistance;//[Offset: 0x174c, Size: 4] bool EnableAIWorldVolume;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1750, Size: 1] CrowdManagerComponent* CrowdManager;//[Offset: 0x1768, Size: 4] bool bReplacePistolWhenPickUpMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x176c, Size: 1] delegate OnGameModeEnterPlane;//[Offset: 0x1770, Size: 12] float GameModeStateReadyEnterTime;//[Offset: 0x1788, Size: 4] -------------------------------- Class: BattleRoyaleGameModeBase.UAEGameMode.LuaGameMode.GameMode.GameModeBase.Info.Actor.Object bool bUseSpawnSpotAdjustPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe40, Size: 1] bool bUseSpawnActorAdjustPosition;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe41, Size: 1] bool bSpawnAdjustCollisionConsiderHeight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe42, Size: 1] ObserverProbeComponent* ObserverProbeComponent;//[Offset: 0xe44, Size: 4] int DefaultRevivalCount;//[Offset: 0xe48, Size: 4] bool ReducePlayersNumAfterDied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4c, Size: 1] int DefaultBuyLifeCount;//[Offset: 0xe50, Size: 4] bool EnableTeamMotivation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe54, Size: 1] GameModeParms GameModeParms;//[Offset: 0xe58, Size: 216] STExtraPlayerStart*[] STEPlayerStartsList;//[Offset: 0xf30, Size: 12] BornIDToPlayerStartsMap;//[Offset: 0xf3c, Size: 60] enum GameModeType;//[Offset: 0xf78, Size: 1] enum GameModeSubType;//[Offset: 0xf79, Size: 1] AIActingComponent* AIActingComp;//[Offset: 0xf7c, Size: 4] GameStatisComponent* GameStatisComp;//[Offset: 0xf80, Size: 4] int bEnableAIPolicyDecisionLog;//[Offset: 0xf84, Size: 4] int bEnableAIPolicyDecisionLogShipping;//[Offset: 0xf88, Size: 4] bool IsDestroyNoActiveWorldActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8c, Size: 1] float AIPolicyDecisionRelevantUpdateInterval;//[Offset: 0xf90, Size: 4] float RelevantPlayerAIPolicyDecisionCheckDistanceSqurad;//[Offset: 0xf94, Size: 4] int AIPolicyDecisionTargetPlayerNum;//[Offset: 0xf98, Size: 4] bool bVisibleCheck;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf9c, Size: 1] FString SubAISuffix;//[Offset: 0xfa0, Size: 12] int MlAIType;//[Offset: 0xfac, Size: 4] ItemsBoxConfigDataAsset* PickupBoxConfigDataAsset;//[Offset: 0xfb0, Size: 4] class AIController* AIControllerClass;//[Offset: 0xfb4, Size: 4] class AIController* NewAIControllerClass;//[Offset: 0xfb8, Size: 4] byte WorldLoadedType;//[Offset: 0xfbc, Size: 1] int MaxNoConsiderActorNum;//[Offset: 0xfc0, Size: 4] int MaxDestoryActorNumPerFrame;//[Offset: 0xfc4, Size: 4] int PlayerNumPerTeam;//[Offset: 0xfc8, Size: 4] bool IgnoreWorldLevelProbeUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfcc, Size: 1] bool IsRefreshWorldActiveRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfcd, Size: 1] FString GameModeDisplayName;//[Offset: 0xfd0, Size: 12] float CircleSpeedMultiplicator;//[Offset: 0xfdc, Size: 4] bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe0, Size: 1] bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe1, Size: 1] bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe2, Size: 1] bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe3, Size: 1] bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe4, Size: 1] bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe5, Size: 1] bool bForbitInvalidTeammateHurt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe6, Size: 1] bool bForbitFallingDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe7, Size: 1] bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe8, Size: 1] bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfe9, Size: 1] bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfea, Size: 1] bool bDropDeadBoxWrappersToGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfeb, Size: 1] bool bShowDropEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xfec, Size: 1] int[] DropDeadBoxWrappersToGroundBlackList;//[Offset: 0xff0, Size: 12] float DropDeadBoxWrappersToGroundGridStep;//[Offset: 0xffc, Size: 4] bool bEnableWeaponAttachmentBindDropToWeaponWrapper;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1000, Size: 1] bool bEnableArmorEquipmentToBeAutoDroped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1001, Size: 1] FString GameModeConfigPath;//[Offset: 0x1004, Size: 12] bool bIsAutoReloadWeaponGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1010, Size: 1] bool bIsPickUpFillBulletGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1011, Size: 1] bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1012, Size: 1] bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1013, Size: 1] bool IsSkipNearDeath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1014, Size: 1] bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1015, Size: 1] GameModeParam CurPlaneRouteData;//[Offset: 0x1018, Size: 80] Vector BornLocation;//[Offset: 0x1068, Size: 12] Vector AIBornLocation;//[Offset: 0x1074, Size: 12] float BornRadius;//[Offset: 0x1080, Size: 4] byte LastCircleCountToDestroyActorOnServer;//[Offset: 0x1084, Size: 1] byte LastCircleCountToDestroyActorOnServerConfig;//[Offset: 0x1085, Size: 1] int MaxDynamicLoadingWorldPlayer;//[Offset: 0x1088, Size: 4] int MaxDynamicLoadingWorldPlayerConfig;//[Offset: 0x108c, Size: 4] AIWorldVolume* AIWorldVolume;//[Offset: 0x1090, Size: 4] bool bOpenWarModeSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1094, Size: 1] float MaxAIAllowJumpRadius;//[Offset: 0x10b0, Size: 4] float HorizontalFlyDistanceAfterOpenParachute;//[Offset: 0x10b4, Size: 4] bool EditorGuidMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10b8, Size: 1] GameModeDataAsset* GameModeDataAsset;//[Offset: 0x10bc, Size: 4] bool bImmediatelySpawnAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c0, Size: 1] bool bRespawnAIPosWithTeam;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c1, Size: 1] MonsterProbeComponent* RegisterMonsterProbe;//[Offset: 0x10c4, Size: 4] AIWorldSoundManagerComponent* AIWorldSoundManagerComp;//[Offset: 0x10c8, Size: 4] SeasonStatueBase* StatueBaseActor;//[Offset: 0x10cc, Size: 4] float OverrideBackpackCapacity;//[Offset: 0x10d0, Size: 4] bool bOverrideBackpackCapacity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d4, Size: 1] FString LuaModPath;//[Offset: 0x10f4, Size: 12] FString LuaSubMod;//[Offset: 0x1100, Size: 12] FString[] CustomWidgets;//[Offset: 0x110c, Size: 12] FString CustomUIName;//[Offset: 0x1118, Size: 12] GameModeState* CurrentState;//[Offset: 0x1124, Size: 4] GameModeState*[] AllGameModeStates;//[Offset: 0x1128, Size: 12] GameModeState* GameModeStateActive;//[Offset: 0x1134, Size: 4] GameModeState* GameModeStateReady;//[Offset: 0x1138, Size: 4] GameModeState* GameModeStateFighting;//[Offset: 0x113c, Size: 4] GameModeState* GameModeStateFinished;//[Offset: 0x1140, Size: 4] FName CurGameModeState;//[Offset: 0x1148, Size: 8] bool bInitGlobalConfig;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x115c, Size: 1] CircleMgrComponent* CircleMgrComponent;//[Offset: 0x1160, Size: 4] EventReportComponent* EventReportComponent;//[Offset: 0x1164, Size: 4] Actor* PlanePawn;//[Offset: 0x1168, Size: 4] bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x116c, Size: 1] GameModeProbeComponent*[] AllProbeComps;//[Offset: 0x1170, Size: 12] AIProbeComponent* RegisterAIProbe;//[Offset: 0x117c, Size: 4] WorldLevelProbeComponent* RegisterWorldLevelProbe;//[Offset: 0x1180, Size: 4] float OutBoundDamage;//[Offset: 0x1184, Size: 4] AIGroupManagerComponent* AIGroupManagerComp;//[Offset: 0x1208, Size: 4] AnimalTeleportComponent* AnimalTeleportComp;//[Offset: 0x120c, Size: 4] AISpawnTypeCache;//[Offset: 0x1210, Size: 60] PlaneComponent* PlaneComp;//[Offset: 0x124c, Size: 4] PlayerRespawnComponent* PlayerRespawnComponent;//[Offset: 0x1250, Size: 4] RespawnItemConfig* DefaultGeneratePlayerItemConfig;//[Offset: 0x1254, Size: 4] ShowVehicleComponent* ShowVehicle;//[Offset: 0x1258, Size: 4] delegate OnSpawnAISuccessDelegate;//[Offset: 0x127c, Size: 12] PlaneTypes[] SeasonPlanes;//[Offset: 0x12f0, Size: 12] int MatchGoal;//[Offset: 0x1340, Size: 4] bool bIsNight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1344, Size: 1] ClientSettingBaseOnGameMode ClientSettingBaseOnGameMode;//[Offset: 0x135c, Size: 56] ItemAttach[] ItemAttachListCfg;//[Offset: 0x1394, Size: 12] bool bShouldGenerateItemWhenStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13a0, Size: 1] RespawnItemConfigInst[] RespawnItemConfigList;//[Offset: 0x13a4, Size: 12] RespawnItemConfig* RespawnItemConfig;//[Offset: 0x13b0, Size: 4] FakePlayerCustomComponent* FakePlayerCustomComponent;//[Offset: 0x13b4, Size: 4] FName FeatureDefaultPawnName;//[Offset: 0x13b8, Size: 8] FName FeaturePlayerControllerName;//[Offset: 0x13c0, Size: 8] FName FeatureWeaponName;//[Offset: 0x13c8, Size: 8] bool CallTeamMateStateChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d0, Size: 1] bool CircleDefaultActive;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d1, Size: 1] int VehicleExplosionLifeSpan;//[Offset: 0x13d4, Size: 4] bool IsEnableReqEnterVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d8, Size: 1] bool IsEnableReqExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13d9, Size: 1] bool IsEnableReqChangeVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13da, Size: 1] bool bEnableDSAITickDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13db, Size: 1] bool bEnableDSAIPhysicsDistanceOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13dc, Size: 1] bool bEnableDSAITickRateOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13dd, Size: 1] DSTickRateOptimize DSTickRateOptimizeConfig;//[Offset: 0x13e0, Size: 16] float DelaySpawnVehicleTime;//[Offset: 0x13f0, Size: 4] float DelayDestroyVehicleTime;//[Offset: 0x13f4, Size: 4] int MaxAllowSpawnVehicleCount;//[Offset: 0x13f8, Size: 4] bool bIgnorePlayerStartWithVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x13fc, Size: 1] PlayerVehicleInReady;//[Offset: 0x1400, Size: 60] int MaxVehiclesInReady;//[Offset: 0x143c, Size: 4] int MaxVehiclesPerGroupInReady;//[Offset: 0x1440, Size: 4] int MaxWingmanInReady;//[Offset: 0x1444, Size: 4] int MaxWingmanPerGroupInReady;//[Offset: 0x1448, Size: 4] bool EnableSuperCarPreTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x144c, Size: 1] int SuperCarNum;//[Offset: 0x1450, Size: 4] int MaxGroups;//[Offset: 0x1454, Size: 4] int MaxPlayersPerGroup;//[Offset: 0x1458, Size: 4] PlayersInGroup;//[Offset: 0x145c, Size: 60] PVSNetRelevantHelper* PVSNetRelevantHelper;//[Offset: 0x160c, Size: 4] bool bOpenPVSNetRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1610, Size: 1] bool bDelayAddPawnWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1611, Size: 1] bool bMLAIAsHuman;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1612, Size: 1] STExtraPlayerController*[] WaitAddWeaponPlayerList;//[Offset: 0x1614, Size: 12] GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0x1620, Size: 12] bool bAliveOnNonePlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x162c, Size: 1] PlayerMap;//[Offset: 0x1630, Size: 60] bool bNeedBroadcastFatalDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x166c, Size: 1] bool bNeedBroadcastLastBreath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x166d, Size: 1] AIDeathResIDToControllerList;//[Offset: 0x1670, Size: 60] AIPawnPoolItem[] AILivingPawnForPool;//[Offset: 0x16ac, Size: 12] bool bEnablePacketSimulationLag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16b8, Size: 1] int MinPacketSimulationLag;//[Offset: 0x16bc, Size: 4] float CaculateConnectionsAvgLagTimer;//[Offset: 0x16c0, Size: 4] int ConnectionsAvgLag;//[Offset: 0x16c4, Size: 4] float CaculateConnectionsAvgLagTime;//[Offset: 0x16c8, Size: 4] FString[] ReasonsToSend;//[Offset: 0x16cc, Size: 12] bool bAIDropBulletInClip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16d8, Size: 1] bool bDropAvatar;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16d9, Size: 1] bool bOnlyDropMainWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16da, Size: 1] float DistanceCullFactor;//[Offset: 0x16dc, Size: 4] float CheckDestoryActorTime;//[Offset: 0x16e0, Size: 4] bool bReCalcCharacterNetRelevant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16e4, Size: 1] bool bInvincibleIgnorePoison;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16e5, Size: 1] float RemainReadyStateTimeForceSpawnMLAI;//[Offset: 0x16e8, Size: 4] Vector2D TimerSpawnMLAITime;//[Offset: 0x16ec, Size: 8] bool IsRegisterDropItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16f4, Size: 1] bool bMlAITraining;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16f5, Size: 1] void UseRoomCustomCircleParams(CircleMgrComponent* CircleMgrComp, out const RoomCustomParams RoomCustomParams);// 0x3142704 void UseFixedCircleParams(CircleMgrComponent* CircleMgrComp, out const RoomCustomParams RoomCustomParams);// 0x31425a4 void UnregisterFromGroup(STExtraPlayerController* InController);// 0x3142524 void SyncAirDropBoxToObserver();// 0x3142510 void StopAllFakePlayerAIBehaviorTree();// 0x31424fc void StatisticsVehicleDamage(float Damage, int DamageTypeId, Actor* DamageCauser);// 0x31423f4 bool SpawnMLAIWithPlayerKeyRet(uint32 PlayerKey, int TeamID, uint32 Level, bool bDelivery);// 0x314229c void SpawnAllAI();// 0x3142288 bool SpawnAIAtPosiotn(int TeamID, float PosiX, float PosiY, float PosiZ, int WeaponID);// 0x31420f0 void SpawnAI(int Num);// 0x3142078 bool ShouldDisableRoomCircleConfig();// 0x3142048 void SetStateLeftTime(int leftTime);// 0x3141fc8 void SetGameEndReportData();// 0x3141fac void SetCharacterCustomEnd(UAECharacter* Character);// 0x3141f34 void SetAITypeCache(uint32 PlayerKey, byte AIType);// 0x3141e78 void RevisePlayerTombBoxDropWrapperList(STExtraBaseCharacter* Character, out PickUpItemData[] OutItemDataList, STExtraBaseCharacter* DamageCauser, int InstanceIDCnt);// 0x3141cf0 void RestartPlayer(Controller* NewPlayer);// 0x3141c70 void ResetGameMode();// 0x3141c54 void RemoveUnuseComponent(SubSystemConfig InSubSystemConfig);// 0x3141ba0 bool RegisterSpawnedWingman(int InGroupIndex);// 0x3141b18 bool RegisterSpawnedVehicle(int InGroupIndex);// 0x3141a90 int RegisterInGroupByPlayerKey(uint32 InPlayerKey);// 0x3141a10 int RegisterInGroup(STExtraPlayerController* InController);// 0x3141988 void RegisterComponentInternal(enum InSubSystemId, ActorComponent* NewComp, bool bAddToRoot);// 0x3141878 void RefreshNetworkObject(Actor* Actor, Vector Loction);// 0x31417b4 void OnVehicleKill(int DamageTypeId, Actor* DamageCauser);// 0x31416f0 void OnReportNetworkData();// 0x31416d4 void OnPlayerControlDestroyEnd(uint32 PlayerKey);// 0x3141654 void OnGameModeStateChange();// 0x3141638 void OnGameEnterReady();// 0x314161c void OnGameEnterFinish();// 0x3141600 void OnGameEnterFight();// 0x31415e4 void OnGameEnterActive();// 0x31415c8 void OnAirDropBoxDestroy(int boxId);// 0x3141550 void NotifyAIDropInfo(int NewAI, out const DSAIDropInfo Info);// 0x314142c bool IsVisualFieldFeatureSupported();// 0x3141404 bool IsSubAIMode();// 0x31413dc bool IsRevivalGameMode(STExtraPlayerState* PlayerState);// 0x3141354 bool IsPlayerCanSelfRevival(STExtraPlayerState* PlayerState);// 0x31412cc bool IsFeatureSupported(enum SubSystemType);// 0x314124c bool IsCanJump(PlayerController* PC);// 0x31411c4 void InitlializeRespawnItemConfig();// 0x31411b0 void InitialGameModeState();// 0x314119c void HandleGameEnd();// 0x3141180 void GotoReadyState();// 0x314116c void GotoFinishedState();// 0x3141150 void GotoFightingState();// 0x3141134 void GotoActiveState();// 0x3141120 void GMGameModeGotoFightingState();// 0x314110c int GetMonsterCount();// 0x31410e4 class Object GetGlobalOverrideClass(class Object InComponentClass);// 0x3141064 STExtraBaseCharacter* GetFirstAlivePlayerCharacter();// 0x3141034 byte GetDefaultAIType(uint32 PlayerKey);// 0x3140fb4 int GetCurWeatherPhaseIndex();// 0x3140f84 GameModeState* GetCurrentState();// 0x3140f5c GameModeParam GetCurPlaneRouteData();// 0x3140e24 FName GetCurGameModeState();// 0x3140df8 GameModeState*[] GetAllGameModeStates();// 0x3140d38 AIWorldVolume* GetAIWorldVolume();// 0x3140d10 AIWorldSoundManagerComponent* GetAIWorldSoundManagerComponent();// 0x3140ce8 byte GetAITypeCache(uint32 PlayerKey, bool bDeleteIfGet);// 0x3140c1c void GenerateRespawnItemsForAllPlayers();// 0x3140c08 PlayerController* FindPlayerControllerByUId(uint64 UId);// 0x3140b7c FakePlayerAIController* FindAIControllerWithPlayerKey(uint32 PlayerKey);// 0x3140afc void ExecuteCVarConfig();// 0x3140ae8 void DropItemRegisterAIPickupPoint(Actor* PickUpActor);// 0x3140a70 void CreatePVSNetRelevant();// 0x3140a5c void CreateGameModeComponents();// 0x3140a40 STExtraBaseCharacter* CreateBaseCharacter(FakePlayerAIController* InAIController);// 0x31409b8 ActorComponent* CreateAndRegisterComponent(SubSystemConfig InSubSystemConfig);// 0x31408fc void ClearGroupsInReady(out const GameModeStateChangedParams InParams);// 0x314086c Actor* ChoosePlayerStartByTeamId(int TeamID);// 0x31407e4 bool CheckNoHumanExist();// 0x31407b4 bool CheckMatchGoalAchieved();// 0x3140784 void CheckInitGameTriggerEnv();// 0x3140770 bool CheckGameEnd();// 0x3140740 void ChangeStateGM(FName TargetGameModeState);// 0x31406c8 bool CanRevivalSelf(STExtraPlayerState* PlayerState);// 0x3140640 bool CanEnterObserve(STExtraPlayerState* PlayerState);// 0x31405b8 bool CanCharacterCircleTakePain(STExtraCharacter* Character);// 0x3140530 void CalculateGameTerminatorInfo(Controller* Killer, Controller* VictimPlayer);// 0x314046c void CaculateConnectionsAvgLag(float DeltaTime);// 0x31403f4 void BPSpawnAI(int Num);// 0x314037c -------------------------------- Class: GamemodeAIDataAsset.DataAsset.Object bool bUseTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] FString AIEquipmentTableName;//[Offset: 0x24, Size: 12] AIEquipSpawnGroupDataBase[] SpawnEquipDataBase;//[Offset: 0x30, Size: 12] bool bUseSpecificEquip;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] int SpecificEquipId;//[Offset: 0x40, Size: 4] float RandomStartJumpTime;//[Offset: 0x44, Size: 4] float RandomEndJumpTime;//[Offset: 0x48, Size: 4] float JumpRadius;//[Offset: 0x4c, Size: 4] float JumpHeight;//[Offset: 0x50, Size: 4] float RandomAccelerateStart;//[Offset: 0x54, Size: 4] float RandomAccelerateEnd;//[Offset: 0x58, Size: 4] float OpenParachuteHeight;//[Offset: 0x5c, Size: 4] float CheckOpenParachuteFreq;//[Offset: 0x60, Size: 4] float CloseParachuteHeight;//[Offset: 0x64, Size: 4] float CheckCloseParachuteFreq;//[Offset: 0x68, Size: 4] float CheckNoPlayerRadiusSquare;//[Offset: 0x6c, Size: 4] float WhiteCircleRaduisCanPrne;//[Offset: 0x70, Size: 4] float WhiteCircleRaduisMedicine;//[Offset: 0x74, Size: 4] float StopdeliverTime;//[Offset: 0x78, Size: 4] float NoCirlceRadius;//[Offset: 0x7c, Size: 4] float TraceHeight;//[Offset: 0x80, Size: 4] float RangeMin;//[Offset: 0x84, Size: 4] float RangeMax;//[Offset: 0x88, Size: 4] float OriginCheckSquare;//[Offset: 0x8c, Size: 4] float DestCheckSquare;//[Offset: 0x90, Size: 4] int HouseCheckTimes;//[Offset: 0x94, Size: 4] Vector2D FlyToCenterOfCircle;//[Offset: 0x98, Size: 8] float FlyToCircleRadius;//[Offset: 0xa0, Size: 4] float FlyToCircleOutRadius;//[Offset: 0xa4, Size: 4] -------------------------------- Class: CrowdManagerComponent.ActorComponent.Object float TimeHorizon;//[Offset: 0xbc, Size: 4] float AvoidanceWeight;//[Offset: 0xc0, Size: 4] float CohesionWeight;//[Offset: 0xc4, Size: 4] float AlignmentWeight;//[Offset: 0xc8, Size: 4] float ArriveWeight;//[Offset: 0xcc, Size: 4] float PushedWeight;//[Offset: 0xd0, Size: 4] float SeparationWeight;//[Offset: 0xd4, Size: 4] bool bPauseTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd8, Size: 1] bool bSingleTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd9, Size: 1] bool bFlipSegmentNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xda, Size: 1] bool bOpenAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdb, Size: 1] float DragDistanceWhenStuck;//[Offset: 0xdc, Size: 4] float DetermineAgentStuckTime;//[Offset: 0xe0, Size: 4] float DetermineAgentStuckDistSq;//[Offset: 0xe4, Size: 4] actor2AgentIndex;//[Offset: 0x4fc, Size: 60] void SetQueryInterfaceBlueprint(AIWorldVolume* Query);// 0x31b6ea4 void RemoveCrowdAgentBlueprint(Actor* Owner);// 0x31b6e2c void MoveToPositionBlueprint(Actor* Agent, out const Vector Position, float stopRadius);// 0x31b6d1c void AddCrowdAgentBlueprint(Actor* Owner, float AgentRadius, float SegmentRadius, float Height, float MaxSpeed, float MaxForce, float queryNeighborRadius, float queryBoundaryRadius);// 0x31b6ab4 -------------------------------- Class: AIWorldVolume.AIWorldVolumeBase.Volume.Brush.Actor.Object FString AIOcclusionFilePath;//[Offset: 0x318, Size: 12] FString HousePathFilePath;//[Offset: 0x324, Size: 12] bool bDebugOnClient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x330, Size: 1] FString LogicAreaFilePath;//[Offset: 0x334, Size: 12] bool bTestOccupiedOcclusionPoint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] bool bDrawNavModifierProxy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341, Size: 1] AllAIWayPointActors;//[Offset: 0x37c, Size: 60] ItemSpotSceneComponent* LastRegisteredItemSpot;//[Offset: 0x3f4, Size: 4] void RemoveDamageableActor(DamageableActor* DamageableActor);// 0x30bf55c void BreakWall(Vector LogicAreaLoc, bool bDefaultWalkable);// 0x30bf498 void BreakHouse(Vector LogicAreaLoc);// 0x30bf428 void AddDamageableActor(DamageableActor* DamageableActor);// 0x30bf3b0 -------------------------------- Class: AIWorldVolumeBase.Volume.Brush.Actor.Object float CellSize;//[Offset: 0x310, Size: 4] -------------------------------- Class: DamageableActor.UAERegionActor.LuaActor.Actor.Object void SetTargetDamageRateMap( InTargetDamageRateMap);// 0x31c6300 int GetVehicleDamagedSpeed();// 0x40a6134 int GetVehicleDamagedCoefficient();// 0x40a6134 GetTargetDamageRateMap();// 0x31c6180 float CPP_PreTakeDamage(float DamageAmount, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x31c5ffc bool CPP_JudgeComponentBlockBullet(PrimitiveComponent* Comp);// 0x31c5f74 bool CPP_GetPickingBoundingBox(out Vector Center, out Vector Extent, out Rotator Rotation, out float Distance);// 0x31c5ddc float CPP_GetDamageRateFromDamageEvent(out const DamageEvent DamageEvent);// 0x31c5d30 float CPP_GetDamageRateByTarget(Actor* Target);// 0x31c5ca8 enum[] CPP_GetDamageableGameObjectType();// 0x31c5be0 bool CPP_GetCanBePicked();// 0x31c5bb0 FName CPP_GetBulletBlockComponentTag();// 0x31c5b68 float CPP_GetAdditionaAbsoluteDamageFromDamageEvent(out const DamageEvent DamageEvent);// 0x31c5abc float CPP_CalcFinalMomentum(class DamageType DamageTypeClass, float BaseMomentun);// 0x31c59f0 float CPP_CalcFinalDamageRate(out const DamageEvent DamageEvent, Actor* Attacker);// 0x31c58fc void BroadcastDamageState(int DState);// 0x31c5848 float BP_PreTakeDamage(float DamageAmount, out const DamageEvent DamageEvent, Controller* EventInstigator, Actor* DamageCauser);// 0x40a6134 bool BP_JudgeComponentBlockBullet(PrimitiveComponent* Comp);// 0x40a6134 bool BP_GetPickingBoundingBox(out Vector Center, out Vector Extent, out Rotator Rotation, out float Distance);// 0x40a6134 float BP_GetMaxHP();// 0x40a6134 Vector BP_GetHurtApperanceOffset();// 0x40a6134 float BP_GetDamageRateFromDamageEvent(out const DamageEvent DamageEvent);// 0x40a6134 float BP_GetDamageRateByTarget(Actor* Target);// 0x40a6134 enum[] BP_GetDamageableGameObjectType();// 0x40a6134 float BP_GetCurrentHP();// 0x40a6134 bool BP_GetCanBePicked();// 0x40a6134 FName BP_GetBulletBlockComponentTag();// 0x40a6134 float BP_GetAdditionaAbsoluteDamageFromDamageEvent(out const DamageEvent DamageEvent);// 0x40a6134 void BP_DamageStateChange(int DState);// 0x40a6134 float BP_CalcFinalMomentum(class DamageType DamageTypeClass, float BaseMomentun);// 0x40a6134 float BP_CalcFinalDamageRate(out const DamageEvent DamageEvent, Actor* Attacker);// 0x40a6134 -------------------------------- Class: ObserverProbeComponent.ActorComponent.Object BaseAIController*[] MLAIControllerList;//[Offset: 0x114, Size: 12] STExtraPlayerController*[] APIControllerList;//[Offset: 0x120, Size: 12] UAEGameMode* OwnerGameMode;//[Offset: 0x144, Size: 4] STExtraGameStateBase* CachedGameState;//[Offset: 0x148, Size: 4] -------------------------------- Class: STExtraGameStateBase.UAEGameState.LuaGameState.GameState.GameStateBase.Info.Actor.Object AirDropPathData3D AirDropPathData;//[Offset: 0x438, Size: 60] bool IsTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x475, Size: 1] Vector BlueCircle;//[Offset: 0x478, Size: 12] Vector WhiteCircle;//[Offset: 0x484, Size: 12] float CirclePain;//[Offset: 0x490, Size: 4] bool bIsCustomWhiteCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494, Size: 1] Vector AirAttackArea;//[Offset: 0x498, Size: 12] delegate OnSafeZoneTips;//[Offset: 0x4a4, Size: 12] delegate OnHideCircle;//[Offset: 0x4b0, Size: 12] delegate OnBlueCirclePreWarning;//[Offset: 0x4bc, Size: 12] delegate OnBlueCircleRun;//[Offset: 0x4c8, Size: 12] delegate OnBlueCircleSizeAndPosition;//[Offset: 0x4d4, Size: 12] delegate OnCharacterCircleWaveOver;//[Offset: 0x4e0, Size: 12] delegate VehiclePostInitComponentDelegate;//[Offset: 0x4ec, Size: 12] delegate VehicleDestroyedDelegate;//[Offset: 0x4f8, Size: 12] delegate STExtraCharacterPostInitComponentDelegate;//[Offset: 0x504, Size: 12] delegate STExtraCharacterDestroyed;//[Offset: 0x510, Size: 12] int PlayerNum;//[Offset: 0x528, Size: 4] bool IsUseGameStartCountDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52c, Size: 1] delegate OnPlayerNumChange;//[Offset: 0x530, Size: 12] delegate OnBeKilledNumChange;//[Offset: 0x53c, Size: 12] delegate OnGameEnd;//[Offset: 0x548, Size: 12] bool bIsRevivalMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x554, Size: 1] bool bIngoreDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x555, Size: 1] bool bIsTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x556, Size: 1] bool bIsOpenDuelMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x557, Size: 1] bool IsShowDeadBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x558, Size: 1] bool IsWeaponFPPOffsetInTDMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x559, Size: 1] bool bReInitUIAfterReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55a, Size: 1] bool bForbidAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55b, Size: 1] bool bForbidAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55c, Size: 1] bool bForbidDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55d, Size: 1] bool bForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55e, Size: 1] bool bForbitAutoPick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55f, Size: 1] bool bForbitHurtEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x560, Size: 1] bool bGunSamePriority;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x561, Size: 1] bool bShouldDeferredExitGame;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x562, Size: 1] bool bUseFootPrint;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x563, Size: 1] int[] forbitPickItemTypeList;//[Offset: 0x564, Size: 12] int TrainingCountdownTimer;//[Offset: 0x570, Size: 4] bool bIsWeaponAutoReloadMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x574, Size: 1] FString GrenadeEffectPath;//[Offset: 0x578, Size: 12] bool bUseSpecialGrenadeEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x584, Size: 1] bool bAnniversarySignalGunEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x585, Size: 1] bool bAvatarDownloadInBattle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x586, Size: 1] DSSwitchInfo[] DsSwitch;//[Offset: 0x588, Size: 12] uint64 DSOptimGrayPublishFlags;//[Offset: 0x5d0, Size: 8] delegate OnDSOptimGrayPublishFlagsChanged;//[Offset: 0x5d8, Size: 12] delegate OnDSSwitchChanged;//[Offset: 0x5e4, Size: 12] bool bIsPickUpFillBulletMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f0, Size: 1] bool bShowSkullInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f1, Size: 1] bool bUseFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f2, Size: 1] int nSignalGunEffectId;//[Offset: 0x5f4, Size: 4] byte nServerZoneId;//[Offset: 0x5f8, Size: 1] bool bRegisterPickUpsOnEnterFight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x638, Size: 1] bool bEnableAutoAimTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x639, Size: 1] bool bEnablePickUpTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63a, Size: 1] bool bEnableUpdateClosestVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63b, Size: 1] bool bPlayVehicleMusic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x63c, Size: 1] float TrainingModePickUpColdCD;//[Offset: 0x640, Size: 4] float PickUpColdCountDownToleranceTime;//[Offset: 0x644, Size: 4] float PickUpColdCountDownMinTime;//[Offset: 0x648, Size: 4] float TrainingModeDropLifeTime;//[Offset: 0x64c, Size: 4] bool bReportAllPickUpFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x650, Size: 1] bool bDebugEnableDamageEffectInTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x651, Size: 1] bool bEnabledReInitUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x652, Size: 1] delegate OnAirAttack;//[Offset: 0x654, Size: 12] delegate OnInfectedAreaWarn;//[Offset: 0x660, Size: 12] delegate OnSkillManagerInitFinishDelegate;//[Offset: 0x66c, Size: 12] bool IsFPPGameMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x678, Size: 1] bool IsCanSwitchFPP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x679, Size: 1] bool bResetBulletNumToMaxBulletNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x67a, Size: 1] FName[] EnableMapPackages;//[Offset: 0x67c, Size: 12] FName[] EnableMapLayers;//[Offset: 0x688, Size: 12] class ViewMaskManager* ViewMaskManagerClass;//[Offset: 0x694, Size: 4] ViewMaskManager* ViewMaskManager;//[Offset: 0x698, Size: 4] class ModAdapter* ModAdapterClass;//[Offset: 0x69c, Size: 4] ModAdapter* ModAdapter;//[Offset: 0x6a0, Size: 4] bool IsCanPlaceBuilding;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6a4, Size: 1] int PvePoliceOfficeTriggerCount;//[Offset: 0x6a8, Size: 4] int PveZombieGrenadeCount;//[Offset: 0x6ac, Size: 4] bool EnableVisualField;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b0, Size: 1] VisualFieldFeatureParam VisualFieldFeatureParam;//[Offset: 0x6b4, Size: 48] VisualFieldFeature* VisualFieldFeature;//[Offset: 0x6e4, Size: 4] bool bIsShowCircleWarningTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e8, Size: 1] bool bReadyStateCountingDown;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6e9, Size: 1] int ReadyStateTime;//[Offset: 0x6f8, Size: 4] delegate ReConnectGameStateInfoNotify;//[Offset: 0x6fc, Size: 12] delegate RetriveDataAfterReconnectingDelegate;//[Offset: 0x708, Size: 12] bool IsCircleShowSafeZoneTips;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x714, Size: 1] FString GameModeDisplayName;//[Offset: 0x718, Size: 12] int CurCircleWave;//[Offset: 0x724, Size: 4] bool bNoAliveHumanPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x728, Size: 1] bool EnableControllVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x729, Size: 1] GameModeFeatureSetData GameModeFeatureSet;//[Offset: 0x72c, Size: 4] FName GameModeState;//[Offset: 0x740, Size: 8] bool bLessening;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x748, Size: 1] float timeFromLessen;//[Offset: 0x74c, Size: 4] Vector CircleLessenFrom;//[Offset: 0x750, Size: 12] Vector CircleLessenTo;//[Offset: 0x75c, Size: 12] float timeForLessen;//[Offset: 0x768, Size: 4] byte CurCircleStatusInfo;//[Offset: 0x778, Size: 1] float CurCircleStateStartServerWorldSecond;//[Offset: 0x77c, Size: 4] float CurCircleStatusElapsedTime;//[Offset: 0x780, Size: 4] float CurCircleStatusLastTime;//[Offset: 0x784, Size: 4] byte CurAirAttackType;//[Offset: 0x788, Size: 1] int CurAirAttackWave;//[Offset: 0x78c, Size: 4] bool bActiveScreenSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x790, Size: 1] float ScreenSizeFactor;//[Offset: 0x794, Size: 4] float ExtraRadius;//[Offset: 0x798, Size: 4] int AlivePlayerNum;//[Offset: 0x79c, Size: 4] int AliveTeamNum;//[Offset: 0x7a0, Size: 4] int NoneAIGameTime;//[Offset: 0x7a4, Size: 4] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x7a8, Size: 12] delegate ForceStopDynamicWeatherDelegate;//[Offset: 0x7b4, Size: 12] delegate OnGetPlayerLandAreaList;//[Offset: 0x7c0, Size: 12] delegate OnUICustomBehavior;//[Offset: 0x7cc, Size: 12] WeatherChangeEvent CurWeatherTypeCach;//[Offset: 0x7d8, Size: 2] GameModePlayerShowUpassInfo[] UpassInfoList;//[Offset: 0x7dc, Size: 12] GameModePlayerShowUpassInfo RepUpassInfoList;//[Offset: 0x7e8, Size: 120] enum GameModeType;//[Offset: 0xa40, Size: 1] enum GameModeConfigType;//[Offset: 0xa41, Size: 1] enum GameModeConfigSubType;//[Offset: 0xa42, Size: 1] enum GameModeSubType;//[Offset: 0xa43, Size: 1] int PlayerNumPerTeam;//[Offset: 0xa44, Size: 4] FString[] OpenTagCullingMaps;//[Offset: 0xa48, Size: 12] bool bShouldUseCompletePB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa54, Size: 1] bool bGameNeedReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa55, Size: 1] int WeatherID;//[Offset: 0xa58, Size: 4] FString WeatherLevel;//[Offset: 0xa5c, Size: 12] bool IsDark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xa68, Size: 1] float FPVEWeatherPlaySpeed;//[Offset: 0xa78, Size: 4] float WeatherPhaseIndex;//[Offset: 0xa7c, Size: 4] enum[] WeatherProcessArray;//[Offset: 0xa80, Size: 12] delegate OnWeatherStateChange;//[Offset: 0xa8c, Size: 12] delegate OnWeatherSpeedChange;//[Offset: 0xa98, Size: 12] enum CurDynamicWeatherState;//[Offset: 0xaa4, Size: 1] BeInvitedPlayers;//[Offset: 0xaa8, Size: 60] float InviteCountDownTime;//[Offset: 0xae4, Size: 4] CircleDataMining[] CircleDataMining;//[Offset: 0xae8, Size: 12] Vector[] CircleArray;//[Offset: 0xaf4, Size: 12] GameDataMining GameDataMining;//[Offset: 0xb00, Size: 60] uint64 GameID;//[Offset: 0xb40, Size: 8] FString GameModeID;//[Offset: 0xb48, Size: 12] FString[] ModeUIManagerArrayCached;//[Offset: 0xb54, Size: 12] FString ModLogicSwitchTag;//[Offset: 0xb60, Size: 12] delegate OnValidDynamicLevelChanged;//[Offset: 0xb6c, Size: 12] Character* CurCastActorMsgOwner;//[Offset: 0xb78, Size: 8] float StartFlyTime;//[Offset: 0xb80, Size: 4] int64 StartReadyUnixTimestamp;//[Offset: 0xb88, Size: 8] int64 StartFightingUnixTimestamp;//[Offset: 0xb90, Size: 8] int64 StartFinishedUnixTimestamp;//[Offset: 0xb98, Size: 8] bool bIsOpenShovelingAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbb1, Size: 1] bool bDoOpenRadarAbility;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbb2, Size: 1] int EnableNewStateMachine;//[Offset: 0xbb4, Size: 4] float PlayerInBlueCircleClipTime;//[Offset: 0xbbc, Size: 4] float BroadcastClientDistance;//[Offset: 0xbc0, Size: 4] int[] FinalWinTeams;//[Offset: 0xbdc, Size: 12] uint32[] FinalWinPlayers;//[Offset: 0xbe8, Size: 12] uint32 GameTerminatorPlayerKey;//[Offset: 0xbf4, Size: 4] bool CanForbitPickupTeammateBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf8, Size: 1] bool CanImprisonmentTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbf9, Size: 1] int[] ImprisonmentTeammateKillType;//[Offset: 0xbfc, Size: 12] int[] ImprisonmentTeammateGameType;//[Offset: 0xc08, Size: 12] bool bUseParachuteAnimCache;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc14, Size: 1] bool bIsUseStandbyAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc15, Size: 1] bool IsOpenHighPingTag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc16, Size: 1] bool bEnableCullDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc17, Size: 1] FString GuideImageName;//[Offset: 0xc18, Size: 12] FString GuideLuaTableName;//[Offset: 0xc24, Size: 12] FString GuideLuaFunctionName;//[Offset: 0xc30, Size: 12] bool IsDisableTeamPanelPlayerStateInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc3c, Size: 1] float PlayerNoOperationTime;//[Offset: 0xc40, Size: 4] float PlayerNoConfirmRetToGameTime;//[Offset: 0xc44, Size: 4] bool IsEnableHealthNumberText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc48, Size: 1] Vector2D SelfHealthOffset;//[Offset: 0xc4c, Size: 8] bool IsCollectHitFlow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc54, Size: 1] bool bOpenVehicleOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc55, Size: 1] MarkDispatchManager* MarkDispatchManager;//[Offset: 0xc58, Size: 4] MarkSyncData[] SyncMarkDispatchData;//[Offset: 0xc5c, Size: 12] MarkSyncData[] PrevSyncMarkDispatchData;//[Offset: 0xc68, Size: 12] MarkSyncData[] LocalMarkDispatchData;//[Offset: 0xc74, Size: 12] MarkSyncData[] PrevLocalMarkDispatchData;//[Offset: 0xc80, Size: 12] DynamicWeatherMgr* DynamicWeatherMgr;//[Offset: 0xc90, Size: 4] class Actor* PreloadPoolActorClass;//[Offset: 0xc98, Size: 40] class Actor* CommonPreloadPoolActorClass;//[Offset: 0xcc0, Size: 40] FString CommonPrePoolActorPath;//[Offset: 0xce8, Size: 12] ActorExtraComponents;//[Offset: 0xcf4, Size: 60] XTriggerLuaRemoteComponent* LuaRemoteComponent;//[Offset: 0xd30, Size: 4] FieldOfViewNotificationComponentRegistry* FieldOfViewNotificationComponentRegistry;//[Offset: 0xd34, Size: 4] bool bUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd38, Size: 1] bool bAIUseRecastBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd39, Size: 1] delegate OnShowGeneralGameTipsDelegate;//[Offset: 0xd3c, Size: 12] bool IgnoreWhenAttackNotInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48, Size: 1] delegate OnVeteranOrRecruitListUpdate;//[Offset: 0xd4c, Size: 12] bool bNewForbitAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd58, Size: 1] FString FServerStartTime;//[Offset: 0xd5c, Size: 12] bool bIsLowMatch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd68, Size: 1] uint32 ServerStartTimestamp;//[Offset: 0xd6c, Size: 4] GameModeCVarConfigItem[] CVarConfigs;//[Offset: 0xd70, Size: 12] FString MainWeaponTableName;//[Offset: 0xd7c, Size: 12] class Object[] PlaneAvatarClassArray;//[Offset: 0xd88, Size: 12] SendStartFlowRecord;//[Offset: 0xda8, Size: 60] SendEndFlowRecord;//[Offset: 0xde4, Size: 60] TslSimpleCollisionManager* SimpleCollisionManager;//[Offset: 0xe20, Size: 4] DestructibleSurfaceManager* DestructibleSurfaceManager;//[Offset: 0xe24, Size: 4] bool bUseNewGrenadeMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe28, Size: 1] bool bAvatarDownloadInBattleClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe29, Size: 1] bool bEnableDeathPlaybackRecord;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2a, Size: 1] bool bEnableDisplayPlayerAddonCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe2b, Size: 1] int PlayerAddonCount;//[Offset: 0xe2c, Size: 4] STExtraBaseCharacter*[] DyingCharacters;//[Offset: 0xe38, Size: 12] bool bEnableCarryAllCharacter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe44, Size: 1] MapUIMarkManager* MarkMgr;//[Offset: 0xe48, Size: 4] FString RenderTargetMgrClassPath;//[Offset: 0xe4c, Size: 12] WidgetToRenderTarget* RenderTargetMgr;//[Offset: 0xe58, Size: 4] GameStateWeaponRule WeaponRule;//[Offset: 0xe5c, Size: 32] bool bHasUnderEarthWorld;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe7c, Size: 1] float RoundEndSeconds;//[Offset: 0xe80, Size: 4] void WeatherStateChangeDelegate__DelegateSignature();// 0x40a6134 void WeatherSpeedChangeDelegate__DelegateSignature();// 0x40a6134 void UISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x34b0dcc void UISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x34b0bc0 void UIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x34b0838 void UICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x34b0674 STExtraBaseCharacter* TryGetCharacterByPlayerKey(FString PlayerKey);// 0x34b0514 void SyncAirplaneAndAirDrops(out AirDropPathData3D InAirDropPathData);// 0x34b0430 void SimulateAirAttackOver(int waveIndex);// 0x34b037c void ShowGameTips(int PlayerKey, int TipsID, FString Params);// 0x34b0238 void SetTagCulling(bool IsUse);// 0x317f3c4 void SetServerStartTime(uint32 nServerStartTime);// 0x34b01c0 void SetSendStartFlow(uint32 PlayerKey);// 0x34b0148 void SetSendEndFlow(uint32 PlayerKey);// 0x34b00d0 void SetReConnectGameStateInfo(ReConnectGameStateInfo ReConnectInfo);// 0x34aff94 static void SetOnGameStateEndPlay(delegate InOnGameStateEndPlay);// 0x34afef8 static void SetOnGameStateBeginPlay(delegate InOnGameStateBeginPlay);// 0x34afe5c void SetIsLowMatch(int nClientType);// 0x34afde4 void SetCustomRoute(out const Vector2D StartPoint, out const Vector2D EndPoint);// 0x34afd0c void SetCurAirAttackWave(int AirAttackWave);// 0x34afc94 void SetCurAirAttackType(byte airattacktype);// 0x34afc1c void SetCircleLessening(bool IsLessing);// 0x34afba0 void SetCircleInfo(GetCircleInfo ReConnectInfo);// 0x34afa94 void SetAvatarDownloadInBattleClientSwitch(bool bOpen);// 0x34afa14 void SetAlivePlayerNum(int InAlivePlayerNum);// 0x34af99c void ServerRemoteDestroyAllActor();// 0x34af988 void ServerRemoteDestroyActor(int SingleId);// 0x34af910 int ServerRemoteCreateActor(int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x34af7b4 void RPC_Client_RemoteDestroyAllActor();// 0x34af798 void RPC_Client_RemoteDestroyActor(int SingleId);// 0x34af718 void RPC_Client_RemoteCreateActor(int SingleId, int TTeamId, int resID, Vector Position, Rotator Rotation);// 0x34af584 void PlayPawnActive(FString PlayerKey, Actor* PlayerCharacter);// 0x34af3e0 void OnShowGeneralGameTipsDelegate__DelegateSignature(int TipsID, FString Params);// 0x40a6134 void OnRep_WeatherStateChanged();// 0x34af3cc void OnRep_WeatherLevel();// 0x34af3b8 void OnRep_WeatherId();// 0x34af3a4 void OnRep_VisualFieldFeatureParam();// 0x34af390 void OnRep_VeteranRecruitListUpdate();// 0x34af37c void OnRep_UpassInfoList();// 0x34af368 void OnRep_StartFlyTime();// 0x34af354 void OnRep_RoundEndSeconds();// 0x34af340 void OnRep_ResetWeatherPlaySpeed();// 0x34af32c void OnRep_ReadyStateTime();// 0x336dc88 void OnRep_ReadyStateCountingDown();// 0x30cf50c void OnRep_PlayerNumChange();// 0x30cf50c void OnRep_PlayerAddonCount();// 0x34af310 void OnRep_MarkSyncData();// 0x34af2fc void OnRep_IsTrainingMode();// 0x34af2e8 void OnRep_IsShowDeadBox();// 0x34af2d4 void OnRep_IsOpenDuelMode();// 0x30cf50c void OnRep_IsFPPMode();// 0x34af2c0 void OnRep_IsDark();// 0x34af2ac void OnRep_GameTerminatorPlayerKey();// 0x34af298 void OnRep_GameModeType();// 0x34af284 void OnRep_GameModeSubType();// 0x34af270 void OnRep_GameModeState();// 0x34af254 void OnRep_GameModeFeatureSet();// 0x30cf50c void OnRep_FinalWinTeams();// 0x30cf50c void OnRep_FinalWinPlayers();// 0x30cf50c void OnRep_DynamicWeatherState();// 0x34af240 void OnRep_DSSwitch();// 0x34af22c void OnRep_DSOptimGrayPublishFlags();// 0x34af218 void OnRep_CircleWaveChanged();// 0x34af1fc void OnRep_CircleArray();// 0x30cf50c void OnRep_AliveTeamNum();// 0x34af1e8 void OnRep_AlivePlayerNum();// 0x34af1d4 void OnRep_AirDropPathData();// 0x34af1c0 void OnPlayerSkillStart(STExtraBaseCharacter* SkillOwner, int SkillID);// 0x336db9c void OnPlaneAvatarAsyncLoadComplete(out class Object[] ClassArrays);// 0x34af0f4 void OnGameStateEndPlay__DelegateSignature(byte EndPlayReason);// 0x40a6134 void OnGameStateBeginPlay__DelegateSignature(GameState* GameState);// 0x40a6134 void OnGameModeDisplayNameChange();// 0x34af0e0 void OnCharacterTakeHeadShot(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState);// 0x336d684 void OnCharacterTakeDamage(STExtraPlayerState* InstigatorPlayerState, STExtraPlayerState* VictimPlayerState, float Damage);// 0x336d57c void NotifyDynamicWeatherChange(DynamicWeatherMgr* Mgr, WeatherChangeEvent Event);// 0x34af024 bool IsSendStartFlow(uint32 PlayerKey);// 0x34aefa4 bool IsSendEndFlow(uint32 PlayerKey);// 0x34aef24 bool IsRevivalGame();// 0x34aeefc bool IsPVEMode();// 0x34aeed4 bool IsNoCircleInfo();// 0x34aeeac bool IsMapUseTeamPattern();// 0x314e27c bool IsInWhiteCircle(out const Vector pos);// 0x34aee20 bool IsInNight();// 0x34aedf0 bool IsInBlueCircleByCircleMgr(Actor* _actor);// 0x34aed70 bool IsInBlueCircle(out const Vector pos);// 0x34aece4 bool IsFeatureSupported(enum SubSystemType);// 0x34aec5c bool IsEnableObjectPool();// 0x349fd08 bool IsEnableDamageInfo();// 0x33b7534 FString GetWeatherLevelName();// 0x34aeb9c int GetWeatherID();// 0x34aeb74 TslSimpleCollisionManager* GetSimpleCollisionManager();// 0x34aeb4c int GetServerStartUnixTimestamp();// 0x34aeb24 FString GetServerStartTime();// 0x34aea64 float GetRepServerWorldTimeSeconds();// 0x34aea3c ReConnectGameStateInfo GetReConnectGameStateInfo();// 0x34ae990 int GetPVEWeatherPhaseIndex();// 0x34ae968 STExtraPlayerState* GetPlayerStateByUID(uint64 PlayerUID);// 0x34ae8e4 STExtraPlayerState* GetPlayerStateByPlayerName(FString PlayerName);// 0x34ae820 STExtraPlayerState* GetPlayerStateByPlayerKey(uint32 PlayerKey);// 0x34ae7a0 XTriggerLuaRemoteComponent* GetLuaRemoteComponent();// 0x34ae778 bool GetIsReadyStateReport();// 0x34ae748 bool GetIsCreative();// 0x34ae718 FName GetGameModeState();// 0x34ae6d8 FieldOfViewNotificationComponentRegistry* GetFieldOfViewNotificationComponentRegistry();// 0x34ae6b0 FString GetDSSwitchValueFastWithCache(const int InSwitchId);// 0x34ae5a8 FString GetDSSwitchValue(const int InSwitchId);// 0x34ae4a0 DestructibleSurfaceManager* GetDestructibleSurfaceManager();// 0x34ae478 enum GetCurWeatherState();// 0x34ae450 enum GetCurDynamicWeatherState();// 0x34ae428 int GetCurCircleWave();// 0x31c4ccc byte GetCurCircleState();// 0x34ae3e8 int GetCurCircleIndex();// 0x34ae3c0 GetCircleInfo GetCircleStateInfo();// 0x34ae334 MarkSyncData[] GetAllMarkSyncData(byte _TYPE);// 0x34ae288 MarkSyncData[] GetAllMarkLocalData(byte _TYPE);// 0x34ae1dc int GetAlivePlayerNum();// 0x34ae1b4 AirDropPathData3D GetAirDropPathData();// 0x34ae01c STExtraBaseCharacter* FindCharacterByPlayerKey(FString PlayerKey);// 0x34adebc void ExecuteCVarConfig();// 0x34adea8 void EnableObjectPool(bool bEnable);// 0x34ade28 void DSSwitchChangeDelegate__DelegateSignature();// 0x40a6134 Widget* DeepFindWidgetInUserWidget(UserWidget* SourceWidget, FName WidgetName);// 0x34add64 void ClearAirDropPathData();// 0x34add50 bool CheckIsLowMatch();// 0x34add28 void CheckInitLuaRemoteEvent();// 0x34add14 bool CheckDSSwitchOpen(const int SwitchId);// 0x34adc8c bool CheckDamage(STExtraBaseCharacter* AttackCharacter, STExtraBaseCharacter* TargetBaseCharacter);// 0x33d0c54 void ChangeWeatherStatus(WeatherChangeEvent Event);// 0x34adc14 void ChangeDynamicWeatherState(enum DayState);// 0x34adb9c void BroadcastUISetWidgetVisibility(FString WidgetTag, enum IsVisibility);// 0x34ada94 void BroadcastUISetWidgetText(FString WidgetTag, FString SText, int TextId, FString Params);// 0x34ad880 void BroadcastUIOperateWidget(FString WidgetTag, FString SOperation, FString Params);// 0x34ad6b4 void BroadcastUICustomBehavior(FString BehaviorTag, FString BehaviorType, FString Params);// 0x34ad4e8 void BroadcastTemporaryMessage(FString Message);// 0x34ad424 void BroadcastShowGameTips(int TipsID, FString Params);// 0x34ad31c void BroadcastLuaTipsBehaviorWithTime(FString BehaviorTag, int ID, FString Params1, FString Params2, float ControlTime);// 0x34ad0c0 void BroadcastLuaTipsBehavior(FString BehaviorTag, int ID, FString Params1, FString Params2);// 0x34aceac void BroadcastEndCircle();// 0x34ace50 void BroadcastCustomLuaTipsBehavior(FString BehaviorTag, int ID, const byte[] ExpandDataContent);// 0x34accc4 void BroadcastCircleWaveOver(int Index);// 0x34acc10 void BroadcastCircleSizeAndPosition(Vector BlueCircleSync, Vector WhiteCircleSync, int Index, bool InbActiveScreenSize, float InScreenSizeFactor, float InExtraRadius, float Pain, bool IsCustomCircle);// 0x34ac8fc void BroadcastCircleInfo(byte circleInfo, float Time, const Vector BlueCircleSync, const Vector WhiteCircleSync, int CircleInvertedIndex, enum State);// 0x34ac6e4 void BroadcastAirAttackWarning(const Vector AirAttackAreaSrc, int waveIndex);// 0x34ac628 void BroadcastAirAttackOrder(const AirAttackOrder airAttackOrderSrc, const Vector AirAttackAreaSrc, int waveIndex);// 0x34ac454 void AsyncLoadResFinishCallback();// 0x34ac440 void AsyncLoadCommonResFinishCallback();// 0x34ac42c void AddUseSpringJumpTimes(uint32 PlayerKey, int Times);// 0x336bf24 void AddUseEnhancerTimes(uint32 PlayerKey, int Times);// 0x336be60 void AddPveZombieGrenadeCount(int Value);// 0x34ac3b4 void AddPvePoliceOfficeTriggerCount(int Value);// 0x34ac33c void AddPlayerScore(Controller* ScorePlayer, Controller* VictimPlayer, FString ScoreType, float DamagePoint);// 0x336bb58 -------------------------------- Class: UAEGameState.LuaGameState.GameState.GameStateBase.Info.Actor.Object UAEGameSubsystem* GameBridge;//[Offset: 0x3cc, Size: 4] bool bTeamIDChgDeactivePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d5, Size: 1] FString WeaponAttrReloadTableName;//[Offset: 0x414, Size: 12] FString DamageSearchTableName;//[Offset: 0x420, Size: 12] bool IsInitTable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x42c, Size: 1] void SendLuaDSToClient(int ID, out const byte[] Content);// 0x3bec908 void RPC_LuaDSToClient(int ID, const byte[] Content);// 0x3bec7cc UAEGameSubsystem* GetGameBridge();// 0x3bec7b0 bool CheckDSSwitchOpen(const int SwitchId);// 0x34adc8c -------------------------------- Class: LuaGameState.GameState.GameStateBase.Info.Actor.Object LuaNetSerialization LuaNetSerialization;//[Offset: 0x384, Size: 60] FString LuaFilePath;//[Offset: 0x3c0, Size: 12] -------------------------------- Class: GameState.GameStateBase.Info.Actor.Object FName MatchState;//[Offset: 0x320, Size: 8] FName PreviousMatchState;//[Offset: 0x328, Size: 8] int ElapsedTime;//[Offset: 0x330, Size: 4] void OnRep_MatchState();// 0x5c7f0f4 void OnRep_ElapsedTime();// 0x5c7f230 -------------------------------- 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 PawnAttachToVehicleSeatEvent;//[Offset: 0x88, Size: 12] delegate InteractiveActorBeginEvent;//[Offset: 0x94, Size: 12] delegate InteractiveActorDoneEvent;//[Offset: 0xa0, Size: 12] delegate CharacterStartSkill;//[Offset: 0xac, Size: 12] delegate CharacterStopSkill;//[Offset: 0xb8, Size: 12] delegate CharacterStartSkillPhase;//[Offset: 0xc4, Size: 12] delegate CharacterStopSkillPhase;//[Offset: 0xd0, Size: 12] delegate CharacterStartSkillCooldown;//[Offset: 0xdc, Size: 12] delegate CharacterStopSkillCooldown;//[Offset: 0xe8, Size: 12] delegate CharacterAddSkill;//[Offset: 0xf4, Size: 12] delegate CharacterRemoveSkill;//[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] delegate PlayerRebirthEvent;//[Offset: 0x268, 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: ViewMaskManager.Object enum ViewMaskTypeSetting;//[Offset: 0x1c, Size: 1] class Actor[] FilterActorClassList;//[Offset: 0x20, Size: 12] void SetViewMaskType(enum NewMaskType);// 0x363b014 bool IsPlayerViewMaskValid(STExtraBaseCharacter* BaseCharacter);// 0x363af94 void Init();// 0x363af80 int ClearViewMaskForActor(Actor* MaskActor);// 0x363af00 int ApplyViewMaskForPlayer(STExtraBaseCharacter* BaseCharacter);// 0x363ae80 int ApplyViewMaskForActorWithOwnerPlayer(Actor* MaskActor, STExtraBaseCharacter* BaseCharacter);// 0x363adbc -------------------------------- Class: ModAdapter.Object Actor* SpawnPointLightActor(ModAdapterSpawnInfo SpawnInfo);// 0x32d5ab0 Actor* SpawnModActorByClass(class Actor ActorClass, out const Transform SpawnTransform, Pawn* Instigator, Actor* Owner);// 0x32d5900 -------------------------------- Class: ModAdapterSpawnInfo Actor* RelatedActor;//[Offset: 0x0, Size: 4] FName LightType;//[Offset: 0x8, Size: 8] Transform SpawnTransform;//[Offset: 0x10, Size: 48] -------------------------------- Class: VisualFieldFeatureParam float VisualFieldUpdateInterval;//[Offset: 0x0, Size: 4] float MaxVisualFieldDistanceSquared;//[Offset: 0x4, Size: 4] FName[] VisualCheckBoneList;//[Offset: 0x8, Size: 12] float DefaultFOVAngle;//[Offset: 0x14, Size: 4] byte[] VisualCheckChanelList;//[Offset: 0x18, Size: 12] class Character[] ExcludeCheckCharacterClass;//[Offset: 0x24, Size: 12] -------------------------------- Class: VisualFieldFeature.Object TimerHandle VisualFieldTickTimerHandle;//[Offset: 0x50, Size: 8] VisualFieldFrame VisualFieldFrame;//[Offset: 0x58, Size: 60] VisualAngleLimitMap;//[Offset: 0x94, Size: 60] STExtraPlayerController* CachedLocalController;//[Offset: 0xd0, Size: 8] -------------------------------- Class: VisualFieldFrame VisualFieldFrameMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: VisualFieldCamp VisibleActorInfo[] VisibleActorList;//[Offset: 0x0, Size: 12] -------------------------------- Class: VisibleActorInfo VisualFieldMetaInfo VisibleActorMetaInfo;//[Offset: 0x0, Size: 16] Actor* VisibleActor;//[Offset: 0x10, Size: 8] -------------------------------- Class: GameModeFeatureSetData uint32 GameModeFeatureSet_A;//[Offset: 0x0, Size: 4] -------------------------------- Class: WeatherChangeEvent enum WeaterType;//[Offset: 0x0, Size: 1] enum WeaterChangeEvent;//[Offset: 0x1, Size: 1] -------------------------------- Class: GameModePlayerShowUpassInfo FString PlayerName;//[Offset: 0x0, Size: 12] int updateTime;//[Offset: 0xc, Size: 4] int upassLevel;//[Offset: 0x10, Size: 4] int upassScore;//[Offset: 0x14, Size: 4] int planeAvatarId;//[Offset: 0x18, Size: 4] bool isBattleTitle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] bool isUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d, Size: 1] bool battleShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e, Size: 1] bool isBuy;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1f, Size: 1] FString iconUrl;//[Offset: 0x20, Size: 12] FString Nation;//[Offset: 0x2c, Size: 12] GameModePlayerAliasInfo AliasInfo;//[Offset: 0x38, Size: 52] int upassKeepBuy;//[Offset: 0x6c, Size: 4] int upassCurValue;//[Offset: 0x70, Size: 4] int nUpassPrimePlusCard;//[Offset: 0x74, Size: 4] -------------------------------- Class: CircleDataMining Vector WhiteCircleCenter;//[Offset: 0x0, Size: 12] bool bDestinyCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] int LeftPlayerNum;//[Offset: 0x10, Size: 4] -------------------------------- Class: GameDataMining FString BattleID;//[Offset: 0x0, Size: 12] Vector PlaneStartPoint;//[Offset: 0xc, Size: 12] Vector PlaneEndPoint;//[Offset: 0x18, Size: 12] CircleDataMining[] CircleDataMining;//[Offset: 0x24, Size: 12] GameWatchReport[] WatchReport;//[Offset: 0x30, Size: 12] -------------------------------- Class: GameWatchReport uint16 AreaID;//[Offset: 0x0, Size: 2] int8 PlatID;//[Offset: 0x2, Size: 1] FString ZoneID;//[Offset: 0x4, Size: 12] uint64 player_uid;//[Offset: 0x10, Size: 8] float total_time;//[Offset: 0x18, Size: 4] WatchFlow[] watch_flow;//[Offset: 0x1c, Size: 12] -------------------------------- Class: WatchFlow uint64 UId;//[Offset: 0x0, Size: 8] uint32 sec;//[Offset: 0x8, Size: 4] -------------------------------- Class: MarkDispatchManager.ActorComponent.Object byte CurrentInstanceCount;//[Offset: 0xbc, Size: 1] byte CurrentLocalInstanceCount;//[Offset: 0xbd, Size: 1] MarkDispatchAction[] ActionQueue;//[Offset: 0xc0, Size: 12] MarkDispatchAction[] BatchActionQueue;//[Offset: 0xcc, Size: 12] MarkDispatchAction[] FramingDispatchMarkQueue;//[Offset: 0xd8, Size: 12] int MarkCountProcessed;//[Offset: 0xe4, Size: 4] int OverflowFrameCount;//[Offset: 0xe8, Size: 4] static MarkDispatchManager* GetMarkDispatchManager(Object* WorldContextObject);// 0x32c6194 byte GenerateNewLocalInstanceID();// 0x32c616c byte GenerateNewInstanceID();// 0x32c6148 void DispatchMarkData(MarkDispatchAction Data);// 0x32c5f90 void ClearMarkDataByTypeID(int TypeId, enum MarkTypeIDClearType, STExtraPlayerState* WeakPlayerState);// 0x32c5e90 -------------------------------- Class: MarkDispatchAction enum ActionType;//[Offset: 0x0, Size: 1] enum RangeType;//[Offset: 0x1, Size: 1] MarkSyncData SyncData;//[Offset: 0x4, Size: 68] float DispatchDelayTime;//[Offset: 0x48, Size: 4] float RangeRad;//[Offset: 0x4c, Size: 4] STExtraPlayerState* WeakPlayerState;//[Offset: 0x50, Size: 8] float DispatchTime;//[Offset: 0x58, Size: 4] bool bIsFromLocal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] delegate OnMapAlertSet;//[Offset: 0x60, Size: 16] -------------------------------- Class: DynamicWeatherMgr.Actor.Object WeatherChangeConfig WeatherChangeConfig;//[Offset: 0x2ec, Size: 68] int CurUseFixWeatherIndex;//[Offset: 0x330, Size: 4] WeatherChangeControl WeatherChangeControl;//[Offset: 0x334, Size: 28] DynamicWeatherLookupTable;//[Offset: 0x350, Size: 60] WeatherControllerRepData ControllerRepData;//[Offset: 0x38c, Size: 28] WeatherControllerRepData ControllerRepDataForReplay;//[Offset: 0x3a8, Size: 28] float ServerElapsedTime;//[Offset: 0x3c4, Size: 4] bool bAllowRPCRequire;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3cc, Size: 1] enum NextWeatherStatus;//[Offset: 0x3cd, Size: 1] float NextWeatherCountDownTime;//[Offset: 0x3d0, Size: 4] bool bEnableWeatherPredictionUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d9, Size: 1] delegate OnDynamicWeatherChangeDelegate;//[Offset: 0x3dc, Size: 12] bool bDisableModifyControllerRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f8, Size: 1] STExtraGameStateBase* GameState;//[Offset: 0x3fc, Size: 4] enum UICountDownType;//[Offset: 0x412, Size: 1] bool ForbidServerHandleRepData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x413, Size: 1] void StartTransition();// 0x31eb2c0 void SoftReconnectRecoverData(UAEPlayerController* PC);// 0x31eb248 void RPCRequireControl();// 0x31eb234 void RPCRequire();// 0x31eb220 void RPC_S2C_UINotify(enum WeatherStatus);// 0x31eb1a0 void RPC_S2C_ForceStopDynamicWeatherChange();// 0x30bb838 void ReinitInDemoReplay();// 0x31eaf34 void RefreshWeatherPredictionUI();// 0x31eb18c void OnWeatherChangeStarted(out const WeatherChangeEvent Event);// 0x31eb100 void OnWeatherChangeSaturated(out const WeatherChangeEvent Event);// 0x31eb074 void OnWeatherChangeRestoreStarted(out const WeatherChangeEvent Event);// 0x31eafe8 void OnWeatherChangeRestoreEnded(out const WeatherChangeEvent Event);// 0x31eaf5c void OnRep_NextWeatherCountDownTime();// 0x31eaf20 void OnRep_ControllerDataForReplay();// 0x31eaf48 void OnRep_ControllerData();// 0x31eaf34 void OnRep_bEnableWeatherPredictionUI();// 0x31eaf20 void OnDynamicWeatherChangeDelegate__DelegateSignature(out const WeatherChangeEvent Event);// 0x40a6134 void HandleClientHasReactivated();// 0x31eaf0c void GotoSpecificWeather(int WeatherIndex);// 0x31eae94 bool GetNextWeatherDataByWeatherType(out WeatherChangeSequenceItem OutData, enum WeatherStatusType);// 0x31eadb8 bool GetNextWeatherData(out WeatherChangeSequenceItem OutData);// 0x31ead24 float GetNextWeatherCountDownTimeByType(enum Type);// 0x31eaca4 float GetInProgressElapsedTimeSecWithWeather();// 0x31eac7c float GetGlobalWeatherSystemTimeOnServer();// 0x31eac54 WeatherDetailStatus GetCurrentWeatherDetailStatus();// 0x31eac0c void ForceStopDynamicWeatherChangeOnServer();// 0x31eabf8 void ForceStartNextWeatherChangeOnServer();// 0x31eabe4 void ClientInit(WeatherControllerRepData InitDataIn);// 0x31eab34 void ClientGotoSpecificWeather(int WeatherIndex);// 0x31eaabc -------------------------------- Class: WeatherChangeConfig float StartTimeMin;//[Offset: 0x0, Size: 4] float StartTimeMax;//[Offset: 0x4, Size: 4] float BlendInTime;//[Offset: 0x8, Size: 4] float BlendOutTime;//[Offset: 0xc, Size: 4] float DurationTimeMin;//[Offset: 0x10, Size: 4] float DurationTimeMax;//[Offset: 0x14, Size: 4] enum LastWeatherStatus;//[Offset: 0x18, Size: 1] float LastWeatherAppearTime;//[Offset: 0x1c, Size: 4] bool bUseFixWeatherChangeSequence;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] WeatherChangeWeight[] WeatherChangeWeights;//[Offset: 0x24, Size: 12] WeatherChangeSequenceItem[] WeatherChangeSequence;//[Offset: 0x30, Size: 12] float TimeMultiplier;//[Offset: 0x3c, Size: 4] bool bUseReadyGameStateEnetrAsOriginalTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] bool bDisableReadyGameStateWeatherTick;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x41, Size: 1] -------------------------------- Class: WeatherChangeWeight enum NewWeatherStatus;//[Offset: 0x0, Size: 1] float Weight;//[Offset: 0x4, Size: 4] -------------------------------- Class: WeatherChangeSequenceItem enum WeatherStatus;//[Offset: 0x0, Size: 1] float StartTime;//[Offset: 0x4, Size: 4] float TotalDurationTime;//[Offset: 0x8, Size: 4] -------------------------------- Class: WeatherChangeControl bool WeatherChangeStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool WeatherChangeFinished;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] float WeatherChangeStartTime;//[Offset: 0x4, Size: 4] float ElapsedTime;//[Offset: 0x8, Size: 4] enum NextWeather;//[Offset: 0xc, Size: 1] float NextDuration;//[Offset: 0x10, Size: 4] float WeatherTotalWeight;//[Offset: 0x14, Size: 4] float TimelineOffset;//[Offset: 0x18, Size: 4] -------------------------------- Class: DynamicWeatherController.ActorComponent.Object delegate DelegateOnWeatherChangeStarted;//[Offset: 0xbc, Size: 12] delegate DelegateOnWeatherChangeSaturated;//[Offset: 0xc8, Size: 12] delegate DelegateOnWeatherChangeRestoreStarted;//[Offset: 0xd4, Size: 12] delegate DelegateOnWeatherChangeRestoreEnded;//[Offset: 0xe0, Size: 12] delegate WeatherRecover;//[Offset: 0xec, Size: 12] enum DynamicWeatherType;//[Offset: 0xf8, Size: 1] MaterialParameterCollection* DyanmicWeatherCollection;//[Offset: 0xfc, Size: 4] CurveFloat* LightCurve;//[Offset: 0x100, Size: 4] float TargetLightValue;//[Offset: 0x104, Size: 4] bool bNotUseCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x108, Size: 1] CurveFloat* FogBlendInCurve;//[Offset: 0x10c, Size: 4] CurveFloat* FogBlendOutCurve;//[Offset: 0x110, Size: 4] CurveFloat* DirectionLightRotYBlendInCurve;//[Offset: 0x114, Size: 4] CurveFloat* DirectionLightRotZBlendInCurve;//[Offset: 0x118, Size: 4] CurveFloat* DirectionLightRotYBlendOutCurve;//[Offset: 0x11c, Size: 4] CurveFloat* DirectionLightRotZBlendOutCurve;//[Offset: 0x120, Size: 4] float UINotifyTimeBeforeStart;//[Offset: 0x124, Size: 4] FString UINotifyModuleName;//[Offset: 0x128, Size: 12] int ChangeStartUINotifyID;//[Offset: 0x134, Size: 4] int ChangeQuitUINotifyID;//[Offset: 0x138, Size: 4] float ChangeStartUINotifyAnimPlayRate;//[Offset: 0x13c, Size: 4] AkAudioEvent* UINotifyAKEventBeforeStart;//[Offset: 0x140, Size: 4] AkAudioEvent* ChangeStartUINotifyAKEvent;//[Offset: 0x144, Size: 4] AkAudioEvent* ChangeQuitUINotifyAKEvent;//[Offset: 0x148, Size: 4] bool bUseLowEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14c, Size: 1] WeatherControllerRepData LocalControlData;//[Offset: 0x150, Size: 28] float RuningDirection;//[Offset: 0x16c, Size: 4] float RuningTime;//[Offset: 0x170, Size: 4] float LerpTotalTime;//[Offset: 0x174, Size: 4] FString WeatherName;//[Offset: 0x178, Size: 12] DirectionalLight* MainLight;//[Offset: 0x184, Size: 4] SkyLight* SkyLight;//[Offset: 0x188, Size: 4] ExponentialHeightFog* Fog;//[Offset: 0x18c, Size: 4] WeatherObject ObjectValues;//[Offset: 0x190, Size: 104] WeatherObject WeatherObjectSrc;//[Offset: 0x1f8, Size: 104] WeatherObject WeatherObjectLerp;//[Offset: 0x264, Size: 104] WeatherDetailStatus CurrentWeatherStatus;//[Offset: 0x2cc, Size: 12] void UINotifyCallbackOnServer();// 0x31e9ae8 void OnUserQualitySettingChanged(int renderlevel);// 0x309ce54 -------------------------------- 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: 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: 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);// 0x36771cc -------------------------------- Class: FieldOfViewNotificationComponentRegistry.Object delegate FieldOfViewNotificationComponentRegisteredDelegate;//[Offset: 0x1c, Size: 12] delegate FieldOfViewNotificationComponentUnregisteredDelegate;//[Offset: 0x28, Size: 12] void Unregister(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x322f868 void Register(FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x322f7e8 void GetRegisteredFieldOfViewNotificationComponents(out FieldOfViewNotificationComponent*[] OutRegisteredFieldOfViewNotificationComponents);// 0x322f714 static FieldOfViewNotificationComponentRegistry* Get(Object* WorldContext);// 0x322f69c void FieldOfViewNotificationComponentUnregisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x40a6134 void FieldOfViewNotificationComponentRegisteredDelegate__DelegateSignature(FieldOfViewNotificationComponentRegistry* Sender, FieldOfViewNotificationComponent* FieldOfViewNotificationComponent);// 0x40a6134 -------------------------------- 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();// 0x322f2ec static int IsGlobalDebugLineTraceDrawn();// 0x322f2c0 void InFieldOfViewChangedDelegate__DelegateSignature(FieldOfViewNotificationComponent* Sender, enum OldFieldOfViewNotificationStatus);// 0x40a6134 enum GetFieldOfViewNotificationStatus();// 0x322f298 -------------------------------- Class: GameModeCVarConfigItem FString Key;//[Offset: 0x0, Size: 12] FString Value;//[Offset: 0xc, Size: 12] -------------------------------- Class: TslSimpleCollisionManager.Actor.Object SimpleSpherePersistentChecker[] PersistentExplosiveItemFields;//[Offset: 0x304, Size: 12] float DamageFieldUpdatePeriod;//[Offset: 0x368, Size: 4] float DamageFieldPassedTime;//[Offset: 0x36c, Size: 4] void RegisterPersistentReceiver(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, int ID);// 0x3597694 void RegisterBoundingSphere(out const Vector Origin, float Radius, TslSimpleCollisionReceiver* OwnerTracer);// 0x3597584 void AddRandomPersistentCapsules(int Num, float RngRadius);// 0x3270214 int AddCheckerToBoundingSphere(out const SimpleCollisionCapsule Collision, TslSimpleCollisionReceiver* OwnerTracer, TslSimpleCollisionReceiver* Receiver, bool RebuildSphere);// 0x35973ec -------------------------------- Class: SimpleSpherePersistentChecker PrimitiveComponent* TargetComponent;//[Offset: 0x0, Size: 4] SimpleCollisionSphere Sphere;//[Offset: 0x4, Size: 16] float PassedTime;//[Offset: 0x14, Size: 4] -------------------------------- Class: SimpleCollisionSphere Vector Origin;//[Offset: 0x0, Size: 12] float Radius;//[Offset: 0xc, Size: 4] -------------------------------- Class: SimpleCollisionCapsule Vector Start;//[Offset: 0x0, Size: 12] Vector End;//[Offset: 0xc, Size: 12] float Radius;//[Offset: 0x18, Size: 4] -------------------------------- Class: TslSimpleCollisionReceiver.SceneComponent.ActorComponent.Object -------------------------------- Class: DestructibleSurfaceManager.Info.Actor.Object -------------------------------- Class: MapUIMarkManager.LuaActorComponent.ActorComponent.Object MarkPathSetting[] MarkPathSettingArray;//[Offset: 0x17c, Size: 12] class ScreenMarkManager* ScreenMarkMgrClass;//[Offset: 0x188, Size: 4] class ScreenRotationMarkManager* ScreenRotationMarkMgrClass;//[Offset: 0x18c, Size: 4] MapUIBase* m_pMiniMap;//[Offset: 0x190, Size: 4] MapUIBase* m_pEntireMap;//[Offset: 0x194, Size: 4] ScreenMarkManager* m_ScreenMarkManager;//[Offset: 0x198, Size: 4] ScreenRotationMarkManager* m_ScreenRotationMarkManager;//[Offset: 0x19c, Size: 4] int[] CurMarkInstList;//[Offset: 0x1a0, Size: 12] delegate OnAlertItemListUpdateDelegate;//[Offset: 0x224, Size: 12] delegate OnMiniMapPointerException;//[Offset: 0x230, Size: 12] STExtraGameStateBase* pExtraGameState;//[Offset: 0x23c, Size: 4] STExtraPlayerController* pExtraPC;//[Offset: 0x240, Size: 4] UIBPAsyncParams[] UIBPCallbackBuffer;//[Offset: 0x270, Size: 12] float TickRate_Internal;//[Offset: 0x284, Size: 4] float TickRate_Callback;//[Offset: 0x288, Size: 4] MapMarkConfigs;//[Offset: 0x28c, Size: 60] void OnUIBPLoadCallBack(UIBPAsyncParams inCallBackParams);// 0x32cb124 void OnShowOrHideLegendMarkWidget(FString Tag, bool bIsShow);// 0x32caf7c void OnMiniMapPointerExceptionDelegate__DelegateSignature();// 0x40a6134 void OnAlertItemListUpdateDelegate__DelegateSignature(int Counts);// 0x40a6134 -------------------------------- 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] ScreenMarkPriorityGroupMap;//[Offset: 0xa8, Size: 60] bool bDebugLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe4, Size: 1] bool bUseLuaWorldOffset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe5, Size: 1] Vector2D LimitXY;//[Offset: 0xe8, Size: 8] Vector2D LimitZW;//[Offset: 0xf0, Size: 8] Vector2D UIOffset;//[Offset: 0xf8, Size: 8] byte[] CheckObjectTypes;//[Offset: 0x100, Size: 12] ActorVectorPair[] ActorVectorHeapToBind;//[Offset: 0x218, Size: 12] ActorVectorPair[] ActorVectorArrayToUnBind;//[Offset: 0x224, Size: 12] void UpdateScreenMarkState(int TypeId, int InstanceID, out const CustomMarkEventData EventData);// 0x3392f0c void UpdateBindingWidgetByPanel(int ID);// 0x3392e94 void UpdateBindingLocationWidget(int ID);// 0x3392e1c void UpdateBindingActorWidget(int ID);// 0x3392da4 void ResetGroupQueryTime(out ScreenMarkGroupData GroupData);// 0x3392bc0 void RemoveScreenMark(int TypeId, int InstanceID);// 0x3392af8 bool RemoveBlockCheckIgnoreActor(int GroupID, Actor* Actor);// 0x3392a34 void ReleaseGroupByID(int ID);// 0x33929bc bool RecycleBindWidget(Widget* BindWidget, int ID);// 0x33928f8 bool PushScreenMark(int InstanceID, out const MarkSyncData MarkData);// 0x3392758 void OnLocationUnbindUI(Widget* BindWidget, int ID);// 0x3392694 void OnLocationBindUI(Widget* BindWidget, int ID);// 0x33925d0 void OnInitMarkGroupData(int ID);// 0x322f7e8 void OnInit();// 0x30f0668 void OnActorUnbindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x33924c8 void OnActorBindUI(Actor* BindingObject, Widget* BindWidget, int ID);// 0x33923c0 bool IsInBindingRange(out const Vector PlayerToCharacter, int ID);// 0x33922ec bool InitMarkGroupData(int ID, bool bIsAsync);// 0x3392220 Widget* GetWidgetByActor(int ID, const Actor* Actor);// 0x339215c Widget* FetchUI(int ID);// 0x33920dc void ClearMarkGroupByTypeID(int ID);// 0x3392064 bool CheckShouldShow(Actor* Actor, out const ScreenMarkGroupData GroupData);// 0x3391e40 bool CheckGroupNeedExist(int TypeId);// 0x3391db4 bool AddBlockCheckIgnoreActor(int GroupID, Actor* Actor);// 0x3391cf0 -------------------------------- Class: ScreenMarkGroupData ScreenMarkGroupConfig Config;//[Offset: 0x0, Size: 88] UIDuplicatedItemPool* UIPool;//[Offset: 0x58, Size: 4] MarkInstanceDataMap;//[Offset: 0x5c, Size: 60] Widget*[] HidingUIArr;//[Offset: 0x98, Size: 12] Widget*[] ShowingUIArr;//[Offset: 0xa4, Size: 12] MarkBindingUIMap;//[Offset: 0xb0, Size: 60] UAEUserWidget* ScreenMarkPanel;//[Offset: 0xf4, Size: 4] CanvasPanel* AddToPanel;//[Offset: 0xf8, Size: 4] Actor*[] IgnoreBlockArr;//[Offset: 0xfc, Size: 12] -------------------------------- Class: ScreenMarkGroupConfig int MaxWidgetNum;//[Offset: 0x0, Size: 4] float MaxShowDistance;//[Offset: 0x4, Size: 4] float UpdateBindingInterval;//[Offset: 0x8, Size: 4] float UpdateBindingIntervalMax;//[Offset: 0xc, Size: 4] float ReduseBindingVelocityThreshold;//[Offset: 0x10, Size: 4] bool bIsBindingActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] bool bIsUpdatedByPanel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x15, Size: 1] bool bBindOutScreen;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16, Size: 1] bool bBindBlocked;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17, Size: 1] FString UIPathName;//[Offset: 0x18, Size: 12] bool bCollapseWhenFree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] FName SkeletaSocketName;//[Offset: 0x28, Size: 8] Vector WorldPositionOffset;//[Offset: 0x30, Size: 12] Vector2D UIOffset;//[Offset: 0x3c, Size: 8] bool bNeedUpdateState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] FString PriorityGroupTag;//[Offset: 0x48, Size: 12] byte Priority;//[Offset: 0x54, Size: 1] bool bNeedOBShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x55, Size: 1] bool bNeedReplayShow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x56, Size: 1] -------------------------------- Class: UIDuplicatedItemPool.Object delegate OnAsyncFinishedDelegate;//[Offset: 0x38, Size: 12] bool bActiveItemListHold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] bool bCollapseWhenFree;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x45, Size: 1] FString[] TagArray;//[Offset: 0x48, Size: 12] FString ItemBPClassPath;//[Offset: 0x54, Size: 12] class Object* ItemClass;//[Offset: 0x60, Size: 4] UserWidget*[] UsedItemList;//[Offset: 0x64, Size: 12] UserWidget*[] IdleItemList;//[Offset: 0x70, Size: 12] UserWidget*[] IdleItemListHold;//[Offset: 0x7c, Size: 12] void RemoveTagFromItemPool(FString TagName);// 0x35e0f48 void RemoveAllTagFromItemPool();// 0x35e0f34 void RecycleUnusedItem();// 0x35e0f20 void RecycleAllItems();// 0x35e0f0c void OnAsyncLoadWidgetFinished(UserWidget* Widget, int InstID);// 0x35e0e50 bool ItemPoolHasTag(FString TagName);// 0x35e0d8c bool ItemPoolHasOneTagAtLeast(out const FString[] TagNameList);// 0x35e0c50 bool ItemPoolHasAllTag(out const FString[] TagNameList);// 0x35e0b14 void InitItemPool(FString ClassPath, int DefaultItemCounts, bool bAsync);// 0x35e09c8 UserWidget* GetOneItem();// 0x35e09a0 void GetAllUsedItem(out UserWidget*[] ItemList);// 0x35e08d4 void GetAllTagFromItemPool(out FString[] tagList);// 0x35e07a0 void FreeOneItem(UserWidget* IdleItem);// 0x35e0728 void AddTagToItemPool(FString TagName);// 0x35e066c void AddMultiTagToItemPool(out const FString[] TagNameList);// 0x35e0538 -------------------------------- Class: ScreenMarkInstanceData Actor* Actor;//[Offset: 0x0, Size: 8] Vector Position;//[Offset: 0x8, Size: 12] int CustomInt;//[Offset: 0x14, Size: 4] float CustomFloat;//[Offset: 0x18, Size: 4] FString CustomString;//[Offset: 0x1c, Size: 12] -------------------------------- Class: CanvasPanel.PanelWidget.Widget.Visual.Object bool bDontPaintWhenChildEmpty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xe8, Size: 1] void SetDontPaintWhenChildEmpty(bool Enable);// 0x500e524 bool GetDontPaintWhenChildEmpty();// 0x500e4fc CanvasPanelSlot* AddChildToCanvas(Widget* Content);// 0x500e47c -------------------------------- 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);// 0x500f174 void SetSupportNotch(bool InSupportNotch);// 0x500f0f4 void SetSize(Vector2D InSize);// 0x500f084 void SetPosition(Vector2D InPosition);// 0x500f014 void SetOffsets(Margin InOffset);// 0x500ef8c void SetMinimum(Vector2D InMinimumAnchors);// 0x500ef1c void SetMaximum(Vector2D InMaximumAnchors);// 0x500eeac void SetLayout(out const AnchorData InLayoutData);// 0x500ee14 void SetAutoSize(bool InbAutoSize);// 0x500ed94 void SetAnchors(Anchors InAnchors);// 0x500ed0c void SetAlignment(Vector2D InAlignment);// 0x500ec9c int GetZOrder();// 0x500ec74 Vector2D GetSize();// 0x500ec34 Vector2D GetPosition();// 0x500ebf4 Margin GetOffsets();// 0x500ebb0 AnchorData GetLayout();// 0x500eb5c bool GetAutoSize();// 0x500eb34 Anchors GetAnchors();// 0x500eaf0 Vector2D GetAlignment();// 0x500eab0 bool GeSupportNotch();// 0x500ea88 -------------------------------- Class: AnchorData Margin Offsets;//[Offset: 0x0, Size: 16] Anchors Anchors;//[Offset: 0x10, Size: 16] Vector2D Alignment;//[Offset: 0x20, Size: 8] -------------------------------- Class: ScreenMarkPriorityGroup int MaxShowNum;//[Offset: 0x0, Size: 4] int CurShowNum;//[Offset: 0x4, Size: 4] int[] GroupTypeArray;//[Offset: 0x8, Size: 12] -------------------------------- Class: ActorVectorPair Actor* Actor;//[Offset: 0x0, Size: 8] Vector Vector;//[Offset: 0x8, Size: 12] int InstanceID;//[Offset: 0x14, Size: 4] -------------------------------- Class: ScreenRotationMarkManager.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] ScreenRotationMarkGroupMap;//[Offset: 0x6c, Size: 60] Vector PlayerLoc;//[Offset: 0xa8, Size: 12] Vector PlayerDir;//[Offset: 0xb4, Size: 12] class Widget* ImageType;//[Offset: 0x1bc, Size: 4] void UpdateBindingLocationWidgetRender(int ID, out ScreenRotationMarkGroupData GroupData);// 0x3394aa8 void UpdateBindingLocationWidget(int ID, out ScreenRotationMarkGroupData GroupData);// 0x3394934 void UpdateBindingActorWidgetRender(int ID, out ScreenRotationMarkGroupData GroupData);// 0x33947c0 void UpdateBindingActorWidget(int ID, out ScreenRotationMarkGroupData GroupData);// 0x339464c void UnbindLocation(out const Vector BingdingLoction, int ID);// 0x3394580 void UnbindActor(Actor* BindingObject, int ID);// 0x33944c4 void ReleaseGroupByID(int ID);// 0x339444c bool RecycleBindWidget(Widget* BindWidget, int ID);// 0x3394388 void OnInit();// 0x3394374 bool InitMarkGroupData(int ID, bool bIsAsync);// 0x33942a8 Widget* GetWidgetByActor(int ID, const Actor* Actor);// 0x33941e4 Widget* FetchUI(int ID, out ScreenRotationMarkGroupData GroupData);// 0x3394068 enum CheckWidgetDisAndAngleValid(Vector TargetLoc, out ScreenRotationMarkGroupData GroupData, out float Angle, out float Distance);// 0x3393e40 bool BindToLoc(out const Vector BingdingLoction, int ID);// 0x3393d6c bool BindToActor(Actor* BindingObject, int ID);// 0x3393ca8 -------------------------------- Class: ScreenRotationMarkGroupData ScreenRotationMarkConfig Config;//[Offset: 0x0, Size: 72] UIDuplicatedItemPool* UIPool;//[Offset: 0x48, Size: 4] Actor*[] WorldObjectArr;//[Offset: 0x4c, Size: 12] Vector[] WorldLocationArr;//[Offset: 0x58, Size: 12] Widget*[] HidingUIArr;//[Offset: 0x64, Size: 12] Widget*[] ShowingUIArr;//[Offset: 0x70, Size: 12] BindingActorUIMap;//[Offset: 0x7c, Size: 60] BindingLocationUIMap;//[Offset: 0xb8, Size: 60] CanvasPanel* RootPanel;//[Offset: 0xf4, Size: 4] -------------------------------- Class: ScreenRotationMarkConfig ScreenRotationRangeValue DistanceRange;//[Offset: 0x0, Size: 16] ScreenRotationRangeValue AngleRange;//[Offset: 0x10, Size: 16] Actor* BindActor;//[Offset: 0x20, Size: 8] FString UIPathName;//[Offset: 0x28, Size: 12] float AngleOffset;//[Offset: 0x34, Size: 4] bool bIsIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x38, Size: 1] bool bIsBindingActor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39, Size: 1] float UpdateBindingInterval;//[Offset: 0x3c, Size: 4] int DefaultNum;//[Offset: 0x40, Size: 4] float Radius;//[Offset: 0x44, Size: 4] -------------------------------- Class: ScreenRotationRangeValue float MaxValue;//[Offset: 0x0, Size: 4] bool IsCloseOutMaxValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] float MinValue;//[Offset: 0x8, Size: 4] bool IsCloseInMinValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: MapUIBase.Object delegate OnSetupUIMarkRoot;//[Offset: 0x1c, Size: 12] delegate OnUpdateMark;//[Offset: 0x28, Size: 12] delegate OnUpdateMultiMark;//[Offset: 0x34, Size: 12] delegate OnRepositionItemOnMap;//[Offset: 0x40, Size: 12] CanvasPanel* m_pMarkRoot;//[Offset: 0x4c, Size: 4] CanvasPanel*[] CustomTagMarkRootMap;//[Offset: 0x50, Size: 12] DynamaicCustomPanelMap;//[Offset: 0x5c, Size: 60] AllUIMarks;//[Offset: 0x98, Size: 60] AllImageMarks;//[Offset: 0xd4, Size: 60] bool bMapDynamicScaleDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c4, Size: 1] bool bRepositionMarkerAndPinDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c5, Size: 1] Vector LevelLandScapeCenterC;//[Offset: 0x240, Size: 12] Vector2D SelfMarkerAligmentC;//[Offset: 0x24c, Size: 8] CanvasPanel* CanvasPanel_ShowAirPlaneRoute;//[Offset: 0x254, Size: 4] bool bIsShowAirPlaneRouteAfteHide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x258, Size: 1] FString[] InnerCircleGameModeIDC;//[Offset: 0x25c, Size: 12] FakeRadiationCircle* InnerCircle;//[Offset: 0x268, Size: 4] float ImageBlueCircleScale;//[Offset: 0x26c, Size: 4] MapRealTimeInfo MapRealTimeInfoC;//[Offset: 0x270, Size: 240] MapRealTimeInfo CacheMapRealTimeInfoC;//[Offset: 0x360, Size: 240] MapDataBase* CurrentMapData;//[Offset: 0x450, Size: 8] UserWidget* BindWidget;//[Offset: 0x458, Size: 8] MapObjct* ParentMapObject;//[Offset: 0x460, Size: 8] Vector LandscapeCenterCpp;//[Offset: 0x468, Size: 12] float LevelToMapScaleC;//[Offset: 0x474, Size: 4] float MapScaleCpp;//[Offset: 0x478, Size: 4] Vector2D MapImageSizeCpp;//[Offset: 0x47c, Size: 8] float MapScalingRadio;//[Offset: 0x484, Size: 4] int LocalPlayerIndexC;//[Offset: 0x488, Size: 4] float MapImageExtentC;//[Offset: 0x48c, Size: 4] float MapWindowExtentC;//[Offset: 0x490, Size: 4] bool bNeedDrawSelfGuideLineC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x494, Size: 1] bool bNeedDrawSelfGuideLineOutC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x495, Size: 1] LinearColor GuideLineColor;//[Offset: 0x498, Size: 16] LinearColor WhiteCircleColorC;//[Offset: 0x4a8, Size: 16] bool IsAntiAliasC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4b8, Size: 1] float GuideLineDashSizeC;//[Offset: 0x4bc, Size: 4] float DefaultLineThicknessC;//[Offset: 0x4c0, Size: 4] bool bNeedDrawWhiteCircleC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c4, Size: 1] bool bNeedDrawCircleGuideLineC;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c5, Size: 1] Vector2D MapAdjustLocation;//[Offset: 0x4c8, Size: 8] CanvasPanel* PlayerAddPanel;//[Offset: 0x4d0, Size: 8] CanvasPanel* ExtraAddBottomPanel;//[Offset: 0x4d8, Size: 8] CanvasPanel* ExtraAddTopPanel;//[Offset: 0x4e0, Size: 8] bool bDrawOrHideAirDropPathDirty;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e8, Size: 1] bool bIsDrawAirDropFlightPathBackup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4e9, Size: 1] int AirDropIndex;//[Offset: 0x4ec, Size: 4] STExtraGameStateBase* CacheGameState;//[Offset: 0x4f4, Size: 8] void UpdatePlayersLocAndRotC(STExtraPlayerController* STEPC, STExtraPlayerState* STEPS, STExtraGameStateBase* STEGS);// 0x3201dd0 void UpdateMultiMarkC(int Index, out const Vector2D[] MultiMarkLocs, bool IsShow, float Opacity);// 0x32c7f88 void UpdateMarkC(int Index, Vector2D FLoc, bool IsShow, float Opacity);// 0x32c7e38 void TickWidget(out const Geometry MyGeometry, float InDeltaTime);// 0x3201cd4 void ShowOrHideLegendMarks(FString Tag, bool bIsShow);// 0x32c7c90 void SetupUIMarkRoot();// 0x32c7c7c void RepositionMapMultiMarkC(int playerIndex, Vector2D CurSize);// 0x32c7bc8 void RepositionMapMarkC(int FIndex, int LocalPlayerIndex, Vector2D CurSize);// 0x32c7ac8 void RedrawAllMapMarkC(Vector2D CurSize);// 0x32c7a58 void ReCalMapInfoC();// 0x32c7a44 void OnUpdateUIMarks();// 0x32c7a28 void OnUpdateImageMarks();// 0x3122800 void OnPaint(PaintContext InContext);// 0x32c7994 void InitMap(MapDataBase* InMapData, UserWidget* InUserWidget);// 0x3201bc0 World* GetWorldInternal();// 0x32c796c float GetLevelToMapScale();// 0x3201b90 STExtraGameStateBase* GetGameState();// 0x32c7924 -------------------------------- Class: MapUIMarkBaseWidget.LuaUAEUserWidget.UAEUserWidget.UserWidget.Widget.Visual.Object bool bLimitedInMinimap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c0, Size: 1] bool isUpdateScale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c2, Size: 1] bool bDoCallFunctionWhenEnterEntireMap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c3, Size: 1] bool bDoUsSelfZOrder;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c4, Size: 1] Vector2D LimitedSize;//[Offset: 0x3c8, Size: 8] int DefaultZOrder;//[Offset: 0x3d0, Size: 4] bool bIsNeedRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d4, Size: 1] TextBlock* CountDownText;//[Offset: 0x3d8, Size: 4] FString CountDownFormat;//[Offset: 0x3dc, Size: 12] CanvasPanelSlot* ChangeSizeSlot;//[Offset: 0x3fc, Size: 4] float OriginSizeX;//[Offset: 0x404, Size: 4] float OriginSizeY;//[Offset: 0x408, Size: 4] UpdateStateChangePorperty[] UpdateStatePropertyArray;//[Offset: 0x410, Size: 12] void UpdateUIBPState(out const CustomMarkEventData InState);// 0x32ca014 void UpdateMarkSize(float inScale);// 0x31a4924 void UpdateMarkPosition(Vector2D NewMapPos, Vector2D MapAdjustOffset, float Angle, float MapWindowHalfExtent);// 0x32c9ec4 bool ShouldLimitedInMinimap();// 0x32c9e9c void SetWidgetCurPostion(Vector WorldPos3D);// 0x32c9e2c void SetUpdatePropertyArray(out const UpdateStateChangePorperty[] PropertyArray, int InitState);// 0x32c9ce0 void SetCountDownText(TextBlock* TextBlock, int TotalSecond, bool IsShowZero, FString Format);// 0x32c9aa4 void SetChangeSizePanel(float SizeX, float SizeY, bool IsChangeSize, bool IsChangeInUpdate, float Ratio);// 0x32c9900 void RefreshPanelScale(float Scale);// 0x32c9888 void RefreshCountDownText();// 0x32c9874 void OnWidgetShow(out const CustomMarkEventData InState);// 0x32c9798 void OnUpdateState(out const CustomMarkEventData InState);// 0x32c96bc void OnUpdateMarkSize(float Scale, float Ratio);// 0x32c9600 void OnUpdateIconMap(int NewState);// 0x32c9588 void OnUIBPShow(out const CustomMarkEventData InState);// 0x32c94a4 void OnUIBPDestroy();// 0x30e9054 void OnUIBPCreate(out const CustomMarkEventData InState, byte ParentState);// 0x32c937c void OnEnterEntireMap();// 0x40a6134 Vector GetWidgetCurWorldPos();// 0x32c9334 -------------------------------- Class: TextBlock.TextLayoutWidget.Widget.Visual.Object FText Text;//[Offset: 0xf4, 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);// 0x502b2ac void SetText(FText InText);// 0x502affc void SetShadowOffset(Vector2D InShadowOffset);// 0x502af8c void SetShadowColorAndOpacity(LinearColor InShadowColorAndOpacity);// 0x502af10 void SetSelectColor(bool bIsSelect);// 0x502ae90 void SetOpacity(float InOpacity);// 0x502ae18 void SetMinDesiredWidth(float InMinDesiredWidth);// 0x502ada0 void SetJustification(byte InJustification);// 0x502ad28 void SetFont(SlateFontInfo InFontInfo);// 0x502aa10 void SetColorAndOpacity(SlateColor InColorAndOpacity);// 0x502a6f0 void SetAutoEllipsisText(bool InAutoEllipsisText);// 0x502a664 FText GetText();// 0x502a508 -------------------------------- Class: TextLayoutWidget.Widget.Visual.Object ShapedTextOptions ShapedTextOptions;//[Offset: 0xd0, Size: 4] byte Justification;//[Offset: 0xd4, Size: 1] byte VerticalJustification;//[Offset: 0xd5, Size: 1] bool AutoWrapText;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd6, Size: 1] float WrapTextAt;//[Offset: 0xd8, Size: 4] enum WrappingPolicy;//[Offset: 0xdc, Size: 1] Margin Margin;//[Offset: 0xe0, Size: 16] float LineHeightPercentage;//[Offset: 0xf0, Size: 4] -------------------------------- Class: SlateFontInfo Object* FontObject;//[Offset: 0x0, Size: 4] Object* FontMaterial;//[Offset: 0x4, Size: 4] FontOutlineSettings OutlineSettings;//[Offset: 0x8, Size: 28] FName TypefaceFontName;//[Offset: 0x30, Size: 8] int Size;//[Offset: 0x38, Size: 4] bool IsBold;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] -------------------------------- Class: FontOutlineSettings int OutlineSize;//[Offset: 0x0, Size: 4] Object* OutlineMaterial;//[Offset: 0x4, Size: 4] LinearColor OutlineColor;//[Offset: 0x8, Size: 16] bool bSeparateFillAlpha;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] -------------------------------- Class: ShapedTextOptions bool bOverride_TextShapingMethod;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x0, Size: 1] bool bOverride_TextFlowDirection;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x0, Size: 1] enum TextShapingMethod;//[Offset: 0x1, Size: 1] enum TextFlowDirection;//[Offset: 0x2, Size: 1] -------------------------------- Class: UpdateStateChangePorperty Widget* UpdateWidget;//[Offset: 0x0, Size: 4] FString[] IconPathArray;//[Offset: 0x4, Size: 12] enum[] IconVisibleArray;//[Offset: 0x10, Size: 12] LinearColor[] IconColorArray;//[Offset: 0x1c, Size: 12] -------------------------------- Class: MapImageMarkData int ConfigId;//[Offset: 0x0, Size: 4] Image* Image;//[Offset: 0x4, Size: 4] Vector CurrentWorldPos;//[Offset: 0x8, Size: 12] Vector2D OriginalSize;//[Offset: 0x14, Size: 8] bool bIsUpdateSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] Vector2D MaxSize;//[Offset: 0x20, Size: 8] -------------------------------- Class: FakeRadiationCircle.Actor.Object -------------------------------- Class: MapRealTimeInfo Vector2D MapCenterToPlayer;//[Offset: 0x0, Size: 8] Vector MapCenterToBlueCircle;//[Offset: 0x8, Size: 12] Vector MapCenterToWhiteCircle;//[Offset: 0x14, Size: 12] Vector2D PlayerCoord;//[Offset: 0x20, Size: 8] Vector2D SpectatedPlayerCoord;//[Offset: 0x28, Size: 8] Vector2D WhiteCircleCoord;//[Offset: 0x30, Size: 8] Vector2D BlueCircleCoord;//[Offset: 0x38, Size: 8] float WhiteCircleRadius;//[Offset: 0x40, Size: 4] float BlueCircleRadius;//[Offset: 0x44, Size: 4] Vector2D LastDriveVehicleCoord;//[Offset: 0x48, Size: 8] bool bCanPlayerSeeLastVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] AirplaneRouteData PlaneRouteData;//[Offset: 0x54, Size: 100] AirDropPathData AirDropPathData;//[Offset: 0xb8, Size: 56] -------------------------------- Class: AirplaneRouteData float PlaneFlyingProcess;//[Offset: 0x0, Size: 4] Vector2D CanJumpLocInMap;//[Offset: 0x4, Size: 8] Vector2D ForceJumpLocInMap;//[Offset: 0xc, Size: 8] float RouteWidgetRotateAngle;//[Offset: 0x14, Size: 4] float RouteLengthInMap;//[Offset: 0x18, Size: 4] Vector2D PlaneLocInMap;//[Offset: 0x1c, Size: 8] float PlaneRotation;//[Offset: 0x24, Size: 4] AirDropPathData[] AirDropPaths;//[Offset: 0x28, Size: 12] Vector2D CanJumpLocInMapForCamp;//[Offset: 0x34, Size: 8] Vector2D ForceJumpLocInMapForCamp;//[Offset: 0x3c, Size: 8] float CampRouteLengthInMap;//[Offset: 0x44, Size: 4] float CampRouteWidgetRotateAngle;//[Offset: 0x48, Size: 4] Vector2D LastValidCanJumpLocInMap;//[Offset: 0x4c, Size: 8] Vector2D LastValidForceJumpLocInMap;//[Offset: 0x54, Size: 8] float LastValidRouteWidgetRotateAngle;//[Offset: 0x5c, Size: 4] float LastValidRouteLengthInMap;//[Offset: 0x60, Size: 4] -------------------------------- Class: AirDropPathData int AirDropIndex;//[Offset: 0x0, Size: 4] Vector2D StartLoc;//[Offset: 0x4, Size: 8] Vector2D TargetLoc;//[Offset: 0xc, Size: 8] float RouteWidgetRotateAngle;//[Offset: 0x14, Size: 4] float RouteLengthInMap;//[Offset: 0x18, Size: 4] Vector2D[] AirDropLocs;//[Offset: 0x1c, Size: 12] Vector[] AirDropLocs3D;//[Offset: 0x28, Size: 12] bool bIsDrawAirDropFlightPath;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] -------------------------------- Class: MapDataBase.Object Widget*[] PlayerInfoRotWidgetArrayC;//[Offset: 0x1c, Size: 12] Widget*[] PlayerInfoBPArrayC;//[Offset: 0x28, Size: 12] Widget*[] PlayerMarkBPArrayC;//[Offset: 0x34, Size: 12] MapUIBase* CurrentMapUI;//[Offset: 0x40, Size: 4] Vector PlayerLocOffset;//[Offset: 0x44, Size: 12] delegate FinaleChangeCurLocDelegate;//[Offset: 0x50, Size: 12] STExtraGameStateBase* CacheGameState;//[Offset: 0x5c, Size: 8] void Init(MapUIBase* INMapUI);// 0x32c656c World* GetWorldInternal();// 0x32c6544 STExtraGameStateBase* GetGameState();// 0x32c64fc -------------------------------- Class: MapObjct.Object FString LuaFilePath;//[Offset: 0x60, Size: 12] MapUIBase* CurrentHoldMapUI;//[Offset: 0x6c, Size: 8] World* GetWorldInternal();// 0x32c8bac void DrawCircle(Vector2D CircleCenter, LinearColor CircleColor, float CircleRadius, float MapWindowExtent, Vector2D PlayerCoord, byte MapType, bool bAntiAlias);// 0x32c896c -------------------------------- Class: UIBPAsyncParams MarkSyncData MarkData;//[Offset: 0x4, Size: 68] class Widget* UIIconSoftPtr;//[Offset: 0x50, Size: 40] class MapUIMarkBaseWidget* UIBPSoftPtr;//[Offset: 0x78, Size: 40] class Object* UIClass;//[Offset: 0xa0, Size: 4] -------------------------------- Class: MapMarkConfig int ConfigId;//[Offset: 0x0, Size: 4] FString UIPath;//[Offset: 0x4, Size: 12] bool bIsIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] Vector2D Size;//[Offset: 0x14, Size: 8] bool bIsUpdateSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] Vector2D MaxSize;//[Offset: 0x20, Size: 8] int ZOrder;//[Offset: 0x28, Size: 4] bool bIsControlByLegend;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c, Size: 1] FString LegendTags;//[Offset: 0x30, Size: 12] -------------------------------- Class: WidgetToRenderTarget.Object NameToTextureRenderTarget2DManagerWidgetInfos;//[Offset: 0x1c, Size: 60] DrawTextToTextureRenderTarget2DParams[] CachedParams;//[Offset: 0x58, Size: 12] void ReleaseCachedParams();// 0x366a290 bool ReceivePreDrawTextToTextureRenderTarget2DAsync(out DrawTextToTextureRenderTarget2DParams Params);// 0x40a6134 void ReceivePostDrawTextToTextureRenderTarget2DAsync(out const DrawTextToTextureRenderTarget2DParams Params);// 0x40a6134 void DrawTextToTextureRenderTarget2DAsync(out const DrawTextToTextureRenderTarget2DParams Params, out const delegate OnWidgetToRenderTargetDrawn);// 0x3669f90 -------------------------------- Class: TextureRenderTarget2DManagerWidgetInfo class UserWidget* UserWidgetClass;//[Offset: 0x0, Size: 40] class UserWidget* LoadedUserWidgetClass;//[Offset: 0x28, Size: 4] UserWidget* UserWidget;//[Offset: 0x2c, Size: 4] FName UpdateWidgetFunctionName;//[Offset: 0x30, Size: 8] -------------------------------- Class: DrawTextToTextureRenderTarget2DParams FText Text;//[Offset: 0x0, Size: 12] FName WidgetName;//[Offset: 0x10, Size: 8] int DrawWidth;//[Offset: 0x18, Size: 4] int DrawHeight;//[Offset: 0x1c, Size: 4] TextureRenderTarget2D* OptionalInOutTextureRenderTarget2D;//[Offset: 0x20, Size: 4] bool bMaterialInstanceDynamicCreated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] MaterialInterface* ParentMaterial;//[Offset: 0x28, Size: 40] FName TextureParameterName;//[Offset: 0x50, Size: 8] MaterialInstanceDynamic* OptionalInOutMaterialInstanceDynamic;//[Offset: 0x58, Size: 4] FString Payload;//[Offset: 0x5c, Size: 12] bool bParamsCached;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] -------------------------------- Class: GameStateWeaponRule bool bForbidShootTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float CheckForbidShootTime;//[Offset: 0x4, Size: 4] class Actor[] ForbidShootClassArray;//[Offset: 0x8, Size: 12] class Actor[] SwallowBulletClassArray;//[Offset: 0x14, Size: 12] -------------------------------- Class: AirAttackOrder uint16 waveIndex;//[Offset: 0x4, Size: 2] float FlightHeight;//[Offset: 0x8, Size: 4] float SeaLevelHeight;//[Offset: 0xc, Size: 4] uint32[] bombsInterval;//[Offset: 0x10, Size: 12] uint16 BombBaseDamage;//[Offset: 0x1c, Size: 2] uint16 BombMinDamage;//[Offset: 0x1e, Size: 2] Vector2D[] bombsPosition2D;//[Offset: 0x2c, Size: 12] -------------------------------- Class: GameModeParms SubSystemConfig SSC_DeferredExitGame;//[Offset: 0x0, Size: 24] SubSystemConfig SSC_RecallTeammate;//[Offset: 0x18, Size: 24] SubSystemConfig SSC_RescueHelicopter;//[Offset: 0x30, Size: 24] SubSystemConfig SSC_HeavyWeapon;//[Offset: 0x48, Size: 24] SubSystemConfig SSC_TDMHardPoint;//[Offset: 0x60, Size: 24] SubSystemConfig SSC_VisualField;//[Offset: 0x78, Size: 24] SubSystemConfig SSC_WorldActorFlag;//[Offset: 0x90, Size: 24] SubSystemConfig SSC_SuperCold;//[Offset: 0xa8, Size: 24] SubSystemConfig SSC_ARWeaponManager;//[Offset: 0xc0, Size: 24] -------------------------------- Class: SubSystemConfig enum SubSystemId;//[Offset: 0x0, Size: 1] bool bEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] enum ConstructType;//[Offset: 0x2, Size: 1] class Object* SubSystemClass;//[Offset: 0x4, Size: 4] DynamicCompConfig DCC_PlayerController;//[Offset: 0x8, Size: 8] DynamicCompConfig DCC_PlayerPawn;//[Offset: 0x10, Size: 8] -------------------------------- Class: DynamicCompConfig bool bIsServerOnly;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] class Object* DynamicCompClass;//[Offset: 0x4, Size: 4] -------------------------------- Class: STExtraPlayerStart.PlayerStart.NavigationObjectBase.Actor.Object bool bAutoResetOccupiedMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308, Size: 1] float ResetOccupiedMarkTime;//[Offset: 0x30c, Size: 4] bool bUseAsStandAlone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] int PlayerBornPointID;//[Offset: 0x314, Size: 4] bool CheckEverUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318, Size: 1] bool bMarkOccupied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319, Size: 1] int CampID;//[Offset: 0x31c, Size: 4] int TeamID;//[Offset: 0x320, Size: 4] bool IsEverUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x324, Size: 1] bool CreativeModeCustom;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x325, Size: 1] void SetMarkOccupied();// 0x3520a4c void ReSetMarkOccupied();// 0x3520a38 bool IsMarkOccupied();// 0x3520a10 -------------------------------- Class: PlayerStart.NavigationObjectBase.Actor.Object FName PlayerStartTag;//[Offset: 0x300, Size: 8] -------------------------------- Class: BornPlayerStartData int BornPointID;//[Offset: 0x0, Size: 4] STExtraPlayerStart*[] PlayerStarts;//[Offset: 0x4, Size: 12] -------------------------------- Class: GameStatisComponent.ActorComponent.Object bool IsIngameLikeManagerRevenge(uint64 FriendUID, uint64 OpponentUID);// 0x325bcd4 void InitTLogDamageToPlayerCount();// 0x325bcc0 void InitPlayerHatredStatis();// 0x310e630 void InitIngameTeammateLabelDamageCheck(float DamgeTriggerMin, float DamgeTriggerMax);// 0x325bc04 void InitCarryBackDamageStatis();// 0x325bbf0 void InitAchievementDamageCount();// 0x325bbdc int GetTLogDamageToPlayerCount(uint64 UId);// 0x325bb58 float GetDamageTakenWhenCarrying(uint64 UId);// 0x325bad4 float GetDamageTakenWhenBeingCarried(uint64 UId);// 0x325ba50 float GetDamageTakenAchievement(uint64 UId);// 0x325b9cc void ClearDamageTakenWhenCarrying(uint64 UId);// 0x325b950 void ClearDamageTakenWhenBeingCarried(uint64 UId);// 0x325b8d4 -------------------------------- Class: ItemsBoxConfigDataAsset.DataAsset.Object DataTable* DataBase;//[Offset: 0x20, Size: 4] FString TablePath;//[Offset: 0x24, Size: 12] ItemsBoxConfigDataAssetConfigGroup[] AirDropBoxGroupConfigs;//[Offset: 0x30, Size: 12] ItemsBoxConfigDataAssetConfigGroup[] SuperAirDropBoxGroupConfigs;//[Offset: 0x3c, Size: 12] ItemsBoxConfigDataAssetConfigGroup[] TreasureBoxGroupConfigs;//[Offset: 0x48, Size: 12] ItemsBoxConfigDataAssetConfigGroup[] UAVAirDropBoxGroupConfigs;//[Offset: 0x54, Size: 12] AirDropBoxGenerateWrapperItemData[] GetUAVAirDropBoxGenerateDataList(int GroupIndex);// 0x32a9970 AirDropBoxGenerateWrapperItemData[] GetTreasureBoxGenerateDataList(FString GroupName);// 0x32a9790 AirDropBoxGenerateWrapperItemData[] GetTargetItemsDataFromTableByCategoryFilter(FString CategoryFilter);// 0x32a95b0 AirDropBoxGenerateWrapperItemData[] GetSuperAirDropBoxGenerateDataList();// 0x32a94f0 AirDropBoxGenerateWrapperItemData[] GetAirDropBoxGenerateDataList();// 0x32a9430 -------------------------------- Class: ItemsBoxConfigDataAssetConfigGroup FString GroupName;//[Offset: 0x0, Size: 12] ItemsBoxConfigDataAssetConfigItem[] ConfigItems;//[Offset: 0xc, Size: 12] -------------------------------- Class: ItemsBoxConfigDataAssetConfigItem float ProbabilityPercent;//[Offset: 0x0, Size: 4] FString CategoryFilter;//[Offset: 0x4, Size: 12] -------------------------------- Class: GameModeParam float Radius0;//[Offset: 0x0, Size: 4] float Radius1;//[Offset: 0x4, Size: 4] float Radius3;//[Offset: 0x8, Size: 4] bool bUsingPolygon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] float Radius2;//[Offset: 0x10, Size: 4] Vector2D[] PolygonPoints;//[Offset: 0x14, Size: 12] float BlueCircleRadius;//[Offset: 0x20, Size: 4] Vector MapCenter;//[Offset: 0x24, Size: 12] float PlaneSpeed;//[Offset: 0x30, Size: 4] float PlaneHeight;//[Offset: 0x34, Size: 4] float CanOpenParachuteHeight;//[Offset: 0x38, Size: 4] float ForceOpenParachuteHeight;//[Offset: 0x3c, Size: 4] float CloseParachuteHeight;//[Offset: 0x40, Size: 4] bool bCrossCenter;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44, Size: 1] float CrossCenterRadius;//[Offset: 0x48, Size: 4] float FixedJumpPointRate;//[Offset: 0x4c, Size: 4] -------------------------------- Class: GameModeDataAsset.DataAsset.Object float[] Probabilities;//[Offset: 0x20, Size: 12] GameModeParam[] GameModeParams;//[Offset: 0x2c, Size: 12] -------------------------------- Class: MonsterProbeComponent.GameModeProbeComponent.ActorComponent.Object int TimeToSpawnPawn;//[Offset: 0xbc, Size: 4] SpawnGroupItemInfo[] SpawnGroupInfoList;//[Offset: 0xc0, Size: 12] PawnTableData;//[Offset: 0xcc, Size: 60] void InitialItemTable();// 0x32dc03c -------------------------------- Class: GameModeProbeComponent.ActorComponent.Object -------------------------------- Class: SpawnGroupItemInfo int PawnGroupID;//[Offset: 0x0, Size: 4] int PawnID;//[Offset: 0x4, Size: 4] int PawnPercent;//[Offset: 0x8, Size: 4] -------------------------------- Class: SpawnTableData int PawnID;//[Offset: 0x0, Size: 4] FString PathName;//[Offset: 0x4, Size: 12] -------------------------------- Class: AIWorldSoundManagerComponent.ActorComponent.Object SoundConfig;//[Offset: 0xc4, Size: 60] MlAISoundConfig;//[Offset: 0x100, Size: 60] enum[] HearSoundCharacterTypes;//[Offset: 0x13c, Size: 12] AIWorldVolume* AIWorldVolume;//[Offset: 0x148, Size: 8] void SetEnableMlAIPlayerHearSound(bool IsEnable);// 0x30bf01c void ProduceSoundInPos(enum soundType, out const Vector pos, Actor* SourceActor);// 0x30bef0c void OnProjectileExplode(Actor* Projectile);// 0x30bee94 -------------------------------- Class: SoundConfig float TransDist;//[Offset: 0x0, Size: 4] bool bSetBlackboardValue;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] FName[] BlackboardNameList;//[Offset: 0x8, Size: 12] -------------------------------- Class: SeasonStatueBase.Actor.Object void SetStatueBaseInfo(out const StatueBaseParam Param, out const SeasonStatueData[] StatueInfo);// 0x3396be0 -------------------------------- Class: StatueBaseParam FString MatPath;//[Offset: 0x0, Size: 12] FString TeamFlag;//[Offset: 0xc, Size: 12] FString TeamName;//[Offset: 0x18, Size: 12] -------------------------------- Class: GameModeState.Object float StateTime;//[Offset: 0x30, Size: 4] BattleRoyaleGameMode* OwningGameMode;//[Offset: 0x34, Size: 4] GameStateBase* OwningGameState;//[Offset: 0x38, Size: 4] void SetLeftTime(int InLeftTime);// 0x32519bc void GotoNextState();// 0x32519a0 int64 GetLeftTime();// 0x3251978 -------------------------------- Class: EventReportComponent.ActorComponent.Object EnabledCollectedEventDataEventIds;//[Offset: 0xbc, Size: 60] UAEGameMode* GameMode;//[Offset: 0xf8, Size: 4] CollectedEventTableMap;//[Offset: 0xfc, Size: 60] -------------------------------- Class: CollectedEvent_TabRes int EventId;//[Offset: 0x0, Size: 4] bool bWeSeeNeeded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] -------------------------------- Class: AIProbeComponent.GameModeProbeComponent.ActorComponent.Object -------------------------------- Class: WorldLevelProbeComponent.GameModeProbeComponent.ActorComponent.Object class Actor[] IgnoreClassesNeverRemove;//[Offset: 0xbc, Size: 12] bool IsIgnoreLastCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc8, Size: 1] void ResetVisibleLevels();// 0x366e98c void OutSetWorldAlwaysVisible(int SetLoadType);// 0x366e914 void OutSetLevelVisibleInfo(Vector[] Center, float[] VisibleRadius);// 0x366e6a0 -------------------------------- Class: AIGroupManagerComponent.ActorComponent.Object AnimalGroupRespawnConfig[] AnimalGroupRespawnConfig;//[Offset: 0xbc, Size: 12] AIActingComponent* AIActingComp;//[Offset: 0x140, Size: 8] -------------------------------- Class: AnimalGroupRespawnConfig enum AnimalType;//[Offset: 0x0, Size: 1] AnimalGroupRespawnNumProbability[] AnimalGroupRespawnNumProbability;//[Offset: 0x4, Size: 12] float NoBlueCircleRadius;//[Offset: 0x10, Size: 4] float CheckPlayerRadius;//[Offset: 0x14, Size: 4] float EndRespawnTime;//[Offset: 0x18, Size: 4] int TryFindSpawnLocNum;//[Offset: 0x1c, Size: 4] FString[] ValidTraceActorIncludeName;//[Offset: 0x20, Size: 12] Vector AnimalGenerateOffset;//[Offset: 0x2c, Size: 12] class STAnimalCharacter* AnimalCharacterClass;//[Offset: 0x38, Size: 40] -------------------------------- Class: AnimalGroupRespawnNumProbability uint32 AnimalNum;//[Offset: 0x0, Size: 4] int Weight;//[Offset: 0x4, Size: 4] -------------------------------- Class: STAnimalCharacter.STExtraSimpleCharacterBase.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object AnimalStateMutual[] AnimalStateMutuals;//[Offset: 0xd1c, Size: 12] SimulateSyncSmoothComponent* SimulateSyncSmooth;//[Offset: 0xd2c, Size: 4] InterpMovementComponent* InterpMovement;//[Offset: 0xd30, Size: 4] WidgetComponent* AnimalInfoWidget;//[Offset: 0xd34, Size: 4] Vector RelativeLocation;//[Offset: 0xd38, Size: 12] class UserWidget* WidgetClass;//[Offset: 0xd44, Size: 4] bool bUseMediumRegionSize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd48, Size: 1] AnimalAnimListComponent* _AnimListComponent;//[Offset: 0xd4c, Size: 4] STAnimalAnimInstance* _AnimInstance;//[Offset: 0xd50, Size: 4] ProduceDropItemComponent* ProduceDropItemComponent;//[Offset: 0xd54, Size: 4] int AnimalGroupID;//[Offset: 0xd58, Size: 4] enum AnimalType;//[Offset: 0xd66, Size: 1] AnimalStateSpeeds;//[Offset: 0xd68, Size: 60] float HearRadius;//[Offset: 0xda4, Size: 4] SkeletalMesh*[] RandomMeshs;//[Offset: 0xda8, Size: 12] MaterialInterface*[] RandomMaterials;//[Offset: 0xdb4, Size: 12] delegate CustomObjectEvent;//[Offset: 0xdc0, Size: 12] ParticleSystem* FootPrintRes;//[Offset: 0xdcc, Size: 4] ParticleSystemComponent* FootPrintParticleSys;//[Offset: 0xdd0, Size: 4] FName AttachedSocket;//[Offset: 0xdd8, Size: 8] float MovementTickInterval;//[Offset: 0xde0, Size: 4] void ShowFootPrintEffect(bool IsEnabled);// 0x33e0c7c void SetExtendData(FString Key, int Value);// 0x33e0ad8 void HandleDynamicWeatherChanged(DynamicWeatherMgr* WeatherMgr, out const WeatherChangeEvent Event);// 0x33e0a08 WeatherDetailStatus GetCurrentWeatherStatus();// 0x33e09c0 void DisappearOnDeath();// 0x33e09a4 void ClearOnDeath(Controller* EventInstigater, int DamageType);// 0x33e08e0 void BeforeDestroyed();// 0x33e08c4 -------------------------------- Class: STExtraSimpleCharacterBase.STExtraCharacter.UAECharacter.Character.Pawn.Actor.Object float MaxRememberEnemyTimeInSeconds;//[Offset: 0xc68, Size: 4] float MinTimeLockTarget;//[Offset: 0xc6c, Size: 4] float MinTimeWhenCannotSeeTarget;//[Offset: 0xc70, Size: 4] float SensedRadius;//[Offset: 0xc74, Size: 4] float MinTimeLockHeardEnemy;//[Offset: 0xc78, Size: 4] float HeardRadius;//[Offset: 0xc7c, Size: 4] float DelayHideDuration;//[Offset: 0xc80, Size: 4] bool IsHurting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc84, Size: 1] bool IsTurning;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc85, Size: 1] Vector HurtDir;//[Offset: 0xc88, Size: 12] float HurtDistance;//[Offset: 0xc94, Size: 4] float HurtResetDefaultTime;//[Offset: 0xc98, Size: 4] StateMutual[] StateMutuals;//[Offset: 0xca4, Size: 12] delegate StateEnterEvent;//[Offset: 0xcb0, Size: 12] delegate StateLeaveEvent;//[Offset: 0xcbc, Size: 12] delegate OnDeath;//[Offset: 0xcdc, Size: 12] SimpleDamageRepData SimpleDamageRepData;//[Offset: 0xce8, Size: 24] int[] randomIndexes;//[Offset: 0xd00, Size: 12] SimpleAnimListBaseComponent* AnimListComponent;//[Offset: 0xd0c, Size: 4] STExtraSimpleAnimInstanceBase* AnimInstance;//[Offset: 0xd10, Size: 4] byte NetRelevantType;//[Offset: 0xd14, Size: 1] void SetNetRelevantType(byte InType);// 0x35448e0 void OnRep_SimpleDamageData();// 0x35448cc void DisappearOnDeath();// 0x33e09a4 void CurrentStatesRemove(int State);// 0x354484c void CurrentStatesAdd(int State);// 0x35447cc void ClearOnDeath(Controller* EventInstigater, int DamageType);// 0x33e08e0 void BroadcastClientsSimulateVehicleDamage(float BaseDamage, const VehicleDamageEvent VehicleDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3544550 void BroadcastClientsSimulateRadialDamage(float BaseDamage, const RadialDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3544268 void BroadcastClientsSimulatePoisonDamage(float BaseDamage, const PoisonDamageEvent PoisonDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3543fec void BroadcastClientsSimulatePointDamage(float BaseDamage, const STPointDamageEvent PointDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHeath, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3543d70 void BroadcastClientsSimulateMeleeDamage(float BaseDamage, const MeleeDamageEvent MeleeDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3543ae0 void BroadcastClientsSimulateFallingDamage(float BaseDamage, const FallingDamageEvent FallingDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3543864 void BroadcastClientsSimulateDrowningDamage(float BaseDamage, const DrowningDamageEvent DrowningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x35435e8 void BroadcastClientsSimulateBurningDamage(float BaseDamage, const STBurningDamageEvent BurningDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3543360 void BroadcastClientsSimulateAirAttackDamage(float BaseDamage, const STAirAttackRadialDamageEvent AirAttackDamageEvent, Pawn* DamageInstigatorPawn, float ServerCurHealth, bool _isFatalHealthCost, bool IsHeadShotDamage);// 0x3543078 void BPNotifyStartDying(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x40a6134 void BPNotifyDeathEnd(Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x40a6134 void BPDie(float KillingDamage, const Controller* EventInstigator, Actor* DamageCauser, out const DamageEvent DamageEvent);// 0x3542f04 -------------------------------- Class: AnimalStateMutual enum state1;//[Offset: 0x0, Size: 1] enum state2;//[Offset: 0x1, Size: 1] -------------------------------- Class: InterpMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object float MaxMoveSpeed;//[Offset: 0x124, Size: 4] bool bUseDirectionAdjustVelocity;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x128, Size: 1] float ScalePower;//[Offset: 0x12c, Size: 4] bool bUseRVOAvoidance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x130, Size: 1] float AvoidanceWeight;//[Offset: 0x134, Size: 4] float AvoidanceConsiderationRadius;//[Offset: 0x138, Size: 4] NavAvoidanceMask AvoidanceGroup;//[Offset: 0x13c, Size: 4] NavAvoidanceMask GroupsToAvoid;//[Offset: 0x140, Size: 4] NavAvoidanceMask GroupsToIgnore;//[Offset: 0x144, Size: 4] bool bHasRequestedMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x148, Size: 1] Vector RequestedVelocity;//[Offset: 0x14c, Size: 12] Character* CharacterOwner;//[Offset: 0x158, Size: 4] int AvoidanceUID;//[Offset: 0x16c, Size: 4] -------------------------------- Class: AnimalAnimListComponent.SimpleAnimListBaseComponent.UAEAnimListComponentBase.ActorComponent.Object AnimalAnimData[] AnimalAnimDatas;//[Offset: 0x1e0, Size: 12] AnimalMoveAnimSpeed[] AnimalMoveAnimSpeeds;//[Offset: 0x1ec, Size: 12] -------------------------------- Class: SimpleAnimListBaseComponent.UAEAnimListComponentBase.ActorComponent.Object AnimDataPair[] AnimDataPairs;//[Offset: 0x174, Size: 12] CurveFloat* hitPoseAndDistanceCurve;//[Offset: 0x180, Size: 4] moveAnimSpeed;//[Offset: 0x184, Size: 60] float PlayMoveDeathMinimumDist;//[Offset: 0x1c0, Size: 4] delegate OnAnimLoadedFinished;//[Offset: 0x1c4, Size: 12] void SortAnimations();// 0x33af73c void RemoveChildComponent(UAEAnimListComponentBase* ChildComponent);// 0x318864c void OnAsyncLoadingFinished(AsyncLoadAnimParams loadAnimParams);// 0x33af4b8 void AddChildComponent(UAEAnimListComponentBase* ChildComponent, int Layer);// 0x33af3f4 -------------------------------- Class: AnimalAnimData enum PoseType;//[Offset: 0x0, Size: 4] AnimationAsset* AnimSoftPtr;//[Offset: 0x8, Size: 40] -------------------------------- Class: AnimalMoveAnimSpeed enum PoseType;//[Offset: 0x0, Size: 4] float Speed;//[Offset: 0x4, Size: 4] -------------------------------- Class: AnimDataPair int PoseTypeID;//[Offset: 0x0, Size: 4] AnimationAsset* AnimSoftPtr;//[Offset: 0x8, Size: 40] -------------------------------- Class: AsyncLoadAnimParams -------------------------------- Class: STAnimalAnimInstance.STExtraSimpleAnimInstanceBase.AnimInstance.Object bool b_Hit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x334, Size: 1] bool b_Moving;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x335, Size: 1] bool b_Trot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x336, Size: 1] bool b_Running;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x337, Size: 1] float f_MoveRate;//[Offset: 0x338, Size: 4] Vector v_HitVector;//[Offset: 0x33c, Size: 12] bool b_IsFighting;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x348, Size: 1] AnimSequence* A_Idle;//[Offset: 0x34c, Size: 4] AnimMontage* A_Idle_Arder;//[Offset: 0x350, Size: 4] AnimSequence* A_MoveAnim_Walk;//[Offset: 0x354, Size: 4] AnimSequence* A_MoveAnim_Trot;//[Offset: 0x358, Size: 4] AnimSequence* A_MoveAnim_Run;//[Offset: 0x35c, Size: 4] BlendSpace* A_HitAnim;//[Offset: 0x360, Size: 4] AnimMontage* A_DeadAnim;//[Offset: 0x364, Size: 4] AnimMontage* A_FearAnim;//[Offset: 0x368, Size: 4] AnimMontage* A_CuteAnim;//[Offset: 0x36c, Size: 4] void ResetAnimState();// 0x30eb1a4 void OnPawnDeadEvent(STExtraSimpleCharacterBase* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, int DamageType, bool IsPointDamage);// 0x33dfec0 void OnLeaveState(int State);// 0x33dfe40 void OnEnterState(int State);// 0x33dfdc0 void OnAnimListLoadedFinished(AsyncLoadAnimParams loadAnimParams);// 0x33dfb34 void CacheAnimState(float DeltaSeconds);// 0x30f0284 void CacheAnimDataList(bool ForceRefreshVar);// 0x33dfaac -------------------------------- Class: STExtraSimpleAnimInstanceBase.AnimInstance.Object STExtraSimpleCharacterBase* OwnerCharacter;//[Offset: 0x2f0, Size: 4] FString OwnerClassPath;//[Offset: 0x304, Size: 12] bool EnableAdjustFloorNormal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x31c, Size: 1] Rotator AdjustFloorRot;//[Offset: 0x320, Size: 12] float AdjustFloorDelta;//[Offset: 0x32c, Size: 4] void ResetAnimState();// 0x30eb1a4 void OnPawnDeadEvent(STExtraSimpleCharacterBase* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, int DamageType, bool IsHeadShotDamage);// 0x33dfec0 void OnLeaveState(int State);// 0x33dfe40 void OnEnterState(int State);// 0x33dfdc0 void OnAnimListLoadedFinished(AsyncLoadAnimParams loadAnimParams);// 0x33dfb34 void CacheAnimState(float DeltaSeconds);// 0x30f0284 void CacheAnimDataList(bool ForceRefreshVar);// 0x33dfaac -------------------------------- Class: ProduceDropItemComponent.LuaActorComponent.ActorComponent.Object CustomDropRule CustomDropRule;//[Offset: 0x150, Size: 3] HitResult GroundHitInfo;//[Offset: 0x158, Size: 136] int produceID;//[Offset: 0x1e0, Size: 4] float DropGroundItemLifeSpan;//[Offset: 0x1e4, Size: 4] bool IsDropped;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1e8, Size: 1] PickUpWrapperActor*[] GenerateActorList;//[Offset: 0x1ec, Size: 12] int GridStep;//[Offset: 0x1f8, Size: 4] int StartAngle;//[Offset: 0x1fc, Size: 4] int TotalAngle;//[Offset: 0x200, Size: 4] bool bFannedDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x204, Size: 1] float AngleInterval;//[Offset: 0x208, Size: 4] int RadiusIncrement;//[Offset: 0x20c, Size: 4] STExtraCharacter* OwnerPawn;//[Offset: 0x210, Size: 4] bool IsDropSuc;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x214, Size: 1] int[] DropPlanIDList;//[Offset: 0x218, Size: 12] int[] NightDropPlanIDList;//[Offset: 0x224, Size: 12] int[] DayDropPlanIDList;//[Offset: 0x230, Size: 12] class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x23c, Size: 4] float TombBoxLifeTime;//[Offset: 0x250, Size: 4] bool bCheckCriticalDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x254, Size: 1] AkAudioEvent* CriticalDropAudioEvent;//[Offset: 0x258, Size: 4] int CriticalDropCheckPercent;//[Offset: 0x25c, Size: 4] ParticleSystem* DropGroundEffect;//[Offset: 0x260, Size: 40] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x288, Size: 1] Transform DropGroundEffectTransform;//[Offset: 0x290, Size: 48] float DropGroundItemLifeOverride;//[Offset: 0x2c0, Size: 4] bool IsAutoDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2c4, Size: 1] float startHeight;//[Offset: 0x2c8, Size: 4] bool bIsIgonreSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2cc, Size: 1] float DropGroundEffectLifeSpan;//[Offset: 0x2d0, Size: 4] bool DropGroundInRandomCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2d4, Size: 1] Vector DropGroundCenterOffest;//[Offset: 0x2d8, Size: 12] float DropGroundOuterCircleRadius;//[Offset: 0x2e4, Size: 4] float DropGroundInnerCircleRadius;//[Offset: 0x2e8, Size: 4] float DropGroundStartAndgle;//[Offset: 0x2ec, Size: 4] float DropGroundEndAngle;//[Offset: 0x2f0, Size: 4] bool bDropGroundAngleRange;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f4, Size: 1] Vector2D[] DropGroundAngleRangeList;//[Offset: 0x2f8, Size: 12] float TraceGroundPointZOffset;//[Offset: 0x304, Size: 4] bool bDropedByPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x308, Size: 1] bool bHideDeadTombBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x309, Size: 1] int OpenDropGroundEffect;//[Offset: 0x30c, Size: 4] int RandomDropGroundEffect;//[Offset: 0x310, Size: 4] float MaxTraceDist;//[Offset: 0x314, Size: 4] bool bUseDropCurveAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x318, Size: 1] bool bUseDropCurveAnim_DropToTombBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x319, Size: 1] delegate OnItemSpawned;//[Offset: 0x31c, Size: 12] delegate OnFinalEffectiveDropRulesGenerated;//[Offset: 0x328, Size: 12] DropItemCurveAnimComponent* DropItemCurveAnimComponent;//[Offset: 0x334, Size: 4] bool IsFoeceNotTrainingMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1] void StartDropWithDropDataByLocation(out const DropPropData[] PropData, Vector Location);// 0x335f778 void StartDropWithDropData(Actor* DeadCharacter, Controller* Killer, out const DropPropData[] PropData);// 0x335f624 void StartDropToPosition(Vector DestinPos, Character* KillerPawn, Actor* DeadPawn, bool InTraceGround);// 0x335f4d8 void StartDrop(Actor* DeadCharacter, Controller* Killer);// 0x335f41c void SetProduceID(int produceID);// 0x335f3a8 void SetNightDropPlanIDList(out int[] DayIdList, out int[] NightIdList);// 0x335f244 void SetDropPlanIDList(out int[] IDList);// 0x335f178 void SetDropItemLifeSpan(int ItemTime);// 0x335f100 void RandomCircleDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans, Actor* IgnorePawn, Actor* KillerActor);// 0x335ef10 void OnOwnerPawnDead(STExtraSimpleCharacter* DeadCharacter, Controller* Killer, Actor* DamageCauser, out const HitResult KillingHitInfo, Vector KillingHitImpulseDir, class DamageType KillingHitDamageType);// 0x335ed10 void NineGridDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans);// 0x335eba0 FString GetWrapperActorPath(ItemDefineID DefineID);// 0x32a5054 class Object GetWrapperActorClass(ItemDefineID DefineID);// 0x32a4fbc PickUpWrapperActor*[] GetGenerateWrapperList();// 0x335ea84 FString GetDropItemCfgList(out DropItemConfig[] DropList);// 0x335e928 int GetCountStrNum(FString CountStr);// 0x32a3e84 FString GenerateDropItemByOwner(out DropPropData[] FinalDropItems);// 0x335e7d4 FString GenerateDropItemByCfg(out DropPropData[] FinalDropItems);// 0x335e680 void FannedDrop(out const PickUpItemData[] PropDatas, Transform PawnTrans);// 0x335e510 PlayerTombBox* DropToTreasureBox(out const DropPropData[] PropData, Actor* TargetActor, FString BoxName, enum BoxType, Vector Offset, bool bIsAutoExpand, bool bFixBoxName);// 0x335e194 void DropToTombBox(out const PickUpItemData[] PropData, Character* DeadPawn);// 0x335e098 void DropToTarget(ItemDefineID DefineID, int Count, BackpackComponent* BackPack);// 0x335df80 Actor* DropToGround(out const PickUpItemData PropData, Transform WrapperTrans, Vector StartPos, bool ShowGroundEffect);// 0x335dcd0 void DropToCommonTreasureBox(Actor* Producer);// 0x3335b38 void DropToCommonLootBox(Actor* Producer, Transform BoxTrans, FString BoxName, enum BoxType, CommonTreasureBox* CommonTreasureBox);// 0x335d9f0 void DropOutPropsNearActor(out const DropPropData[] PropDataList, Actor* StartActor);// 0x335d8cc void DropOutProps(out const DropPropData[] PropData, Character* KillerPawn, Actor* DeadPawn);// 0x335d76c void CalcDropItemListByDropRuleByCfg(out const DropItemConfig DropRuleCfg, out DropPropData[] DropItemList, out DropItemConfig[] FinalEffectiveDropRules);// 0x335d59c void CalcDropItemListByDropRule(out DropPropData[] DropItemList, int DropPlanId);// 0x335d480 -------------------------------- 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 bool bUseClientSelfLocation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] Vector2D RangeHigh;//[Offset: 0xc0, Size: 8] Vector CustomStartOffset;//[Offset: 0xc8, Size: 12] bool bUsePickUpSelfEffect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd4, Size: 1] bool UseTrailParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd5, Size: 1] bool ClientDropOneByOne;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd6, Size: 1] float ClientDropOneByOneInterval;//[Offset: 0xd8, Size: 4] float CustomGravity;//[Offset: 0xdc, Size: 4] float TrailParticleDelayTime;//[Offset: 0xe0, Size: 4] float LandDirectlyAfterTheReplicatedTime;//[Offset: 0xe4, Size: 4] float ParticleScale;//[Offset: 0xe8, Size: 4] ParticleSystem* DropTailsParticle;//[Offset: 0xf0, Size: 40] ParticleSystem* RareDropTailsParticle;//[Offset: 0x118, Size: 40] ParticleSystem* DropTailsParticleSystem;//[Offset: 0x140, Size: 4] ParticleSystem* RareDropTailsParticleSystem;//[Offset: 0x144, Size: 4] RareDropItemSet;//[Offset: 0x148, Size: 60] bool bUseDropGroundParticle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x184, Size: 1] float DropGroundParticleLifeTime;//[Offset: 0x188, Size: 4] ParticleSystem* DropGroundParticle;//[Offset: 0x190, Size: 40] ParticleSystem* DropGroundParticleSystem;//[Offset: 0x1b8, Size: 4] DropGroupContainer[] ItemGroupList;//[Offset: 0x1bc, Size: 12] CurveFloat* AnimCurve;//[Offset: 0x1c8, Size: 4] bool bUseAnimCurve;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1cc, Size: 1] void OnDropTailsLoadFinsh2(int GroupID, bool bRare);// 0x31dc094 void OnDropGroundLoadFinsh();// 0x31dc080 void AddItemClient(int Group, Vector InStartPos, Vector InEndPos, Actor* Target);// 0x31dbf30 void AddDropActorServer(Actor* PickUpWrapper, Vector InStartPos, int UserAddr);// 0x31dbe2c -------------------------------- 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: 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] int KeyID;//[Offset: 0x10, Size: 4] -------------------------------- Class: DropItemConfig int ItemDropPercent;//[Offset: 0x0, Size: 4] int ItemDropRuleID;//[Offset: 0x4, Size: 4] int RandomCount;//[Offset: 0x8, Size: 4] -------------------------------- Class: CommonTreasureBox.PlayerTombBox.LuaActor.Actor.Object void RegisterToCurveAnimComponent();// 0x31aeab8 -------------------------------- Class: StateMutual int state1;//[Offset: 0x0, Size: 4] int state2;//[Offset: 0x4, Size: 4] -------------------------------- Class: SimpleDamageRepData float Damage;//[Offset: 0x0, Size: 4] float CurrentHeath;//[Offset: 0x4, Size: 4] bool IsFatalHealthCost;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool IsHeadShotDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] Pawn* DamageInstigatorPawn;//[Offset: 0xc, Size: 4] Pawn* DamageReceiver;//[Offset: 0x10, Size: 4] int NetCounter;//[Offset: 0x14, Size: 4] -------------------------------- Class: AnimalTeleportComponent.ActorComponent.Object bool bDeliverToInDoorPlayer;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] AnimalDeliverRatingConfig[] ChickDeliverConfig;//[Offset: 0xc0, Size: 12] AnimalDeliverRatingConfig[] DeerDeliverConfig;//[Offset: 0xcc, Size: 12] AnimalDeliverRatingConfig[] GoblinDeliverConfig;//[Offset: 0xd8, Size: 12] AnimalDeliverRatingConfig[] IceDeliverConfig;//[Offset: 0xe4, Size: 12] AnimalDeliverAreaLimit[] DeliveryAreaLimit;//[Offset: 0xf0, Size: 12] AIActingComponent* AIActingComp;//[Offset: 0xfc, Size: 8] AIGroupManagerComponent* AIGroupMgrComp;//[Offset: 0x104, Size: 8] AnimalDeliverConfiguration* GoblinDeliverConfiguration;//[Offset: 0x10c, Size: 4] AnimalDeliverConfiguration* IceDeliverConfiguration;//[Offset: 0x110, Size: 4] DeliveredGoblinPlayers;//[Offset: 0x114, Size: 60] DeliveredIcePlayers;//[Offset: 0x150, Size: 60] DeleverCountPerWave;//[Offset: 0x294, Size: 60] -------------------------------- Class: AnimalDeliverRatingConfig float RightRatingSection;//[Offset: 0x0, Size: 4] uint32 DeliverGroupNumPerWave;//[Offset: 0x4, Size: 4] float DeliverBeginTime;//[Offset: 0x8, Size: 4] float DeliveryWaveInterval;//[Offset: 0xc, Size: 4] float DeliverEndTime;//[Offset: 0x10, Size: 4] uint32 FullFeedLimit;//[Offset: 0x14, Size: 4] float DeliverFreqInterval;//[Offset: 0x18, Size: 4] int DeliverNumEachFreq;//[Offset: 0x1c, Size: 4] DeliverCountByPlayerNum;//[Offset: 0x20, Size: 60] -------------------------------- Class: AnimalDeliverAreaLimit Vector TopLeft;//[Offset: 0x0, Size: 12] Vector BottomRight;//[Offset: 0xc, Size: 12] -------------------------------- Class: AnimalDeliverConfiguration.Object AnimalDeliverStrategy*[] TeamDeliverStrategies;//[Offset: 0x1c, Size: 12] AnimalDeliverStrategy*[] IndividualDeliverStrategies;//[Offset: 0x28, Size: 12] -------------------------------- Class: AnimalDeliverStrategy.Object byte Priority;//[Offset: 0x1c, Size: 1] enum SortStrategy;//[Offset: 0x5c, Size: 1] enum SelectStrategy;//[Offset: 0x5d, Size: 1] -------------------------------- Class: PlaneComponent.ActorComponent.Object int ClassicFlightNo;//[Offset: 0xbc, Size: 4] PlaneDataMap;//[Offset: 0xc0, Size: 60] class Pawn* PlaneClass;//[Offset: 0xfc, Size: 4] bool bEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x100, Size: 1] bool bEnableClassic;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x101, Size: 1] bool bSyncRouteAfterFirst;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x102, Size: 1] PlayerController*[] CachedTotalPlayer;//[Offset: 0x104, Size: 12] AIController*[] CachedTotalAI;//[Offset: 0x110, Size: 12] int FlightTimes;//[Offset: 0x11c, Size: 4] int NotifyEndFlightDelayTime;//[Offset: 0x120, Size: 4] int CustomFlightTimes;//[Offset: 0x130, Size: 4] void StartFlight(int FlightNo);// 0x3332e3c void SetPlaneClassPath(FString PlaneClassPath);// 0x3332d80 void SetFlight(int FlightNo, out Vector StartLoc, out Vector TargetLoc, out Vector2D CanJumpLoc, out Vector2D ForceJumpLoc, float PlaneSpeed, float PlaneHeight);// 0x3332b2c int SetCustomFlight(out Vector StartLoc, out Vector TargetLoc, out Vector2D CanJumpLoc, out Vector2D ForceJumpLoc, float PlaneSpeed, float PlaneHeight);// 0x3332910 void NotifyEndFlight();// 0x33328fc PlaneData GetPlaneDataByFlightNo(int FlightNo);// 0x33326fc void EndPlaneFlightByFlightNo(int FlightNo);// 0x3332684 bool AddPlayerToFlight(PlayerController* PC, int FlightNo);// 0x33325c0 -------------------------------- Class: PlaneData int FlightNo;//[Offset: 0x0, Size: 4] bool bStarted;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] Actor* ThePlane;//[Offset: 0x8, Size: 4] bool bCanJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] Vector PlaneVelocity;//[Offset: 0x10, Size: 12] Vector PlaneStartLoc;//[Offset: 0x1c, Size: 12] Vector PlaneEndLoc;//[Offset: 0x28, Size: 12] Vector2D CanJumpLoc;//[Offset: 0x34, Size: 8] Vector2D ForceJumpLoc;//[Offset: 0x3c, Size: 8] float PlaneHeight;//[Offset: 0x44, Size: 4] int TotalPlayerNum;//[Offset: 0x48, Size: 4] PlayerController*[] TotalPlayers;//[Offset: 0x4c, Size: 12] PlayerController*[] CurPlayers;//[Offset: 0x58, Size: 12] int TotalAINum;//[Offset: 0x64, Size: 4] AIController*[] TotalAIs;//[Offset: 0x68, Size: 12] int CurAINum;//[Offset: 0x74, Size: 4] float FixedJumpPointRate;//[Offset: 0x78, Size: 4] bool bCanFixedJump;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7c, Size: 1] -------------------------------- Class: PlayerRespawnComponent.ActorComponent.Object bool bUseWeaponScheme;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xbc, Size: 1] float DefaultPlayerRespawnTime;//[Offset: 0xc0, Size: 4] float DefaultRespawnInvincibleTime;//[Offset: 0xc4, Size: 4] enum RespawnPointType;//[Offset: 0xc8, Size: 1] bool RespawnKeepAllItems;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc9, Size: 1] int[] RespawnIgnoreKeepItemTypes;//[Offset: 0xcc, Size: 12] int[] RespawnIgnoreKeepItemIds;//[Offset: 0xd8, Size: 12] int[] RespawnNeedReplaceWeaponIds;//[Offset: 0xe4, Size: 12] RespawnReplaceWeaponMap;//[Offset: 0xf0, Size: 60] PlayerRespawnIgnoreItemTypes;//[Offset: 0x12c, Size: 60] RespawnKeepAllItemData CustomRespawnItemData;//[Offset: 0x168, Size: 24] int[] DefaultWeaponList;//[Offset: 0x180, Size: 12] float bRestoreDataDelay;//[Offset: 0x18c, Size: 4] bool bRestoreDataDelayOnRespawnAll;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x190, Size: 1] bool bReCreatePawn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x191, Size: 1] delegate OnGlobalRespawnedDelegate;//[Offset: 0x194, Size: 12] delegate OnRespawnedPlayerDelegate;//[Offset: 0x1a0, Size: 12] BattleRoyaleGameModeBase* OwnerGameMode;//[Offset: 0x29c, Size: 4] Pawn* RespawningPlayerPawn;//[Offset: 0x2a0, Size: 4] void SetRespawnInvincibleTime(float DefaultRespawnInvincibleTimeIn);// 0x3347230 void RespawnAllPlayer();// 0x334721c void RemovePlayerRespawnTimer(uint32 PlayerKey, bool bAI);// 0x3347158 void PlayerDelayAddItem(uint32 PlayerKey, int ItemID);// 0x334709c void OnCharacterStartFire(STExtraWeapon* _, STExtraBaseCharacter* Character);// 0x3346fe0 bool IsContainPlayerTimer(uint32 PlayerKey);// 0x3346f60 void HandlePlayerDisuseItem(uint32 PlayerKey, ItemDefineID DefineID);// 0x3346e90 void HandleCacheWeapon(uint32 PlayerKey, STExtraWeapon* Weapon);// 0x3346dd4 int GetRespawnWeaponBulletNum(out const RespawnKeepAllItemData RespawnKeepAllItemData, int SlotType, int SpecificID);// 0x3346c7c bool GetPlayerRespawnKeepAllItemData(uint32 PlayerKey, bool bAI, out RespawnKeepAllItemData OutRespawnKeepAllItemData, bool bKeepBullet);// 0x3346ac8 float GetDefaultPlayerRespawnTime();// 0x3346aa0 void GenerateRespawnKeepItems(uint32 PlayerKey, bool bAI, out const RespawnKeepAllItemData RespawnKeepAllItemData, bool bForceKeepItems);// 0x33468f4 void DealWithDelayAddItem(uint32 PlayerKey, bool bAddAll, bool bClearAll);// 0x33467e0 void ClearDelayAddItems(uint32 PlayerKey);// 0x3346768 void ClearAllPlayerRespawnTimer();// 0x3346754 void ChangeWeaponSchemeIndex(int InIndex);// 0x309ce54 void AddPlayerRespawnIgnoreKeepItemType(uint32 PlayerKey, bool IsAdd, int ItemType);// 0x3346648 -------------------------------- Class: ReplaceWeaponDataMap ReplaceWeaponDataMap;//[Offset: 0x0, Size: 60] -------------------------------- Class: ReplaceWeaponData int WeaponID;//[Offset: 0x0, Size: 4] BattleItemData WeaponItemData;//[Offset: 0x8, Size: 160] BattleItemData[] WeaponAssociateItemDataList;//[Offset: 0xa8, Size: 12] -------------------------------- Class: RespawnIgnoreItemType -------------------------------- Class: RespawnKeepAllItemData RespawnKeepItemData[] ItemDatas;//[Offset: 0x0, Size: 12] RespawnKeepWeaponData[] WeaponDatas;//[Offset: 0xc, Size: 12] -------------------------------- Class: RespawnKeepItemData int ItemTypeID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] bool TotalNumLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: RespawnKeepWeaponData.RespawnKeepItemData byte WeaponSlot;//[Offset: 0x18, Size: 1] RespawnKeepItemData[] AttachmentDatas;//[Offset: 0x1c, Size: 12] int ClipBulletNum;//[Offset: 0x28, Size: 4] -------------------------------- Class: RespawnItemConfig.DataAsset.Object RespawnItemMajorGroup[] MajorGroupList;//[Offset: 0x20, Size: 12] -------------------------------- Class: RespawnItemMajorGroup int RandomTimes;//[Offset: 0x0, Size: 4] RespawnItemMinorGroup[] MinorGroupList;//[Offset: 0x4, Size: 12] -------------------------------- Class: RespawnItemMinorGroup int RandomWeight;//[Offset: 0x0, Size: 4] RespawnItem[] ItemList;//[Offset: 0x4, Size: 12] -------------------------------- Class: RespawnItem int ItemTableID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] -------------------------------- Class: ShowVehicleComponent.ActorComponent.Object class Actor* VehicleSpotClass;//[Offset: 0xbc, Size: 4] float DropHeightOffset;//[Offset: 0xc0, Size: 4] float LeftTimeToDestroyVehicles;//[Offset: 0xc4, Size: 4] float TimerHzToDestroyVehicles;//[Offset: 0xc8, Size: 4] float LeftTimeToDestroyWingman;//[Offset: 0xcc, Size: 4] float TimerHzToDestroyWingman;//[Offset: 0xd0, Size: 4] Actor*[] VehicleSpotActors;//[Offset: 0xd4, Size: 12] VehicleContainers;//[Offset: 0x104, Size: 60] WingmanMap;//[Offset: 0x148, Size: 60] void ShowWingmanFor(uint32 InPlayerKey, FString InWingmanClassPath, out const Transform InWingmanSpawnTransform);// 0x33aed90 void ShowVehicleFor(uint32 InPlayerKey, FString InVehiclePath, FString InVehicleContainerPath, int InAvatarID);// 0x33aebc0 void OnGameModeStateChanged(out const GameModeStateChangedParams InParams);// 0x33aeb30 void DestroyWingman();// 0x33aeb1c void DestroyVehicleFor(uint32 InPlayerKey);// 0x33aeaa4 -------------------------------- Class: PlaneTypes int SeasonIdx;//[Offset: 0x0, Size: 4] FString PlaneClassFullPath;//[Offset: 0x4, Size: 12] -------------------------------- 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: ItemAttach int BaseItemID;//[Offset: 0x0, Size: 4] AddItemInfo[] AttachItemList;//[Offset: 0x4, Size: 12] -------------------------------- Class: AddItemInfo int AddItemID;//[Offset: 0x0, Size: 4] int AddItemNum;//[Offset: 0x4, Size: 4] bool TotalNumLimit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: RespawnItemConfigInst int RandomWeight;//[Offset: 0x0, Size: 4] class RespawnItemConfig* RespawnItemConfigClass;//[Offset: 0x4, Size: 4] -------------------------------- Class: FakePlayerCustomComponent.ActorComponent.Object FString tableName;//[Offset: 0xbc, Size: 12] FString FakePlayerCampNameTableName;//[Offset: 0xc8, Size: 12] FString FakePlayerRandomNameTableName;//[Offset: 0xd4, Size: 12] RowMap;//[Offset: 0xe0, Size: 60] FakePlayerCampNameMap;//[Offset: 0x11c, Size: 60] FString[] FakePlayerRandomNamePrefixArray;//[Offset: 0x158, Size: 12] FString[] FakePlayerRandomNameArray;//[Offset: 0x164, Size: 12] void InitRowDataMap();// 0x322d0f0 void InitAIParam(int resID, out GameModeAIPlayerParams OutParam);// 0x322cfec FString GetControllerPath(int resID);// 0x322cee4 -------------------------------- Class: FakePlayerCustomRow int ID;//[Offset: 0x0, Size: 4] FString ControllerPath;//[Offset: 0x4, Size: 12] FString Name;//[Offset: 0x10, Size: 12] int gender;//[Offset: 0x1c, Size: 4] FString ItemStr;//[Offset: 0x20, Size: 12] GameModePlayerItem[] PlayerItems;//[Offset: 0x2c, Size: 12] int IsUseRandomName;//[Offset: 0x38, Size: 4] -------------------------------- Class: DSTickRateOptimize float TickFrequency;//[Offset: 0x0, Size: 4] float NetConsiderFrequency;//[Offset: 0x4, Size: 4] float NetUpdateFrequency;//[Offset: 0x8, Size: 4] float MinNetUpdateFrequency;//[Offset: 0xc, Size: 4] -------------------------------- Class: GroupPlayers uint32[] Players;//[Offset: 0x0, Size: 12] -------------------------------- Class: PVSNetRelevantHelper.Object float MaxVoiceSyncDissquaredDeathMatch;//[Offset: 0x9c, Size: 4] float MaxVoiceSyncDissquaredBR;//[Offset: 0xa0, Size: 4] float MaxVoiceSyncDissquared;//[Offset: 0xa4, Size: 4] bool bEnableVoiceLODSector;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb8, Size: 1] int VoiceLODSectorCircleDivideCount;//[Offset: 0xbc, Size: 4] int VoiceLODSectorBeginDistance;//[Offset: 0xc0, Size: 4] int VoiceLODSectorBeginThickness;//[Offset: 0xc4, Size: 4] enum GameModeModType;//[Offset: 0xc8, Size: 4] float ModdedMinJudgeDistanceSquared;//[Offset: 0xcc, Size: 4] float BaseModMinJudgeDistanceSquared;//[Offset: 0xd0, Size: 4] float MinJudgeDisquared;//[Offset: 0xd4, Size: 4] float MinSprintFootVoiceNeedVelocitySquared;//[Offset: 0xd8, Size: 4] bool bAIVoiceSyncSpecial;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdc, Size: 1] bool bHasDecidedMinJudgeDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xdd, Size: 1] void RegisterObfuscateSync(const UAEPlayerController* PlayerController);// 0x337a8d0 -------------------------------- Class: AIControllerList -------------------------------- Class: AIPawnPoolItem STExtraBaseCharacter* PlayerPawn;//[Offset: 0x0, Size: 4] -------------------------------- Class: RoomCustomParams int CircleSpeedMultiplicator;//[Offset: 0x0, Size: 4] bool bAutoOpendoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4, Size: 1] bool bAutoPickup;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5, Size: 1] bool bAudioVisual;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6, Size: 1] bool bShowSkull;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7, Size: 1] bool bAutoAimAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] bool bGunRemoveBullet;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9, Size: 1] int BlueCircleDamageMultiplicator;//[Offset: 0xc, Size: 4] bool bUseFirstWhiteCircleDelayTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool bUseFirstSafeZoneAppearTime;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] bool bUseFirstWhiteCircleRadiusMultiplicator;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] int FirstWhiteCircleDelayTime;//[Offset: 0x14, Size: 4] int FirstSafeZoneAppearTime;//[Offset: 0x18, Size: 4] int FirstWhiteCircleRadiusMultiplicator;//[Offset: 0x1c, Size: 4] bool EnableRedZone;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] CustomCircleParams[] CustomCircleParamsList;//[Offset: 0x24, Size: 12] bool bFuzzyInformation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x30, Size: 1] -------------------------------- Class: CustomCircleParams int Stage;//[Offset: 0x0, Size: 4] int DelayTime;//[Offset: 0x4, Size: 4] int SafeZoneAppeartime;//[Offset: 0x8, Size: 4] int LastTime;//[Offset: 0xc, Size: 4] int CircleDamage;//[Offset: 0x10, Size: 4] int BlueCircleRadius;//[Offset: 0x14, Size: 4] int WhiteCircleRadius;//[Offset: 0x18, 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: SearchedTombBoxAndWrapperListResult PlayerTombBox* Box;//[Offset: 0x0, Size: 4] SearchedPickUpItemResult[] SearchedPickUpItemResultList;//[Offset: 0x4, Size: 12] -------------------------------- Class: DeathReplayData bool IsValidDeathReplay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] bool IsForCE;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1, Size: 1] FString SelfName;//[Offset: 0x4, Size: 12] FString PlayerName;//[Offset: 0x10, Size: 12] uint64 PlayerUID;//[Offset: 0x20, Size: 8] uint64 MLAIUID;//[Offset: 0x28, Size: 8] int DamageType;//[Offset: 0x30, Size: 4] int SubType;//[Offset: 0x34, Size: 4] FString CauseName;//[Offset: 0x38, Size: 12] FString CauseActionName;//[Offset: 0x44, Size: 12] bool IsBot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x50, Size: 1] bool bIsMLAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x51, Size: 1] bool IsSuicide;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x52, Size: 1] bool bIsDeliver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x53, Size: 1] int AliasID;//[Offset: 0x54, Size: 4] FString AliasTitle;//[Offset: 0x58, Size: 12] FString AliasNation;//[Offset: 0x64, Size: 12] int AliasRank;//[Offset: 0x70, Size: 4] FString AliasPartnerName;//[Offset: 0x74, Size: 12] int AliasPartnerRelation;//[Offset: 0x80, Size: 4] int AliasRankID;//[Offset: 0x84, Size: 4] int SegmentLevel;//[Offset: 0x88, Size: 4] float KDNum;//[Offset: 0x8c, Size: 4] int GameCount;//[Offset: 0x90, Size: 4] int WinCount;//[Offset: 0x94, Size: 4] int TopTenCount;//[Offset: 0x98, Size: 4] int KillNum;//[Offset: 0x9c, Size: 4] float Distance;//[Offset: 0xa0, Size: 4] DeathReplayHitInfo OtherHitInfo;//[Offset: 0xa4, Size: 32] DeathReplayHitInfo SelfHitInfo;//[Offset: 0xc4, Size: 32] -------------------------------- Class: DeathReplayHitInfo float Damage;//[Offset: 0x0, Size: 4] int HitCount;//[Offset: 0x4, Size: 4] int HeadShoot;//[Offset: 0x8, Size: 4] int LimbsShoot;//[Offset: 0xc, Size: 4] int BodyShoot;//[Offset: 0x10, Size: 4] int HandShoot;//[Offset: 0x14, Size: 4] int FootShoot;//[Offset: 0x18, Size: 4] float GunHitRate;//[Offset: 0x1c, Size: 4] -------------------------------- Class: PlayerPosMarkerParam Character* Player;//[Offset: 0x0, Size: 4] float MarkTimeLen;//[Offset: 0x4, Size: 4] int MarkIcon;//[Offset: 0x8, Size: 4] -------------------------------- Class: PUBGDoor.UAENetActor.LuaActor.Actor.Object int iRegionDoor;//[Offset: 0x400, Size: 4] bool EnableForceAutoOpenDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404, Size: 1] bool EnableCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x405, Size: 1] float MaxNetCullDistanceSquared;//[Offset: 0x408, Size: 4] bool EnableRPCCheckDoorState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40c, Size: 1] bool bDebugDraw;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40d, Size: 1] float autoOpenDistanceSquared;//[Offset: 0x410, Size: 4] float autoOpenAngel;//[Offset: 0x414, Size: 4] float forwardSpeedRatio;//[Offset: 0x418, Size: 4] int DoorState;//[Offset: 0x41c, Size: 4] bool DoorBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] float DoorOperateTime;//[Offset: 0x424, Size: 4] StaticMeshComponent* doorMesh;//[Offset: 0x428, Size: 4] BoxComponent* interactionBox;//[Offset: 0x42c, Size: 4] BoxComponent* interForceBox;//[Offset: 0x430, Size: 4] bool bDoubleDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434, Size: 1] int DoorStateEx;//[Offset: 0x438, Size: 4] bool DoorBrokenEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x43c, Size: 1] StaticMeshComponent* doorMeshEx;//[Offset: 0x440, Size: 4] BoxComponent* interactionBoxEx;//[Offset: 0x444, Size: 4] BoxComponent* interForceBoxEx;//[Offset: 0x448, Size: 4] bool bUseDoorWaitPush;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44c, Size: 1] bool bIsFobidUI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44d, Size: 1] bool bIsFobidAI;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x44e, Size: 1] delegate OnDoorBrokenDelegate;//[Offset: 0x450, Size: 12] enum[] DamageableGameObjectTypeList;//[Offset: 0x45c, Size: 12] float NetCullingDistanceOnVeryLowDevice;//[Offset: 0x468, Size: 4] bool bAutoOpenTriggered;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46c, Size: 1] bool bAutoOpenStated;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46d, Size: 1] bool bTriggeredDoor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46e, Size: 1] bool bAutoOpenTriggeredEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x46f, Size: 1] bool bAutoOpenStatedEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x470, Size: 1] bool bTriggeredDoorEx;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x471, Size: 1] Character* PlayerCharacter;//[Offset: 0x474, Size: 4] float autoOpenAngelCosinValue;//[Offset: 0x478, Size: 4] StaticMesh* InitialMesh_C;//[Offset: 0x484, Size: 4] bool bInitedDataBeforeBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488, Size: 1] FName DoorMeshCollisionProfileBeforeBroken;//[Offset: 0x490, Size: 8] FName DoorMeshBoxCollisionProfileBeforeBroken;//[Offset: 0x498, Size: 8] CollisionResponseContainer DoorMeshBoxCollisionResponses;//[Offset: 0x4a8, Size: 32] bool WasBrokenForObjectPoolReset;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c8, Size: 1] void SetDoorBroken(bool bExtraDoor);// 0x3367410 void RefreshUIOnClient();// 0x33673fc void OpenDoorBy(Character* Character, bool extraDoor);// 0x3367338 void OnRep_RepDoorStateEx();// 0x3367324 void OnRep_RepDoorState();// 0x3367310 void OnRep_RepDoorBrokenEx();// 0x33672fc void OnRep_RepDoorBroken();// 0x33672e8 void OnEndOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x33671a0 void OnEndOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex);// 0x3367058 void OnDoorRPC(Character* Character, bool bAimingExtraDoor);// 0x3366f94 void OnBPRespawned();// 0x30b3878 void OnBeginOverlapEx(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x3366d98 void OnBeginOverlap(PrimitiveComponent* activatedComp, Actor* OtherActor, PrimitiveComponent* OtherComp, int OtherBodyIndex, bool bFromSweep, out const HitResult SweepResult);// 0x3366b9c void On_DoorAniFinsih(const BoxComponent* InDoorCheckBox, bool extraDoor);// 0x3366ad8 bool IsSameDoorState(int ClientState);// 0x3366a58 void Init(BoxComponent* interactionBox, StaticMeshComponent* doorMesh, bool inDoubleDoor, BoxComponent* interactionBoxEx, StaticMeshComponent* doorMeshEx, BoxComponent* interForceBox, BoxComponent* interForceBoxEx);// 0x3366834 enum[] GetDamageableGameObjectType();// 0x336676c void ForceNetUpdate();// 0x332aa60 void DeCodeKey();// 0x31acc48 void CloseDoorBy(Character* Character, bool extraDoor);// 0x33666a8 void ClientDoorRPC(int iDoorState, bool bDoorBroken, int iDoorStateEx, bool bDoorBrokenEx);// 0x3366544 void BPSetObjectPoolInitialData();// 0x30b38b0 void BP_DoorBroken(bool isBeginPlay, bool bExtraDoor);// 0x40a6134 void ActionDoorOnClient(int doorStateDst, bool bExtraDoor);// 0x40a6134 void ActionDoorImmediatly(int doorStateDst, bool bExtraDoor);// 0x40a6134 -------------------------------- Class: BackpackEmoteHandle.BattleItemHandleBase.ItemHandleBase.Object AnimationAsset* AnimAsset;//[Offset: 0xf8, Size: 40] float blendTime;//[Offset: 0x120, Size: 4] bool ShowWeaponWhenPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x124, Size: 1] bool bOnlyEmoteActionAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x125, Size: 1] LobbyGenderAnimData[] LobbyEnterEmoteAnimAssetList;//[Offset: 0x128, Size: 12] LobbyGenderAnimData[] LobbyLeaveEmoteAnimAssetList;//[Offset: 0x134, Size: 12] EmoteAnimConfig[] MainCharacterAnimConfig;//[Offset: 0x140, Size: 12] EmoteActionBase*[] EmoteActionList;//[Offset: 0x14c, Size: 12] AkAudioEvent* EmoteSoundStartEvent;//[Offset: 0x158, Size: 4] AkAudioEvent* EmoteSoundInterruptEvent;//[Offset: 0x15c, Size: 4] bool IsGenderEnable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x160, Size: 1] AkAudioEvent*[] MaleEmoteSoundStartEventList;//[Offset: 0x164, Size: 12] AkAudioEvent*[] FemaleEmoteSoundStartEventList;//[Offset: 0x170, Size: 12] bool HandleUse(BattleItemUseTarget Target, enum Reason);// 0x3105490 bool HandlePickup(out const interface classNone ItemContainer, BattleItemPickupInfo PickupInfo, enum Reason);// 0x3105070 bool HandleDrop(int InCount, enum Reason);// 0x3104a8c bool HandleDisuse(enum Reason);// 0x30f0984 BackpackComponent* GetBackpackComponent();// 0x310b4a0 bool CheckCanPickUp(CharacterAvatarComponent2* AvatarComp, int nowCapcity);// 0x310b3dc -------------------------------- 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);// 0x31fe6fc Object* GetSoftRefObj(out const SoftObjectPath AssetRef);// 0x31fe620 class Object GetSoftRefClass(out const SoftObjectPath AssetRef);// 0x31fe544 bool GetIsExecuting();// 0x31fe528 void Destroy();// 0x30eab10 void DelayShow();// 0x31fc7d8 -------------------------------- Class: MovementRecordData Vector Location;//[Offset: 0x0, Size: 12] Rotator Rotation;//[Offset: 0xc, Size: 12] Vector Velocity;//[Offset: 0x18, Size: 12] Vector ControllerNormalRot;//[Offset: 0x24, Size: 12] Vector SimulateViewNormalRot;//[Offset: 0x30, Size: 12] float ServerTimeStamp;//[Offset: 0x3c, Size: 4] bool IsInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x40, Size: 1] Vector VehicleLocation;//[Offset: 0x44, Size: 12] Rotator VehicleRotation;//[Offset: 0x50, Size: 12] Vector VehicleRotVelocity;//[Offset: 0x5c, Size: 12] byte PoseState;//[Offset: 0x68, Size: 1] enum MoveBaseState;//[Offset: 0x69, Size: 1] float PingMillisecond;//[Offset: 0x6c, Size: 4] bool IsCustomMove;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1] uint64 PawnStates;//[Offset: 0x78, Size: 8] uint32 UserCmdSequence;//[Offset: 0x80, Size: 4] bool bHasWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84, Size: 1] -------------------------------- Class: ShootDamageTipsStr STExtraBaseCharacter* DamageTarget;//[Offset: 0x0, Size: 4] float Damage;//[Offset: 0x4, Size: 4] bool IsHeadShotDamage;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] -------------------------------- Class: TLog_ActivityEventType byte ActivityEventID;//[Offset: 0x0, Size: 1] Vector ActivityEventLoc;//[Offset: 0x4, Size: 12] -------------------------------- Class: ClientFatalDamageRecordData FString Causer;//[Offset: 0x0, Size: 12] FString CauserNation;//[Offset: 0xc, Size: 12] FString VictimName;//[Offset: 0x18, Size: 12] FString VictimNation;//[Offset: 0x24, Size: 12] FString FuzzyCauserName;//[Offset: 0x30, Size: 12] FString FuzzyVictimName;//[Offset: 0x3c, Size: 12] int DamageType;//[Offset: 0x48, Size: 4] int AdditionalParam;//[Offset: 0x4c, Size: 4] int CauserWeaponAvatarID;//[Offset: 0x50, Size: 4] int CauserClothAvatarID;//[Offset: 0x54, Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x58, Size: 1] int ResultHealthStatus;//[Offset: 0x5c, Size: 4] byte RecordRelationShip;//[Offset: 0x60, Size: 1] int PreviousHealthStatus;//[Offset: 0x64, Size: 4] int causerAnchorPlatformResID;//[Offset: 0x68, Size: 4] int causerAnchorPlatformColorID;//[Offset: 0x6c, Size: 4] int realKillerAnchorPlatformResID;//[Offset: 0x70, Size: 4] int realKillerAnchorPlatformColorID;//[Offset: 0x74, Size: 4] int victimAnchorPlatformResID;//[Offset: 0x78, Size: 4] int victimAnchorPlatformColorID;//[Offset: 0x7c, Size: 4] FString CauserPicURL;//[Offset: 0x80, Size: 12] FString VictimPicURL;//[Offset: 0x8c, Size: 12] FString RealKillerName;//[Offset: 0x98, Size: 12] int RealKillNum;//[Offset: 0xa4, Size: 4] byte CauserType;//[Offset: 0xa8, Size: 1] byte VictimType;//[Offset: 0xa9, Size: 1] int CauserTeamID;//[Offset: 0xac, Size: 4] int VictimTeamID;//[Offset: 0xb0, Size: 4] bool IsUseColor;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb4, Size: 1] LinearColor UseColor;//[Offset: 0xb8, Size: 16] byte[] ExpandDataContent;//[Offset: 0xc8, Size: 12] -------------------------------- Class: STRadialDamageEvent.STCustomRadialDamageEvent.RadialDamageEvent.DamageEvent -------------------------------- Class: STCustomRadialDamageEvent.RadialDamageEvent.DamageEvent bool bPlayHurtAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94, Size: 1] -------------------------------- Class: DotDamageEvent.STPointDamageEvent.PointDamageEvent.DamageEvent -------------------------------- Class: ValidTouchMoveFrameConfig FString DeviceName;//[Offset: 0x0, Size: 12] int Enable;//[Offset: 0xc, Size: 4] int Frame;//[Offset: 0x10, Size: 4] bool IsInit;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x14, Size: 1] -------------------------------- Class: BattleSceneAvatarDisplayInfo FString PlayerName;//[Offset: 0x0, Size: 12] FString PlayerUIDStr;//[Offset: 0xc, Size: 12] int PlayerGender;//[Offset: 0x18, Size: 4] bool bIsMVP;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int[] EquipedAvatarList;//[Offset: 0x20, Size: 12] int[] EquipedWeaponList;//[Offset: 0x2c, Size: 12] -------------------------------- Class: SensibilityConfig SensibilityMode NormalMode;//[Offset: 0x0, Size: 40] SensibilityMode FireMode;//[Offset: 0x28, Size: 40] SensibilityMode MotionMode;//[Offset: 0x50, Size: 40] SensibilityMode MotionFireMode;//[Offset: 0x78, Size: 40] float VehicleEye;//[Offset: 0xa0, Size: 4] float ParachuteEye;//[Offset: 0xa4, Size: 4] float FPPEye;//[Offset: 0xa8, Size: 4] int SideMirrorModeC;//[Offset: 0xac, Size: 4] MaterialConfigs;//[Offset: 0xb0, Size: 60] -------------------------------- Class: SensibilityMode float NoAim;//[Offset: 0x0, Size: 4] float Sight1X;//[Offset: 0x4, Size: 4] float Sight2X;//[Offset: 0x8, Size: 4] float Sight3X;//[Offset: 0xc, Size: 4] float Sight4X;//[Offset: 0x10, Size: 4] float Sight6X;//[Offset: 0x14, Size: 4] float Sight8X;//[Offset: 0x18, Size: 4] float FPPNoAim;//[Offset: 0x1c, Size: 4] float Shoulder;//[Offset: 0x20, Size: 4] float ShoulderFPP;//[Offset: 0x24, Size: 4] -------------------------------- Class: SightMaterialConfig int Color;//[Offset: 0x0, Size: 4] int Type;//[Offset: 0x4, Size: 4] -------------------------------- Class: KillOrPutDownMessage byte MsgType;//[Offset: 0x0, Size: 1] FString AttackActionName;//[Offset: 0x4, Size: 12] FString AttackName;//[Offset: 0x10, Size: 12] bool bIsHeadshot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] int KillNum;//[Offset: 0x20, Size: 4] bool bShowKillNum;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x24, Size: 1] bool bHideKillIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x25, Size: 1] FString FullMsg;//[Offset: 0x28, Size: 12] int victimAnchorPlatformResID;//[Offset: 0x34, Size: 4] FString VictimPlayerName;//[Offset: 0x38, Size: 12] FString CauserPlayerName;//[Offset: 0x44, Size: 12] FString CauserRealPlayerName;//[Offset: 0x50, Size: 12] bool bIsCauserTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] bool bIsVictimTeammate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5d, Size: 1] bool bIamCauser;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5e, Size: 1] bool bIamVictim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5f, Size: 1] int ResultHealthStatus;//[Offset: 0x60, Size: 4] int CauserType;//[Offset: 0x64, Size: 4] int DamageType;//[Offset: 0x68, Size: 4] int AdditionalParam;//[Offset: 0x6c, Size: 4] int PreviousHealthStatus;//[Offset: 0x70, Size: 4] byte[] ExpandDataContent;//[Offset: 0x74, Size: 12] int AssistNum;//[Offset: 0x80, Size: 4] -------------------------------- 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);// 0x32f91c0 void ShowHideGuide(int TipsID, bool bShow);// 0x32f90fc void SendNewbieMsg(int TipsID, bool isStart, int tipsIndex);// 0x32f8ff0 void OnUIAssetLoadFinsh(LoadGuideUIFinishRet inFinishRet);// 0x32f8f74 void OnNewbieEventMapUpdate__DelegateSignature();// 0x40a6134 void OnLoadGuideConfigFinish(LoadGuideConfig inFinishRet);// 0x32f8df4 void InitComponent(STExtraPlayerController* _OwnerController, int[] _FinishedTips, int[] _FinishedCounts, byte _curPlayerCategory, int _PlayerLevel);// 0x32f8ab0 void HandleNewbieGuideEnd(FString GuideID, FString EndType);// 0x32f8970 void HandleNewbieGuideBegin(FString GuideID);// 0x32f88b4 bool GetIsAllowNewGuide();// 0x32f888c bool GetIsAllowLuaNewGuide();// 0x32f8864 void AddGuidItem(class STNewBieGuideConfig Config);// 0x32f86e4 -------------------------------- 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();// 0x31b7bc0 bool IsOK();// 0x31b7c04 -------------------------------- Class: STNewbieGuideSuccessListenerBase.GSListenerBase.Object bool GuideFinishedByPlayer();// 0x32f8240 -------------------------------- 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();// 0x31b7bc0 void OnEventTrigger();// 0x30f0668 Actor* GetCurrentEventOwnerActor();// 0x30bdce4 bool EnableListener();// 0x32559e0 bool DisableListener();// 0x31b7c04 -------------------------------- 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: LoadGuideUIFinishRet -------------------------------- Class: LoadGuideConfig -------------------------------- 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);// 0x358fb28 void RPC_ClientSyncTimeLine(float InServerTime);// 0x309cef0 void OnTimeInspectorColdMove_Vehicle();// 0x358fb14 void OnTimeInspectorColdMove_Own();// 0x358fb00 void OnServerAboutToReconnect();// 0x358faec void CheckTimeLine();// 0x358fad8 -------------------------------- Class: PlayerAntiCheatManager.ActorComponent.Object VerifySwitch VsHitDetail;//[Offset: 0x100, Size: 16] VerifySwitch VsFlyDist2D;//[Offset: 0x110, Size: 16] VerifySwitch VsFlyDist3D;//[Offset: 0x120, Size: 16] VerifySwitch VsFlyGravitySimple;//[Offset: 0x130, Size: 16] VerifySwitch VsFlyGravityDetail;//[Offset: 0x140, Size: 16] VerifySwitch VsPureMoveSpeed;//[Offset: 0x150, Size: 16] VerifySwitch VsNoHitDetail;//[Offset: 0x160, Size: 16] VerifySwitch VsLocusCheckHorizon;//[Offset: 0x170, Size: 16] VerifySwitch VsMuzzleRangeCircle;//[Offset: 0x180, Size: 16] VerifySwitch VsMuzzleRangeUp;//[Offset: 0x190, Size: 16] VerifySwitch VsDeConAndTimeOld;//[Offset: 0x1a0, Size: 16] VerifySwitch VsBulletDirFailed;//[Offset: 0x1b0, Size: 16] VerifySwitch VsBoneScale;//[Offset: 0x1c0, Size: 16] VerifySwitch VsHitBoneNameNone;//[Offset: 0x1d0, Size: 16] VerifySwitch VsHitBoneHitMissMatch;//[Offset: 0x1e0, Size: 16] VerifySwitch VsBulletID;//[Offset: 0x1f0, Size: 16] VerifySwitch VsVehicleTimeStampError;//[Offset: 0x200, Size: 16] VerifySwitch VsWatchTimeStampError;//[Offset: 0x210, Size: 16] int MaxShootPointPassWall;//[Offset: 0x220, Size: 4] int MaxMuzzleHeightTime;//[Offset: 0x224, Size: 4] int MaxLocusFailTime;//[Offset: 0x228, Size: 4] int MaxBulletVictimClientPassWallTimes;//[Offset: 0x22c, Size: 4] int MaxGunPosErrorTimes;//[Offset: 0x230, Size: 4] float MaxSkeletonLength;//[Offset: 0x234, Size: 4] int MaxAllowVehicleTimeSpeedRawTime;//[Offset: 0x238, Size: 4] int MaxAllowVehicleTimeSpeedConvTime;//[Offset: 0x23c, Size: 4] int MaxAllowVehicleAccTime;//[Offset: 0x240, Size: 4] int MaxShooterDataNumErrorCnt;//[Offset: 0x244, Size: 4] VerifySwitch VsBoneInfo;//[Offset: 0x248, Size: 16] VerifySwitch VsJumpMaxHeight;//[Offset: 0x258, Size: 16] VerifySwitch VsJumpMaxHeight15;//[Offset: 0x268, Size: 16] VerifySwitch VsJumpMaxHeight2;//[Offset: 0x278, Size: 16] VerifySwitch VsShootRpgShootTimeVerify;//[Offset: 0x288, Size: 16] VerifySwitch VsShootLockShootTimeVerify;//[Offset: 0x298, Size: 16] VerifySwitch VsShootRpgHitNewVerify;//[Offset: 0x2a8, Size: 16] VerifySwitch VsShootTimeConDelta;//[Offset: 0x2b8, Size: 16] int MaxMergedStrategy1;//[Offset: 0x2c8, Size: 4] int MaxMergedStrategy2;//[Offset: 0x2cc, Size: 4] VerifySwitch VsShootTimeServerNoConnSpan;//[Offset: 0x2d0, Size: 16] VerifySwitch VsServerNoOldShoot;//[Offset: 0x2e0, Size: 16] VerifySwitch VsClientNotConnectShoot;//[Offset: 0x2f0, Size: 16] VerifySwitch VsSkeletonLengthCheck;//[Offset: 0x300, Size: 16] VerifySwitch VsShootRpgShootIntervalVerify;//[Offset: 0x310, Size: 16] float MaxFuelConsume;//[Offset: 0x320, Size: 4] VerifySwitch VsHighMuzzleShootDown;//[Offset: 0x3a0, Size: 16] VerifySwitch VsWeaponScopeHeightError;//[Offset: 0x3b0, Size: 16] VerifySwitch VsWeaponScopeDisError;//[Offset: 0x3c0, Size: 16] VerifySwitch VsOwnerHeadAndMuzzlePassWall;//[Offset: 0x3d0, Size: 16] VerifySwitch VsImpactPointAndActorDisBig;//[Offset: 0x3e0, Size: 16] VerifySwitch VsImpactPointAndBulletDisBig;//[Offset: 0x3f0, Size: 16] VerifySwitch VsShooterPosByNetdelayInvalid;//[Offset: 0x400, Size: 16] VerifySwitch VsVictmPosByNetdelayInvalid;//[Offset: 0x410, Size: 16] VerifySwitch VsShootVerifyInvalid;//[Offset: 0x420, Size: 16] bool bOpenDetailDataCollect;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x430, Size: 1] bool bOpenSocialIslandJump2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x431, Size: 1] VerifySwitch VsClientImpactActorOffset;//[Offset: 0x434, Size: 16] VerifySwitch VsClientBulletOffset;//[Offset: 0x444, Size: 16] VerifySwitch VsClientBulletDir;//[Offset: 0x454, Size: 16] VerifySwitch VsClientWeaponHeight;//[Offset: 0x464, Size: 16] VerifySwitch VsClientDownShoot;//[Offset: 0x474, Size: 16] VerifySwitch VsImpactActorPosWithNoHisPos;//[Offset: 0x484, Size: 16] VerifySwitch FarJump;//[Offset: 0x494, Size: 16] VerifySwitch VsShootAngleInVaild;//[Offset: 0x4a4, Size: 16] VerifySwitch VsMuzzleAndTailPosInVaild;//[Offset: 0x4b4, Size: 16] VerifySwitch VsMuzzleAndImpactPassWall;//[Offset: 0x4c4, Size: 16] VerifySwitch VsMuzzleAndTailPassWall;//[Offset: 0x4d4, Size: 16] VerifySwitch VsImpactActorPosOffsetBig;//[Offset: 0x4e4, Size: 16] VerifySwitch VsImpactPointChangeSmall;//[Offset: 0x4f4, Size: 16] VerifySwitch VsImpactBulletPosOffsetBig;//[Offset: 0x504, Size: 16] VerifySwitch VsTotalImactCharacterNum;//[Offset: 0x514, Size: 16] AntiCheatDetailData CatchReportAntiCheatDetailData;//[Offset: 0x524, Size: 28] int MaxCatchWeaponAntiDataNLength;//[Offset: 0x540, Size: 4] VerifySwitch ClientTimeSpeedAcc;//[Offset: 0x544, Size: 16] float ServerAccumulateErrors;//[Offset: 0x560, Size: 4] float ServerAvgErrors;//[Offset: 0x564, Size: 4] VerifySwitch SpeedCheatOver10;//[Offset: 0x570, Size: 16] VerifySwitch SpeedCheatOver15;//[Offset: 0x580, Size: 16] VerifySwitch SpeedCheatOver20;//[Offset: 0x590, Size: 16] VerifySwitch SpeedCheatOverThresholdIgnorePenetration;//[Offset: 0x5a0, Size: 16] VerifySwitch SpeedCheatTrialIgnorePenetration;//[Offset: 0x5b0, Size: 16] VerifySwitch SpeedCheatFurtherTrialIgnorePenetration;//[Offset: 0x5c0, Size: 16] VerifySwitch SpeedQuickCheck;//[Offset: 0x5d0, Size: 16] VerifySwitch BulletDirError;//[Offset: 0x5e0, Size: 16] VerifySwitch MuzzleAndOwnerDisOpti;//[Offset: 0x5f0, Size: 16] VerifySwitch ImpactAndEnemyDisOpti;//[Offset: 0x600, Size: 16] VerifySwitch SwitchMuzzleImpactDirError1;//[Offset: 0x610, Size: 16] VerifySwitch SwitchMuzzleImpactDirError2;//[Offset: 0x620, Size: 16] VerifySwitch SwitchMuzzleImpactDirError3;//[Offset: 0x630, Size: 16] VerifySwitch SwitchShootPosHistoryLocusError1;//[Offset: 0x640, Size: 16] VerifySwitch SwitchShootPosHistoryLocusError2;//[Offset: 0x650, Size: 16] VerifySwitch SwitchMuzzleLocusError;//[Offset: 0x660, Size: 16] VerifySwitch SwitchMuzzleLocusErrorX;//[Offset: 0x670, Size: 16] VerifySwitch SwitchMuzzleLocusErrorY;//[Offset: 0x680, Size: 16] VerifySwitch SwitchMuzzleLocusErrorZ;//[Offset: 0x690, Size: 16] VerifySwitch SwitchMuzzleLocusErrorLength;//[Offset: 0x6a0, Size: 16] VerifySwitch SwitchHeadLocusError1;//[Offset: 0x6b0, Size: 16] VerifySwitch SwitchHeadLocusError2;//[Offset: 0x6c0, Size: 16] VerifySwitch SwitchHeadLocusError3;//[Offset: 0x6d0, Size: 16] VerifySwitch SwitchHeadLocusError4;//[Offset: 0x6e0, Size: 16] float MaxUseOptiArguPing;//[Offset: 0x6f0, Size: 4] int ShootVerifyTimes;//[Offset: 0x6f4, Size: 4] float VehicleSpeedZDeltaTotal;//[Offset: 0x73c, Size: 4] int VehicleSpeedZDeltaOver10Times;//[Offset: 0x740, Size: 4] VerifySwitch VehicleSpeedZDeltaOver10TimesWhenNoXY;//[Offset: 0x744, Size: 16] VerifySwitch VehicleVelZCheckNew;//[Offset: 0x754, Size: 16] VerifySwitch FarShootInMidAirVehicleExceedThreshold;//[Offset: 0x764, Size: 16] VerifySwitch FarShootInMidAirVehicleEnemyDistanceTrial;//[Offset: 0x774, Size: 16] VerifySwitch FarShootInMidAirVehicleEnemyDistanceFurtherTrial;//[Offset: 0x784, Size: 16] VerifySwitch FarShootInMidAirVehicleHeightTrial;//[Offset: 0x794, Size: 16] VerifySwitch FarShootInMidAirVehicleHeightFurtherTrial;//[Offset: 0x7a4, Size: 16] VerifySwitch FarShootInMidAirPawnExceedThreshold;//[Offset: 0x7b4, Size: 16] VerifySwitch FarShootInMidAirPawnEnemyDistanceTrial;//[Offset: 0x7c4, Size: 16] VerifySwitch FarShootInMidAirPawnEnemyDistanceFurtherTrial;//[Offset: 0x7d4, Size: 16] VerifySwitch FarShootInMidAirPawnHeightTrial;//[Offset: 0x7e4, Size: 16] VerifySwitch FarShootInMidAirPawnHeightFurtherTrial;//[Offset: 0x7f4, Size: 16] bool bIsDatabaseFSIMATrialValueVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x804, Size: 1] bool bIsDatabaseFSIMATrialValueEnemyDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x805, Size: 1] VerifySwitch DSLongTimeMoveDistanceExceedThresholdCount;//[Offset: 0x808, Size: 16] VerifySwitch DSLongTimeMoveDistanceTimeTrialCount;//[Offset: 0x818, Size: 16] VerifySwitch DSLongTimeMoveDistanceTimeFurtherTrialCount;//[Offset: 0x828, Size: 16] VerifySwitch DSLongTimeMoveDistanceDistanceRatioTrialCount;//[Offset: 0x838, Size: 16] VerifySwitch DSLongTimeMoveDistanceDistanceRatioFurtherTrialCount;//[Offset: 0x848, Size: 16] VerifySwitch DSGetActorLocationPerSecondAnomalyCount;//[Offset: 0x868, Size: 16] VerifySwitch DSGetActorLocationPerSecondAnomalyMaxValue;//[Offset: 0x878, Size: 16] VerifySwitch DSRunning2DSpeedExceededCount;//[Offset: 0x888, Size: 16] VerifySwitch DSRunning2DSpeedTrial;//[Offset: 0x898, Size: 16] VerifySwitch DSRunning2DSpeedFurtherTrial;//[Offset: 0x8a8, Size: 16] VerifySwitch DSIgnoreNetworkDying2DSpeedExceededCount;//[Offset: 0x8b8, Size: 16] VerifySwitch DSProneMoveSpeedExceedCount;//[Offset: 0x8c8, Size: 16] VerifySwitch DSDyingMoveSpeedExceedCount;//[Offset: 0x8d8, Size: 16] VerifySwitch DSSprintCrouchMoveSpeedExceedCount;//[Offset: 0x8e8, Size: 16] VerifySwitch DSAimCrouchMoveSpeedExceedCount;//[Offset: 0x8f8, Size: 16] VerifySwitch DSNonSprintNonAimCrouchMoveSpeedExceedCount;//[Offset: 0x908, Size: 16] VerifySwitch NonGunADSFarShootCount;//[Offset: 0x918, Size: 16] VerifySwitch NonGunADSFarShootFromClientBulletDataCount;//[Offset: 0x928, Size: 16] VerifySwitch NonGunADSFarShootFromClientBulletDataEnemyDistanceTrialCount;//[Offset: 0x938, Size: 16] VerifySwitch NonGunADSFarShootFromClientBulletDataEnemyDistanceFurtherTrialCount;//[Offset: 0x948, Size: 16] VerifySwitch ClientUploadFuzzyObjectVerifyFail;//[Offset: 0x958, Size: 16] VerifySwitch ClientMoveTimeStampResetFrequencyExceedThreshold;//[Offset: 0x968, Size: 16] VerifySwitch ShootBirdNonGunADSExceedThreshold;//[Offset: 0x978, Size: 16] VerifySwitch ShootBirdNonGunADSDistanceTrial;//[Offset: 0x988, Size: 16] VerifySwitch ShootBirdNonGunADSDistanceFurtherTrial;//[Offset: 0x998, Size: 16] VerifySwitch FarShootInHighTangentMoveSpeedExceedThreshold;//[Offset: 0x9a8, Size: 16] VerifySwitch FarShootInHighTangentMoveSpeedEnemyDistanceTrial;//[Offset: 0x9b8, Size: 16] VerifySwitch FarShootInHighTangentMoveSpeedEnemyDistanceFurtherTrial;//[Offset: 0x9c8, Size: 16] VerifySwitch FarShootInHighTangentMoveSpeedSpeedTrial;//[Offset: 0x9d8, Size: 16] VerifySwitch FarShootInHighTangentMoveSpeedSpeedFurtherTrial;//[Offset: 0x9e8, Size: 16] bool bIsDatabaseFSIHTMSEnemyDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9f8, Size: 1] VerifySwitch IllegalTeamUpNearbyButNoFireAfterKill;//[Offset: 0x9fc, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireAfterKillDistanceTrial;//[Offset: 0xa0c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireAfterKillTimeTrial;//[Offset: 0xa1c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFirePickUpItem;//[Offset: 0xa2c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFirePickUpItemDistanceTrial;//[Offset: 0xa3c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFirePickUpItemTimeTrial;//[Offset: 0xa4c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireNotKill;//[Offset: 0xa5c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireNotKillDistanceTrial;//[Offset: 0xa6c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireNotKillTimeTrial;//[Offset: 0xa7c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireOnVehicle;//[Offset: 0xa8c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireOnVehicleDistanceTrial;//[Offset: 0xa9c, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireOnVehicleTimeTrial;//[Offset: 0xaac, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireSameVehicle;//[Offset: 0xabc, Size: 16] VerifySwitch IllegalTeamUpNearbyButNoFireSameVehicleTimeTrial;//[Offset: 0xacc, Size: 16] VerifySwitch KillBirdServerControlMove;//[Offset: 0xadc, Size: 16] VerifySwitch MoveCheatAntiStrategyParamFailCount;//[Offset: 0xaec, Size: 16] float ParachuteStartTime;//[Offset: 0xb00, Size: 4] float ParachuteOpenTime;//[Offset: 0xb04, Size: 4] float ParachuteCloseTime;//[Offset: 0xb08, Size: 4] float ParachuteStartHight;//[Offset: 0xb0c, Size: 4] float ParachuteOpenHight;//[Offset: 0xb10, Size: 4] float ParachuteCloseHight;//[Offset: 0xb14, Size: 4] ParachuteSpeedHackShootMiss* ParachuteSpeedHackShootMiss;//[Offset: 0xb30, Size: 4] void ReportAntiCheatDetailData();// 0x3334bcc void PushWeaponAntiData(out WeaponAntiData NewWeaponAntiData);// 0x3334b30 void OnRecoverOnServer();// 0x3334b1c void OnPreReconnectOnServer();// 0x3334b1c void ExitParachute();// 0x3334b08 void EnterParachute();// 0x3334af4 void EnterJumping();// 0x3334ae0 -------------------------------- 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: ParachuteSpeedHackShootMiss.Object VerifySwitch LandingSecondsExceedThreshold;//[Offset: 0x1c, Size: 16] VerifySwitch ObliqueLandingSecondsExceedThreshold;//[Offset: 0x2c, Size: 16] VerifySwitch ShootBirdServerControlMove;//[Offset: 0x3c, Size: 16] bool bEnableParachuteLandingSustainedShootMiss;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] float LandingShootMissSustainingSeconds;//[Offset: 0x58, Size: 4] float LandingSecondsOffsetThreshold;//[Offset: 0x5c, Size: 4] float LandingSecondsOffsetTrialValue;//[Offset: 0x60, Size: 4] float LandingSecondsOffsetFurtherTrial;//[Offset: 0x64, Size: 4] bool bEnableObliqueShootMiss;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x68, Size: 1] float ObliqueLandingSecondsOffsetThreshold;//[Offset: 0x6c, Size: 4] float ObliqueLandingSecondsOffsetTrialValue;//[Offset: 0x70, Size: 4] float ObliqueLandingSecondsOffsetFurtherTrial;//[Offset: 0x74, Size: 4] float Param11;//[Offset: 0x78, Size: 4] float Param12;//[Offset: 0x7c, Size: 4] float Param13;//[Offset: 0x80, Size: 4] void OnPlayerControllerStateChanged(enum StateType);// 0x3314120 void HotReloadParams();// 0x30cf50c -------------------------------- 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] ItemDefineID[] GrenadeDefineIDList;//[Offset: 0x10, Size: 12] -------------------------------- Class: TeamMateStateInfo byte DirtyFlags;//[Offset: 0x0, Size: 1] STExtraPlayerState* PlayerState;//[Offset: 0x4, Size: 4] Vector_NetQuantize10 Location;//[Offset: 0x8, Size: 12] Rotator Rotation;//[Offset: 0x14, Size: 12] float PlayerHealth;//[Offset: 0x20, Size: 4] float PlayerHealthMax;//[Offset: 0x24, Size: 4] int MemberIdInVoiceRoom;//[Offset: 0x28, Size: 4] -------------------------------- Class: TeamateStateUAVChangedCompressData Vector_NetQuantize100 Location;//[Offset: 0x0, Size: 12] uint32 View;//[Offset: 0xc, Size: 4] byte Roll;//[Offset: 0x10, Size: 1] byte uavType;//[Offset: 0x11, Size: 1] -------------------------------- Class: CommonBtnComponent.ActorComponent.Object float CheckDoorDistanceSqr;//[Offset: 0xbc, Size: 4] PUBGDoor* TriggeredDoor;//[Offset: 0xc0, Size: 4] PUBGDoor* TriggeredDoorAux;//[Offset: 0xc4, Size: 4] void SetAutoOpenDoorMode(int Mode);// 0x31ae580 void SetAutoOpenDoorEnable(bool bEnable);// 0x31ae500 void RPC_Server_DoorState(PUBGDoor* actionDoor, int ClientDoorState);// 0x31ae404 void RPC_Client_DoorState(PUBGDoor* actionDoor, int DoorState);// 0x31ae308 bool IsAimingExtraDoor(PUBGDoor* actionDoor);// 0x31ae288 PUBGDoor* GetPriorityDoor();// 0x31ae260 void DoorRequireRPC(PUBGDoor* actionDoor, bool bAimingExtraDoor, int ClientDoorState);// 0x31ae108 void BP_SimulateUIClick(bool bExtraDoor);// 0x40a6134 void BP_ShowDoorBtn(bool bShow, bool bOpen, int doorOpenMode);// 0x40a6134 -------------------------------- Class: ChatComponent.LuaActorComponent.ActorComponent.Object int end_time;//[Offset: 0x150, Size: 4] FString Reason;//[Offset: 0x154, Size: 12] int[] audioChat;//[Offset: 0x160, Size: 12] QuickChatIDAndAudio[] chatQuickList;//[Offset: 0x16c, Size: 12] QuickChatIDAndAudio[] TurnplateChatQuickList;//[Offset: 0x178, Size: 12] QuickChatOption[] allChatOption;//[Offset: 0x184, Size: 12] int MinTraceDist;//[Offset: 0x190, Size: 4] FString TeammateColor;//[Offset: 0x194, Size: 12] FString MyColor;//[Offset: 0x1a0, Size: 12] ActorNameList;//[Offset: 0x1ac, Size: 60] FriendChatInfo;//[Offset: 0x1e8, Size: 60] QuickChatFlag[] ChatFlagList;//[Offset: 0x224, Size: 12] float SendMsgCD;//[Offset: 0x230, Size: 4] float lastShowChatTime;//[Offset: 0x234, Size: 4] float ShowChatDuration;//[Offset: 0x238, Size: 4] QuickGroundFlag[] groundFlags;//[Offset: 0x23c, Size: 12] FString EndChar;//[Offset: 0x248, Size: 12] FString ColonChar;//[Offset: 0x254, Size: 12] TextID2AudioID;//[Offset: 0x260, Size: 60] InGameFilterChatMsg[] ChatFilterList;//[Offset: 0x29c, Size: 12] PickupManagerComponent* PickupMgrComp;//[Offset: 0x2a8, Size: 4] byte[] ExtendParamsCache;//[Offset: 0x2b0, Size: 12] int itemIDOnGround;//[Offset: 0x2c8, Size: 4] int itemOnGroundNetGUID;//[Offset: 0x2cc, Size: 4] PickUpWrapperActor* itemOnGround;//[Offset: 0x2d0, Size: 4] Vector hitItemPosition;//[Offset: 0x2d4, Size: 12] bool hitGroundValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2e0, Size: 1] Vector hitGroundPosition;//[Offset: 0x2e4, Size: 12] FString CongregationPlayerName;//[Offset: 0x2f0, Size: 12] FString CongregationPlayerKey;//[Offset: 0x2fc, Size: 12] InGameChatMsg CurrMsg;//[Offset: 0x308, Size: 88] bool bLoadBankAsync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x360, Size: 1] void UpdateQuickItemText(int MsgID, int resID, int alternateMsgID);// 0x40a6134 void TransformMsgAndSend(FString Msg, int MsgID, int ItemID, FString PlayerKeyString, int MsgExtraParam, byte CheckSetting, bool bIncludeTeammates);// 0x31a2088 void ShowTeamMsg(out const InGameChatMsg MsgItem, bool isMe, bool ShowChat, bool PlaySound);// 0x31a1eb8 void ShowQuickPanel(bool bShow);// 0x31a1e38 void SetExtendParamsCache(out const byte[] Content);// 0x31a1d6c void ServerSendMsg(const InGameChatMsg MsgItem, byte CheckSetting, bool bIncludeTeammates);// 0x31a1bc0 void ServerSendGift(const InGameChatMsg MsgItem);// 0x31a1ab8 void SendDirtyFilterContent(FString Content);// 0x40a6134 void SendDirtyFilter(FString Name, FString Content, bool isMe, bool bSTTMsg);// 0x40a6134 void ReportBattleChat(int MsgID, FString Msg, int MsgExtraParam);// 0x40a6134 void OnInviteNextBattle(FString gid, FString Name);// 0x31a1978 void OnFilterFinishWithMsgID(FString filterText, int MsgID, FString Name);// 0x40a6134 void OnFilterFinish(FString filterText);// 0x40a6134 void NotifyFriendReplyInvite(FString str_gid, FString sender_name, bool bReply);// 0x40a6134 void NotifyFriendInvite(FString str_gid, FString sender_name);// 0x40a6134 void NotifyFriendChat(FString str_gid, FString sender_name, FString chat_content, bool self_msg);// 0x40a6134 void MakeQuickSignMark(out const InGameChatMsg MsgItem, bool isMe, enum flagType);// 0x31a1804 void LoadBankAndPlay(FString BankName, FString EventName);// 0x31a16c4 void InviteNextBattleReply(FString gid, FString Name, bool bReply);// 0x31a1538 void FindTextIDByAudioID();// 0x40a6134 void CloseChatHistoryList();// 0x40a6134 void ClientReceiveMsg(const InGameChatMsg MsgItem, bool isMe, byte CheckSetting);// 0x31a13cc void ClientReceiveGift(const InGameChatMsg MsgItem, bool isMe);// 0x31a12a8 bool CheckSpecialChatCD(int MsgID);// 0x31a1228 byte CheckIsNeedShow(byte CheckSetting);// 0x31a11a0 void AddQuickAudio(AkAudioEvent* audio, int chatID);// 0x31a10e4 void AddOneMsgToUI1(FString Name, FString Content, int MsgID, int audioID, int ItemID, FString PlayerKeyString, bool isMe, bool PlaySound, bool ShowChat, float Distance);// 0x40a6134 void AddOneMarkToUI(FString Name, FString Content, int MsgID, int audioID, int ItemID, FString PlayerKeyString, bool isMe, bool PlaySound, bool ShowChat, float Distance);// 0x40a6134 void AddFriendChat(FString gid, FString Name, FString Content, bool IsSelf);// 0x31a0d0c -------------------------------- Class: QuickChatIDAndAudio int chatTextID;//[Offset: 0x0, Size: 4] int RealTextID;//[Offset: 0x4, Size: 4] int AlternateTextID;//[Offset: 0x8, Size: 4] -------------------------------- Class: QuickChatOption int chatTextID;//[Offset: 0x0, Size: 4] AkAudioEvent* audioEvent1;//[Offset: 0x4, Size: 4] -------------------------------- Class: IngameFriendChat IngameFriendChatMsg[] ChatList;//[Offset: 0x0, Size: 12] -------------------------------- Class: IngameFriendChatMsg FString Name;//[Offset: 0x0, Size: 12] FString Content;//[Offset: 0xc, Size: 12] bool IsSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] int MsgType;//[Offset: 0x1c, Size: 4] bool bReply;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x20, Size: 1] -------------------------------- Class: QuickChatFlag enum Type;//[Offset: 0x0, Size: 1] int[] chatIDList;//[Offset: 0x4, Size: 12] int AlternateChatID;//[Offset: 0x10, Size: 4] int FlagIndex;//[Offset: 0x14, Size: 4] int traceDist;//[Offset: 0x18, Size: 4] float minDist;//[Offset: 0x1c, Size: 4] -------------------------------- Class: QuickGroundFlag int Index;//[Offset: 0x0, Size: 4] int flagID;//[Offset: 0x4, Size: 4] Vector hitPosition;//[Offset: 0x8, Size: 12] -------------------------------- Class: InGameFilterChatMsg FString PlayerName;//[Offset: 0x0, Size: 12] bool isMe;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xc, Size: 1] -------------------------------- Class: InGameChatMsg FString PlayerName;//[Offset: 0x0, Size: 12] uint32 playerIdentifier;//[Offset: 0xc, Size: 4] FString msgContent;//[Offset: 0x10, Size: 12] int MsgID;//[Offset: 0x1c, Size: 4] int audioID;//[Offset: 0x20, Size: 4] int ItemID;//[Offset: 0x24, Size: 4] FString PlayerKeyString;//[Offset: 0x28, Size: 12] bool hitValid;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x34, Size: 1] Vector hitPosition;//[Offset: 0x38, Size: 12] int itemIDOnGround;//[Offset: 0x44, Size: 4] bool bSTTMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48, Size: 1] byte[] ExtendParams;//[Offset: 0x4c, Size: 12] -------------------------------- Class: GuideComponent.ActorComponent.Object GuideInfo[] WidgetList;//[Offset: 0xbc, Size: 12] Widget* MaskWidget;//[Offset: 0xc8, Size: 8] void SetMaskWidgetOnTop(bool bTop);// 0x3289f34 void CreateGuideUI();// 0x40a6134 -------------------------------- Class: GuideInfo Widget* Widget;//[Offset: 0x0, Size: 4] int guildUI;//[Offset: 0x4, Size: 4] Vector2D Offset;//[Offset: 0x8, Size: 8] Vector2D Size;//[Offset: 0x10, Size: 8] int childData;//[Offset: 0x18, Size: 4] -------------------------------- Class: QuickSignComponent.ActorComponent.Object delegate OnAddSignMarkDelegate;//[Offset: 0xbc, Size: 12] delegate OnDelSignMarkDelegate;//[Offset: 0xc8, Size: 12] delegate OnDangerousQuickSignDelegate;//[Offset: 0xd4, Size: 12] delegate FOnSignPickUpActoDelegate;//[Offset: 0xe0, Size: 12] bool IsBlockWhomInVoiceBlackList;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xec, Size: 1] int TextID_OutRange;//[Offset: 0xf0, Size: 4] FString PreFix_Command;//[Offset: 0xf4, Size: 12] FString PreFix_Command_Res;//[Offset: 0x100, Size: 12] FString PreFix_Mark;//[Offset: 0x10c, Size: 12] FString PreFix_MarkBox;//[Offset: 0x118, Size: 12] FName IgnoreTag;//[Offset: 0x128, Size: 8] int MinTraceDist;//[Offset: 0x130, Size: 4] int MaxTraceDist;//[Offset: 0x134, Size: 4] int ItemTraceDist;//[Offset: 0x138, Size: 4] int MarkMutualExclusionDist;//[Offset: 0x13c, Size: 4] int MiniMapAttentionIconID;//[Offset: 0x140, Size: 4] int MiniMapThingIconID;//[Offset: 0x144, Size: 4] float MinHighLightDangerousTime;//[Offset: 0x148, Size: 4] float MinHighLightDangerousDistance;//[Offset: 0x14c, Size: 4] float DangerousMarkLifeSpan;//[Offset: 0x150, Size: 4] LastDangerousID;//[Offset: 0x154, Size: 60] int MarkMaxNum;//[Offset: 0x190, Size: 4] float ReplyDelayTime;//[Offset: 0x194, Size: 4] bool bHasSendLongPressTLog;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x198, Size: 1] bool bLoadBankAsync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x199, Size: 1] PickupManagerComponent* PickupMgrComp;//[Offset: 0x19c, Size: 4] CommandTypeIDMap;//[Offset: 0x1a0, Size: 60] MarkNameClassMap;//[Offset: 0x1dc, Size: 60] BoxTypeNameMap;//[Offset: 0x218, Size: 60] MarkInfoMap;//[Offset: 0x254, Size: 60] MarkLifeTimeMap;//[Offset: 0x290, Size: 60] FString[] HasReplyMsg;//[Offset: 0x2cc, Size: 12] MarkTypeArrayMap;//[Offset: 0x2d8, Size: 60] MsgIDActorNetGUIDMap;//[Offset: 0x314, Size: 60] int[] ServerCachedNetGUIDs;//[Offset: 0x350, Size: 12] int[] ActorNetGUIDTrashArray;//[Offset: 0x35c, Size: 12] FString[] TempIDArray;//[Offset: 0x368, Size: 12] MsgKey2MiniMapID;//[Offset: 0x374, Size: 60] MsgKey2MiniMapIconTypeID;//[Offset: 0x3b0, Size: 60] ConfigKeyToTextID;//[Offset: 0x430, Size: 60] ConfigKeyToSignSubType;//[Offset: 0x46c, Size: 60] byte MaxSendCountPerSecond;//[Offset: 0x4a8, Size: 1] CustomMarkInfoMap;//[Offset: 0x4e8, Size: 60] void SwitchAndLoadBankAndPlay(FName SwitchGroup, FName SwitchState, FString BankName, FString EventName);// 0x337e564 void SpectatorActorMark(out const QuickSignMsg OriMarkInfo, out QuickSignMsg MarkInfo, Actor* Actor);// 0x40a6134 void ShowMsgTipsVoice(out const QuickSignMsg MsgItem, bool IsSelf, FString PlayerKey);// 0x40a6134 void ServerSendMsg(const QuickSignMsg MsgItem, byte SignType);// 0x337e418 void ServerMarkCustom(out const QuickSignMsg MsgItem, float ShareDistance, bool ShareWithTeammates);// 0x337e2ac void ServerDelNetGuid(int Guid);// 0x337e234 void ServerDelMsg(FString MsgID);// 0x337e140 void ServerDelCustomMark(FString MsgID, bool ShareWithTeammates);// 0x337dff0 void ServerAddNetGuid(int Guid);// 0x337df78 void ReportQuickSign(out const QuickSignMsg MsgItem);// 0x40a6134 void RemoveActorMask(int ActorNetGUID);// 0x337dec4 void OperMark(FString MsgID);// 0x337de08 void OnPickUpActor(int Guid);// 0x337dd90 void MakeQuickNeed(enum SignSubType);// 0x337dd18 void MakeQuickMark_PickupActor(PickUpWrapperActor* PickUpActor, int RelationID);// 0x337dc5c void MakeQuickMark();// 0x337dc48 void MakeQuickCommand(byte SignType);// 0x337dbd0 void MakeCustomMark(Vector targetPos, FString SignConfigKey);// 0x337dad0 bool IsSelfMark(FString MsgID);// 0x337da0c bool IsContainMark(FString MsgID);// 0x337d948 int GetVoiceAudioID(enum MsgType);// 0x40a6134 bool GetRelationActorMsg(int ActorGUID, int RelationID, out QuickSignMsg MsgItem);// 0x337d7dc bool GenerateMarkInfo(out const QuickSignMsg MsgItem, out QuickSignMark MarkInfo);// 0x40a6134 FString FindMarkNameClassKey(class Object uMarkClass);// 0x337d6d8 void DelSpecialReplyMsg(out const QuickSignMark MsgItem);// 0x337d5e8 void DelMarkFromPool(FString MsgMark, bool bIsCheckSenderMap);// 0x337d4e0 void DelAllMarkMsgForReplay();// 0x337d4cc void DealWithNewMsg(out const QuickSignMsg MsgItem, bool IsSelf, FString SenderPlayerKey, bool ShowChat);// 0x337d230 void DealWithMarkCustomMsg(out const QuickSignMsg MsgItem, bool IsSelf);// 0x337d108 void ClientReceiveMsg(const QuickSignMsg MsgItem, bool IsSelf, FString SenderPlayerKey);// 0x337cf60 void ClientMarkCustomMsg(const QuickSignMsg MsgItem, bool IsSelf);// 0x337ce40 void ClientDelMsg(FString MsgID);// 0x337cd7c void ClientDelCustomMarkMsg(FString MsgID);// 0x31876e8 void CheckMsgValid();// 0x337cd68 void AnalysisConfigKeyClass(FString ConfigId, FString ConfigScriptParam);// 0x337cc28 void AddSpecialReplyMsg(out const QuickSignMark MsgItem);// 0x337cb38 void AddRelationActorMap(out const QuickSignMsg MsgItem);// 0x337ca5c void AddNewMark(out const QuickSignMsg MsgItem, bool IsSelf, FString SenderPlayerKey);// 0x337c810 void AddMarkToPool(out const QuickSignMark MsgMark, FString SenderPlayerKey);// 0x337c600 void AddActorMask(int ActorNetGUID);// 0x337c54c -------------------------------- Class: DangerousSignInfo FString MsgID;//[Offset: 0x0, Size: 12] Vector LastDangerousLocation;//[Offset: 0xc, Size: 12] float LastMarkDangerousTime;//[Offset: 0x18, Size: 4] -------------------------------- Class: QuickSignMark FString MsgID;//[Offset: 0x0, Size: 12] FString MarkType;//[Offset: 0xc, Size: 12] FString IconPath;//[Offset: 0x18, Size: 12] FString IconBGPath;//[Offset: 0x24, Size: 12] FString IconOuterPath;//[Offset: 0x30, Size: 12] FString IconOuterBGPath;//[Offset: 0x3c, Size: 12] FString IconOutScreenIconPath;//[Offset: 0x48, Size: 12] FString IconOutScreenBGPath;//[Offset: 0x54, Size: 12] FString IconOutScreenArrowPath;//[Offset: 0x60, Size: 12] FString ReplyID;//[Offset: 0x6c, Size: 12] Vector Loc;//[Offset: 0x78, Size: 12] int MaxNum;//[Offset: 0x84, Size: 4] int LifeSpan;//[Offset: 0x88, Size: 4] bool IsSelfMark;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8c, Size: 1] FString SenderPlayerKey;//[Offset: 0x90, Size: 12] -------------------------------- Class: QuickSignIDArray FString[] InnerArray;//[Offset: 0x0, Size: 12] -------------------------------- Class: BaseTaskComponent.ActorComponent.Object STExtraPlayerController* OwningPC;//[Offset: 0xbc, Size: 4] FString OwningPlayerName;//[Offset: 0xc0, Size: 12] int RetrieveUseItemAreaType(int ItemID, Vector PlayerLocation);// 0x3138808 int RetrieveTaskAreaType(Vector PlayerLocation);// 0x3138790 int[] RetrieveTaskAreaList(Vector PlayerLocation);// 0x3138684 int RetrieveLandLocType(FString TargetName);// 0x3138524 bool IsInSpecifiedArea(Vector PlayerLocation, FString outAreaAnchorsStr, FString InMapName, FString InTargetName);// 0x313813c int GetTaskSubTypeFromDataTable(int InTaskID);// 0x40a6134 bool GetTaskParamsFromDataTable(int InTaskID, out FString outMainConditionParam, out int outTargetProcess);// 0x40a6134 int[] GetTaskAreaListFromDataTable(Vector InPlayerLocation);// 0x40a6134 int GetTaskAreaIDFromDataTable(Vector InPlayerLocation);// 0x40a6134 FString GetOwningPlayerName();// 0x313807c FString GetMapName();// 0x3137fbc int GetLandLocIDFromDataTable(FString InTargetName);// 0x40a6134 int GetItemUseAreaIDFromDataTable(int ItemID, Vector InPlayerLocation);// 0x40a6134 -------------------------------- Class: BattleItemSpectatingData int TypeSpecificID;//[Offset: 0x0, Size: 4] int AdditionalData;//[Offset: 0x4, Size: 4] -------------------------------- Class: FriendObserver FString PlayerName;//[Offset: 0x0, Size: 12] byte gender;//[Offset: 0xc, Size: 1] -------------------------------- Class: SyncOBDataActor.Actor.Object PlayerStaticInfoInOB[] TotalPlayersStatic;//[Offset: 0x2ec, Size: 12] PlayerBaseInfoInOB[] TotalPlayers;//[Offset: 0x2f8, Size: 12] AirDropBoxInOb[] AirDropBoxList;//[Offset: 0x304, Size: 12] PlayerBreathInfoList PlayerBreathInfoList;//[Offset: 0x310, Size: 32] PlayerFiringList PlayerFiringList;//[Offset: 0x330, Size: 16] PlayerInfoInOB[] TotalPlayerList;//[Offset: 0x340, Size: 12] PlayerInfoInOB[] TotalPlayerList_SortedByTeamID;//[Offset: 0x34c, Size: 12] PlayerInfoInOB[] NearPlayerList;//[Offset: 0x358, Size: 12] PlayerInfoInOB[] SameTeamPlayerList;//[Offset: 0x364, Size: 12] TeamInfoMap;//[Offset: 0x370, Size: 60] bool bShowClubLogoInOB;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3ac, Size: 1] void OnRep_TotalPlayersStaticInfo();// 0x3580068 void OnRep_RefreshTotalPlayers();// 0x3580054 void OnRep_RefreshAirDropBox();// 0x3580040 void OnRep_PlayerFiringList();// 0x358002c void OnRep_PlayerBreathInfoList();// 0x3580018 Vector GetNewestAirDropBoxPos();// 0x357ffd0 PlayerInfoInOB[] GetNearPlayerList();// 0x357fec0 float GetBreath(uint32 InPlayerKey);// 0x357fe40 AirDropBoxInOb[] GetAirDropBoxList();// 0x357fdd4 -------------------------------- 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] byte IndexInMap;//[Offset: 0x28, Size: 1] uint64 UId;//[Offset: 0x30, Size: 8] uint32 PlayerKey;//[Offset: 0x38, Size: 4] -------------------------------- 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] uint32 PlayerKey;//[Offset: 0x20, Size: 4] -------------------------------- Class: PlayerBreathInfoList uint64 PlayerIndexLow;//[Offset: 0x0, Size: 8] uint64 PlayerIndexHigh;//[Offset: 0x8, Size: 8] byte[] BreathList;//[Offset: 0x10, Size: 12] -------------------------------- Class: PlayerFiringList uint64 PlayerFiringIndexLow;//[Offset: 0x0, Size: 8] uint64 PlayerFiringIndexHigh;//[Offset: 0x8, Size: 8] -------------------------------- Class: PlayerInfoInOB.PlayerBaseInfoInOB uint64 UId;//[Offset: 0x28, Size: 8] FString PlayerName;//[Offset: 0x30, Size: 12] FString PlayerOpenID;//[Offset: 0x3c, Size: 12] FString PicUrl;//[Offset: 0x48, Size: 12] bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x54, Size: 1] int TeamID;//[Offset: 0x58, Size: 4] FString TeamName;//[Offset: 0x5c, Size: 12] Pawn* Character;//[Offset: 0x68, Size: 8] bool IsFiring;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x70, Size: 1] bool bHasDied;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x71, Size: 1] -------------------------------- 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: AIPlayerInfoInOB FString PlayerKey;//[Offset: 0x0, Size: 12] int TeamID;//[Offset: 0xc, Size: 4] Pawn* Character;//[Offset: 0x10, Size: 8] -------------------------------- Class: AllStarReportData bool bShowReportFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] int BeReportedNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: ObservedData FString PlayerName;//[Offset: 0x0, Size: 12] FString PicUrl;//[Offset: 0xc, Size: 12] bool ShowPicUrl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x18, Size: 1] int TeamID;//[Offset: 0x1c, Size: 4] uint64 UId;//[Offset: 0x20, Size: 8] Vector[] PosList;//[Offset: 0x28, Size: 12] -------------------------------- Class: OwnerClientCreateWeaponCache ItemDefineID[] IDList;//[Offset: 0x0, Size: 12] uint32 CharacterGUID;//[Offset: 0xc, Size: 4] int SyncTicket;//[Offset: 0x10, Size: 4] -------------------------------- Class: WeaponMgrInfo ItemDefineID[] ItemList;//[Offset: 0x0, Size: 12] WeaponManagerComponent* WeaponMgr;//[Offset: 0xc, Size: 4] -------------------------------- Class: KillerTracker.Actor.Object Actor* TargetKiller;//[Offset: 0x2ec, Size: 4] Rotator TargetKillerRotation;//[Offset: 0x2f0, Size: 12] Actor* ReturnActor;//[Offset: 0x2fc, Size: 4] SpringArmComponent* CameraSpringArm;//[Offset: 0x320, Size: 4] CameraComponent* ObservingCamera;//[Offset: 0x324, Size: 4] delegate OnTrackingEnd;//[Offset: 0x328, Size: 12] float MinMovingSpeed;//[Offset: 0x334, Size: 4] float MaxMovingTime;//[Offset: 0x338, Size: 4] float ObservingTime;//[Offset: 0x33c, Size: 4] float TrackingDelay;//[Offset: 0x340, Size: 4] float ExpectedMinObservingDistance;//[Offset: 0x344, Size: 4] float CameraAdjustSpeed;//[Offset: 0x348, Size: 4] float TrackerToTargetMaxTime;//[Offset: 0x350, Size: 4] float DriverArmLenth;//[Offset: 0x354, Size: 4] bool bAdjustTargetRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] float MinRotatingngSpeed;//[Offset: 0x35c, Size: 4] static KillerTracker* StartTrackingKiller(class KillerTracker Template, Actor* Killer, PlayerController* PC, Vector InitLocation, Rotator InitRotation);// 0x32aa3f0 void ForceEnd();// 0x32aa3dc -------------------------------- Class: VehicleUserComponent.LuaActorComponent.ActorComponent.Object ItemDefineID LastUsedItemDefineID;//[Offset: 0x150, Size: 24] float LastFinishCD;//[Offset: 0x168, Size: 4] bool bIsRemoteControlling;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x16e, Size: 1] delegate OnClosestVehicleChanged;//[Offset: 0x170, Size: 12] STExtraVehicleBase* Vehicle;//[Offset: 0x17c, Size: 4] STExtraVehicleBase* UnmannedVehicle;//[Offset: 0x180, Size: 4] STExtraPlayerCharacter* Character;//[Offset: 0x184, Size: 4] enum VehicleUserState;//[Offset: 0x188, Size: 1] STExtraVehicleBase* LastDriveVehicle;//[Offset: 0x18c, Size: 4] float UpdateVehicleSpeedGUIInterval;//[Offset: 0x190, Size: 4] float UpdateClosestVehicleInterval;//[Offset: 0x198, Size: 4] STExtraVehicleBase*[] OverlappingVehicles;//[Offset: 0x1a4, Size: 12] STExtraVehicleBase*[] CullWaterRangeVehicles;//[Offset: 0x1b0, Size: 12] STExtraVehicleBase* CurrentClosestVehicle;//[Offset: 0x1bc, Size: 4] bool EnableVehicleShoot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1d8, Size: 1] float MaxAllowedExitSpeedDiff;//[Offset: 0x1dc, Size: 4] bool bRotateToViewOnExitVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1ec, Size: 1] float NoFuelTipsDisplayCooldown;//[Offset: 0x1f0, Size: 4] bool bExitVehicleCheckEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1fc, Size: 1] float ExitVehicleCheckInterval;//[Offset: 0x200, Size: 4] float CurrentMoveForwardRate;//[Offset: 0x210, Size: 4] float CurrentMoveRightRate;//[Offset: 0x214, Size: 4] float CurrentMoveUpRate;//[Offset: 0x218, Size: 4] float MaxCanAimAngle;//[Offset: 0x21c, Size: 4] bool bPlayMusicEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x220, Size: 1] bool EnableTestPawnSimulate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x221, Size: 1] float BaseVehicleLockTime;//[Offset: 0x224, Size: 4] float BaseVehicleServerAuTime;//[Offset: 0x228, Size: 4] float MaxVehicleLockTime;//[Offset: 0x22c, Size: 4] float MaxVehicleServerAuTime;//[Offset: 0x230, Size: 4] bool UAVFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x234, Size: 1] float UAVSpeedPercent;//[Offset: 0x238, Size: 4] bool bTestModeOn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x250, Size: 1] STExtraVehicleBase* CullWaterVehicle;//[Offset: 0x254, Size: 4] STExtraVehicleBase* LastCullWaterVehicle;//[Offset: 0x258, Size: 4] Rotator InputExtraRot;//[Offset: 0x25c, Size: 12] Rotator CharRotVsVehiRot;//[Offset: 0x268, Size: 12] float ResetInputExtraRotTime;//[Offset: 0x278, Size: 4] bool isHelicopterFreeCamera;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x281, Size: 1] float DelayLeanOutTimeAfterChangeSeat;//[Offset: 0x2b4, Size: 4] float DelayScopeInTimeAfterChangeSeat;//[Offset: 0x2bc, Size: 4] float ControllerYawClampMin;//[Offset: 0x2c4, Size: 4] float ControllerYawClampMax;//[Offset: 0x2c8, Size: 4] enum CurrentSeatType;//[Offset: 0x2cc, Size: 1] STExtraVehicleBase* BornLandSpawnedVehicle;//[Offset: 0x2f8, Size: 4] float FastestAllowDistance;//[Offset: 0x2fc, Size: 4] float NearVehicleTickRate;//[Offset: 0x300, Size: 4] int VehicleIconID;//[Offset: 0x304, Size: 4] float ForbidNightVehicleTipsCooldown;//[Offset: 0x320, Size: 4] bool bBornInVehicle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32d, Size: 1] bool bIgnoreVehicleLookInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x32f, Size: 1] delegate OnReceiveReqQuickSwitchSeat;//[Offset: 0x330, Size: 12] delegate OnReceiveReqDriverLostSwitchSeat;//[Offset: 0x33c, Size: 12] delegate OnRefuseExchangeVehicleSeat;//[Offset: 0x348, Size: 12] void UseVehicleWeaponOrNot();// 0x362a5f8 void UpdateVehWeaponPassengerViewLimit();// 0x362a5e4 void UpdatePassengerViewPitchLimit();// 0x362a5d0 void TurnVehicle(float Rate);// 0x362a558 void TryUseHorn(bool bUse);// 0x362a4d8 void TryShutDownUnmannedVehicle();// 0x362a4c4 void TryPauseUnmannedVehicle();// 0x362a4b0 bool TryLeanOutOrIn(bool bAutoLeanOut, bool bForce);// 0x362a3d8 void TryLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x362a360 void TryLaunchCurrentUnmannedVehicle();// 0x362a340 void TryExitVehicle();// 0x362a32c void TryEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x362a270 void TryChangeVehicleSeat();// 0x362a25c bool TryChangeToVehicleSeat(int SeatIndex);// 0x362a1dc bool TryChangeFreeFireSeatAndScopeIn();// 0x362a1b4 bool TryChangeFreeFireSeatAndLeanOut();// 0x362a18c void TryAutonomousDriving(bool bEnable);// 0x362a10c void TickVehicleCullWater(STExtraVehicleBase* InCullWaterVehicle);// 0x40a6134 void TestMoveVehicleUp(float Rate);// 0x362a094 void TestMoveVehicleRight(float Rate);// 0x362a01c void TestMoveVehicleForward(float Rate);// 0x3629fa4 void TestForceTurnVehicle(Rotator Rotation, bool bIsAdd);// 0x3629ee0 void StopFireVehicleWeapon();// 0x3629ecc bool ShowVehicleWeaponUI();// 0x3629ea4 void SetVehicleUserState(enum UserState);// 0x3629e30 void SetVehicleIgnoreLookInput(bool bNewIgnore);// 0x3629db0 void SetPlayMusic(bool bEnabled);// 0x3629d30 void SetLastDriveVehicle(STExtraVehicleBase* LastVehicle);// 0x3629cb8 void SetIsAutoMoveForward(bool IsEnable);// 0x3629c38 void SetClosestVehicle(STExtraVehicleBase* InVehicle);// 0x3629bbc void SetBrake(float Rate);// 0x3629b44 void SetBoosting(bool bEnabled);// 0x3629ac4 void SetAirControlF(float Rate);// 0x3629a4c void SetAirControlB(float Rate);// 0x36299d4 void ServerUseVehicleWeaponOrNot(int SeatId, bool bUse);// 0x36298c4 void ServerStopFireVehicleWeapon();// 0x3629868 void ServerReqQuickSwitchSeat(STExtraPlayerCharacter* ReqTarget);// 0x36297b4 bool ServerForceEnterVehicle(STExtraVehicleBase* InVehicle, int SeatIdx);// 0x36296f0 void ServerEquipVehicleWeaponOrNot(int SeatId, bool bEquip);// 0x36295e0 void ServerDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x3629568 void ServerAgreeQuickSwitchSeat(bool bIsAgree);// 0x36294a0 void Server_JoystickCenterClickHandler();// 0x3629444 void SendToServerUnmannedVehicleUse();// 0x36293e8 void SendToServerUnmannedVehicleRecall();// 0x362938c void SendToServerUnmannedVehiclePause();// 0x3629330 void RspShutDownUnmannedVehicle(bool bSucceed);// 0x36292a8 void RspRefuseExchangeVehicleSeat(STExtraPlayerCharacter* acceptPlayer);// 0x3629228 void RspPauseUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x362915c void RspLeanOut(bool bOut);// 0x36290d4 void RspLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle, bool bSucceed);// 0x3629008 void RspExitVehicle(bool bSuccess);// 0x3628f80 void RspExchangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd);// 0x3628e74 void RspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x3628d18 void RspChangeVehicleSeat(bool bSuccess, enum SeatType, int SeatInd, bool bNeedLeanOut, bool bNeedScopeIn, int FailTips);// 0x3628b1c void RspAutonomousDriving(bool bEnable, bool bSucceed);// 0x3628a44 void ReqSyncViewTargetLastDriveInfo(STExtraPlayerController* ObserverController, STExtraBaseCharacter* ViewTargetCharacter);// 0x3628948 void ReqShutDownUnmannedVehicle();// 0x36288ec void ReqQuickSwitchSeat();// 0x36288d8 void ReqPauseUnmannedVehicle();// 0x362887c void ReqMarkLastestVehicle(STExtraPlayerController* STEPC, STExtraVehicleBase* InVehicle);// 0x3628780 void ReqLeanOut(bool IsLeanOut);// 0x36286b8 void ReqLaunchUnmannedVehicle(STExtraVehicleBase* InVehicle);// 0x3628604 void ReqExitVehicle(Vector ClientVehicleVelocity);// 0x3628558 void ReqExchangeVehicleSeat();// 0x36284fc void ReqEraseLastDriveVehicle();// 0x36284a0 void ReqEnterVehicle(STExtraVehicleBase* InVehicle, enum SeatType);// 0x36283a4 void ReqChangeVehicleSeat(int InSeatIndex);// 0x36282f0 void ReqChangeFreeFireSeatAndScopeIn(bool LeftSide);// 0x3628228 void ReqChangeFreeFireSeatAndLeanOut(bool LeftSide);// 0x3628160 void ReqAutonomousDriving(bool bEnable);// 0x3628098 void ReqAcceptExchangeVehicleSeat(bool IsAccept);// 0x3627fd0 void OnUnmannedVehicleDriverDead(enum EnteredState);// 0x3627f58 void OnUnmannedVehicle_Standby_Reconnet();// 0x40a6134 void OnShutDownUnmannedVehicleCompleted(float cdTime);// 0x40a6134 void OnServerReconnected();// 0x3627f44 void OnScopeInAfterChangeSeat();// 0x3627f30 void OnRep_DefineID();// 0x3627f1c void OnRep_BornInVehicle();// 0x3627f08 void OnRefuseExchangeVehicleSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x40a6134 void OnReceiveReqQuickSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* OrignChar);// 0x40a6134 void OnReceiveReqDriverLostSwitchSeatDelegate__DelegateSignature(STExtraPlayerCharacter* Driver);// 0x40a6134 void OnPauseUnmannedVehicleCompleted();// 0x40a6134 void OnLeanOutAfterChangeSeat();// 0x3627ef4 void OnLaunchUnmannedVehicleCompleted();// 0x40a6134 void OnInputAxisMoveRight(float Rate);// 0x40a6134 void OnInputAxisMoveForward(float Rate);// 0x40a6134 void OnExitVehicleCompleted();// 0x40a6134 void OnEnterVehicleCompleted(enum SeatType);// 0x40a6134 void OnCurrrentClosestVehicleChanged();// 0x40a6134 void OnClientReconnected();// 0x3627ee0 void OnChangeVehicleSeatCompleted(enum SeatType);// 0x40a6134 void NotifyLeaveVehicleFailed();// 0x3148664 void MoveVehicleUp(float Rate);// 0x3627e68 void MoveVehicleRight(float Rate);// 0x3627df0 void MoveVehicleForward(float Rate);// 0x3627d78 void MaintenanceVehicle(float addpercenthp, bool fixtire);// 0x3627cb4 bool IsControllingUnmannedVehicle();// 0x3627c8c bool IsAutoDriving();// 0x3627c64 bool IgnoreVehicleLookInput();// 0x3627c3c void HandleVehicleWeaponToLastWeapon(byte TargetChangeSlot);// 0x3627bc4 void HandleLocalEquipWeaponFromBackpackFinished();// 0x3627bb0 void HandleLocalBackpackCurrentWeaponFinished();// 0x3627b9c bool HandleClientReconnecting();// 0x3627b74 enum GetVehicleUserState();// 0x31a64c0 STExtraVehicleBase* GetVehicle();// 0x3627b58 STExtraVehicleBase* GetCurrentClosestVehicle();// 0x3627b3c STExtraShootWeapon* GetCharacterVehicleWeapon();// 0x3627b14 bool GetAssistantState();// 0x3627aec void ForceExitVehicle(bool bApplyVehicleVelocity, FString Reason, bool bMustExit);// 0x3627994 void FobidRspEnterVehicle(STExtraVehicleBase* InVehicle, bool bSuccess, enum SeatType, int SeatInd);// 0x3627838 void FlipTrackVehicleDirection();// 0x3627824 void FireVehicleWeapon();// 0x3627810 void DoExitVehicle(bool bApplyVehicleVelocity, bool bMustExit);// 0x3627740 void DoEquipAction(bool bEquip);// 0x36276c0 void ClosestVehicleDelegate__DelegateSignature();// 0x40a6134 void ClientReqQuickSwitchSeat(STExtraPlayerCharacter* ReqOrign);// 0x362760c void ClientDriverLostReqSwitchSeat(STExtraPlayerCharacter* Driver);// 0x31885cc void Client_UnbindTouchEvents();// 0x36275b0 void Client_ShouldBindTouchEvents();// 0x3627554 bool CheckCanLeanOutVehicle();// 0x362752c void ChangeAssistantState(bool bEnter);// 0x36274ac bool CanVehicleShoot(STExtraPlayerCharacter* PlayerCharacter);// 0x362742c bool CanUseVehicleHorn();// 0x3627404 bool CanShowEnterBtn(STExtraVehicleBase* InVehicle);// 0x40a6134 bool CanLeanOutVehicle(STExtraVehicleBase* InVehicle, STExtraPlayerCharacter* InCharacter, int InSeatIndex);// 0x36272fc bool CanEnterVehicle(STExtraVehicleBase* InVehicle, enum InSeatType);// 0x40a6134 bool CanChangeSeat(STExtraVehicleBase* InVehicle);// 0x40a6134 bool CanAutoDriving();// 0x36272d4 void BrakeTrackVehicle(bool bIsBrake);// 0x3627254 void AgreeQuickSwitchSeat(bool bIsAgree);// 0x36271d4 void AddVehicleFuel(float amount);// 0x362715c -------------------------------- Class: OBHttpComponent.LuaActorComponent.ActorComponent.Object PlayerRealTimeAPI[] RealTimeAPIList;//[Offset: 0x14c, Size: 12] PlayerAfterMatchAPI[] AfterMatchAPIList;//[Offset: 0x158, Size: 12] bool bSwitchOBHttpComponent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x164, Size: 1] FString IPAddr;//[Offset: 0x168, Size: 12] int Port;//[Offset: 0x174, Size: 4] FString URLSetting;//[Offset: 0x178, Size: 12] int MaxFailedTimes;//[Offset: 0x184, Size: 4] void ServerGetBackPackInfo(const int TeamID, const int[] ObserveReplicateItems);// 0x3309d9c void ServerCollectTeammateItemList(int TeamID);// 0x3309ce8 void PostTeamWeaponInfo(FString TeamWeaponInfoJsonStr);// 0x3101380 void PostTeamBackPackInfoByTeamID(const int TeamID, out const int[] ObserveReplicateItems);// 0x3309bd8 void OnRep_RealTimeAPIList();// 0x3309bc4 void OnRep_AfterMatchAPIList();// 0x3309bb0 void ClientUpdateTeammateItemList();// 0x3309b54 void ClientGetBackPackInfo(const PlayerBackPackInfo[] TeamBackPackInfo);// 0x33099f8 -------------------------------- Class: PlayerRealTimeAPI uint32 PlayerKey;//[Offset: 0x0, Size: 4] int GotAirDropNum;//[Offset: 0x4, Size: 4] int MaxKillDistance;//[Offset: 0x8, Size: 4] int Damage;//[Offset: 0xc, Size: 4] int KillNumInVehicle;//[Offset: 0x10, Size: 4] int KillNumByGrenade;//[Offset: 0x14, Size: 4] int Rank;//[Offset: 0x18, Size: 4] bool IsOutsideBlueCircle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x1c, Size: 1] -------------------------------- Class: PlayerAfterMatchAPI uint32 PlayerKey;//[Offset: 0x0, Size: 4] int InDamage;//[Offset: 0x4, Size: 4] int Heal;//[Offset: 0x8, Size: 4] int HeadShotNum;//[Offset: 0xc, Size: 4] int SurvivalTime;//[Offset: 0x10, Size: 4] int DriveDistance;//[Offset: 0x14, Size: 4] int marchDistance;//[Offset: 0x18, Size: 4] int Assists;//[Offset: 0x1c, Size: 4] float OutsideBlueCircleTime;//[Offset: 0x20, Size: 4] int Knockouts;//[Offset: 0x24, Size: 4] int rescueTimes;//[Offset: 0x28, Size: 4] int UseSmokeGrenadeNum;//[Offset: 0x2c, Size: 4] int UseFragGrenadeNum;//[Offset: 0x30, Size: 4] int UseBurnGrenadeNum;//[Offset: 0x34, Size: 4] int UseFlashGrenadeNum;//[Offset: 0x38, Size: 4] -------------------------------- Class: PlayerBackPackInfo BattleItemSpectatingData[] PlayerBackPackInfo;//[Offset: 0x0, Size: 12] int MainWeapon1TypeSpecificID;//[Offset: 0xc, Size: 4] int MainWeapon1AmmoNuminClip;//[Offset: 0x10, Size: 4] int MainWeapon2TypeSpecificID;//[Offset: 0x14, Size: 4] int MainWeapon2AmmoNuminClip;//[Offset: 0x18, Size: 4] uint32 PlayerKey;//[Offset: 0x1c, Size: 4] -------------------------------- Class: ImpactMapValueData STEShootWeaponBulletImpactEffect*[] ImpactEffectList;//[Offset: 0x0, Size: 12] -------------------------------- Class: StateMachineComponent.ActorComponent.Object State*[] AllStateList;//[Offset: 0xbc, Size: 12] enum StartStateType;//[Offset: 0xc8, Size: 1] enum FinishStateType;//[Offset: 0xc9, Size: 1] State* CurrentState;//[Offset: 0xcc, Size: 4] enum CurrentStateType;//[Offset: 0xd0, Size: 1] enum LastStateType;//[Offset: 0xd1, Size: 1] -------------------------------- Class: State.Object -------------------------------- Class: MonsterTreasureBox.UAEHouseActor.UAENetActor.LuaActor.Actor.Object enum[] DamageableGameObjectTypeList;//[Offset: 0x488, Size: 12] FString TreasureBoxName;//[Offset: 0x494, Size: 12] float TotalHP;//[Offset: 0x4a0, Size: 4] float BrokenHPPropotion;//[Offset: 0x4a4, Size: 4] float TotalTime;//[Offset: 0x4a8, Size: 4] int boxId;//[Offset: 0x4ac, Size: 4] Vector GroupLoc;//[Offset: 0x4b0, Size: 12] float DestroyTime;//[Offset: 0x4bc, Size: 4] float OperationalDistance;//[Offset: 0x4c0, Size: 4] float VisibleHUDlDistance;//[Offset: 0x4c4, Size: 4] ParticleSystem* StandbyEffect;//[Offset: 0x4c8, Size: 4] Transform StandbyEffectTrans;//[Offset: 0x4d0, Size: 48] ParticleSystem* OpenningEffect;//[Offset: 0x500, Size: 4] Transform OpenningEffectTrans;//[Offset: 0x510, Size: 48] ParticleSystem* OpennedEffect;//[Offset: 0x540, Size: 4] Transform OpennedEffectTrans;//[Offset: 0x550, Size: 48] ParticleSystem* BrokenEffect1;//[Offset: 0x580, Size: 4] Transform BrokenEffect1Trans;//[Offset: 0x590, Size: 48] ParticleSystem* BrokenEffect2;//[Offset: 0x5c0, Size: 4] Transform BrokenEffect2Trans;//[Offset: 0x5d0, Size: 48] MaterialInterface* BlackMat;//[Offset: 0x600, Size: 4] ProduceDropItemComponent* ProduceComponent;//[Offset: 0x604, Size: 4] SceneComponent* DefaultRoot;//[Offset: 0x608, Size: 4] class Controller[] InstigatorList;//[Offset: 0x60c, Size: 12] class Actor[] DamageCauserList;//[Offset: 0x618, Size: 12] enum PickUpBoxType;//[Offset: 0x624, Size: 1] bool bFixBoxName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x625, Size: 1] bool bIconInstanceID;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x626, Size: 1] int IconID;//[Offset: 0x628, Size: 4] bool bHideLightColumn;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x674, Size: 1] bool bRegisterRegion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x676, Size: 1] bool bAutoActiveBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x677, Size: 1] int ClientAutoActiveBoxCD;//[Offset: 0x678, Size: 4] int AutoActiveBoxCD;//[Offset: 0x67c, Size: 4] int HideLightColumn;//[Offset: 0x680, Size: 4] float GoUpAnimationWait;//[Offset: 0x684, Size: 4] float GoUpAnimationSpeed;//[Offset: 0x688, Size: 4] float GoUpAnimationHight;//[Offset: 0x68c, Size: 4] bool GoUpAnimationHightEnd;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x690, Size: 1] float GoUpAnimationYawSpeed;//[Offset: 0x694, Size: 4] float GoUpAnimationYawTotal;//[Offset: 0x698, Size: 4] Vector BoxCoverLoc;//[Offset: 0x69c, Size: 12] Rotator BoxCoverRot;//[Offset: 0x6a8, Size: 12] bool bImmediateOpenBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b4, Size: 1] bool IsForbidOverlap;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b5, Size: 1] bool GoUpAnimationAkAudioStart;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x6b6, Size: 1] SkeletalMeshComponent* NeedAnimationBoxMesh;//[Offset: 0x6b8, Size: 4] BoxComponent* NeedAnimationBoxCover;//[Offset: 0x6bc, Size: 4] float StartedTime;//[Offset: 0x6d8, Size: 4] enum CurState;//[Offset: 0x6dc, Size: 1] uint32 StartedPlayerKey;//[Offset: 0x6e0, Size: 4] int StartedTeamId;//[Offset: 0x6e4, Size: 4] float CountdownTime;//[Offset: 0x6e8, Size: 4] float StartDestroytime;//[Offset: 0x6ec, Size: 4] int MonsterBoxId;//[Offset: 0x6f0, Size: 4] int MonsterBoxTempleteId;//[Offset: 0x6f4, Size: 4] DataStrs;//[Offset: 0x6f8, Size: 60] ParticleSystemComponent* StandbyEffectComp;//[Offset: 0x738, Size: 4] ParticleSystemComponent* OpenningEffectComp;//[Offset: 0x73c, Size: 4] ParticleSystemComponent* OpenedEffectComp;//[Offset: 0x740, Size: 4] ParticleSystemComponent* BrokenEffect1Comp;//[Offset: 0x744, Size: 4] ParticleSystemComponent* BrokenEffect2Comp;//[Offset: 0x748, Size: 4] MaterialInstanceDynamic* DynamicMat;//[Offset: 0x74c, Size: 4] Object* TriggerActionHost;//[Offset: 0x780, Size: 4] void ShowMonsterTreasureBoxSkelemesh(bool IsShow);// 0x40a6134 void ShowMonsterTreasureBox(PlayerController* PC);// 0x32dd1a8 void SetDropItems(out const DropPropData[] DropItems, STExtraPlayerState* PlayerState);// 0x40a6134 void SetClientClientAutoActiveBoxCD(int CD);// 0x32dd130 void SetAutoActiveBoxCD(int leftTime);// 0x32dd0b8 void OnTreasureBoxPicked__DelegateSignature();// 0x40a6134 void OnSomeonePickItem(uint32 InPC);// 0x32dd040 void OnRep_HideLightColumn();// 0x32dd02c void OnRep_CurState();// 0x32dd018 void OnBoxEmpty();// 0x32dd004 void OnAnimationStop();// 0x32dcff0 bool IsShowIcon();// 0x32dcfc8 int GetMonsterBoxId();// 0x32dcfa0 enum[] GetDamageableGameObjectType();// 0x32dced8 enum GetCurState();// 0x32dceb0 int GetClientClientAutoActiveBoxCD();// 0x32dce88 void DeActiveMonsterTreasureBox();// 0x32dce74 bool CanBeDamaged();// 0x32dce4c void BPRepCurState();// 0x40a6134 void BPOnStopMonsterTreasureBox();// 0x40a6134 void BPOnStartMonsterTreasureBox();// 0x40a6134 void BPOnHideLightColumn();// 0x40a6134 void BPOnCountdownEnd();// 0x40a6134 void BPOnBreakMonsterTreasureBox();// 0x40a6134 void BPOnAnimationStop();// 0x40a6134 void BPOnAnimationAkAudioStop();// 0x40a6134 void BPOnAnimationAkAudioStart();// 0x40a6134 FString BPGetTreasureBoxName();// 0x40a6134 -------------------------------- Class: UAEHouseActor.UAENetActor.LuaActor.Actor.Object int iRegionHouse;//[Offset: 0x388, Size: 4] float WindowHideDistanceSquared;//[Offset: 0x38c, Size: 4] float WindowLoadDistanceSquared;//[Offset: 0x390, Size: 4] float WindowLoadDistanceSquaredOnVeryLowDevice;//[Offset: 0x394, Size: 4] float WindowLoadDistanceSquaredOnServer;//[Offset: 0x398, Size: 4] UAEWindowRepData[] WindowList;//[Offset: 0x39c, Size: 12] WindowComponents;//[Offset: 0x3a8, Size: 60] bool bEnableWindow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4, Size: 1] bool bShouldConsiderDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e5, Size: 1] bool SerializeDataUse;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x434, Size: 1] bool IsStickToTheGround;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x435, Size: 1] byte[] SerializeData;//[Offset: 0x438, Size: 12] static void ProcessWindowCreateList();// 0x3bedfc0 void OnRep_WindowList();// 0x3bedfac void ClearWindowList();// 0x3bedf98 void BroadcastWindowRepDataUpdated(UAEWindowRepData InRepData);// 0x3bedd70 -------------------------------- Class: AvatarCapture.LuaActor.Actor.Object SkeletalMeshComponent* DisplayMesh;//[Offset: 0x37c, Size: 4] MeshComponent* WeaponMesh;//[Offset: 0x380, Size: 4] STExtraPlayerController* ASTPC;//[Offset: 0x384, Size: 4] int[] IgnoreDisplayWeaponIDList;//[Offset: 0x388, Size: 12] WeaponAnimList;//[Offset: 0x394, Size: 60] class AnimInstance* animBP;//[Offset: 0x3d0, Size: 4] AnimBP_SpecialMap;//[Offset: 0x3d4, Size: 60] class AnimInstance* AnimBP_Real;//[Offset: 0x410, Size: 4] delegate OnWeaponBlendAnim;//[Offset: 0x414, Size: 12] int CurUseWeaponSkinID;//[Offset: 0x420, Size: 4] bool bIsNewViewTarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x424, Size: 1] bool bShowingAvatarModel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x425, Size: 1] SlotToSocket;//[Offset: 0x428, Size: 60] FName OBPlayerName;//[Offset: 0x468, Size: 8] STExtraCharacter* OBPlayerPawn;//[Offset: 0x470, Size: 4] CharacterAvatarComponent2* OBAvatar;//[Offset: 0x474, Size: 4] WeaponManagerComponent* OBWeaponMgr;//[Offset: 0x478, Size: 4] StaticMeshComponent*[] StMeshList;//[Offset: 0x47c, Size: 12] SkeletalMeshComponent*[] SkMeshList;//[Offset: 0x488, Size: 12] SkeletalMeshComponent* PendantComponent;//[Offset: 0x494, Size: 4] FName[] HideBoneNames;//[Offset: 0x498, Size: 12] SkeletalMesh*[] SkMeshResList;//[Offset: 0x4a4, Size: 12] MeshComponent*[] WeaponAttachmentList;//[Offset: 0x4b0, Size: 12] SceneCaptureComponent2D* Capture2D;//[Offset: 0x4bc, Size: 4] DirectionalLightComponent* DirectionalLight;//[Offset: 0x4c0, Size: 4] bool IsCaptureEnabled;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c4, Size: 1] bool SetOBTarget(STExtraCharacter* PlayerPawn, CharacterAvatarComponent2* AvatarComp, WeaponManagerComponent* WeaponMgr);// 0x30e54cc void SetEnable(bool IsEnable);// 0x30e544c void ResetWeaponPendant(int WeaponID);// 0x30e53d4 void ResetBackpackPendant(CharacterAvatarComponent2* AvatarComponent);// 0x30e535c void RenderCaptureScene();// 0x30e5348 void RefreshAvatar();// 0x30e5334 void OnWeaponSystemDataChanged(out WeaponSystemDataOnSimulateClient WeaponSystemData);// 0x30e528c void OnWeaponAvatarEquipped(int SlotID, ItemDefineID NewItemID);// 0x30e51bc void OnSimulatedWeaponChanged();// 0x30e51a8 void OnAvatarEquipped(enum SlotType, bool IsEquipped, int ItemID);// 0x30e509c void OnAvatarAllMeshLoaded();// 0x30e5088 SkeletalMesh* MergeMesh(out SkeletalMesh*[] SkMeshList, SkeletalMesh* RefMesh);// 0x30e4f6c int[] GetWeaponSkinIDs();// 0x30e4eac CharacterAvatarComponent2* GetOBAvatarComponent();// 0x30e4e84 AnimSequenceBase* GetAnimSeqAsset(SoftObjectPath AnimResRef);// 0x30e4d10 void EquipWeapon();// 0x30e4cfc void EquipPlayerAvatar(CharacterAvatarComponent2* AvatarComponent);// 0x30e4c84 void DisplayAvatarWithComponent(bool IsEnable, CharacterAvatarComponent2* AvatarComp, WeaponManagerComponent* WeaponMgr);// 0x30e4b78 void DisplayAvatar(bool IsEnable, STExtraCharacter* PlayerPawn);// 0x30e4ab0 void CreateWeapon(bool IsSkeletalMesh);// 0x30e4a30 void BluePrintSetEnable(bool IsEnable);// 0x40a6134 void ApplyAnimation();// 0x30e4a1c -------------------------------- 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: DirectionalLightComponent.LightComponent.LightComponentBase.SceneComponent.ActorComponent.Object bool bEnableLightShaftOcclusion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x359, Size: 1] float OcclusionMaskDarkness;//[Offset: 0x35c, Size: 4] float OcclusionDepthRange;//[Offset: 0x360, Size: 4] Vector LightShaftOverrideDirection;//[Offset: 0x364, Size: 12] float WholeSceneDynamicShadowRadius;//[Offset: 0x370, Size: 4] float DynamicShadowDistanceMovableLight;//[Offset: 0x374, Size: 4] float DynamicShadowDistanceStationaryLight;//[Offset: 0x378, Size: 4] int DynamicShadowCascades;//[Offset: 0x37c, Size: 4] float CascadeDistributionExponent;//[Offset: 0x380, Size: 4] float CascadeTransitionFraction;//[Offset: 0x384, Size: 4] float ShadowDistanceFadeoutFraction;//[Offset: 0x388, Size: 4] bool bUseIndependentShadowBound;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x38c, Size: 1] float ShadowCenterOffset;//[Offset: 0x390, Size: 4] float ShadowIndependentRadius;//[Offset: 0x394, Size: 4] bool bUseInsetShadowsForMovableObjects;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x398, Size: 1] int FarShadowCascadeCount;//[Offset: 0x39c, Size: 4] float FarShadowDistance;//[Offset: 0x3a0, Size: 4] float DistanceFieldShadowDistance;//[Offset: 0x3a4, Size: 4] float LightSourceAngle;//[Offset: 0x3a8, Size: 4] float TraceDistance;//[Offset: 0x3ac, Size: 4] LightmassDirectionalLightSettings LightmassSettings;//[Offset: 0x3b0, Size: 16] bool bCastModulatedShadows;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3c0, Size: 1] bool bCastsLandscapeShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x3c0, Size: 1] float LandscapeShadowColor;//[Offset: 0x3c4, Size: 4] float LandscapeShadowOffset;//[Offset: 0x3c8, Size: 4] float LandscapeShadowSoftHeight;//[Offset: 0x3cc, Size: 4] float LandscapeShadowPixelPrecision;//[Offset: 0x3d0, Size: 4] LandscapeGeometryAsset* LandscapeGeometry;//[Offset: 0x3d4, Size: 4] bool bCastPhotonShadow;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x3d8, Size: 1] float SoftShadowSoftness;//[Offset: 0x3dc, Size: 4] float ShadowBlendFactor;//[Offset: 0x3e0, Size: 4] float BoundsScale;//[Offset: 0x3e4, Size: 4] float NearPlaneOffset;//[Offset: 0x3e8, Size: 4] float FarPlaneOffset;//[Offset: 0x3ec, Size: 4] float SplitNearOffset;//[Offset: 0x3f0, Size: 4] float SplitFarOffset;//[Offset: 0x3f4, Size: 4] float ShadowMapResolution;//[Offset: 0x3f8, Size: 4] Color ModulatedShadowColor;//[Offset: 0x3fc, Size: 4] ACESParameter[] ACESParameters;//[Offset: 0x400, Size: 12] bool bUsedShadowControl;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x40c, Size: 1] float ShadowControl;//[Offset: 0x410, Size: 4] bool bUsedAsAtmosphereSunLight;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x414, Size: 1] int AtmosphereSunLightIndex;//[Offset: 0x418, Size: 4] LinearColor AtmosphereSunDiskColorScale;//[Offset: 0x41c, Size: 16] bool bPerPixelAtmosphereTransmittance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x42c, Size: 1] bool bCastsCloudShadow;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x42c, Size: 1] Texture* CloudShadowTexture;//[Offset: 0x430, Size: 4] float CloudShadowTileSize;//[Offset: 0x434, Size: 4] float CloudShadowDensity;//[Offset: 0x438, Size: 4] Vector2D CloudShadowWinSpeed;//[Offset: 0x43c, Size: 8] void SetShadowDistanceFadeoutFraction(float NewValue);// 0x5c63c40 void SetOcclusionMaskDarkness(float NewValue);// 0x5c63bc8 void SetLightShaftOverrideDirection(Vector NewValue);// 0x5c63b58 void SetEnableLightShaftOcclusion(bool bNewValue);// 0x5c63ad8 void SetDynamicShadowDistanceStationaryLight(float NewValue);// 0x5c63a60 void SetDynamicShadowDistanceMovableLight(float NewValue);// 0x5c639e8 void SetDynamicShadowCascades(int NewValue);// 0x5c63970 void SetCloudShadowWinSpeed(out const Vector2D InWinSpeed);// 0x5c638ec void SetCloudShadowTileSize(float InValue);// 0x5c63874 void SetCloudShadowTexture(Texture* InTexture);// 0x5c637fc void SetCloudShadowDensity(float InDensity);// 0x5c63784 void SetCastsCloudShadow(bool InValue);// 0x5c63704 void SetCascadeTransitionFraction(float NewValue);// 0x5c6368c void SetCascadeDistributionExponent(float NewValue);// 0x5c63614 void SetAtmosphereSunLight(bool bNewValue);// 0x5c63594 -------------------------------- Class: LightmassDirectionalLightSettings.LightmassLightSettings float LightSourceAngle;//[Offset: 0xc, Size: 4] -------------------------------- Class: LandscapeGeometryAsset.DataAsset.Object Vector[] Vertex;//[Offset: 0x20, Size: 12] Vector[] Normals;//[Offset: 0x2c, Size: 12] Vector2D[] UV;//[Offset: 0x38, Size: 12] int[] Indices;//[Offset: 0x44, Size: 12] ComponentIndexOffset;//[Offset: 0x50, Size: 60] int ComponentIndexCount;//[Offset: 0x8c, Size: 4] int ComponentVertexCount;//[Offset: 0x90, Size: 4] SubLevelComponentMap;//[Offset: 0x94, Size: 60] StaticMesh* HighQualityMesh;//[Offset: 0xd0, Size: 40] float HighQualityMeshDestroyHight;//[Offset: 0xf8, Size: 4] ComponentVertexIndexOffset;//[Offset: 0xfc, Size: 60] -------------------------------- Class: LevelComponentMapValue FString Name;//[Offset: 0x0, Size: 12] int[] IndexOffsetArray;//[Offset: 0xc, Size: 12] int[] IndexCountArray;//[Offset: 0x18, Size: 12] int[] VertexOffsetIndex;//[Offset: 0x24, Size: 12] int[] BorderIndex1;//[Offset: 0x30, Size: 12] int[] BorderIndex2;//[Offset: 0x3c, Size: 12] int[] BorderIndex3;//[Offset: 0x48, Size: 12] int[] BorderIndex4;//[Offset: 0x54, Size: 12] int[] UnderBorderIndex1;//[Offset: 0x60, Size: 12] int[] UnderBorderIndex2;//[Offset: 0x6c, Size: 12] int[] UnderBorderIndex3;//[Offset: 0x78, Size: 12] int[] UnderBorderIndex4;//[Offset: 0x84, Size: 12] int[] BorderIndicesBuffer1;//[Offset: 0x90, Size: 12] int[] BorderIndicesBuffer2;//[Offset: 0x9c, Size: 12] int[] BorderIndicesBuffer3;//[Offset: 0xa8, Size: 12] int[] BorderIndicesBuffer4;//[Offset: 0xb4, Size: 12] FString Sibling1Name;//[Offset: 0xc0, Size: 12] FString Sibling2Name;//[Offset: 0xcc, Size: 12] FString Sibling3Name;//[Offset: 0xd8, Size: 12] FString Sibling4Name;//[Offset: 0xe4, Size: 12] int Sibling1Idx;//[Offset: 0xf0, Size: 4] int Sibling2Idx;//[Offset: 0xf4, Size: 4] int Sibling3Idx;//[Offset: 0xf8, Size: 4] int Sibling4Idx;//[Offset: 0xfc, Size: 4] -------------------------------- Class: FootprintActorInfo enum PhysicalSurface;//[Offset: 0x0, Size: 1] class FootprintInstanceActor* FootprintClass;//[Offset: 0x8, Size: 40] -------------------------------- Class: FootprintInstanceActor.Actor.Object InstancedStaticMeshComponent* InstancedMeshComponent;//[Offset: 0x2ec, Size: 4] -------------------------------- Class: FootprintActorBlock TeamFootprintInstanceActorMap;//[Offset: 0x0, Size: 60] FootprintInstanceActor* OthersFootprintInstanceActor;//[Offset: 0x3c, Size: 4] -------------------------------- Class: TrailMarkActorBlock TrailMarkActor*[] WorkingList;//[Offset: 0x0, Size: 12] TrailMarkActor*[] AssignableList;//[Offset: 0xc, Size: 12] -------------------------------- Class: IdeaDecalManager.Actor.Object DecalMaterialsLookupTable;//[Offset: 0x2ec, Size: 60] class Actor[] IgnoreActorClass;//[Offset: 0x328, Size: 12] float DecalLongestDistance;//[Offset: 0x334, Size: 4] IdeaDecalRenderComponent*[] DecalComponents;//[Offset: 0x338, Size: 12] RuntimeMeshComponent* Decal;//[Offset: 0x344, Size: 4] void RemoveDecalOnTimer(int[] DecalIdArray);// 0x3294fac bool RemoveDecal(const int ID, bool NeedUpdate);// 0x3294ee0 int[] CreateNewDecal(out const Transform DecalTrans, MaterialInstanceDynamic* DecalMaterialInstance, out const Vector2D DecalUVOffset, out const Vector2D DecalUVScale, float AutoDisappearTime, byte TraceAxis, bool bNegativeDir, bool bIgnoreTransForEndPosition);// 0x3294b60 -------------------------------- Class: DecalBlock MaterialInterface* DecalMaterial;//[Offset: 0x0, Size: 4] Texture* DecalTexure;//[Offset: 0x4, Size: 4] -------------------------------- Class: IdeaDecalRenderComponent.RuntimeMeshComponent.MeshComponent.PrimitiveComponent.SceneComponent.ActorComponent.Object -------------------------------- Class: BackpackDecalHandle.BattleItemHandleBase.ItemHandleBase.Object MaterialInterface* DecalMaterial;//[Offset: 0xf4, Size: 4] Texture* DecalTexure;//[Offset: 0xf8, Size: 4] int CoordX;//[Offset: 0xfc, Size: 4] int CoordY;//[Offset: 0x100, Size: 4] Vector2D DecalSize;//[Offset: 0x104, Size: 8] bool bIsGifDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10c, Size: 1] bool bIsMusicDecal;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10d, Size: 1] int GifDecalFrameNum;//[Offset: 0x110, Size: 4] float GifDecalFrameTime;//[Offset: 0x114, Size: 4] AkAudioEvent* DecalSound;//[Offset: 0x118, Size: 4] float AttenuationRadius;//[Offset: 0x11c, Size: 4] float OutputVolume;//[Offset: 0x120, Size: 4] -------------------------------- Class: SupplySpot.Actor.Object int TotalSupplyTimes;//[Offset: 0x2ec, Size: 4] int RemainSupplyTimes;//[Offset: 0x2f0, Size: 4] int SupplyBulletNum;//[Offset: 0x2f4, Size: 4] float ValidDistance;//[Offset: 0x2f8, Size: 4] delegate SupplySpotTimesChange;//[Offset: 0x2fc, Size: 12] void ReqUseSupplySpot(STExtraPlayerController* InController);// 0x30b6d2c -------------------------------- Class: EnhancerSpot.Actor.Object EnhancerSpotPlayerSkill[] SkillIdConfig;//[Offset: 0x2ec, Size: 12] int AddMonsterExpNum;//[Offset: 0x2f8, Size: 4] int RemainEnhancerTimesConfig;//[Offset: 0x2fc, Size: 4] int RemainEnhancerTimes;//[Offset: 0x300, Size: 4] int UseSuccessTipsId;//[Offset: 0x304, Size: 4] float ValidDistance;//[Offset: 0x308, Size: 4] float SelfResetTime;//[Offset: 0x30c, Size: 4] bool IsAutoResetSelf;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x310, Size: 1] enum EnhancerState;//[Offset: 0x311, Size: 1] float ReadyTime;//[Offset: 0x314, Size: 4] float FixReadyTime;//[Offset: 0x318, Size: 4] delegate EnhancerSpotTimesChange;//[Offset: 0x31c, Size: 12] void StateChangeDelegate();// 0x31ee398 void SetReadyTime(float SReadyTime);// 0x3200468 void SetEState(enum EState);// 0x32003f0 void RPC_Broadcast_NotifyReadyTime(enum SEnhancerState, float SReadyTime);// 0x32002f4 void ResetTimes();// 0x32002e0 void ResetSelf();// 0x32002cc void ReqUseEnhancerSpot(STExtraPlayerController* InController);// 0x320024c void ReadyTimeChangeDelegate();// 0x30cd450 void OpenEffect();// 0x30b3894 void OnRep_StateChange();// 0x3200238 void OnRep_ReadyTimeChange();// 0x3200224 void OnRep_FixReadyTimeChange();// 0x3200224 enum GetSpotState();// 0x3200208 void DelayResetSelf();// 0x32001f4 void CloseEffect();// 0x30b2cd4 -------------------------------- 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);// 0x3348050 void SetRemainingRevivalTime(int InValue);// 0x3347fd8 void SetCaptureIDCardStatus(bool InValue);// 0x3347f58 void OnPlayerRevived(STExtraPlayerController* SaviorPC);// 0x3347ee0 void OnPlayerQuitSpectating();// 0x3347ecc void OnPlayerGotoSpectating();// 0x3347eb8 void OnPlayerExitGame();// 0x3347ea4 void OnPlayerEscapeWhenGameEnd(bool bIsPlayerAlive);// 0x3347e24 void LeaveRevivalState(uint32 SaviorKey);// 0x3347dac bool IsInWaittingRevivalState();// 0x3347d84 int GetRevivalCountDownTime();// 0x3347d68 int GetRemainingRevivalTime();// 0x3347d40 bool GetCaptureIDCardStatus();// 0x3347d18 int64 FindPlayerUIDFromKey(uint32 PlayerKey);// 0x3347c98 void EnterRevivalState();// 0x3347c84 void CaptureIDCard(out const RevivalCardItemPickData InPickupData);// 0x3347b88 void BePickupRevivalCard(out const RevivalCardItemPickData InPickupData);// 0x3347a8c -------------------------------- Class: RevivalPointActor.LuaActor.Actor.Object SceneComponent* DefaultRoot;//[Offset: 0x37c, Size: 4] float SmokeStartScaleDistance;//[Offset: 0x384, Size: 4] float SmokeEndScaleDistance;//[Offset: 0x388, Size: 4] float SmokeStartScaleValue;//[Offset: 0x38c, Size: 4] float SmokeEndScaleValue;//[Offset: 0x390, Size: 4] bool UseRevivalCD;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x394, Size: 1] float RevivalCDTime;//[Offset: 0x398, Size: 4] bool UseRevivalCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x39c, Size: 1] int RevivalCount;//[Offset: 0x3a0, Size: 4] delegate OnHaveRevivedTeammates;//[Offset: 0x3a4, Size: 12] int ID;//[Offset: 0x3b0, Size: 4] enum CurState;//[Offset: 0x3b4, Size: 1] enum PreState;//[Offset: 0x3b5, Size: 1] int RevivalTime;//[Offset: 0x3b8, Size: 4] bool bCanBroadcastFatalDamageInfo;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc, Size: 1] int CurRevivalTime;//[Offset: 0x3c0, Size: 4] bool CanBeShowSmoking;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c4, Size: 1] int OperationalDistance;//[Offset: 0x3c8, Size: 4] RevivalPointPS;//[Offset: 0x3cc, Size: 60] Transform PTowEleTransform;//[Offset: 0x410, Size: 48] PTowEleMap;//[Offset: 0x440, Size: 60] FString ExParticleComponentTag;//[Offset: 0x47c, Size: 12] RevivalPointSounds;//[Offset: 0x488, Size: 60] AkAudioEvent* RevivalInterruptSound;//[Offset: 0x4c4, Size: 4] int SmokingdisappearTime;//[Offset: 0x4c8, Size: 4] bool UseShowMiniMapIcon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cc, Size: 1] int IconID;//[Offset: 0x4d0, Size: 4] uint32[] CurrentRevivingPlayers;//[Offset: 0x4d4, Size: 12] STExtraPlayerController* CurRevivalPC;//[Offset: 0x4e0, Size: 8] float RevivalCDTimeCur;//[Offset: 0x4e8, Size: 4] ParticleSystemComponent* DestoryStatePSCom;//[Offset: 0x500, Size: 8] void UpdateRevivalPointEffect();// 0x338957c void StartRevival();// 0x3389568 void ShowOperatorUIByState();// 0x31ee398 void SetDisableMapUI();// 0x3389554 bool RevivalPlayers(STExtraPlayerController* InPC);// 0x33894d4 bool RecheckCurrentRevivingPlayers();// 0x33894ac void OnRep_ShowSmoking();// 0x3389498 void OnRep_RevivalPointState(enum LastPreState);// 0x3389418 void OnRep_RevivalCDTimeCur();// 0x30b2cd4 void OnRep_CurrentRevivingPlayers();// 0x3389404 bool IsPlayerRevivedCurrently(uint32 PlayerKey);// 0x3389384 bool GiveUpRevivalPlayers(STExtraPlayerController* InPC);// 0x3389304 float GetRevivalCDTimeCurPercent();// 0x33892dc float GetRevivalCDTimeCur();// 0x33892b4 float GetRevivalCDTime();// 0x319856c int GetId();// 0x330b8c4 void DistanceChangedEvent(float Scale);// 0x40a6134 void CheckOverlap();// 0x30cd450 bool CanOperatorMe(STExtraPlayerController* InPC);// 0x3389234 -------------------------------- 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);// 0x32324e4 void ShowFloatingText(out const FloatingTextData FloatingTextData);// 0x3232458 void SetFloatingText(UserWidget* FloatingTextWidget, int Damage);// 0x40a6134 void ReycleFloatingTextWidget();// 0x3232444 void PlayFloatingTextAnim(out ShowTextWidgetData ShowTextWidgetData, int Damage, bool IsHeadShot);// 0x3232324 void OnFloatingDamageText(float BaseDamage, bool IsHeadShot, out const DamageEvent DamageEvent, out const HitResult HitResult, const Actor* Victim);// 0x3232140 ShowTextWidgetData GetShowTextWidgetData(out const FloatingTextData FloatingTextData);// 0x3232098 void ClientHandleFloatingTextArray(const FloatingTextData[] FloatingTextArray);// 0x3231fa4 -------------------------------- 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 delegate OnLoadWeatherLevelCompleted;//[Offset: 0xc0, Size: 12] WeatherInfo WeatherLevelInfo;//[Offset: 0xcc, Size: 20] FString LastLoadedWeatherLevelName;//[Offset: 0xe0, Size: 12] FString DefaultWeatherLevelName;//[Offset: 0xec, Size: 12] bool bLoadWeatherLevel;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf8, Size: 1] bool bDefaulLevelLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xf9, Size: 1] void UnloadStreamLevel(FString LevelName);// 0x3c07e68 void SyncWeatherLevelInfo();// 0x3c07e54 void SwitchDifferentWeather(FString oldMap, FString newMap, int iNewMapID);// 0x3c07ba0 void OnWeatherLevelChanged();// 0x40a6134 void OnUnLoadStreamLevelCompleted();// 0x3c07b8c void OnRep_WeatherSyncCount();// 0x3c07b78 void OnLoadWeatherLevelCompleted__DelegateSignature();// 0x40a6134 void OnLoadStreamLevelCompleted();// 0x3c07b64 void LoadWeatherLevel();// 0x3c07b50 void LoadStreamLevel(FString LevelName, int WeatherID);// 0x3c079b4 void LoadDefaultWeatherLevel();// 0x3c079a0 void Init();// 0x31a3784 -------------------------------- Class: DynamicWeatherExMgr.DynamicWeatherMgr.Actor.Object bool UseCircleIndex;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x414, Size: 1] int CircleIndex;//[Offset: 0x418, Size: 4] WeatherControllerRepData SrcControllerCfg;//[Offset: 0x41c, Size: 28] WeatherControllerRepData DstControllerCfg;//[Offset: 0x438, Size: 28] ScreenAppearanceCfg ScreenAppearanceCfg;//[Offset: 0x458, Size: 32] float TickOBPlayerCD;//[Offset: 0x478, Size: 4] float TickWeatherFogCD;//[Offset: 0x47c, Size: 4] DynamicWeatherController* SrcController;//[Offset: 0x480, Size: 4] DynamicWeatherController* DstController;//[Offset: 0x484, Size: 4] STScreenAppearanceComponent* ScreenAppearanceComponent;//[Offset: 0x488, Size: 4] bool UseWeatherFogCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x48c, Size: 1] WeatherFogCfg WeatherFogCfg;//[Offset: 0x490, Size: 68] PlayerKeyDstWeather[] PlayerKeyDstWeatherList;//[Offset: 0x4e0, Size: 12] PlayerKeyDstWeather[] OBPlayerKeyDstWeatherList;//[Offset: 0x4ec, Size: 12] void BlendToWeatherFog(bool bDstWeatherFog);// 0x31ea528 void BlendToWeather(bool bDstWeather);// 0x31ea4a8 -------------------------------- Class: ScreenAppearanceCfg bool UseScreenAppearance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] FString ScreenAppearanceName;//[Offset: 0x4, Size: 12] byte ParticleType;//[Offset: 0x10, Size: 1] float ScreenAppearanceConcentration;//[Offset: 0x14, Size: 4] FName ShaderName;//[Offset: 0x18, Size: 8] -------------------------------- Class: WeatherFogCfg enum[] WeatherTypeList;//[Offset: 0x0, Size: 12] ExponentialHeightFog* Fog;//[Offset: 0xc, Size: 4] WeatherDstFog DstWeatherFog;//[Offset: 0x10, Size: 20] WeatherSrcFog SrcWeatherFog;//[Offset: 0x24, Size: 12] float blendTime;//[Offset: 0x30, Size: 4] DynamicWeatherController*[] WeatherControllerList;//[Offset: 0x38, Size: 12] -------------------------------- Class: WeatherDstFog bool UseStartDistance;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x0, Size: 1] float StartDistance;//[Offset: 0x4, Size: 4] bool UseDensityCoefficient;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8, Size: 1] float CustomFogLow_DensityCoefficient;//[Offset: 0xc, Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x10, Size: 4] -------------------------------- Class: WeatherSrcFog float StartDistance;//[Offset: 0x0, Size: 4] float CustomFogLow_DensityCoefficient;//[Offset: 0x4, Size: 4] float CustomFogHigh_DensityCoefficient;//[Offset: 0x8, Size: 4] -------------------------------- Class: PlayerKeyDstWeather STExtraPlayerController* PC;//[Offset: 0x0, Size: 4] -------------------------------- Class: WeaponHitDetailInfo int TotalShootNum;//[Offset: 0x0, Size: 4] int[] HitNumEveryBodys;//[Offset: 0x4, Size: 12] -------------------------------- Class: LastGameRemainItemData FName TombName;//[Offset: 0x0, Size: 8] Vector DropGroundPoint;//[Offset: 0x8, Size: 12] FString TargetPlayerUID;//[Offset: 0x14, Size: 12] RemainItemData[] RemainItemDataList;//[Offset: 0x20, Size: 12] -------------------------------- Class: RemainItemData int ItemID;//[Offset: 0x0, Size: 4] int Count;//[Offset: 0x4, Size: 4] BattleItemAdditionalData[] AdditionalDataList;//[Offset: 0x8, Size: 12] int SlotID;//[Offset: 0x14, Size: 4] -------------------------------- Class: ParachuteData uint64 UId;//[Offset: 0x0, Size: 8] float SlideDuration;//[Offset: 0x8, Size: 4] byte FollowState;//[Offset: 0xc, Size: 1] Vector ClientLandLocation;//[Offset: 0x10, Size: 12] Vector ClientLocation;//[Offset: 0x1c, Size: 12] Vector ServerLandLocation;//[Offset: 0x28, Size: 12] float SlideStartTime;//[Offset: 0x34, Size: 4] float SlideEndTime;//[Offset: 0x38, Size: 4] FString InputCount;//[Offset: 0x3c, Size: 12] FString PositionCheck;//[Offset: 0x48, Size: 12] FString ClientPositionDiff;//[Offset: 0x54, Size: 12] float LastCorrectionTime;//[Offset: 0x60, Size: 4] float LastCorrectionHeight;//[Offset: 0x64, Size: 4] Vector LastCorrectionLocation;//[Offset: 0x68, Size: 12] Vector LastCorrectedLocation;//[Offset: 0x74, Size: 12] -------------------------------- Class: BattleOpenSequencerInfo Transform StartPosition;//[Offset: 0x0, Size: 48] VehicleWarStartVehicleInfo[] VehicleInfoList;//[Offset: 0x30, Size: 12] float Time;//[Offset: 0x3c, Size: 4] float ServerStartTimestamp;//[Offset: 0x40, Size: 4] -------------------------------- Class: VehicleWarStartVehicleInfo Vector Position;//[Offset: 0x0, Size: 12] Rotator Rotation;//[Offset: 0xc, Size: 12] STExtraVehicleBase* Vehicle;//[Offset: 0x18, Size: 4] VehicleWarStartVehiclePlayerInfo DriverInfo;//[Offset: 0x1c, Size: 12] VehicleWarStartVehiclePlayerInfo PassengerInfo;//[Offset: 0x28, Size: 12] -------------------------------- Class: VehicleWarStartVehiclePlayerInfo int upassLevel;//[Offset: 0x0, Size: 4] int upassScore;//[Offset: 0x4, Size: 4] STExtraBaseCharacter* BasePlayer;//[Offset: 0x8, Size: 4] -------------------------------- Class: STExtraExplosionEffect.Actor.Object ParticleSystem* FarComplexEffect;//[Offset: 0x2ec, Size: 4] ParticleSystem* NearSimpleEffect;//[Offset: 0x2f0, Size: 4] float NearToFarDistance;//[Offset: 0x2f4, Size: 4] AkAudioEvent* ExplosionSound;//[Offset: 0x2f8, Size: 4] float PlayEffectDelayTime;//[Offset: 0x2fc, Size: 4] HitResult SurfaceHit;//[Offset: 0x300, Size: 136] bool bPlayFallbackEffectIfFailed;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] -------------------------------- Class: SACData BulletHitInfoUploadData[] HitDataArray;//[Offset: 0x0, Size: 12] BulletHitInfoUploadBinaray[] HitBinarayArray;//[Offset: 0xc, Size: 12] BulletHitInfoWithoutDamage[] HitInfoWithoutDamageArray;//[Offset: 0x18, Size: 12] LocalShootHitData[] ShootHitDataArray;//[Offset: 0x24, Size: 12] ShootTimeData[] ShootTimeDatas;//[Offset: 0x30, Size: 12] byte[] CopmpressBinarayData;//[Offset: 0x3c, Size: 12] uint32[] CopmpressBinaraySectionLen;//[Offset: 0x48, Size: 12] int ShootTimes;//[Offset: 0x54, Size: 4] byte[] TssSdkAntiData;//[Offset: 0x58, Size: 12] int TssSdkAntiDataLen;//[Offset: 0x64, Size: 4] int NetworkStatus;//[Offset: 0x68, Size: 4] int Sequence;//[Offset: 0x6c, Size: 4] -------------------------------- Class: BulletHitInfoUploadBinaray byte[] Data;//[Offset: 0x0, Size: 12] uint16 CompensationTime;//[Offset: 0xc, Size: 2] Actor* Actor;//[Offset: 0x10, Size: 8] PrimitiveComponent* Component;//[Offset: 0x18, Size: 8] -------------------------------- Class: BulletHitInfoWithoutDamage Vector ImpactPoint;//[Offset: 0x0, Size: 12] Vector_NetQuantize RelativeImpactPoint;//[Offset: 0xc, Size: 12] Vector_NetQuantizeNormal ImpactNormal;//[Offset: 0x18, Size: 12] Vector_NetQuantize ShootMomentMuzzlePos;//[Offset: 0x24, Size: 12] byte SurfaceType;//[Offset: 0x30, Size: 1] uint32 ShootID;//[Offset: 0x34, Size: 4] Actor* Actor;//[Offset: 0x38, Size: 8] PrimitiveComponent* Component;//[Offset: 0x40, Size: 8] byte HitBodyType;//[Offset: 0x48, Size: 1] bool bIsFirstImpact;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x49, Size: 1] byte ImpactEffectMask;//[Offset: 0x4a, Size: 1] -------------------------------- Class: HitTargetExtraData byte PlatForm;//[Offset: 0x0, Size: 1] int CharacterReplicatID;//[Offset: 0x4, Size: 4] int CharacterMovementReplicatID;//[Offset: 0x8, Size: 4] float LastReplicatedServerLastTransformUpdateTimeStamp;//[Offset: 0xc, Size: 4] float LastReplicatedTimePass;//[Offset: 0x10, Size: 4] float CapsulePreMoveDistance;//[Offset: 0x14, Size: 4] float MeshOffsetDistance;//[Offset: 0x18, Size: 4] float AverageFPS;//[Offset: 0x1c, Size: 4] float ImpactFrameDeltaTime;//[Offset: 0x20, Size: 4] -------------------------------- Class: STExtraFireBalloon.LuaActor.Actor.Object BoxComponent* RootCollision;//[Offset: 0x384, Size: 4] StaticMeshComponent* BalloonMesh;//[Offset: 0x388, Size: 4] FireBalloonMovementComponent* Movement;//[Offset: 0x38c, Size: 4] int MapMarkTypeID;//[Offset: 0x390, Size: 4] enum MapMarkFlag;//[Offset: 0x394, Size: 1] Pawn* Driver;//[Offset: 0x39c, Size: 4] float MoveUpValue;//[Offset: 0x3a0, Size: 4] byte MovementSmoothMode;//[Offset: 0x3e0, Size: 1] float MovementSmoothAlpha;//[Offset: 0x3e4, Size: 4] float MoveUpScale;//[Offset: 0x3e8, Size: 4] float AutoFallOffSpeed;//[Offset: 0x3ec, Size: 4] bool UseStaticMesh;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3f0, Size: 1] Vector ControlInputVector;//[Offset: 0x3f4, Size: 12] Vector LastControlInputVector;//[Offset: 0x400, Size: 12] float TickInterval;//[Offset: 0x40c, Size: 4] bool bAutoFallOff;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x410, Size: 1] Vector2D FObservationArea;//[Offset: 0x418, Size: 8] bool bIsInObservationArea;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] void SetParachuteServerAuthorized(Pawn* InPawn);// 0x349726c void SetMoveUpValue(float InMoveUpValue);// 0x34971f4 void SetMoveInputValue(float InMoveUpValue, float InMoveForwardValue, float InMoveRightValue);// 0x34970ec void SetDriver(Pawn* InPawn);// 0x30b2d04 void OnRep_Driver(Pawn* PrevDriver);// 0x349706c Pawn* GetDriver();// 0x3497050 void CheckWishTask();// 0x40a6134 bool CanBeDriver(Pawn* InPawn);// 0x3149e40 void BPUpdateUIVisible();// 0x40a6134 void BPUpdateObservationArea();// 0x40a6134 void BPSetPlayCameraOffsetData(float FAlpha, bool IsUpdateCameraLocation);// 0x40a6134 bool BlueprintIsNetRelevantFor(const Actor* RealViewer, const Actor* ViewTarget, out const Vector SrcLocation);// 0x40a6134 -------------------------------- Class: FireBalloonMovementComponent.FloatingPawnMovement.PawnMovementComponent.NavMovementComponent.MovementComponent.ActorComponent.Object enum MaxFlyHeightType;//[Offset: 0x135, Size: 1] float InitialMaxTarceDist;//[Offset: 0x138, Size: 4] Vector InitialLocation;//[Offset: 0x13c, Size: 12] delegate OnFireBalloonImpactDelegate;//[Offset: 0x148, Size: 12] Actor* ActorOwner;//[Offset: 0x154, Size: 4] float MaxFlyHeight;//[Offset: 0x168, Size: 4] void SetSkipUpdate(bool bNewValue);// 0x3496c10 void ReceiveOnImpact(out const HitResult Hit, float TimeSlice, out const Vector MoveDelta);// 0x40a6134 void OnFireBalloonImpactDelegate__DelegateSignature(out const HitResult ImpactResult);// 0x40a6134 float GetMaxFlyHeight();// 0x3496be0 -------------------------------- 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: OBPlayerWeaponRecord uint64 OBPlayerWeaponRecord_UID;//[Offset: 0x0, Size: 8] OBSingleWeaponRecord[] WeaponReport;//[Offset: 0x8, Size: 12] -------------------------------- Class: OBSingleWeaponRecord int OBSingleWeaponRecord_WeaponID;//[Offset: 0x0, Size: 4] float TotalDamage;//[Offset: 0x4, Size: 4] int KillCount;//[Offset: 0x8, Size: 4] int KnockDownCount;//[Offset: 0xc, Size: 4] -------------------------------- 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: 0x474, Size: 12] int MiniMapIconID;//[Offset: 0x480, Size: 4] int MiniMapInstanceID;//[Offset: 0x484, Size: 4] bool bIsSearchedRemainBox;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x488, Size: 1] void OnRep_IsSearchedRemainBox();// 0x3345ac4 void HandleBoxIsSearched();// 0x3345aa8 -------------------------------- 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: PlayerPositionFlow PlayBaseInfo PlayerBaseInfo;//[Offset: 0x0, Size: 40] int FirstPointTimestamp;//[Offset: 0x28, Size: 4] IntPosition2D[] PointList;//[Offset: 0x2c, Size: 12] -------------------------------- Class: PlayBaseInfo 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] -------------------------------- Class: IntPosition2D int X;//[Offset: 0x0, Size: 4] int Y;//[Offset: 0x4, Size: 4] -------------------------------- Class: FatalDamageParameter FatalDamageStringParameter String;//[Offset: 0x0, Size: 84] int DamageType;//[Offset: 0x54, Size: 4] int AdditionalParam;//[Offset: 0x58, Size: 4] bool IsHeadShot;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] int ResultHealthStatus;//[Offset: 0x60, Size: 4] int Relationship;//[Offset: 0x64, Size: 4] int PreviousHealthStatus;//[Offset: 0x68, Size: 4] int realKillerNewKillNum;//[Offset: 0x6c, Size: 4] uint32 CauserKey;//[Offset: 0x70, Size: 4] uint32 VictimKey;//[Offset: 0x74, Size: 4] int causerAnchorPlatformResID;//[Offset: 0x78, Size: 4] int causerAnchorPlatformColorID;//[Offset: 0x7c, Size: 4] int victimAnchorPlatformResID;//[Offset: 0x80, Size: 4] int victimAnchorPlatformColorID;//[Offset: 0x84, Size: 4] int realKillerAnchorPlatformResID;//[Offset: 0x88, Size: 4] int realKillerAnchorPlatformColorID;//[Offset: 0x8c, Size: 4] int CauserWeaponAvatarID;//[Offset: 0x90, Size: 4] int CauserClothAvatarID;//[Offset: 0x94, Size: 4] int CauserType;//[Offset: 0x98, Size: 4] int VictimType;//[Offset: 0x9c, Size: 4] byte[] ExpandDataContent;//[Offset: 0xa0, Size: 12] int AssistNum;//[Offset: 0xac, Size: 4] bool isCausedByDevliver;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xb0, Size: 1] -------------------------------- Class: FatalDamageStringParameter FString CauserName;//[Offset: 0x0, Size: 12] FString VictimName;//[Offset: 0xc, Size: 12] FString FuzzyCauserName;//[Offset: 0x18, Size: 12] FString FuzzyVictimName;//[Offset: 0x24, Size: 12] FString RealKillerName;//[Offset: 0x30, Size: 12] FString CauserNation;//[Offset: 0x3c, Size: 12] FString VictimNation;//[Offset: 0x48, Size: 12] -------------------------------- Class: WeaponHitDisanceSectionArray int[] SectionArray;//[Offset: 0x0, Size: 12] enum CaculateType;//[Offset: 0xc, Size: 1] -------------------------------- 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();// 0x33b9650 void OnInactiveTipInSocialIslandDelegate__DelegateSignature(float RemainTime);// 0x40a6134 void MarkPlayerActive();// 0x33b963c void KickOutPlayer();// 0x33b9628 void ClientShowKickOutTip(float RemainTime);// 0x309ce54 void ClientCachedActiveState();// 0x33b9614 bool CheckForMovement();// 0x33b95ec void CheckForInactive();// 0x333fcfc -------------------------------- Class: ObservingReplay.GameReplay.Object delegate OnRequestStreamsComplete;//[Offset: 0x17c, Size: 12] delegate OnKillInfoDownloadComplete;//[Offset: 0x188, Size: 12] SyncOBDataActor* SyncOBDataActor;//[Offset: 0x194, Size: 4] ReportSequenceMap;//[Offset: 0x1ac, Size: 60] FString ReplayServerURL;//[Offset: 0x200, Size: 12] byte TlogBatchVersion;//[Offset: 0x20c, Size: 1] int64 TlogBatchMaxSize;//[Offset: 0x210, Size: 8] uint32 SendTlogInterval;//[Offset: 0x220, Size: 4] RecordTlogBatch RecordTlogBatch;//[Offset: 0x228, Size: 16] void RequestReplaysFromServer(FString URLString);// 0x3310c1c void ClearStreams();// 0x3310c08 -------------------------------- Class: RecordTlogBatch byte Version;//[Offset: 0x0, Size: 1] RecordTlog[] TlogArray;//[Offset: 0x4, Size: 12] -------------------------------- Class: RecordTlog FString UId;//[Offset: 0x0, Size: 12] byte EventId;//[Offset: 0xc, Size: 1] FString OpenID;//[Offset: 0x10, Size: 12] int64 TimeStamp;//[Offset: 0x20, Size: 8] float DSElapsedSeconds;//[Offset: 0x28, Size: 4] KeyValueMap;//[Offset: 0x2c, Size: 60] -------------------------------- Class: DailyTaskReportInfo uint64 UId;//[Offset: 0x0, Size: 8] uint32 PlayerKey;//[Offset: 0x8, Size: 4] uint32 TaskSyncToDsTs;//[Offset: 0xc, Size: 4] DailyTaskStoreInfo[] TaskInfo;//[Offset: 0x10, Size: 12] DailyTaskAwardInfo[] RewardInfo;//[Offset: 0x1c, Size: 12] -------------------------------- Class: DailyTaskAwardInfo int TaskId;//[Offset: 0x0, Size: 4] TaskAwardItemInfo[] AwardList;//[Offset: 0x4, Size: 12] -------------------------------- Class: TaskAwardItemInfo int ItemID;//[Offset: 0x0, Size: 4] int ItemNum;//[Offset: 0x4, Size: 4] -------------------------------- Class: 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: MLAIInfoRecordData float MLAITimeStamp;//[Offset: 0x0, Size: 4] uint32 PlayerKey;//[Offset: 0x4, Size: 4] uint64 UId;//[Offset: 0x8, Size: 8] byte Type;//[Offset: 0x10, Size: 1] AdditionalData;//[Offset: 0x14, Size: 60] -------------------------------- Class: RebrithInfoRecordData FString PlayerUID;//[Offset: 0x0, Size: 12] uint64 RecordTimestamp;//[Offset: 0x10, Size: 8] -------------------------------- Class: SingleStrategyRecordFullInfo int StrategyTypeInReplay;//[Offset: 0x0, Size: 4] SingleStrategyRecordInReplay SingleStrategyRecordInReplay;//[Offset: 0x4, Size: 4] -------------------------------- Class: SingleStrategyRecordInReplay byte CountValue;//[Offset: 0x0, Size: 1] uint16 ReplayTimeStampInSeconds;//[Offset: 0x2, Size: 2] -------------------------------- 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: 0x180, Size: 232] DeathPlayCameraShot* DeathPlayCameraShot;//[Offset: 0x268, Size: 4] void SetMurderInfo();// 0x31d5558 void PlayCollectReplay(FString DemoName);// 0x3101380 void OnKillOrPutDownMessageEvent();// 0x31d5544 void OnDeathEvent(STExtraBaseCharacter* BaseCharacter);// 0x31d54cc void OnClientObserveCharacterEvent();// 0x31d54b8 bool IsSwitchedOffByDevice();// 0x31d5490 bool IsNewDeathReplay();// 0x31d5468 bool HaveRecordingData_New();// 0x31d5440 FString GetReplayTargetName();// 0x31d5380 STExtraPlayerCharacter* GetDeadCharacter();// 0x31d5358 BattleDeathPlaybackInfo GetBattleDeathPlaybackInfo();// 0x31d5318 void GetAllCollectReplay(out FString[] OutCollectReplayList);// 0x31d51e4 -------------------------------- Class: DeathPlayCameraShot.Actor.Object FString LuaFilePath;//[Offset: 0x330, Size: 12] void StopCameraShot();// 0x30bb838 void StartCameraShot(PlayerController* PlayerController);// 0x30cd46c -------------------------------- Class: CompletePlayback.GameReplay.Object class UserWidget* UIClass;//[Offset: 0x1e0, Size: 40] UAEUserWidget* ReplayUI;//[Offset: 0x208, Size: 4] int MaxHoursForKeepingFiles;//[Offset: 0x20c, Size: 4] bool isUsingAssumedName;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x210, Size: 1] bool bUsingMapPlayerItem;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x211, Size: 1] FString[] ExcludedGameModes;//[Offset: 0x214, Size: 12] int EnableCheckpointConfig;//[Offset: 0x220, Size: 4] float CheckpointUploadDelayConfig;//[Offset: 0x224, Size: 4] float CheckpointSaveMaxMSPerFrameConfig;//[Offset: 0x228, Size: 4] int[] DelayStopRecordingGameModes;//[Offset: 0x22c, Size: 12] float DelayStopRecordingTime;//[Offset: 0x238, Size: 4] bool isProgressChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x248, Size: 1] bool isForceUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x249, Size: 1] uint32[] TeammateKeyArray;//[Offset: 0x250, Size: 12] byte TlogBatchVersion;//[Offset: 0x25c, Size: 1] int64 TlogBatchMaxSize;//[Offset: 0x260, Size: 8] uint32 SendTlogInterval;//[Offset: 0x270, Size: 4] RecordTlogBatch RecordTlogBatch;//[Offset: 0x278, Size: 16] bool bUseWeseeStyle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x288, Size: 1] FString RecordTargetUID;//[Offset: 0x28c, Size: 12] int RecordTargetTeamID;//[Offset: 0x298, Size: 4] ReportSequenceMap;//[Offset: 0x3d0, Size: 60] int StrategyRecordMaxSizeInByte;//[Offset: 0x40c, Size: 4] void SetForceAllowFreeView(bool bInValue);// 0x31af364 bool PlayDemoWithFilename(FString DemoName);// 0x31af2a0 void OnPlayerKilledOthersPlayer(out const FatalDamageParameter FatalDamageParameter);// 0x31af150 bool LoadKillInfo();// 0x31af120 FString GetRealNameByUID(FString PlayerUID);// 0x31aefdc FString GetDemoPlayTime();// 0x31aef1c float GetCurrentTimeInReplay();// 0x31aeef4 void AddStrategyRecord(FString UId, const int StrategyTypeInReplay, out const SingleStrategyRecordInReplay InSingleStrategyRecordInReplay);// 0x31aed9c -------------------------------- Class: WonderfulPlayback.GameReplay.Object bool isProgressChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17c, Size: 1] bool isForceUIMsg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x17d, Size: 1] enum WonderfulPlayType;//[Offset: 0x17f, Size: 1] void SetWonderfulPlayType(enum InWonderfulPlayType);// 0x366becc bool PlayReplayMemory();// 0x366bea4 bool PlayReplayFile(FString DemoName);// 0x366bde0 bool PlayReplayAgain();// 0x366bdb8 bool IsSwitchedOffByDevice();// 0x366bd90 void GetUserWonderfulList(out FString[] OutWonderfulList, FString InRoleId);// 0x366bbcc uint64 GetTargetUID();// 0x366bba4 FString GetTargetPlayerName();// 0x366bae4 FString GetTargetOpenID();// 0x366ba24 uint64 GetTargetGameID();// 0x366b9fc FString GetReplayFileNamePart();// 0x366b93c WonderfulTypeInfo GetCurWonderfulTypeInfo();// 0x366b874 void GetAllWonderfulList(out FString[] OutWonderfulList);// 0x366b740 void FetchBattleWonderfulInfo();// 0x366b72c uint64[] DecryptFileName(FString DemoFullPathName);// 0x366b5e8 FString BPGetTargetUID();// 0x366b528 FString BPGetTargetGameID();// 0x366b468 enum AnalysizeReplayFile(FString InReplayFileName);// 0x366b3a4 LobbyWonderfulInfo AnalysizeInfoFile(FString InInfoFileName);// 0x366b2bc -------------------------------- Class: AutoRobotModule.Object -------------------------------- Class: FeatureSetCollection.Object FeatureConfigItem[] FeatureConfigItemList;//[Offset: 0x1c, Size: 12] FeatureSetItem[] FeatureSetItemList;//[Offset: 0x28, Size: 12] -------------------------------- Class: FeatureConfigItem FString TargetClassName;//[Offset: 0x0, Size: 12] int bUseFeatureSet;//[Offset: 0xc, Size: 4] FString[] ExcludeComponentsList_DS;//[Offset: 0x10, Size: 12] FString[] ExcludeComponentsList_Autonomous;//[Offset: 0x1c, Size: 12] FString[] ExcludeComponentsList_Team;//[Offset: 0x28, Size: 12] FString[] ExcludeComponentsList_NonTeam;//[Offset: 0x34, Size: 12] FString[] ExcludeComponentsList_DSAI;//[Offset: 0x40, Size: 12] FString[] ExcludeComponentsList_DSMLAI;//[Offset: 0x4c, Size: 12] FString[] ExcludeComponentsList_ClientAI;//[Offset: 0x58, Size: 12] FString[] ExcludeComponentsList_Standalone;//[Offset: 0x64, Size: 12] FString[] ExcludeComponentsList_StandaloneAI;//[Offset: 0x70, Size: 12] -------------------------------- Class: FeatureSetItem -------------------------------- Class: AvatarItemDownload.Object int DisableInBattleThreshold;//[Offset: 0x1c, Size: 4] void StartDownloadItem(uint32 ItemID, uint32 Priority, delegate OnItemDownloadDelegate);// 0x30f3ea4 void StartBatchDownloadItem(uint32[] ItemIDs, uint32 Priority, delegate OnBatchItemDownloadDelegate);// 0x30f3c90 void SetDisableInBattleThreshold(uint32 InThreshold);// 0x30f3c10 int GetDisableInBattleThreshold();// 0x30bdcb4 -------------------------------- Class: FadeDynamicStyleInfo -------------------------------- Class: RemoteControlManager.Object bool Tick(float DeltaTime);// 0x33817e0 void Stop();// 0x30cf50c bool BeginWithFile();// 0x324323c bool Begin(FString Name, FString Host, int Port);// 0x3381524 -------------------------------- Class: CreativeModeGlobalManagerCenter.Object STExtraGameInstance* OuterInstance;//[Offset: 0x24, Size: 4] STExtraManagerBase*[] ManagerArray;//[Offset: 0x28, Size: 12] class STExtraManagerBase[] ManagerClassArray;//[Offset: 0x34, Size: 12] -------------------------------- Class: STExtraManagerBase.Object World* CacheWorld;//[Offset: 0xac, Size: 8] bool ReceiveTick(float DeltaSeconds);// 0x40a6134 bool ReceiveDoUnInit();// 0x40a6134 bool ReceiveDoPostInit();// 0x40a6134 bool ReceiveDoInitByPhase();// 0x40a6134 bool ReceiveDoInit();// 0x40a6134 bool IsDedicatedServer();// 0x34c1d98 -------------------------------- Class: SkeletalMeshActor.Actor.Object bool bShouldDoAnimNotifies;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x2f0, Size: 1] bool bWakeOnLevelStart;//(ByteOffset: 0, ByteMask: 2, FieldMask: 2)[Offset: 0x2f0, Size: 1] SkeletalMeshComponent* SkeletalMeshComponent;//[Offset: 0x2f4, Size: 4] SkeletalMesh* ReplicatedMesh;//[Offset: 0x2f8, Size: 4] PhysicsAsset* ReplicatedPhysAsset;//[Offset: 0x2fc, Size: 4] MaterialInterface* ReplicatedMaterial0;//[Offset: 0x300, Size: 4] MaterialInterface* ReplicatedMaterial1;//[Offset: 0x304, Size: 4] void OnRep_ReplicatedPhysAsset();// 0x30cd450 void OnRep_ReplicatedMesh();// 0x30b6d10 void OnRep_ReplicatedMaterial1();// 0x30b2cd4 void OnRep_ReplicatedMaterial0();// 0x31ee398 -------------------------------- Class: UAELobbyGamePawnMode_C.UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object void UserConstructionScript();// 0x40a6134 SceneComponent* DefaultSceneRoot;//[Offset: 0x378, Size: 4] -------------------------------- Class: UAELobbyGameMode.UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: UAEClientGameMode.GameMode.GameModeBase.Info.Actor.Object -------------------------------- Class: AbstractNavData.NavigationData.Actor.Object -------------------------------- Class: StatHUD.HUD.Actor.Object void ToggleSlateStat();// 0x30cf50c -------------------------------- Class: BP_PlayerLobbyPawn_C.STExtraLobbyCharacter.Character.Pawn.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x7a0, Size: 4] void SetCompRotate(SceneComponent* RotateComp, float Rotate, Rotator CallFunc_K2_GetComponentRotation_ReturnValue, Rotator CallFunc_MakeRotator_ReturnValue, Rotator CallFunc_ComposeRotators_ReturnValue, HitResult CallFunc_K2_SetWorldRotation_SweepHitResult);// 0x40a6134 void SetAddCharacterWeaponAnimListHandle(out LobbyCharacterWeaponAnimData[] addAnimData, out bool Suc, bool CallFunc_SetAddCharacterWeaponAnimList_ReturnValue);// 0x40a6134 void CharEquipWeaponPendant(int WeaponID, enum PendantSocketType);// 0x40a6134 void WeaponAllAssetLoadFinish();// 0x40a6134 void CharUnEquipWeaponByResId(int resID, FName SocketName);// 0x40a6134 void CharUnEquipExtraWeapon();// 0x40a6134 void SetForceUseDefaultIdle(bool force);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 void StopActionCamera();// 0x40a6134 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);// 0x40a6134 void GetCurrentActionID(out int ActionID);// 0x40a6134 void SetAvatarLevel(int Level);// 0x40a6134 void OnAvatarAllMeshLoaded();// 0x40a6134 void TryRotateAvatar(bool CallFunc_CanRotateMainCharacter_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, bool CallFunc_GreaterEqual_FloatFloat_ReturnValue);// 0x40a6134 void SetAvatarVisibleForEmote(bool Visible);// 0x40a6134 void RequestWeaponDIYData(FString InPlayerUID, int WeaponAvatarID, int InDIYPlanID);// 0x40a6134 void SetIsMVPMotion(bool isMVPMotion);// 0x40a6134 void SyncWeaponMontage();// 0x40a6134 void InitDefaultAvatarByResID(int AGender, int Head, int Hair);// 0x40a6134 void SetClothAnimDyAlphaInst(float Alpha);// 0x40a6134 void SetClothAnimDyAlphaGrad(float Alpha, float CallFunc_Subtract_FloatFloat_ReturnValue, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x40a6134 void SetClothAnimDyAlpha(float Alpha, FString CallFunc_Conv_FloatToString_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue, bool CallFunc_EqualEqual_FloatFloat_ReturnValue);// 0x40a6134 void RotateOnTick(float RotateTime, float TargetRotation, float CallFunc_Divide_FloatFloat_ReturnValue);// 0x40a6134 void OnEndActionHandle(int ActionID);// 0x40a6134 void OnPlayActionHandle(int ActionID);// 0x40a6134 void SetConflictRuleEnable(bool bEnableConflictRule);// 0x40a6134 void PutOffEquipmentBySlot(enum SlotType, out bool Result);// 0x40a6134 void PlayEmoteLoop();// 0x40a6134 void ShouldCurEmoteShowWeapon(out bool Result);// 0x40a6134 void HandleWeaponDisplayWhenPlayEmote();// 0x40a6134 void GetAllEquipmentList(out int[] Result);// 0x40a6134 void SetCanRotate(bool canRotate);// 0x40a6134 void PutOffEquipmentByResID(int resID, out bool Result);// 0x40a6134 void PutOnEquipmentByResID(int resID, int ColorID, int PatternID, out bool Result);// 0x40a6134 void HideWeapon(bool isHide);// 0x40a6134 void CharPlayEmoteByResId(int EmoteId, FString ExtraInfo);// 0x40a6134 void CharUnEquipWeapon();// 0x40a6134 void CharEquipWeaponByResId(int resID, bool bUse, bool bAsync, FName SocketName, out STExtraWeapon* Weapon);// 0x40a6134 BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x40a6134 void GetBPID(int RowName, out int BPID);// 0x40a6134 void UserConstructionScript();// 0x40a6134 void Timeline_0__FinishedFunc();// 0x40a6134 void Timeline_0__UpdateFunc();// 0x40a6134 void ReceiveTick(float DeltaSeconds);// 0x40a6134 void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_3_ComponentOnInputTouchBeginSignature__DelegateS(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x40a6134 void BndEvt__CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchEndSignature__DelegateSig(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x40a6134 void TickClothLeten(float from);// 0x40a6134 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);// 0x40a6134 void OnSetForceUseDefaultIdle__DelegateSignature(bool force);// 0x40a6134 void OnEquipClothStateChange__DelegateSignature(BackpackAvatarHandle* AvatarHandle, bool IsEuqiped, int ItemID, int SlotType);// 0x40a6134 void OnChangeWeapon__DelegateSignature();// 0x40a6134 void OnchangeGender__DelegateSignature();// 0x40a6134 void OnChangeEquipment__DelegateSignature();// 0x40a6134 void OnStopAction__DelegateSignature(int ActionID);// 0x40a6134 void OnPlayAction__DelegateSignature(int ActionID);// 0x40a6134 BP_LobbyWeaponManager_C* BP_LobbyWeaponManager;//[Offset: 0x7a4, Size: 4] LobbyPlayEmoteComponent_BP_C* LobbyPlayEmoteComponent_BP;//[Offset: 0x7a8, Size: 4] LobbyWeaponAnimationComponent_C* LobbyWeaponAnimationComponent;//[Offset: 0x7ac, Size: 4] SkeletalMeshComponent* WeaponSkeletalMesh;//[Offset: 0x7b0, Size: 4] CharacterAvatarComp2_BP_C* CharacterAvatarComp2_BP;//[Offset: 0x7b4, Size: 4] AELobbyCharAnimListComp* AELobbyCharAnimListComp;//[Offset: 0x7b8, Size: 4] float Timeline_0_Time_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x7bc, Size: 4] byte Timeline_0__Direction_DFD4E0A94A64AF2CC7AD9DB7F31CA12E;//[Offset: 0x7c0, Size: 1] TimelineComponent* Timeline;//[Offset: 0x7c4, Size: 4] int headid;//[Offset: 0x7c8, Size: 4] int resID;//[Offset: 0x7cc, Size: 4] bool press;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x7d0, Size: 1] float LocationX;//[Offset: 0x7d4, Size: 4] byte FingerIndex;//[Offset: 0x7d8, Size: 1] int LobbyPosition;//[Offset: 0x7dc, Size: 4] STExtraWeapon* curEquipingWeapon;//[Offset: 0x7e0, Size: 4] EmoteItemIDToHandleMap;//[Offset: 0x7e4, Size: 60] FString PlayerKey;//[Offset: 0x820, Size: 12] bool HeadIsVisible;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x82c, Size: 1] bool canRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x82d, Size: 1] int LuaID;//[Offset: 0x830, Size: 4] delegate OnPlayAction;//[Offset: 0x834, Size: 12] delegate OnStopAction;//[Offset: 0x840, Size: 12] delegate OnChangeEquipment;//[Offset: 0x84c, Size: 12] BackpackEmoteHandle* CurEmoteHandle;//[Offset: 0x858, Size: 4] bool bIsEmoteLooping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x85c, Size: 1] int CurrentActionID;//[Offset: 0x860, Size: 4] bool IsChangingHead;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x864, Size: 1] int PlayOnChangingHeadAcionID;//[Offset: 0x868, Size: 4] int CurPlayEmoteId;//[Offset: 0x86c, Size: 4] bool IsPlayingAction;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x870, Size: 1] float RotateTime;//[Offset: 0x874, Size: 4] float TargetRotation;//[Offset: 0x878, Size: 4] bool StartRotateFlag;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x87c, Size: 1] float ClothAnimDyAlpha;//[Offset: 0x880, Size: 4] float CurClothAnimDyAlpha;//[Offset: 0x884, Size: 4] float ClothAnimDyAlphaDiff;//[Offset: 0x888, Size: 4] bool isMVPMotion;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x88c, Size: 1] delegate OnchangeGender;//[Offset: 0x890, Size: 12] delegate OnChangeWeapon;//[Offset: 0x89c, Size: 12] bool bEquipingSkateAircraft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a8, Size: 1] bool isAutoTest;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8a9, Size: 1] Vector LocationBeforeEmote;//[Offset: 0x8ac, Size: 12] int AvatarLevel;//[Offset: 0x8b8, Size: 4] float Inten;//[Offset: 0x8bc, Size: 4] delegate OnEquipClothStateChange;//[Offset: 0x8c0, Size: 12] bool ForceUseDefaultIdle;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8cc, Size: 1] delegate OnSetForceUseDefaultIdle;//[Offset: 0x8d0, Size: 12] DynamicMatClothMap;//[Offset: 0x8dc, Size: 60] float WindSpeed_Editor;//[Offset: 0x918, Size: 4] float WindStrength_Editor;//[Offset: 0x91c, Size: 4] float WindRadius_Editor;//[Offset: 0x920, Size: 4] CurveFloat* WindSpeed;//[Offset: 0x924, Size: 4] float AccumelateWindTime;//[Offset: 0x928, Size: 4] -------------------------------- Class: STExtraLobbyCharacter.Character.Pawn.Actor.Object bool UseAvatarComponent2;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x648, Size: 1] FString LobbyPlayerKey;//[Offset: 0x64c, Size: 12] bool bWeaponAnimOptimize;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x658, Size: 1] delegate lobbyCharacterSceneTypeChangeEvent;//[Offset: 0x65c, Size: 12] byte charSceneType;//[Offset: 0x668, Size: 1] byte lobbyPosIdx;//[Offset: 0x669, Size: 1] int LocalLobbyPos;//[Offset: 0x66c, Size: 4] delegate lobbyCharGenderChangeDelegate;//[Offset: 0x670, Size: 12] delegate LobbyCharWeaponChangeDelegate;//[Offset: 0x67c, Size: 12] delegate ChangeWeaponVisibilityDelegate;//[Offset: 0x688, Size: 12] byte lobbyGender;//[Offset: 0x694, Size: 1] class AnimInstance* LobbyMaleAnimClass;//[Offset: 0x698, Size: 40] class AnimInstance* LobbyFemaleAnimClass;//[Offset: 0x6c0, Size: 40] STExtraWeapon* curEquipWeapon;//[Offset: 0x6e8, Size: 4] WeaponOwnerProxy* WeaponOwnerProxy;//[Offset: 0x6ec, Size: 4] int resultAvatarPoseIndex;//[Offset: 0x6f0, Size: 4] LobbyCharacterWeaponAnimData[] AddCharacterWeaponAnimList;//[Offset: 0x6f4, Size: 12] delegate lobbyCharPosChangeDelegate;//[Offset: 0x700, Size: 12] BackpackEmoteHandle* curHandle;//[Offset: 0x70c, Size: 4] delegate EmoteMontageStartEvent;//[Offset: 0x710, Size: 12] delegate EmoteStartWithMainCharacterConfigEvent;//[Offset: 0x71c, Size: 12] delegate EmoteMontageFinishedEvent;//[Offset: 0x728, Size: 12] AkComponent* emoteSound_Comp;//[Offset: 0x734, Size: 4] LobbyGodEffectComponent* GodEffectComponent;//[Offset: 0x738, Size: 4] class LobbyGodEffectComponent* GodEffectComponentPath;//[Offset: 0x740, Size: 40] bool IsMale;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x76c, Size: 1] delegate LobbyPoseWithFriend;//[Offset: 0x770, Size: 12] delegate LobbyCancelPoseWithFriend;//[Offset: 0x77c, Size: 12] FString LuaFilePath;//[Offset: 0x788, Size: 12] void UnequipWeapon(STExtraWeapon* Weapon);// 0x34bf314 void StopGodEffect();// 0x34bf300 void SetStatueInfo(out const CharacterStatueInfo Info);// 0x34bf21c void SetResultAvatarPosIndex(int PosIndex);// 0x34bf1a4 void SetMaleAnimClass();// 0x314c89c void SetLobbyPosIndexInAvatarScene(int pos);// 0x34bf12c void SetLobbyPosIndex(byte pos);// 0x34bf0ac void SetLobbyCharacterProperty(byte sceneType, byte pos, byte gender);// 0x34bef94 void SetLobbyAnimGender(byte gender);// 0x34bef14 void SetFemaleAnimClass();// 0x314c864 void SetCharSceneType(byte sceneType);// 0x34bee94 bool SetAddCharacterWeaponAnimList(out const LobbyCharacterWeaponAnimData[] addAnimData);// 0x34bedd8 void PlayGodEffect(int Level);// 0x34bed60 void PlayEmoteInterruptSound();// 0x34bed4c bool OnStopEmote();// 0x34bed24 bool OnPlayEmote(int EmoteId, FString ExtraInfo);// 0x34beb7c void HandleOnCharAnimLoadingFinished(STExtraWeapon* Weapon);// 0x34beb04 AELobbyCharAnimListComp* GetWeaponAnimComponent();// 0x34beadc AnimationAsset* GetWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x34be9d4 int GetPosIndex();// 0x32dcfa0 byte GetLobbyPosIndex();// 0x34be9ac byte GetLobbyAnimGender();// 0x34be984 BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x40a6134 STExtraWeapon* GetCurrentWeapon();// 0x34be95c byte GetCharSceneType();// 0x34be934 AnimationAsset* GetCharacterPlayWeaponAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int AnimIndex);// 0x34be82c AnimationAsset* GetCharacterAnimByAnimTypeAndPosType(byte PosIdx, byte GenderType, int WeaponAnimType);// 0x34be724 void ForceRefreshCharacterAnimation();// 0x34be710 void EquipWeapon(STExtraWeapon* Weapon);// 0x34be698 void CallGlobalLuaFunction(FString FunctionName);// 0x34be5dc void BroadcastWeaponVisibilityChange();// 0x34be5c8 -------------------------------- 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: 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();// 0x32b63b8 void SetNameText(int TextId);// 0x329a110 void PlayGodEffect(int Level, Vector Location);// 0x32b62f8 void OnAsyncLoadEffectFinish(int Level, Vector Location);// 0x32b6238 -------------------------------- 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: 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);// 0x3bf0b9c void InitPendingList(out LobbyCharacterWeaponAnimData[] animEditList, out SoftObjectPath[] PendingList);// 0x3bf09f0 AnimationAsset* GetCharacterAnim(byte PosIdx, byte GenderType, int WeaponAnimType, byte sceneType);// 0x3bf08a0 void BuildAnimMap(out LobbyCharacterWeaponAnimData[] AnimList, byte sceneType);// 0x3bf07ac -------------------------------- Class: LobbyAsyncLoadCharAnimParams -------------------------------- 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 void AsyncWeaponMeshLoadFinish(AvatarDIYComponent* AvatarDIYComponent, delegate K2Node_CreateDelegate_OutputDelegate, Actor* CallFunc_GetOwner_ReturnValue, BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon, bool K2Node_DynamicCast_bSuccess);// 0x40a6134 void AsyncWeaponAnimLoadFinish(STExtraLobbyWeapon* LobbyWeapon, delegate K2Node_CreateDelegate_OutputDelegate, BP_LobbyWeapon_C* K2Node_DynamicCast_AsBP_Lobby_Weapon, bool K2Node_DynamicCast_bSuccess);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 void SetWeaponVisibility(bool bHide, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, int CallFunc_Add_IntInt_ReturnValue, Actor* CallFunc_GetOwner_ReturnValue, STExtraLobbyCharacter* K2Node_DynamicCast_AsSTExtra_Lobby_Character, bool K2Node_DynamicCast_bSuccess, STExtraWeapon*[] CallFunc_Map_Values_Values, STExtraWeapon* CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue);// 0x40a6134 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, Actor* CallFunc_GetOwner_ReturnValue2, class Object CallFunc_GetLobbyWeaponClass_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, class STExtraWeapon K2Node_ClassDynamicCast_AsSTExtra_Weapon, bool K2Node_ClassDynamicCast_bSuccess, BP_STRUCT_WeaponSkinMapping_type CallFunc_GetTableData_OutRow2, bool CallFunc_GetTableData_ReturnValue2, class BackpackWeaponHandle K2Node_ClassDynamicCast_AsBackpack_Weapon_Handle, bool K2Node_ClassDynamicCast_bSuccess2, FString CallFunc_Conv_IntToString_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow3, bool CallFunc_GetTableData_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue2, BattleItemHandleBase* CallFunc_SpawnObject_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, class Object CallFunc_GetClass_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue3, 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void ExecuteUbergraph_BP_LobbyWeaponManager(int EntryPoint, GameInstance* CallFunc_GetGameInstance_ReturnValue, STExtraGameInstance* K2Node_DynamicCast_AsSTExtra_Game_Instance, bool K2Node_DynamicCast_bSuccess, int CallFunc_GetExactDeviceLevel_ReturnValue);// 0x40a6134 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);// 0x32bdbe8 void UnUseWeapon();// 0x32bdbd4 void UnEquipWeaponBySocketID(FName SocketID);// 0x32bdb5c void SwapMainWeapon();// 0x32bdb48 void OnWeaponAllAssetsLoadedDone();// 0x32bdb34 void OnPawnEquipmentsChanged(enum SlotType, bool IsEquipped, int ItemID);// 0x32bda28 void OnDestroy();// 0x32bda14 STExtraWeapon* GetWeaponBySocketID(FName SocketID);// 0x32bd994 FName GetWeaponAttachSocketFromSocketID(out const FName SocketID, STExtraWeapon* BackupWeapon);// 0x32bd8b0 SceneComponent* GetWeaponAttachComp();// 0x32bd888 STExtraWeapon* GetUsingWeapon();// 0x32bd860 int GetLogicSocketSideType(FName SocketID);// 0x32bd7e0 int GetBagLevel();// 0x32bd7b8 STExtraWeapon* EquipWeaponBySocketID(int WeaponSkinID, FName SocketID, bool bUse, bool bForceAsync);// 0x32bd650 void DoWeapnAttachToBack(FName SocketID);// 0x32bd5d8 void DoUseWeaponBySocketID(FName SocketID);// 0x32bd560 void DoUnUseWeapon();// 0x32bd54c STExtraWeapon* CreateWeaponAndChangeSkin(int WeaponSkinID, bool bUse, bool bSync);// 0x40a6134 void AsyncEquipWeapon(bool bUse, FName SocketID, uint32 Index);// 0x32bd440 -------------------------------- Class: BP_LobbyWeapon_C.STExtraLobbyWeapon.STExtraWeapon.LuaActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x8d0, Size: 4] void HandleIdleAnim(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);// 0x40a6134 void OnDependentWeaponLoaded();// 0x40a6134 void SetForceForbideIdleAnim(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);// 0x40a6134 void RequestWeaponDIYData(FString PlayerUID, int WeaponAvatarID, int DIYPlanID);// 0x40a6134 void EquipWeaponPandentByPandentId(int pendantID, enum PendantSocketType, bool CallFunc_PutOnEquipmentByResID_ReturnValue, SkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess);// 0x40a6134 void OnAsyncLoadLobbyWeaponAnimDone();// 0x40a6134 void CheckWeaponAssetsAllLoaded(bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_BooleanOR_ReturnValue);// 0x40a6134 void ResetWeaponLoadedStatus();// 0x40a6134 void OnAsyncLoadLobbyWeaponMeshDone();// 0x40a6134 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);// 0x40a6134 void InitMesh(BattleItemHandleBase* Handle);// 0x40a6134 void UserConstructionScript();// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void BPBeginPlay();// 0x40a6134 void ExecuteUbergraph_BP_LobbyWeapon(int EntryPoint);// 0x40a6134 void OnWeaponAllAssetsLoaded__DelegateSignature(BP_LobbyWeapon_C* BPLobbyWeapon);// 0x40a6134 WeaponAvatarComp_BP_C* WeaponAvatarComp_BP;//[Offset: 0x8d4, Size: 4] bool bHoldBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x8d8, Size: 1] WeaponAttachRelativeTransformMap;//[Offset: 0x8dc, Size: 60] bool WeaponMeshAndMatLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x918, Size: 1] bool WeaponAnimLoaded;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x919, Size: 1] delegate OnWeaponAllAssetsLoaded;//[Offset: 0x91c, Size: 12] bool ForbiddenWeaponIdleAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x928, Size: 1] int ShowType;//[Offset: 0x92c, Size: 4] -------------------------------- Class: STExtraLobbyWeapon.STExtraWeapon.LuaActor.Actor.Object delegate WeaponAnimLoadFinishEvent;//[Offset: 0x8c0, Size: 12] void WeaponAnimLoadFinishEvent__DelegateSignature(STExtraLobbyWeapon* Weapon);// 0x40a6134 void ReattachWeaponToSocket(SkeletalMeshComponent* AttachMesh, FName AttachSocket);// 0x34c0fcc Transform GetWeaponAttachToBackRelativeTransformByBagLevel_Lobby(int Level, int SideType);// 0x34c0ed8 -------------------------------- Class: WeaponAnimInstanceBase.AnimInstance.Object STExtraBaseCharacter* C_OwnerCharacter;//[Offset: 0x334, Size: 4] STExtraLobbyCharacter* C_OwnerLobbyCharacter;//[Offset: 0x338, Size: 4] STExtraShootWeapon* C_OwnerWeapon;//[Offset: 0x33c, Size: 4] bool ForceUseAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x340, Size: 1] bool C_Equipping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x341, Size: 1] bool C_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x342, Size: 1] bool C_Tactical;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x343, Size: 1] byte C_WeaponState;//[Offset: 0x344, Size: 1] float C_ReloadAnimRate;//[Offset: 0x348, Size: 4] float C_CurGasAngle;//[Offset: 0x34c, Size: 4] bool C_CustomScopping;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x350, Size: 1] bool C_WeaponState_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x351, Size: 1] bool C_State_Reload;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x352, Size: 1] bool C_State_Charge;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x353, Size: 1] float C_AlphaForHolder;//[Offset: 0x354, Size: 4] AnimMontage* TacticalReloadMontage;//[Offset: 0x358, Size: 4] AnimMontage* ChargeReloadMontage;//[Offset: 0x35c, Size: 4] AnimMontage* BoltMontage;//[Offset: 0x360, Size: 4] AnimMontage* FireMontage;//[Offset: 0x364, Size: 4] AnimMontage* WeaponDropMontage;//[Offset: 0x368, Size: 4] SkeletalMeshComponent* ParentMesh;//[Offset: 0x36c, Size: 4] bool ShouldUpdateReloadData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x370, Size: 1] bool PlayIdleAnim;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x371, Size: 1] bool UseAdvancedSkinCfg;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x378, Size: 1] bool IsLobby;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x379, Size: 1] AnimMontage* LoopIdleMontage;//[Offset: 0x37c, Size: 4] float IdleAnimLoopInterval;//[Offset: 0x380, Size: 4] float IdleAnimWaitedTime;//[Offset: 0x384, Size: 4] bool IsAimingAt;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x388, Size: 1] FString LuaFilePath;//[Offset: 0x38c, Size: 12] SkeletalMeshComponent* TryGetParentMeshComponent();// 0x312b7f4 void SetHolderBack_Lobby();// 0x30eb1dc void PlayPostReloadWeaponAnimation(int RemainReloadTimes);// 0x33dfdc0 void OnWeaponUnEquip();// 0x3648454 void OnWeaponEquip();// 0x3648440 void OnOwnerPlayerScopeOut(bool IsBegin);// 0x36483c0 void OnOwnerPlayerScopeIn(bool IsBegin);// 0x3648340 void HandlePlayerWeaponStateChanged(byte NewState);// 0x36482c0 AnimMontage* GetLastPlayReloadMontage();// 0x3648290 AnimMontage* GetCurrentReloadMontageCore();// 0x341c9c8 void BpStopAllMontages();// 0x364827c void BPOnPlayerKillEvent();// 0x30eb6b8 -------------------------------- Class: WeaponAvatarComp_BP_C.WeaponAvatarComponent.WeaponAvatarDIYComponent.AvatarDIYComponent.AvatarComponentBase.LuaActorComponent.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 ItemPickupRule_87_49300E005A58193E16239C7A00F80F05;//[Offset: 0x134, Size: 4] FString SpecialIconSize_89_4BBF62802BA083E043328BD00C42A315;//[Offset: 0x138, Size: 12] -------------------------------- Class: BackpackWeaponHandle.BattleItemHandleBase.ItemHandleBase.Object BackpackComponent* BackpackComp;//[Offset: 0x100, Size: 4] WeaponMeshCfg MeshPackage;//[Offset: 0x108, Size: 328] WeaponMeshCfg[] ExtMeshPackageList;//[Offset: 0x250, Size: 12] class AnimInstance* animBP;//[Offset: 0x25c, Size: 4] class AnimInstance* animBPClass;//[Offset: 0x260, Size: 40] CharSpecialLevelSequenceData[] WeaponSpecialLevelSequenceList;//[Offset: 0x288, Size: 12] AttachmentAvatarList;//[Offset: 0x294, Size: 60] ItemDefineID[] DefaultAvatarList;//[Offset: 0x2d0, Size: 12] ItemDefineID ParentID;//[Offset: 0x2e0, Size: 24] ItemDefineID[] ParentIDList;//[Offset: 0x2f8, Size: 12] enum OverrideSocket;//[Offset: 0x304, Size: 1] BattleItemAdditionalData[] WeaponAttachmentAdditionalDataList;//[Offset: 0x308, Size: 12] STExtraWeapon* CachedTargetWeapon;//[Offset: 0x314, Size: 4] BattleItemPickupInfo CachedBattleItemPickupInfo;//[Offset: 0x318, Size: 64] WeaponAttachItemUnit[] CachedWeaponAttachmentListBeforeDrop;//[Offset: 0x358, Size: 12] WeaponKillEffectCfg KillEffect;//[Offset: 0x364, Size: 4] ParticleSystem* LightEffect;//[Offset: 0x368, Size: 40] ParticleSystem* ShootLightEffect;//[Offset: 0x390, Size: 40] HitSoundMap;//[Offset: 0x3b8, Size: 60] AkAudioEvent* SlashSound;//[Offset: 0x3f8, Size: 40] bool IsInitUIWidget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x420, Size: 1] PendantSocketRelativeTransform;//[Offset: 0x424, Size: 60] ParticleAssetMap;//[Offset: 0x460, Size: 60] MatParamModifyCfg[] MatParamModifyCfgs;//[Offset: 0x49c, Size: 12] bool LowDeviceForceLODBias;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4a8, Size: 1] SkinExclusiveActions;//[Offset: 0x4ac, Size: 60] WeaponEffectCfgBase*[] AvatarEffects;//[Offset: 0x4e8, Size: 12] int CachedWeaponDurability;//[Offset: 0x4f4, Size: 4] int CachedUpgradeInfoID;//[Offset: 0x4f8, Size: 4] int CacheBulletNumSaveToWrapper;//[Offset: 0x4fc, Size: 4] void UpdateWeaponDataFromWeapon();// 0x30f0a0c void UpdateWeaponDataFromPickUp();// 0x30eb300 void SetMesh(FString skMesh, FString SkMeshLoad, FString stMesh, FString StMeshLoad, FString Material);// 0x312c918 void SetAnimationBp(FString AnimBpPath);// 0x312c85c void ReturnAllBullets();// 0x40a6134 void PreLocalHandleDisuse();// 0x312c848 BattleItemAdditionalData MakeWeaponDurabilityData(int Durability);// 0x312c718 BattleItemAdditionalData MakeUpgradeInfoAdditionalData(int UpgradeInfoID);// 0x312c5e8 BattleItemAdditionalData MakeBulletNumAdditionalData(int BulletNum);// 0x312c4b8 PickUpWrapperActor* LocalSpawnWrapperOnGround(class Object InWrapperClass, STExtraBaseCharacter* InOwningCharacter, ItemDefineID InDefineID);// 0x312c398 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);// 0x312bde4 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);// 0x312ba2c void LocalAutoEquipAttachments();// 0x40a6134 bool IsVirtualAvatarHandle();// 0x312b9fc bool IsAvatarWeapon();// 0x312b9d4 void InitWeaponUpgradeInfo();// 0x312b9c0 void InitWeaponDurability(int WeaponDurability);// 0x312b948 void GetWidgetList(out UIWidgetRes[] UIList);// 0x312b874 int GetWeaponUpgradeInfoID();// 0x312b84c int GetWeaponDurability();// 0x312b824 int GetSubSlotID();// 0x312b7f4 int GetSlotID();// 0x312b7c4 void GetParentDefineIDList(out ItemDefineID[] ParentList);// 0x312b69c WeaponMeshCfg GetMeshPackCfgCopy();// 0x312b630 void GetMeshPackCfg(out WeaponMeshCfg MeshCfg);// 0x312b468 void GetDefaultAvatarList(out ItemDefineID[] DefaultAvatarList);// 0x312b394 void GetDefaultAttachment(out int[] AttachmentArray, bool IsLobby);// 0x312b270 int GetCacheBulletNumSaveToWrapper(STExtraWeapon* Weapon, bool Initial);// 0x310d6a8 class Object GetAnimationBP();// 0x312b240 bool CanDisuseOldWeapon(bool bDisuseResult, enum InReason);// 0x312b168 bool BPModifyAutoUse(bool bInAutoUse, STExtraBaseCharacter* OwnerPawn);// 0x312b090 -------------------------------- Class: CharSpecialLevelSequenceData byte LevelSequenceType;//[Offset: 0x0, Size: 1] LevelSequenceConfig LevelSequenceConfig;//[Offset: 0x8, Size: 192] -------------------------------- Class: LevelSequenceConfig SoftClassPath SequenceActorTemplate;//[Offset: 0x0, Size: 24] LevelSequence* LevelSequence;//[Offset: 0x18, Size: 40] float LevelSequenceDuration;//[Offset: 0x40, Size: 4] TrackBindingInfos;//[Offset: 0x44, Size: 60] TrackBindingObjects;//[Offset: 0x80, Size: 60] -------------------------------- Class: WeaponAttachItemUnit ItemDefineID DefineID;//[Offset: 0x0, Size: 24] enum socket;//[Offset: 0x18, Size: 1] -------------------------------- Class: WeaponKillEffectCfg class PlayerTombBox* DeadInventoryBoxTemplate;//[Offset: 0x0, Size: 4] -------------------------------- Class: LobbyWeaponSkinExclusiveActionCfg int ActionID;//[Offset: 0x0, Size: 4] SoftObjectPath ActionHandlePath;//[Offset: 0x8, Size: 24] -------------------------------- 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();// 0x332069c void InitialModTableItemMap();// 0x3122800 void InitBPTableMap_Mod();// 0x40a6134 void InitBPTableMap();// 0x40a6134 void HandleTableModNameChanged(FString InModName);// 0x3760d8c FString GetWrapperPath(FString BPTableName, int ID);// 0x3760c04 class Object GetWrapperClass(FString BPTableName, int ID);// 0x3760afc FString GetPath(FString BPTableName, int ID, bool IsLobby, bool bForceLobby);// 0x37608d4 Object* GetObject(FString BPTableName, int ID, Object* Outer, bool IsLobby, bool IsLowDevice);// 0x37606e8 class Object GetCustom1Class(FString BPTableName, int ID);// 0x37605e0 class Object GetClass(FString BPTableName, int ID, bool IsLobby, bool IsLowDevice);// 0x3760438 FString GetBPTableName(int Type);// 0x3760330 void GetAssetByAssetReferenceAsync(SoftObjectPath AssetReference, delegate AssetLoadSuccessDelegate);// 0x3760150 static UAELoadedClassManager* Get();// 0x3760128 BPTable* CreateAndAddBPTable_Mod(FString BPTableName);// 0x3760064 BPTable* CreateAndAddBPTable(FString BPTableName);// 0x375ffa0 void ClearModTableItemMap();// 0x32c7a28 void ClearBPTable_Mod();// 0x375ff8c void ClearBPTable();// 0x375ff78 void ClearAssetByAssetReferenceAsync(delegate AssetLoadSuccessDelegate);// 0x375fed4 void ClearAllData();// 0x375fec0 -------------------------------- Class: BPTable.Object FString BPTableName;//[Offset: 0x1c, Size: 12] BPTableItemMap;//[Offset: 0x28, Size: 60] BPTableItemMap_Mod;//[Offset: 0x64, Size: 60] FString GetWrapperPath(int ID);// 0x375f80c class Object GetWrapperClass(int ID);// 0x375f78c FString GetPath(int ID, bool IsLobby, bool bForceLobby);// 0x375f5e4 Object* GetObject(int ID, Object* Outer, bool IsLobby, bool IsLowDevice);// 0x375f480 Object* GetModObject(int ID, Object* Outer, bool IsLobby);// 0x375f370 class Object GetModClass(int ID, bool IsLobby);// 0x375f2a4 class Object GetCustom1Class(int ID);// 0x375f224 class Object GetClass(int ID, bool IsLobby, bool IsLowDevice);// 0x375f108 void ConvertPath(int ID);// 0x375f090 -------------------------------- 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] int StanbyActionID_2_3509AC801200C2500D9D3BBA040428D4;//[Offset: 0x10, Size: 4] -------------------------------- 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);// 0x40a6134 void OnStartLevelSequence(bool CallFunc_OnCameraStart_ReturnValue);// 0x40a6134 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);// 0x40a6134 void OnStopLevelSequence(bool CallFunc_OnCameraStop_ReturnValue, CameraActor* CallFunc_GetLobbyCamera_cameraActor, PlayerController* CallFunc_GetPlayerController_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2);// 0x40a6134 void ChangetoLevelSequenceCamera(PlayerController* CallFunc_GetPlayerController_ReturnValue, Actor*[] CallFunc_GetAllActorsWithTag_OutActors, Actor* CallFunc_Array_Get_Item);// 0x40a6134 void OnTrackEvent(FString EventData, bool K2Node_SwitchString_CmpSuccess, bool CallFunc_OnCameraTrackEvent_ReturnValue, bool CallFunc_IsValid_ReturnValue, BP_LevelSequenceCameraMask_C* CallFunc_Create_ReturnValue, BP_LevelSequenceCameraMask_W_C* CallFunc_Create_ReturnValue2, bool CallFunc_IsValid_ReturnValue2);// 0x40a6134 void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x40a6134 void StopCameraEmoteAnim();// 0x40a6134 void ShowAvatarForEmote(bool Show, bool force);// 0x40a6134 void BindEventToCameraSequence(LevelSequencePlayer* SeqPlayer);// 0x40a6134 void ExecuteUbergraph_LobbyPlayEmoteComponent_BP(int EntryPoint, int ___int_Loop_Counter_Variable, int ___int_Loop_Counter_Variable2, int CallFunc_Add_IntInt_ReturnValue, int CallFunc_Add_IntInt_ReturnValue2, int ___int_Array_Index_Variable, LevelSequence* K2Node_Event_CurrentCameraEmoteAnim, LevelSequenceActor* CallFunc_CreateLevelSequencePlayer_OutActor, LevelSequencePlayer* CallFunc_CreateLevelSequencePlayer_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue2, bool K2Node_Event_show, bool K2Node_Event_force, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue2, bool CallFunc_Not_PreBool_ReturnValue3, bool CallFunc_Not_PreBool_ReturnValue4, bool CallFunc_IsValid_ReturnValue3, bool CallFunc_IsValid_ReturnValue4, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_BooleanAND_ReturnValue2, int ___int_Array_Index_Variable2, Actor*[] CallFunc_GetAttachedActors_OutActors, Actor* CallFunc_Array_Get_Item, BP_PlayerLobbyPawn_C* K2Node_DynamicCast_AsBP_Player_Lobby_Pawn, bool K2Node_DynamicCast_bSuccess, STExtraWeapon* K2Node_DynamicCast_AsSTExtra_Weapon, bool K2Node_DynamicCast_bSuccess2, int CallFunc_Array_Length_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, ParticleSystemComponent*[] CallFunc_GetComponentsByTag_ReturnValue, LevelSequencePlayer* K2Node_Event_SeqPlayer, ParticleSystemComponent* CallFunc_Array_Get_Item2, int CallFunc_Array_Length_ReturnValue2, bool CallFunc_Less_IntInt_ReturnValue2, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3);// 0x40a6134 LevelSequencePlayer* LevelSequencePlayer;//[Offset: 0x314, Size: 4] LevelSequenceActor* LevelSequenceActor;//[Offset: 0x318, Size: 4] UserWidget* 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);// 0x32bc1c4 void SyncMontage(float DeltaTime);// 0x32bc14c void StopMontageParticle(AnimMontage* Montage);// 0x32bc0d4 void StopLastEmoteParticle();// 0x32bc0c0 void StopCameraEmoteAnim();// 0x40a6134 void ShowAvatarForEmote(bool Show, bool force);// 0x40a6134 void PlayEmoteSound();// 0x32bc0ac void PlayCameraEmoteAnim(LevelSequence* CurrentCameraEmoteAnim);// 0x40a6134 bool OnStopEmote();// 0x32bc084 void OnPlayEmoteActionEnd();// 0x32bc070 bool OnPlayEmote(int EmoteId, int LocalLobbyPos, FString ExtraInfo);// 0x32bbe80 void OnOneActionReady(int Index);// 0x32bbe08 void OnLobbyEmoteCameraTrackEvent__DelegateSignature(FString TrackData);// 0x40a6134 void OnLobbyEmoteCameraStop__DelegateSignature();// 0x40a6134 void OnLobbyEmoteCameraStart__DelegateSignature();// 0x40a6134 bool OnCameraTrackEvent(FString TrackData);// 0x32bbca8 bool OnCameraStop();// 0x32bbc80 bool OnCameraStart();// 0x32bbc58 void OnAsyncLoadSingleAnim(AnimationAsset* CurrentEmoteAnim, int Index);// 0x32bba94 void OnAsyncLoadMultiAnims(int Index);// 0x32bba1c void OnAsyncLoadEmoteAction(int Index);// 0x32bb9a4 bool LoopEmoteAnimFinishedFirstSection();// 0x32bb97c bool IsLoopMontage(AnimMontage* Montage);// 0x32bb8fc void InterruptEmoteSound();// 0x32bb8e8 SoftObjectPath[] GetMultiAnimFollowerAssetRef();// 0x32bb790 EmoteAnimCharacterConfig[] GetMultiAnimFollower();// 0x32bb638 EmoteAnimConfig GetMultiAnimConfig();// 0x32bb5a0 LevelSequence* GetMainCharacterCameraAnimAsset();// 0x32bb504 EmoteAnimCharacterConfig GetMainCharacterAssetRef();// 0x32bb3fc AnimationAsset* GetMainCharacterAnimAsset();// 0x32bb360 BackpackEmoteHandle* GetEmoteHandle(int ItemID);// 0x32bb2e0 AnimMontage* GetCurrentMontage();// 0x32bb2b8 bool EmoteAnimFinishedSuccessfully();// 0x32bb290 bool DoesEmoteStop();// 0x32bb268 void ClearMultiAnimCharacters();// 0x32bb254 bool CanRotateMainCharacter();// 0x32bb22c void BindEventToCameraSequence(LevelSequencePlayer* SeqPlayer);// 0x40a6134 bool AsyncLoadSingleAnim(BackpackEmoteHandle* Handle);// 0x32bb1ac bool AsyncLoadMultiAnims();// 0x32bb184 bool AsyncLoadEmoteAction(out FString ExtraInfo);// 0x32bb0b0 -------------------------------- Class: GenderMapping FName GenderStr;//[Offset: 0x0, Size: 8] byte GenderType;//[Offset: 0x8, Size: 1] -------------------------------- Class: LevelSequencePlayer.MovieSceneSequencePlayer.Object delegate OnCameraCut;//[Offset: 0x644, Size: 12] delegate OnTrackEvent;//[Offset: 0x650, Size: 12] Object*[] AdditionalEventReceivers;//[Offset: 0x688, Size: 12] static LevelSequencePlayer* CreateLevelSequencePlayer(Object* WorldContextObject, LevelSequence* LevelSequence, MovieSceneSequencePlaybackSettings Settings, out LevelSequenceActor* OutActor);// 0x529791c -------------------------------- 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();// 0x4e0ccfc void StartPlayingNextTick();// 0x4e0cce8 void SetPlayRate(float PlayRate);// 0x4e0cc70 void SetPlayLoopCount(int NumLoops);// 0x4e0cbf8 void SetPlaybackRange(const float NewStartTime, const float NewEndTime);// 0x4e0cb3c void SetPlaybackPosition(float NewPlaybackPosition);// 0x4e0c9fc void Scrub();// 0x4e0cb28 void PlayReverse();// 0x4e0cb14 void PlayLooping(int NumLoops);// 0x4e0ca9c void Play();// 0x4e0ca88 void Pause();// 0x4e0ca74 void JumpToPositionEx(float NewPlaybackPosition);// 0x4e0c9fc void JumpToPosition(float NewPlaybackPosition);// 0x4e0c984 bool IsPlaying();// 0x4e0c95c bool IsPaused();// 0x4e0c934 void GoToEndAndStop();// 0x4e0c920 float GetPlayRate();// 0x4e0c8f8 float GetPlaybackStart();// 0x3585fb0 float GetPlaybackPosition();// 0x3bd9bbc float GetPlaybackEnd();// 0x4e0c8dc float GetLength();// 0x4e0c8b4 Object*[] GetBoundObjects(MovieSceneObjectBindingID ObjectBinding);// 0x4e0c770 void ChangePlaybackDirection();// 0x4e0c75c -------------------------------- 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 None* BindingOverrides;//[Offset: 0x18, Size: 8] -------------------------------- Class: LevelSequenceActor.Actor.Object bool bAutoPlay;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f0, Size: 1] MovieSceneSequencePlaybackSettings PlaybackSettings;//[Offset: 0x2f4, Size: 32] LevelSequencePlayer* SequencePlayer;//[Offset: 0x314, Size: 4] SoftObjectPath LevelSequence;//[Offset: 0x318, Size: 24] Actor*[] AdditionalEventReceivers;//[Offset: 0x330, Size: 12] LevelSequenceBurnInOptions* BurnInOptions;//[Offset: 0x33c, Size: 4] MovieSceneBindingOverrides* BindingOverrides;//[Offset: 0x340, Size: 4] bool bReduceFrequency;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x344, Size: 1] int ReduceFrameCount;//[Offset: 0x348, Size: 4] float IgnoreFrameTolerance;//[Offset: 0x34c, Size: 4] bool bOverrideInstanceData;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x350, Size: 1] Object* DefaultInstanceData;//[Offset: 0x354, Size: 4] bool bForceAsync;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] LevelSequenceBurnIn* BurnInInstance;//[Offset: 0x35c, Size: 4] void SetSequence(LevelSequence* InSequence);// 0x5296704 void SetEventReceivers(Actor*[] AdditionalReceivers);// 0x52965ac void SetBinding(MovieSceneObjectBindingID Binding, out const Actor*[] Actors, bool bAllowBindingsFromAsset);// 0x5296414 void SetAllMovieSceneSectionsToKeepState();// 0x5296400 void ResetBindings();// 0x52963c0 void ResetBinding(MovieSceneObjectBindingID Binding);// 0x52962c8 void RemoveBinding(MovieSceneObjectBindingID Binding, Actor* Actor);// 0x5296188 void ReceiveInitailizePlayer();// 0x40a6134 LevelSequence* GetSequence(bool bLoad, bool bInitializePlayer);// 0x52960b0 void AddBinding(MovieSceneObjectBindingID Binding, Actor* Actor, bool bAllowBindingsFromAsset);// 0x5295f28 -------------------------------- 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: MovieSceneObjectBindingID int SequenceID;//[Offset: 0x0, Size: 4] enum Space;//[Offset: 0x4, Size: 1] Guid Guid;//[Offset: 0x8, Size: 16] -------------------------------- Class: LevelSequenceBurnIn.UserWidget.Widget.Visual.Object LevelSequencePlayerSnapshot FrameInformation;//[Offset: 0x204, Size: 48] LevelSequenceActor* LevelSequenceActor;//[Offset: 0x234, Size: 4] void SetSettings(Object* InSettings);// 0x40a6134 class LevelSequenceBurnInInitSettings GetSettingsClass();// 0x3a04840 -------------------------------- 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: BP_LevelSequenceCameraMask_C.UserWidget.Widget.Visual.Object WidgetAnimation* FadeOut;//[Offset: 0x208, Size: 4] CanvasPanel* CanvasPanel;//[Offset: 0x20c, Size: 4] Image* Image;//[Offset: 0x210, Size: 4] -------------------------------- Class: BP_LevelSequenceCameraMask_W_C.UserWidget.Widget.Visual.Object WidgetAnimation* FadeOut;//[Offset: 0x208, Size: 4] CanvasPanel* CanvasPanel;//[Offset: 0x20c, Size: 4] Image* Image;//[Offset: 0x210, Size: 4] -------------------------------- 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);// 0x40a6134 void StopLobbyWeaponAnimation(bool CallFunc_IsValid_ReturnValue);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 void Destroy();// 0x40a6134 void SetLobbyPlayerObj(BP_PlayerLobbyPawn_C* LobbyPlayerObj);// 0x40a6134 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: 0x2f0, Size: 4] void PlayLobbyAnimation(AnimInstance* CallFunc_GetAnimInstance_ReturnValue, float CallFunc_Montage_Play_ReturnValue);// 0x40a6134 void UserConstructionScript();// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void OnAnimEnd(AnimMontage* Montage, bool bInterrupted);// 0x40a6134 void SetAnimTimeInfo(int DelayTime, int TotalTime);// 0x40a6134 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);// 0x40a6134 SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x2f4, Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x2f8, Size: 4] AnimMontage* WeaponMontage;//[Offset: 0x2fc, Size: 4] int DelayTime;//[Offset: 0x300, Size: 4] int TotalTime;//[Offset: 0x304, Size: 4] -------------------------------- Class: CharacterAvatarComp2_BP_C.CharacterAvatarComponent2.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0xcb0, Size: 4] void PrintDefaultConfig();// 0x40a6134 void HandleCharacterHiddenChange(bool bHidden);// 0x40a6134 void HandlePlayerScopeInOrOut(bool bScopeIn);// 0x40a6134 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);// 0x40a6134 int GetRepalceIDOnVehicle(int OriginID);// 0x40a6134 enum GetBPSlotNameConfigType(BackpackAvatarHandle* InAvatarHandle, BattleItemHandle_AvatarBP_C* K2Node_DynamicCast_AsBattle_Item_Handle_Avatar_BP, bool K2Node_DynamicCast_bSuccess, bool K2Node_SwitchEnum_CmpSuccess);// 0x40a6134 bool IsEnableItemDownload(int ItemID);// 0x40a6134 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);// 0x40a6134 bool HideHeadMesh(MeshComponent* MasterBoneComp, SkeletalMesh* SkeletalMesh, SkeletalMaterial[] MatArray);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 int GetFakeAvatarHandleItem_InDev(int InSlotID, int InItemID, int AdditionalItemID, int CallFunc_GetFakeAvatarHandleItem_ReturnValue);// 0x40a6134 bool GenerateClientDefaultAvatar(BattleItemHandleBase* InAvatarHandle, int ___int_Variable, int ___int_Variable2, int ___int_Variable3, ItemDefineID K2Node_MakeStruct_ItemDefineID, ItemDefineID K2Node_MakeStruct_ItemDefineID2, ItemDefineID K2Node_MakeStruct_ItemDefineID3);// 0x40a6134 bool BPClientPostProcessViewDataMiddle();// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 int GetFakeAvatarHandleItem(int InSlotID, int InItemID, int AdditionalItemID, enum CallFunc_IntToType_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue, bool CallFunc_EqualEqual_ByteByte_ReturnValue2, bool CallFunc_EqualEqual_ByteByte_ReturnValue3, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_BooleanOR_ReturnValue, bool CallFunc_BooleanOR_ReturnValue2);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 bool PutOnDefaultEquipment(BackpackAvatarHandle* ItemHandle, ItemDefineID CallFunc_GetDefineID_ReturnValue, int CallFunc_Conv_ByteToInt_ReturnValue, AvatarCustom K2Node_MakeStruct_AvatarCustom, bool CallFunc_CheckShouldEquipDefaultItem_ReturnValue, bool CallFunc_HandleEquipItem_ReturnValue);// 0x40a6134 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);// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void Bp_EventAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x40a6134 void Bp_EventAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x40a6134 void PreHanleEquipCloth(const BattleItemUseTarget Target, BackpackAvatarHandle* InAvatarHandle, enum Reason);// 0x40a6134 void ClearEventFromOnAvatarEquippedEvent();// 0x40a6134 void OnPlayerScopeIn(bool bIsBegin);// 0x40a6134 void OnPlayerScopeOut(bool bIsBegin);// 0x40a6134 void OnCharacterHiddenStateChange(bool bIsHidden);// 0x40a6134 void ExecuteUbergraph_CharacterAvatarComp2_BP(int EntryPoint, bool K2Node_CustomEvent_bIsHidden, delegate K2Node_CreateDelegate_OutputDelegate, delegate K2Node_CreateDelegate_OutputDelegate2, delegate K2Node_CreateDelegate_OutputDelegate3, delegate K2Node_CreateDelegate_OutputDelegate4, delegate K2Node_CreateDelegate_OutputDelegate5, 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, Actor* CallFunc_GetOwner_ReturnValue, STExtraBaseCharacter* K2Node_DynamicCast_AsSTExtra_Base_Character, bool K2Node_DynamicCast_bSuccess, STExtraPlayerCharacter* K2Node_DynamicCast_AsSTExtra_Player_Character, bool K2Node_DynamicCast_bSuccess2, bool K2Node_CustomEvent_bIsBegin2, bool K2Node_CustomEvent_bIsBegin);// 0x40a6134 BackpackAvatarItemColor* BasedAvatarColorHandle;//[Offset: 0xcb4, Size: 4] BackpackAvatarItemPattern* BasedAvatarPatternHandle;//[Offset: 0xcb8, Size: 4] int[] HoodClothSubTypeMap;//[Offset: 0xcbc, Size: 12] enum PreEquipClothReason;//[Offset: 0xcc8, Size: 1] SkeletalMesh* MaleBatchBodySoftPath;//[Offset: 0xcd0, Size: 40] SkeletalMesh* FemaleBatchBodySoftPath;//[Offset: 0xcf8, Size: 40] bool bForbidBindAvatarEquippedEvent;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0xd20, Size: 1] int[] NeedModifyVehicleID;//[Offset: 0xd24, Size: 12] SlotToFakeHandleMap;//[Offset: 0xd30, Size: 60] -------------------------------- Class: STClothAnimInstance.AnimInstance.Object enum AnimInstanceType;//[Offset: 0x2ed, 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();// 0x341c9c8 bool isCothAnimEnable();// 0x341c9a0 void EnableClothAnim();// 0x341c98c void DisableClothAnim();// 0x341c978 -------------------------------- 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] SkeletalMeshComponent* OwnerReAttachMesh;//[Offset: 0x334, Size: 4] bool bTriggerIKWhenHoldWeapon;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x338, Size: 1] enum[] TriggerIKStateList;//[Offset: 0x33c, Size: 12] enum[] ForceIgnoreBoneRetargetStateList;//[Offset: 0x348, Size: 12] bool bAnimNotifyForceIKState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x354, Size: 1] bool AnyMontageIsPlaying;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x355, Size: 1] bool bForceIgnoreBoneRetarget;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x356, Size: 1] bool bIsEquippedAircraft;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x357, Size: 1] bool bIsInIKState;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x358, Size: 1] void SetIsInIKState(const bool InIsInIKState);// 0x33bcf28 void SetForceIgnoreBoneRetarget(bool Ignore);// 0x33bcea8 void RefreshIKVariableState();// 0x30eb6b8 void RefreshForceIgnoreBoneRetarget();// 0x30eb300 void OnStateInterrupted(int StateID, int InterruptedBy);// 0x33bcdec void OnSimulateCharStateChanged(const uint64 InCurrentStates, const uint64 InPrevStates);// 0x33bcd14 void OnOwnerLobbyCharWeaponVisibilityChange();// 0x33bcd00 void OnOwnerLobbyCharChangeWeapon();// 0x33bcd00 void OnOwnerCharChangeWeapon(byte TargetChangeSlot);// 0x33bcc88 bool IsEnableCustomIK();// 0x30f0780 bool isCothAnimEnable();// 0x33bcc60 bool IsAnyMontagePlayingOnOwner();// 0x33bcc38 void HandleStateChanged(enum EnteredState);// 0x33bcbc0 void HandleCorectSkMeshAnim(bool bOpenCorrect);// 0x33bcb40 void EnableClothAnim();// 0x33bcb2c void DisableClothAnim();// 0x33bcb18 void AnimNotifyForceIKState(const bool InIsForce);// 0x33bca90 -------------------------------- Class: AvatarDynamicAnimInstance.AnimInstance.Object enum InGameSimulationSpace;//[Offset: 0x2ed, Size: 1] enum LobbySimulationSpace;//[Offset: 0x2ee, 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);// 0x40a6134 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);// 0x40a6134 BattleItemData ExtractItemData( CallFunc_GetAssociationMap_ReturnValue, ItemAssociation[] CallFunc_Map_Values_Values, ItemDefineID CallFunc_GetDefineID_ReturnValue, BattleItemData CallFunc_ConstructBattleItemDataByDefineID_ReturnValue, BattleItemData K2Node_SetFieldsInStruct_StructOut);// 0x40a6134 void LocalHandleDisuse(int CallFunc_GetAssociationTypeIDFromAvatarSlotType_ReturnValue);// 0x40a6134 World* GetWorldInternal(World* CallFunc_GetWorld_BP_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x40a6134 void SpawnWrapperOnGround(class PickUpWrapperActor WrapperClass, bool bUseRandomLoc, GameModeBase* CallFunc_GetGameMode_ReturnValue, BattleRoyaleGameModeBase* K2Node_DynamicCast_AsBattle_Royale_Game_Mode_Base, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValidClass_ReturnValue, GameModeBase* CallFunc_GetGameMode_ReturnValue2, BattleRoyaleGameModeBase* K2Node_DynamicCast_AsBattle_Royale_Game_Mode_Base2, bool K2Node_DynamicCast_bSuccess2, ItemDefineID CallFunc_GetDefineID_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue2, int CallFunc_Array_Length_ReturnValue, bool CallFunc_IsValid_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, PickupManagerComponent* CallFunc_GetComponentByClass_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, Vector CallFunc_GetRandomPutDownLocation_ReturnValue, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue, Transform CallFunc_MakeTransform_ReturnValue, Actor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue2, PickUpWrapperActor* CallFunc_FinishSpawningActor_ReturnValue2);// 0x40a6134 bool HandleDisuse(enum Reason, bool CallFunc_HandleDisuse_ReturnValue);// 0x40a6134 bool HandleDrop(int InCount, enum Reason, class PickUpWrapperActor CallFunc_GetWrapperClass_wrapperClass, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_HandleDrop_ReturnValue);// 0x40a6134 bool HandlePickup(out interface classNone 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);// 0x40a6134 bool HandleUse(BattleItemUseTarget Target, enum Reason, bool CallFunc_HandleUse_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue, int CallFunc_GetAssociationTypeIDFromAvatarSlotType_ReturnValue, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, int CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2, FString CallFunc_Conv_IntToString_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Concat_StrStr_ReturnValue2, FString CallFunc_Concat_StrStr_ReturnValue3, FString CallFunc_Concat_StrStr_ReturnValue4, bool CallFunc_NotEqual_IntInt_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue2, ItemDefineID CallFunc_GetDefineID_ReturnValue2, ItemAssociation K2Node_MakeStruct_ItemAssociation, ItemDefineID CallFunc_GetDefineID_ReturnValue3, bool CallFunc_IsValid_ReturnValue, ItemDefineID CallFunc_GetDefineID_ReturnValue4, ItemAssociation K2Node_MakeStruct_ItemAssociation2);// 0x40a6134 STExtraPlayerController* OwningPlayerController;//[Offset: 0x950, Size: 4] STExtraBaseCharacter* OwningCharacter;//[Offset: 0x954, Size: 4] BackpackComponent* OwningBackpackComponent;//[Offset: 0x958, Size: 4] Transform SourceWrapperTrans;//[Offset: 0x960, Size: 48] Transform WrapperPutdownTrans;//[Offset: 0x990, Size: 48] class PickUpWrapperActor* WrapperClass;//[Offset: 0x9c0, Size: 4] BattleItemHandleBase* CharacterItemHandle;//[Offset: 0x9c4, Size: 4] byte SlotNameConfig;//[Offset: 0x9c8, Size: 1] byte ForceGender;//[Offset: 0x9c9, Size: 1] -------------------------------- 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] mapPickupBullet;//[Offset: 0x144, Size: 60] mapAttachPos;//[Offset: 0x180, Size: 60] CustomPickupItemIDMap;//[Offset: 0x1bc, Size: 60] PickupSetting PickupSetting;//[Offset: 0x1f8, Size: 376] PickupSettingForTPlan PickupSettingForMod;//[Offset: 0x370, Size: 364] PickupProposeData proposeData;//[Offset: 0x4dc, Size: 340] int[] NeedToShowTypeList;//[Offset: 0x630, Size: 12] int[] ConsumeableMissionItemID;//[Offset: 0x63c, Size: 12] int[] CanNotAutoSwitchGrenadeList;//[Offset: 0x648, Size: 12] ItemSubTypeNameMap;//[Offset: 0x654, Size: 60] enum CurrentGameModeType;//[Offset: 0x690, Size: 1] FString ItemTableName;//[Offset: 0x694, Size: 12] FString AttachTableName;//[Offset: 0x6a0, Size: 12] FString ItemAttrsTableName;//[Offset: 0x6ac, Size: 12] FString SuitEmoteTableName;//[Offset: 0x6b8, Size: 12] FString OccupationTableName;//[Offset: 0x6c4, Size: 12] enum[] AvatarDownloadGameModeTypes;//[Offset: 0x6d0, Size: 12] AvatarDownloadPriority;//[Offset: 0x6dc, Size: 60] bool bShowWeaponPendant;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x718, Size: 1] itemGuid2Useful;//[Offset: 0x71c, Size: 60] gunMainTypeUseful;//[Offset: 0x758, Size: 60] attachMainTypeUseful;//[Offset: 0x794, Size: 60] bulletMainTypeUseful;//[Offset: 0x7d0, Size: 60] medicineAndGrenadeMainTypeUseful;//[Offset: 0x80c, Size: 60] constructTypeUseful;//[Offset: 0x848, Size: 60] skillpropsTypeUseful;//[Offset: 0x884, Size: 60] itemPathExist;//[Offset: 0x8c0, Size: 60] int[] ItemToDownload;//[Offset: 0x8fc, Size: 12] int AvatarDownloadMaxLimitTimes;//[Offset: 0x908, Size: 4] bool bAvatarDownloadClientSwitch;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x90c, Size: 1] EquipmentBriefMap;//[Offset: 0x910, Size: 60] bool bEnableTableOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94c, Size: 1] bool bEnableDSAvatarOptimization;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x94d, Size: 1] int[] TombBoxItemBlackList;//[Offset: 0x950, Size: 12] int CharacterVirtualItem_Type;//[Offset: 0x95c, Size: 4] int CharacterVirtualItem_TypeSpecificID;//[Offset: 0x960, Size: 4] VirtualItemClassMap;//[Offset: 0x964, Size: 60] NoUseVirtualItemIDs;//[Offset: 0x9a0, Size: 60] bool bAutoPickIngoreBackpackCount;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x9dc, Size: 1] void ResetItemToDownload();// 0x3122968 void ResetBattleItemHandleExist(out const ItemDefineID DefineID);// 0x31228d8 void OnPostSwitchGameStatut(FString InGameStatus);// 0x312281c void OnGameModeTypeChanged();// 0x3122800 bool IsVirtualItemData(out const BattleItemData ItemData);// 0x3122744 bool IsRollItem(out const PickUpItemData SearchItemResult);// 0x31225e8 bool IsParachuteItemType(int ItemID);// 0x30efb24 bool IsInPveMode();// 0x40a6134 bool IsIceDrinkEmoteIDInBackpack(int InItemID, int InEmoteID);// 0x312251c bool IsGrenadeCanAutoSwitch(int ItemID);// 0x30b3e58 bool IsGlideItemType(int ItemID);// 0x3122494 bool IsGhillieSuitItemType(int ItemID);// 0x312240c bool IsForceLoadLobbyHandle(out const ItemDefineID InItemID);// 0x312236c bool IsEquipmentItem(int ItemID);// 0x31222e4 bool IsConsumableMissionItemType(int ItemID);// 0x312225c bool IsBattleItemHandlePathExist(FString HandlePath);// 0x3122198 bool IsBattleItemHandleExist(out const ItemDefineID DefineID, bool bUseCache, bool bLobby, bool bForceLobby);// 0x3122010 bool Is3BackpackID(int ID);// 0x40a6134 void Initialize();// 0x3121ffc void InitialItemTable();// 0x3121fe0 bool HasTagSub(int ItemID, out const FName TagName);// 0x3121f08 bool HasTag(int ItemID, out const FName TagName);// 0x3121e30 int GetWeaponSkinMappingID(int InWeaponSkinID);// 0x40a6134 WeaponAttachItemUnit[] GetWeaponAttachByWeaponDefineID(out const ItemDefineID DefineID, BackpackComponent* BackpackComp);// 0x3121cc4 FString GetRawBattleTextByType(enum Type, int InSubType);// 0x3121b70 FString GetRawBattleTextByRawTextID(int ID);// 0x3121a60 int GetPendantIDByWeaponID(int WeaponID);// 0x31219d8 int GetItemSubTypeID(int SpecificID);// 0x40a6134 ItemRecordData GetItemRecord(int ItemID);// 0x312192c bool GetItemOperationSoundAndBank(int ItemSoundID, enum ItemOperation, out FString OutBankName, out FString OutSoundName);// 0x40a6134 int GetItemAttrsFlag(const int ItemID);// 0x31218ac int GetGrenadePriorityByType(int InGrenadeType);// 0x3100458 int GetEquipmentLevel(int ItemID);// 0x3121824 int GetEquipmentHelmetLevel(int ItemID);// 0x312179c int GetEquipmentBagLevel(int ItemID);// 0x3121714 int GetEquipmentArmorLevel(int ItemID);// 0x3100e40 int GetCustomPickupItemCountByDefineID(BackpackComponent* BackpackComp, out const ItemDefineID DefineID, out const JudgePickupUsefulItem JudgePickUseful);// 0x3121508 BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp);// 0x3121454 BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp);// 0x31213cc FString GetBPTableNameByItemID(out const ItemDefineID DefineID);// 0x31212a4 int GetBPIDByResID(int resID);// 0x312121c BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out const ItemDefineID DefineID);// 0x3121094 FString GetBattleItemHandlePathInner(out const ItemDefineID DefineID, bool bLobby, bool bForceLobby);// 0x3120ed4 FString GetBattleItemHandlePath(out const ItemDefineID DefineID, bool bLobby, bool bForceLobby);// 0x3120d0c class Object GetBattleItemHandleClass(out const ItemDefineID DefineID);// 0x3120c6c BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out const ItemDefineID DefineID);// 0x3120ba8 void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID);// 0x3120a7c ItemRecordData FindItemRecord(int ItemID);// 0x31209d0 BattleItemHandleBase* CreateVirtualItemHandle(out const ItemDefineID DefineID, Object* Outer);// 0x31208ec BattleItemHandleBase* CreateBattleItemHandleInner(out const ItemDefineID DefineID, Object* Outer, bool bLobby, bool bLowDevice);// 0x3120770 BattleItemHandleBase* CreateBattleItemHandle(out const ItemDefineID DefineID, Object* Outer, bool bLobby);// 0x3120640 BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID);// 0x312058c BattleItemData ConstructBattleItemDataByDefineID(out const ItemDefineID DefineID);// 0x31204c0 void ClearItemRecord();// 0x31204ac bool CheckItem(int ItemTableID);// 0x3120424 bool CheckHasItemRecord(int ItemID);// 0x31203a4 bool CanNotAutoSwitchToGrenade(int InGrenadeID);// 0x312031c void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x3120258 -------------------------------- 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: 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: EquipmentBrief int ItemID;//[Offset: 0x0, Size: 4] int ItemSubType;//[Offset: 0x4, Size: 4] int BPID;//[Offset: 0x8, Size: 4] -------------------------------- 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 Durability;//[Offset: 0x20, Size: 4] int ItemSoundID;//[Offset: 0x24, Size: 4] int ItemQuality;//[Offset: 0x28, Size: 4] int ItemPickupRule;//[Offset: 0x2c, Size: 4] int AIFullVaule;//[Offset: 0x30, Size: 4] float Weight;//[Offset: 0x34, Size: 4] int MaxCount;//[Offset: 0x38, Size: 4] bool AutoEquipandDrop;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3c, Size: 1] bool Consumable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3d, Size: 1] bool Equipable;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e, Size: 1] FString ItemName;//[Offset: 0x40, Size: 12] FString ItemBigIcon;//[Offset: 0x4c, Size: 12] FString ItemDesc;//[Offset: 0x58, Size: 12] FString ItemSmallIcon;//[Offset: 0x64, Size: 12] FString KillWhiteIcon;//[Offset: 0x70, Size: 12] FString ItemWhiteIcon;//[Offset: 0x7c, Size: 12] FString RedEmotionSoundPath;//[Offset: 0x88, Size: 12] FString PickupDesc;//[Offset: 0x94, Size: 12] FString BackpackSimple;//[Offset: 0xa0, Size: 12] FString SpecialIcon;//[Offset: 0xac, Size: 12] FString ItemBigIcon2;//[Offset: 0xb8, Size: 12] FString ItemSmallIcon2;//[Offset: 0xc4, Size: 12] -------------------------------- 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: 0x9e0, Size: 4] int GetEquipmentArmorLevel(int ItemID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x40a6134 int GetEquipmentHelmetLevel(int ItemID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x40a6134 bool IsForceLoadLobbyHandle(out ItemDefineID InItemID, int CallFunc_GetClothAvatarTemplateID_ReturnValue, AvatarTableData CallFunc_GetAvatarDataFromTable_OutAvatarTableData, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 class Object GetBattleItemHandleClass(out ItemDefineID DefineID, UAELoadedClassManager* CallFunc_Get_ReturnValue, class BattleItemHandleBase CallFunc_GetVirtualItemHandleClass_OutClass, bool CallFunc_GetVirtualItemHandleClass_ReturnValue, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, int CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2, FString CallFunc_GetBPTableName_ReturnValue, class Object CallFunc_GetClass_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue);// 0x40a6134 bool CanNotAutoSwitchToGrenade(int InGrenadeID, bool CallFunc_Array_Contains_ReturnValue);// 0x40a6134 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);// 0x40a6134 bool IsConsumableMissionItemType(int ItemID, bool CallFunc_Array_Contains_ReturnValue);// 0x40a6134 int GetGrenadePriorityByType(int InGrenadeType, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x40a6134 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);// 0x40a6134 bool IsEquipmentItem(int ItemID, bool CallFunc_Map_Contains_ReturnValue);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 bool IsGlideItemType(int ItemID, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, int CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue);// 0x40a6134 bool IsGhillieSuitItemType(int ItemID, bool CallFunc_Array_Contains_ReturnValue);// 0x40a6134 int GetEquipmentBagLevel(int ItemID, int ResultBagLevel, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, int CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_EqualEqual_IntInt_ReturnValue3, FString CallFunc_Conv_IntToString_ReturnValue, bool CallFunc_BooleanOR_ReturnValue, BP_STRUCT_Item_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_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);// 0x40a6134 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);// 0x40a6134 bool Is3BackpackID(int ID, int CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_BooleanAND_ReturnValue);// 0x40a6134 bool IsInPveMode(bool CallFunc_IsPveMode_out);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 void ModifySetting();// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 int GetBPIDByResID(int resID, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue);// 0x40a6134 void AddToWeaponAttachPos(int attachID, enum socket, enum CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue);// 0x40a6134 void InitItemTable(delegate K2Node_CreateDelegate_OutputDelegate, GameBackendHUD* CallFunc_GetInstance_ReturnValue, GameFrontendHUD* CallFunc_GetFirstGameFrontendHUD_ReturnValue);// 0x40a6134 FString GetBattleItemHandlePath(out ItemDefineID DefineID, bool bLobby, bool bForceLobby, FString CallFunc_GetBattleItemHandlePathInner_ReturnValue, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_GetBPTableName_ReturnValue, FString CallFunc_GetPath_ReturnValue);// 0x40a6134 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);// 0x40a6134 FString GetRawBattleTextByType(enum Type, int InSubType, FName RowName, FString CallFunc_Conv_IntToString_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, bool K2Node_SwitchString_CmpSuccess, FString CallFunc_Concat_StrStr_ReturnValue, FString CallFunc_Conv_NameToString_ReturnValue, BP_STRUCT_LocalizeRes_type CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue);// 0x40a6134 int GetItemSubTypeID(int SpecificID, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue);// 0x40a6134 BattleWeaponItemDisplayData GetBattleWeaponItemDisplayDataByDefineID(out ItemDefineID DefineID, FString CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, FString CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2, BattleWeaponItemDisplayData K2Node_MakeStruct_BattleWeaponItemDisplayData);// 0x40a6134 void GenerateItemDefineIDByItemTableID(int ItemTableID, out int Type, out int TypeSpecificID, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, int CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2);// 0x40a6134 bool IsVirtualItemData(out BattleItemData ItemData, bool CallFunc_Greater_IntInt_ReturnValue);// 0x40a6134 BattleItemHandleBase* GetCharacterVirtualItemHandleInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, interface classNone 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);// 0x40a6134 void CreateBattleItemHandle_Character(Object* Outer, out BattleItemHandleBase* BattleItemHandle, BattleItemHandle_VirtualCharacter_C* CallFunc_SpawnObject_ReturnValue);// 0x40a6134 void CreateBattleItemHandle_Default(int Type, int ID, Object* Outer, bool bLobby, out BattleItemHandleBase* BattleItemHandle, bool CallFunc_NeedUseLowDeviceHandle_ReturnValue, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, int CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2, 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);// 0x40a6134 void GetBattleItemFeatureData(ItemDefineID DefineID, out BattleItemFeatureData FeatureData, int CountLimit, BattleItemFeatureData BattleItemFeatureData, int CallFunc_GetItemAttrsFlag_ReturnValue, FString CallFunc_Conv_IntToString_ReturnValue, ItemRecordData7 CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_Not_PreBool_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue2, bool CallFunc_BooleanAND_ReturnValue, BattleItemFeatureData K2Node_MakeStruct_BattleItemFeatureData);// 0x40a6134 BattleItemFeatureData GetBattleItemFeatureDataByDefineID(out ItemDefineID DefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData);// 0x40a6134 BattleItemHandleBase* CreateBattleItemHandle(out ItemDefineID DefineID, Object* Outer, bool bLobby, bool UseLobby, BattleItemHandleBase* Handle, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Character_BattleItemHandle, bool CallFunc_NeedUseLowDeviceHandle_ReturnValue, BattleItemHandleBase* CallFunc_CreateBattleItemHandleInner_ReturnValue, bool CallFunc_IsBattleItemHandleExist_ReturnValue, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, BattleItemHandleBase* CallFunc_CreateBattleItemHandle_Default_BattleItemHandle, bool CallFunc_EqualEqual_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x40a6134 BattleItemData GetCharacterVirtualItemInBackpack(BackpackComponent* BackpackComp, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemData[] CallFunc_GetItemListByDefineID_ReturnValue, BattleItemData CallFunc_Array_Get_Item);// 0x40a6134 BattleItemData ConstructBattleItemDataByItemTableID(int ItemTableID, FString CallFunc_Conv_IntToString_ReturnValue, ItemRecordData5 CallFunc_GetTableData_OutRow, bool CallFunc_GetTableData_ReturnValue, ItemDefineID K2Node_MakeStruct_ItemDefineID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x40a6134 BattleItemData ConstructBattleItemDataByDefineID(out ItemDefineID DefineID, int TypeSpecificID, BattleItemFeatureData CallFunc_GetBattleItemFeatureData_FeatureData, FString CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, FString CallFunc_GetTableDataField_Out2, bool CallFunc_GetTableDataField_ReturnValue2, FString CallFunc_GetTableDataField_Out3, bool CallFunc_GetTableDataField_ReturnValue3, BattleItemData K2Node_MakeStruct_BattleItemData);// 0x40a6134 void AddCharacterVirtualItemToBackpack(BackpackComponent* BackpackComp, STExtraBaseCharacter* Character);// 0x40a6134 void InitialItemTable();// 0x40a6134 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);// 0x40a6134 BattleItemAdditionalData[] EmptyAdditionalData;//[Offset: 0x9e4, Size: 12] EmptyAssociationMap;//[Offset: 0x9f0, Size: 60] ItemAssociation[] EmptyAssociationArray;//[Offset: 0xa2c, Size: 12] EquipmentID2SlotID_Map;//[Offset: 0xa38, Size: 60] EquipmentBagID2Level_Map;//[Offset: 0xa74, Size: 60] EquipmentHelmetID2Level_Map;//[Offset: 0xab0, Size: 60] EquipmentArmorID2Level_Map;//[Offset: 0xaec, Size: 60] int[] GhillieSuitItem;//[Offset: 0xb28, Size: 12] GrenadeTypeToPriority;//[Offset: 0xb34, Size: 60] CacheItemId2BagLevelMap;//[Offset: 0xb70, Size: 60] -------------------------------- 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] float CheckWeaponSkillDuration_f_11_6111F9C073ADAB21228400A10010AD36;//[Offset: 0x44, Size: 4] -------------------------------- 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);// 0x40a6134 -------------------------------- Class: BattleItemHandle_VirtualItem_C.BattleItemHandleBase.ItemHandleBase.Object -------------------------------- Class: ItemRecordData7 int ItemType_2_CC000069486107946E5ECAAF21EFAF0B;//[Offset: 0x0, Size: 4] int WeightforOrder_4_E72E5D4C4B2B91B238136B89316C7DEF;//[Offset: 0x4, Size: 4] float UnitWeight_f_7_1AEC4D7B4F3AC4894A33FBAAC0165559;//[Offset: 0x8, Size: 4] int MaxCount_10_ADC2EE5A44ABBCF4C00515AB724AD5AA;//[Offset: 0xc, Size: 4] bool AutoEquipandDrop_13_CC1AD656453F2BAB5FCB9586C6793874;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x10, Size: 1] bool Consumable_15_B2094A1644FCC44D1EBC08B3D9578342;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x11, Size: 1] bool Equippable_17_D54B5E3C4807D350ED7429BF09AAB7D1;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x12, Size: 1] -------------------------------- Class: ItemRecordData5 int ItemID_2_2F9636FC420298B4EF34E588F58E38B0;//[Offset: 0x0, Size: 4] int ItemType_4_B2ED20EE489C1F500EBA389884CAC16D;//[Offset: 0x4, Size: 4] FString ItemName_7_DEB27023488D6036B9B24AB5DB114F34;//[Offset: 0x8, Size: 12] FString ItemBigIcon_9_A4409DA14B47CD0F4D6A7EBB7CBF2F2F;//[Offset: 0x14, Size: 12] FString ItemDesc_11_8AB433674EC5E4AF7F82069136B23CF5;//[Offset: 0x20, Size: 12] -------------------------------- 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: TimelineComponent.ActorComponent.Object Timeline TheTimeline;//[Offset: 0xc0, Size: 136] bool bIgnoreTimeDilation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 1)[Offset: 0x148, Size: 1] void Stop();// 0x5dc3808 void SetVectorCurve(CurveVector* NewVectorCurve, FName VectorTrackName);// 0x5dc374c void SetTimelineLengthMode(byte NewLengthMode);// 0x5dc36d4 void SetTimelineLength(float NewLength);// 0x5dc365c void SetPlayRate(float NewRate);// 0x5dc35e4 void SetPlaybackPosition(float NewPosition, bool bFireEvents, bool bFireUpdate);// 0x5dc34d0 void SetNewTime(float NewTime);// 0x5dc3458 void SetLooping(bool bNewLooping);// 0x5dc33d8 void SetLinearColorCurve(CurveLinearColor* NewLinearColorCurve, FName LinearColorTrackName);// 0x5dc331c void SetIgnoreTimeDilation(bool bNewIgnoreTimeDilation);// 0x5dc329c void SetFloatCurve(CurveFloat* NewFloatCurve, FName FloatTrackName);// 0x5dc31e0 void ReverseFromEnd();// 0x5dc31cc void Reverse();// 0x5dc31b8 void PlayFromStart();// 0x5dc31a4 void Play();// 0x5dc3190 void OnRep_Timeline();// 0x5dc317c bool IsReversing();// 0x5dc3154 bool IsPlaying();// 0x5dc312c bool IsLooping();// 0x5dc3104 float GetTimelineLength();// 0x5dc30dc float GetPlayRate();// 0x30eac70 float GetPlaybackPosition();// 0x5dc30b4 bool GetIgnoreTimeDilation();// 0x5dc308c -------------------------------- 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: BP_Rifle_M416_10000_C.BP_LobbyWeapon_C.STExtraLobbyWeapon.STExtraWeapon.LuaActor.Actor.Object void UserConstructionScript();// 0x40a6134 LobbyWeaponAnimList_Rifle_C* LobbyWeaponAnimList_Rifle;//[Offset: 0x930, Size: 4] -------------------------------- Class: LobbyWeaponAnimList_Rifle_C.AELobbyCharAnimListComp.UAECharAnimListCompBase.UAEAnimListComponentBase.ActorComponent.Object -------------------------------- Class: MiniTv_Class_C.LuaActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x380, Size: 4] void DestoryPhoneMesh(AnimInstance* CallFunc_GetAnimInstance_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue2);// 0x40a6134 void PlayPhoneAnim(Transform ___struct_Variable, AnimInstance* CallFunc_GetAnimInstance_ReturnValue, SkeletalMeshComponent* CallFunc_AddComponent_ReturnValue, float CallFunc_Montage_Play_ReturnValue, AnimInstance* CallFunc_GetAnimInstance_ReturnValue2, float CallFunc_Montage_Play_ReturnValue2);// 0x40a6134 void TouchEnd(byte Finger);// 0x40a6134 void TouchStart(byte Finger);// 0x40a6134 void UserConstructionScript();// 0x40a6134 void ReceiveTick(float DeltaSeconds);// 0x40a6134 void BndEvt__SkeletalMesh_K2Node_ComponentBoundEvent_0_ComponentOnInputTouchBeginSignature__DelegateSigna(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x40a6134 void BndEvt__SkeletalMesh_K2Node_ComponentBoundEvent_1_ComponentOnInputTouchEndSignature__DelegateSignatu(byte FingerIndex, PrimitiveComponent* TouchedComponent);// 0x40a6134 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);// 0x40a6134 MinitvAvatarComponent_BP_C* MinitvAvatarComponent_BP;//[Offset: 0x384, Size: 4] SkeletalMeshComponent* SkeletalMesh;//[Offset: 0x388, Size: 4] CapsuleComponent* Capsule;//[Offset: 0x38c, Size: 4] SkeletalMeshComponent* PhoneMesh;//[Offset: 0x390, Size: 4] -------------------------------- Class: MinitvAvatarComponent_BP_C.PetAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object AvatarTableData MakeAvatarTableData(out ItemDefineID InItemID, AvatarTableData K2Node_MakeStruct_AvatarTableData);// 0x40a6134 void RayEquipItemById(int ID, AvatarCustom K2Node_MakeStruct_AvatarCustom, ItemDefineID K2Node_MakeStruct_ItemDefineID, bool CallFunc_HandleEquipItem_ReturnValue);// 0x40a6134 -------------------------------- Class: PetAvatarComponent.SlotViewAvatarComponent.SlotAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object SkeletalMesh* MasterBoneDefualtSkeletalMesh;//[Offset: 0x688, Size: 4] PetAvatarHandle* PetDefaultAvatarHandle;//[Offset: 0x68c, Size: 4] bool IsMasterMeshSlotID(int InSlotID, ItemHandleBase* InItemHandle);// 0x318dd38 void InitMasterComponent();// 0x331dfbc void Initialize();// 0x318daa0 void InitialAvatarParam();// 0x30cf50c PetAvatarHandle* GetPetDefaultAvatarHandle();// 0x331df94 bool CheckToEquipDefaultAvatar(int[] AvatarList);// 0x331de34 -------------------------------- Class: PetAvatarHandle.AvatarHandleBase.ItemHandleBase.Object enum SlotType;//[Offset: 0x8c, Size: 1] PetMeshPackage MeshPackage;//[Offset: 0x90, Size: 224] PetMeshPackage ReplaceMeshPackage;//[Offset: 0x170, Size: 224] enum[] SuitConflictWith;//[Offset: 0x250, Size: 12] -------------------------------- Class: AvatarHandleBase.ItemHandleBase.Object bool bEnableBPModify;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x84, Size: 1] int SlotID;//[Offset: 0x88, Size: 4] bool HandlePreApplyResource(out const AvatarSlotDesc InSlotDesc, Object* Outer);// 0x30f3528 bool HandlePostApplyResource(MeshComponent* InMeshComp, Object* Outer);// 0x30f345c -------------------------------- Class: PetMeshPackage.AssetPackage StaticMesh* stMesh;//[Offset: 0x8, Size: 40] SkeletalMesh* skMesh;//[Offset: 0x30, Size: 40] class AnimInstance* animBP;//[Offset: 0x58, Size: 4] class AnimInstance* LobbyAnimBP;//[Offset: 0x5c, Size: 4] ParticleAsset[] ParticleData;//[Offset: 0x60, Size: 12] MaterialInterface* Mat;//[Offset: 0x70, Size: 40] MaterialInterface* MatBase;//[Offset: 0x98, Size: 40] MaterialAsset[] additionalMats;//[Offset: 0xc0, Size: 12] MaterialAsset[] SpecialMats;//[Offset: 0xcc, Size: 12] -------------------------------- Class: MaterialAsset FName SlotName;//[Offset: 0x0, Size: 8] MaterialInterface* MatInst;//[Offset: 0x8, Size: 40] MaterialInterface* MatBase;//[Offset: 0x30, Size: 40] MaterialInterface* MatBaseObject;//[Offset: 0x58, Size: 4] bool bDynamicMat;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5c, Size: 1] -------------------------------- Class: NewLobbyModelShowActorBP_C.LuaActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x380, Size: 4] void Get3DHandleMatAndTex(Backpack3DIconHandle* SoftObjectRef, out Object* maleMat, out Object* Tex, FString CallFunc_Conv_SoftObjectReferenceToString_ReturnValue, SoftObjectPath CallFunc_MakeSoftObjectPath_ReturnValue, Object* CallFunc_Conv_SoftObjectReferenceToObject_ReturnValue, Object* CallFunc_GetAssetByAssetReference_ReturnValue, MaterialInterface* K2Node_DynamicCast_AsMaterial_Interface, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValidSoftObjectReference_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValidSoftObjectReference_ReturnValue2);// 0x40a6134 void GetAttachPoint(out Actor* attachPoint, Actor*[] CallFunc_GetAllActorsWithInterface_OutActors, int CallFunc_Array_Length_ReturnValue, Actor* CallFunc_Array_Get_Item, bool CallFunc_GreaterEqual_IntInt_ReturnValue);// 0x40a6134 void ArrayFind(FString Input, out bool Index, int CallFunc_Array_Find_ReturnValue, bool CallFunc_NotEqual_IntInt_ReturnValue);// 0x40a6134 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);// 0x40a6134 void UpdateWeaponMatParam(float Alpha);// 0x40a6134 void PlayProjectileEffect(Vector CallFunc_MakeVector_ReturnValue, Actor*[] ___object_Variable, HitResult CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, bool CallFunc_K2_SetActorLocationAndRotation_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, Vector CallFunc_K2_GetActorLocation_ReturnValue, HitResult CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutHit, Vector[] CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutPathPositions, Vector CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutLastTraceDestination, bool CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_ReturnValue);// 0x40a6134 void UserConstructionScript();// 0x40a6134 void WeaponMatTimeline__FinishedFunc();// 0x40a6134 void WeaponMatTimeline__UpdateFunc();// 0x40a6134 void Projectile(float X, float Y, float Z);// 0x40a6134 void TickWeaponMat(float fromShake, float toShake);// 0x40a6134 void ReceiveTick(float DeltaSeconds);// 0x40a6134 void ExecuteUbergraph_NewLobbyModelShowActorBP(int EntryPoint, float K2Node_Event_DeltaSeconds, Actor*[] ___object_Variable, float K2Node_CustomEvent_x, float K2Node_CustomEvent_y, float K2Node_CustomEvent_z, Vector CallFunc_K2_GetActorLocation_ReturnValue, Vector CallFunc_MakeVector_ReturnValue, HitResult CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutHit, Vector[] CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutPathPositions, Vector CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_OutLastTraceDestination, bool CallFunc_Blueprint_PredictProjectilePath_ByTraceChannel_ReturnValue, HitResult CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, bool CallFunc_K2_SetActorLocationAndRotation_ReturnValue, bool K2Node_SwitchInteger_CmpSuccess, float K2Node_CustomEvent_fromShake, float K2Node_CustomEvent_toShake, float CallFunc_Lerp_ReturnValue, bool CallFunc_IsValid_ReturnValue);// 0x40a6134 StaticMeshComponent* Sphere;//[Offset: 0x384, Size: 4] CapsuleComponent* Capsule;//[Offset: 0x388, Size: 4] SceneComponent* Scene;//[Offset: 0x38c, Size: 4] SceneComponent* DefaultSceneRoot;//[Offset: 0x390, Size: 4] float WeaponMatTimeline_time_CC1B41C749E55AE85A5FF0A2EA7DF654;//[Offset: 0x394, Size: 4] byte WeaponMatTimeline__Direction_CC1B41C749E55AE85A5FF0A2EA7DF654;//[Offset: 0x398, Size: 1] TimelineComponent* WeaponMatTimeline;//[Offset: 0x39c, Size: 4] STExtraWeapon* WeaponActor;//[Offset: 0x3a0, Size: 4] WeaponAvatarComponent* WeaponAvatarComponent;//[Offset: 0x3a4, Size: 4] bool press;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a8, Size: 1] byte FingerIndex;//[Offset: 0x3a9, Size: 1] float LocationX;//[Offset: 0x3ac, Size: 4] bool canAutoRotateZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3b0, Size: 1] float zRotateSpeed;//[Offset: 0x3b4, Size: 4] float LocationY;//[Offset: 0x3b8, Size: 4] bool canAutoRotateX;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3bc, Size: 1] float backTime;//[Offset: 0x3c0, Size: 4] float curBackTime;//[Offset: 0x3c4, Size: 4] float disinteractDis;//[Offset: 0x3c8, Size: 4] float yIntensity;//[Offset: 0x3cc, Size: 4] float yDisinteractRatio;//[Offset: 0x3d0, Size: 4] float originX;//[Offset: 0x3d4, Size: 4] float originY;//[Offset: 0x3d8, Size: 4] bool alreadyRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dc, Size: 1] bool alreadyRotateY;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3dd, Size: 1] bool canRotateBack;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3de, Size: 1] int ShowType;//[Offset: 0x3e0, Size: 4] bool needXRotation;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3e4, Size: 1] Character* PlaneCharacter;//[Offset: 0x3e8, Size: 4] float XRotateMin;//[Offset: 0x3ec, Size: 4] float XRotateMax;//[Offset: 0x3f0, Size: 4] float YRotateMin;//[Offset: 0x3f4, Size: 4] float YRotateMax;//[Offset: 0x3f8, Size: 4] int CurrentItemID;//[Offset: 0x3fc, Size: 4] BP_Lobby_Grenade_C* grenadeActor;//[Offset: 0x400, Size: 4] bool isTouching;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x404, Size: 1] Vector[] projectilePredictArray;//[Offset: 0x408, Size: 12] int projectileTickIndex;//[Offset: 0x414, Size: 4] float xRotateSpeed;//[Offset: 0x418, Size: 4] Rotator AttachPointDefaultRotate;//[Offset: 0x41c, Size: 12] LobbyModelCommonActorBP_C* bagWidgetActor;//[Offset: 0x428, Size: 4] Transform SpawnTransform;//[Offset: 0x430, Size: 48] BP_LobbyVehicle_C* VehicleActor;//[Offset: 0x460, Size: 4] bool canRotate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x464, Size: 1] int curGrenadeIndex;//[Offset: 0x468, Size: 4] int spawnIndex;//[Offset: 0x46c, Size: 4] ShowActorDataArray;//[Offset: 0x470, Size: 60] BP_LobbyVehicle_C* refitVehicleActor;//[Offset: 0x4ac, Size: 4] LobbyModelCommonActorBP_C* parachuteActor;//[Offset: 0x4b0, Size: 4] int curVehicleIndex;//[Offset: 0x4b4, Size: 4] FString[] ExtraData;//[Offset: 0x4b8, Size: 12] bool EnableInput;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c4, Size: 1] bool RotateBackZ;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4c5, Size: 1] NewLobbyModelShowActorBP_C* nextShowActor;//[Offset: 0x4c8, Size: 4] bool isAsyncLoading;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cc, Size: 1] bool weaponDynMatChanged;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x4cd, Size: 1] LobbyModelCommonActorBP_C* icon3DActor;//[Offset: 0x4d0, Size: 4] HasShakeEffectItem;//[Offset: 0x4d4, Size: 60] LobbyModelCommonActorBP_C* bagActor;//[Offset: 0x510, Size: 4] BP_STRUCT_WeaponMatParamCfg_type WeaponMatParam;//[Offset: 0x514, Size: 76] float MatAlpha;//[Offset: 0x560, Size: 4] BP_LobbyWingman_C* WingmanActor;//[Offset: 0x564, Size: 4] -------------------------------- Class: Backpack3DIconHandle.BackpackAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object Texture2D* attachTex;//[Offset: 0x950, Size: 40] -------------------------------- Class: BP_Lobby_Grenade_C.Actor.Object void SetAvatarReady();// 0x40a6134 void UserConstructionScript();// 0x40a6134 GrenadeAvatarComponent_BP_C* GrenadeAvatarComponent_BP;//[Offset: 0x2f0, Size: 4] StaticMeshComponent* StaticMesh;//[Offset: 0x2f4, Size: 4] bool IsAvatarReady;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x2f8, Size: 1] int grenadeResId;//[Offset: 0x2fc, Size: 4] int ShowType;//[Offset: 0x300, Size: 4] -------------------------------- Class: GrenadeAvatarComponent_BP_C.GrenadeAvatarComponent.ItemAvatarComponentBase.AvatarComponentBase.LuaActorComponent.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x3b8, 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);// 0x40a6134 FString GetItemAvatarHandlePath(int ItemID, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_GetPath_ReturnValue, FString CallFunc_GetPath_ReturnValue2, bool CallFunc_IsBattleItemHandlePathExist_ReturnValue);// 0x40a6134 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_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);// 0x40a6134 void GrenadeAvatarEquiped();// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void ExecuteUbergraph_GrenadeAvatarComponent_BP(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate);// 0x40a6134 ParticleSystem* ExplodeEffect;//[Offset: 0x3c0, Size: 40] AkAudioEvent* ExplodeSound;//[Offset: 0x3e8, Size: 40] AkAudioEvent* GrenadeFuzeAkSoundEvent;//[Offset: 0x410, Size: 40] AkAudioEvent* GrenadeThrowAkSoundEvent;//[Offset: 0x438, Size: 40] AkAudioEvent* GrenadeWallCollideAkSoundEvent;//[Offset: 0x460, Size: 40] -------------------------------- Class: LobbyModelCommonActorBP_C.LobbyModelCommonActor.LuaActor.Actor.Object void UserConstructionScript();// 0x40a6134 SceneComponent* DefaultSceneRoot;//[Offset: 0x3c8, Size: 4] int commonActorResId;//[Offset: 0x3cc, Size: 4] int ShowType;//[Offset: 0x3d0, Size: 4] -------------------------------- Class: LobbyModelCommonActor.LuaActor.Actor.Object MeshComponent* MeshComponent;//[Offset: 0x37c, Size: 4] SlotNameMap;//[Offset: 0x380, Size: 60] delegate OnCommonActorLoaded;//[Offset: 0x3bc, Size: 12] void ShowByResId(out const ItemDefineID ItemDefineID, bool bSync);// 0x32b7be4 void ShowByHandle(BattleItemHandleBase* InHandle, bool bSync);// 0x32b7b20 MeshComponent* SetupMeshComponent(MeshComponent* MeshComp);// 0x32b7aa0 void SetMeshAndMaterial(BattleItemHandleBase* BattleItemHandleBase, MeshComponent* MeshComp);// 0x32b79e4 void OnCommonActorLoaded__DelegateSignature();// 0x40a6134 StaticMeshComponent* InitStaticMesh();// 0x32b79bc SkeletalMeshComponent* InitSkeletalMesh();// 0x32b7994 StaticMesh* GetStaticMesh(out const MeshPackage MeshPack);// 0x32b78e0 SkeletalMesh* GetSkeletalMesh(out const MeshPackage MeshPack);// 0x32b782c CharacterAvatarComponent2* GetRelativeCharacterAvatarComponent2();// 0x40a6134 MaterialInterface*[] GetMeshAppliedMaterials(BackpackAvatarHandle* AvatarHandle, MeshComponent* MeshComp, SkeletalMesh* SkeletalMesh, StaticMesh* StaticMesh);// 0x32b7654 void ApplyMaterialByIdx(MeshComponent* MeshComp, MaterialInstance* Material, int idx);// 0x32b7554 -------------------------------- Class: BP_LobbyVehicle_C.STExtraLobbyVehicle.Pawn.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x390, Size: 4] void SetHighLight(float invincible, float FreExp, float Speed, MaterialInstanceDynamic* DynamicMat);// 0x40a6134 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);// 0x40a6134 void SetDMIParam(MaterialInstanceDynamic* Target, FName Name, float Value, bool CallFunc_IsValid_ReturnValue);// 0x40a6134 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);// 0x40a6134 bool ClearAllVehicleItems();// 0x40a6134 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);// 0x40a6134 bool PutOffVehicleSlot(enum InSlotType, bool CallFunc_PutOffSlotInLobby_result);// 0x40a6134 bool PutOffVehicleItem(int InModelID, bool CallFunc_PutOffItemIDInLobby_result);// 0x40a6134 bool PutOnVehicleItem(int InModelID, int ColorID, int PatternID, int ParticleID, bool CallFunc_PutOnItemIDInLobby_result);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 bool ClearAllVehicleStyleID();// 0x40a6134 bool PutOffVehicleStyleID(int InStyleID, bool CallFunc_HandleUnequipStyle_ReturnValue);// 0x40a6134 bool PutOnVehicleStyleID(int InStyleID, bool CallFunc_HandleEquipStyle_ReturnValue);// 0x40a6134 void UserConstructionScript();// 0x40a6134 void TrySetHighlight(float invincible, float freq, float Speed);// 0x40a6134 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);// 0x40a6134 VehicleAdvanceAvatarComp_BP_C* VehicleAdvanceAvatarComp_BP;//[Offset: 0x394, Size: 4] VehicleAvatarComponent_BP_C* VehicleAvatarComponent_BP;//[Offset: 0x398, Size: 4] MaterialInstanceDynamic* DMI;//[Offset: 0x39c, Size: 4] MaterialInstanceDynamic* FPPDynamicMat;//[Offset: 0x3a0, Size: 4] FName TailLightParamName;//[Offset: 0x3a8, Size: 8] FName FrontLightParamName;//[Offset: 0x3b0, Size: 8] FName FPPBoostLightParamName;//[Offset: 0x3b8, Size: 8] int vehicleResId;//[Offset: 0x3c0, Size: 4] MaterialInstanceDynamic* DMI_TailLight;//[Offset: 0x3c4, Size: 4] MaterialInstanceDynamic* DMI_AdvanceVehicle;//[Offset: 0x3c8, Size: 4] int HighlightTryTime;//[Offset: 0x3cc, Size: 4] SkyMotors;//[Offset: 0x3d0, Size: 60] SpecialMotors;//[Offset: 0x40c, Size: 60] int ShowType;//[Offset: 0x448, Size: 4] -------------------------------- Class: STExtraLobbyVehicle.Pawn.Actor.Object SkeletalMeshComponent* Mesh;//[Offset: 0x374, Size: 4] VehicleAvatarComponent* VehicleAvatar;//[Offset: 0x378, Size: 4] VehicleAdvanceAvatarComponent* VehicleAdvanceAvatar;//[Offset: 0x37c, Size: 4] FString LuaFilePath;//[Offset: 0x380, Size: 12] bool PutOnVehicleStyleID(int InStyleID);// 0x34adc8c bool PutOnVehicleItem(int InModelID, int ColorID, int PatternID, int ParticleID);// 0x34c04f0 bool PutOffVehicleStyleID(int InStyleID);// 0x34c0468 bool PutOffVehicleSlot(enum InSlotType);// 0x34c03e0 bool PutOffVehicleItem(int InModelID);// 0x318be80 bool PreChangeVehicleFPPAvatar();// 0x34c03b0 bool PreChangeVehicleBrokenMat();// 0x318d044 bool PreChangeVehicleAvatar_Old(int InAvatarID, int InAdvanceAvatarID);// 0x34c02e4 bool PreChangeVehicleAvatar(int InAvatarID, int InAdvanceAvatarID);// 0x34c0218 VehicleAvatarComponent* GetVehicleAvatar();// 0x34c01f0 VehicleAdvanceAvatarComponent* GetVehicleAdvanceAvatar();// 0x34c01c8 MaterialInstanceDynamic* GetTailLightDIM();// 0x34c01a0 MaterialInstanceDynamic* GetFrontLightDIM();// 0x34c0178 MaterialInstanceDynamic* GetFFPLightDIM();// 0x34c0150 int GetDefaultAvatarID(int InAvatarID);// 0x34c00c8 bool ClearAllVehicleStyleID();// 0x34c0098 bool ClearAllVehicleItems();// 0x34c0068 -------------------------------- 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.LuaActorComponent.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x7b0, Size: 4] FName GetReflectionCubeName_Lobby();// 0x40a6134 enum BPGetSlotMeshType(int InSlotID, int InSubSlotID, ItemHandleBase* InItemHandle, byte CallFunc_Conv_IntToByte_ReturnValue, byte CallFunc_GetValidValue_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess);// 0x40a6134 bool InitVehicleAvatarBySkinID_Old(int InVehicleSkinID, bool CallFunc_InitVehicleAvatarBySkinID_Old_ReturnValue, bool CallFunc_GenerateDefaultAvatarConfig_ReturnValue, VehicleAvatarData K2Node_MakeStruct_VehicleAvatarData, bool CallFunc_InitVehicleAvatar_ReturnValue);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 void Bp_ProcessAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x40a6134 void BP_ProcessStyleEquipped(int NewStyleID, int OldStyleID);// 0x40a6134 void Bp_ProcessAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 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);// 0x40a6134 bool InitVehicleAvatarBySkinID(int InVehicleSkinID, bool CallFunc_InitVehicleAvatarBySkinID_ReturnValue);// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void Bp_EventAvatarLogicEquipped(int SlotID, ItemDefineID NewItemID, ItemDefineID OldItemID);// 0x40a6134 void Bp_EventAvatarLogicUnequipped(int SlotID, ItemDefineID OldItemID);// 0x40a6134 void BP_EventStyleEquipped(int NewStyleID, int OldStyleID);// 0x40a6134 void BP_EventStyleUnequipped(int OldStyleID);// 0x40a6134 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);// 0x40a6134 int[] DefaultStyleIDList;//[Offset: 0x7b4, 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);// 0x31b7fd4 -------------------------------- 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();// 0x31b7c04 void AsyncLoadCustomParticleDone();// 0x31b7bf0 bool ApplyCustomInfo();// 0x31b7bc0 -------------------------------- 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);// 0x31b73bc -------------------------------- 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] WeaponReuseCfgTableRowMap;//[Offset: 0x2b8, Size: 60] FString InitedUpBulletTableName;//[Offset: 0x2f4, Size: 12] UpBulletTableRowMap;//[Offset: 0x300, Size: 60] AvailableBulletsMap;//[Offset: 0x33c, Size: 60] FString InitedChipSupportTableName;//[Offset: 0x378, Size: 12] ChipSupportDataRowMap;//[Offset: 0x384, Size: 60] ChipSupportItemMap;//[Offset: 0x3c0, Size: 60] FString InitedChipTableName;//[Offset: 0x3fc, Size: 12] ChipDataRowMap;//[Offset: 0x408, Size: 60] bool bEditorMode;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x444, Size: 1] OverrideTemplateMap_EditorMode;//[Offset: 0x448, Size: 60] void StringToArrayString(FString str, out FString[] OutArray, FString Sign);// 0x3101ac0 void StringToArrayName(FString str, out FName[] OutArray, FString Sign);// 0x310184c void StringToArray(FString str, out int[] OutArray, FString Sign);// 0x31015d8 void SetEditorMode(bool bOpen);// 0x310155c void RefreshWeaponAttachmentsTableRowMap(int WeaponID, out const WeaponAttachmentsDataRow RowData);// 0x310143c void OnPostSwitchGameStatut(FString InGameStatus);// 0x3101380 void OnModNameChanged(FString InModName);// 0x31012c4 void InitWeaponReuseCfgTable();// 0x31012b0 void InitWeaponAttrBPTable();// 0x310129c void InitWeaponAttachmentsTable();// 0x3101288 void InitUpWeaponTable(FString tableName);// 0x31011cc void InitUpWeaponAttachmentsTable(FString tableName);// 0x3101110 void InitUpBulletTable(FString tableName);// 0x3101054 void Initialize();// 0x3101040 void InitChipTable(FString tableName);// 0x3100f84 void InitChipSupportTable(FString tableName);// 0x3100ec8 int GetVehicleShapeBySkinID(int InVehicleSkinID);// 0x3100e40 bool GetVehicleDefaultStyleID(int InVehicleSkinID, out int[] OutStyleIDList);// 0x3100d20 FString GetVehicleBPPathBySkinID(int InVehicleSkinID);// 0x3100c10 int GetVehicleAvatarTemplateID(out const ItemDefineID ItemDefineID);// 0x3100b70 void GetVehicleAvatarModifyEnterSocket(int InVehicleSkinID, out FName[] OutSocketList);// 0x3100a58 int GetClothAvatarTemplateID(out const ItemDefineID ItemDefineID);// 0x31009b8 void GetClothAvatarSuits(int gender, out const ItemDefineID ItemDefineID, out int[] OutClothSuits);// 0x3100844 int GetBPIDByResID(int resID);// 0x31007bc FString GetAvatarHandlePath(ItemDefineID DefineID, bool bLobby);// 0x310064c void GetAvatarDataFromTable(int ItemType, int TemplateID, out AvatarTableData OutAvatarTableData);// 0x31004e0 int GetAdjustWeaponBPID_Lobby(int WeaponID);// 0x3100458 ItemHandleBase* CreateAvatarHandle(ItemDefineID DefineID, Object* Outer, bool bLobby);// 0x310032c void ConstructAvatarDataFromTable(int ItemType, int TemplateID, out AvatarTableData OutAvatarTableData);// 0x31001b8 void AddOverrideTemplateID(int TypeSpecificID, int TemplateID);// 0x31000fc -------------------------------- 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] int[] CoreIDList;//[Offset: 0x5c, Size: 12] -------------------------------- Class: UpWeaponDataRow -------------------------------- Class: UpWeaponAttachmentDataRow -------------------------------- Class: WeaponReuseCfgDataRow -------------------------------- 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] FString IgnoreBulletHitBuffAttrName;//[Offset: 0x28, 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.LuaActorComponent.ActorComponent.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x570, Size: 4] FName GetReflectionCubeName_Lobby();// 0x40a6134 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);// 0x40a6134 FString GetItemAvatarHandlePath(int ItemID, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, UAELoadedClassManager* CallFunc_Get_ReturnValue, FString CallFunc_GetPath_ReturnValue, FString CallFunc_GetPath_ReturnValue2, bool CallFunc_IsBattleItemHandlePathExist_ReturnValue);// 0x40a6134 BackpackCommonAvatarHandle* GetItemAvatarHandle(int ItemID, bool NewLocalVar, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_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);// 0x40a6134 void OnLoaded_F4972C3D46F3CFC0E0742D8E88D4527B(Object* Loaded);// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void VehicleAvatarEquiped();// 0x40a6134 void OnAddLightEffect(ParticleSystem* LightEffect);// 0x40a6134 void VehicleFPPMeshLoaded();// 0x40a6134 void LoadedBrokenMat();// 0x40a6134 void ClearVehicleLightEffect();// 0x40a6134 void BPBeginPlay();// 0x40a6134 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);// 0x40a6134 ParticleSystem* CurLightEffect;//[Offset: 0x578, Size: 40] ParticleSystemComponent* LightEffect;//[Offset: 0x5a0, Size: 4] bool VehicleBroken;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x5a4, Size: 1] -------------------------------- 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_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_LobbyWingman_C.STExtraLobbyWingman.LuaActor.Actor.Object PointerToUberGraphFrame UberGraphFrame;//[Offset: 0x380, Size: 4] void SetHighLight(float invincible, float freq, float Speed, int ___int_Array_Index_Variable, int ___int_Loop_Counter_Variable, bool CallFunc_IsValid_ReturnValue, MaterialInterface*[] CallFunc_GetMaterials_ReturnValue, MaterialInterface* CallFunc_Array_Get_Item, int CallFunc_Array_Length_ReturnValue, MaterialInstanceDynamic* CallFunc_CreateDynamicMaterialInstance_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_IsValid_ReturnValue2, int CallFunc_Array_Length_ReturnValue2, int CallFunc_Add_IntInt_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue);// 0x40a6134 void UserConstructionScript();// 0x40a6134 void ReceiveBeginPlay();// 0x40a6134 void WingmanAvatarEqiuped_Event();// 0x40a6134 void ExecuteUbergraph_BP_LobbyWingman(int EntryPoint, delegate K2Node_CreateDelegate_OutputDelegate);// 0x40a6134 void OnHallWingmanAnimPlay__DelegateSignature();// 0x40a6134 WingmanAvatarComp_BP_C* WingmanAvatarComp_BP;//[Offset: 0x384, Size: 4] delegate OnHallWingmanAnimPlay;//[Offset: 0x388, Size: 12] float invincible;//[Offset: 0x394, Size: 4] float freq;//[Offset: 0x398, Size: 4] float Speed;//[Offset: 0x39c, Size: 4] bool isNeedUpdate;//(ByteOffset: 0, ByteMask: 1, FieldMask: 255)[Offset: 0x3a0, Size: 1] int ShowType;//[Offset: 0x3a4, Size: 4] -------------------------------- Class: STExtraLobbyWingman.LuaActor.Actor.Object SkeletalMeshComponent* Mesh;//[Offset: 0x37c, Size: 4] void TickWingmanAnimation();// 0x34c1310 -------------------------------- Class: WingmanAvatarComp_BP_C.WingmanAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object void CreateItemAvatarHandle(int ItemID, out BattleItemHandleBase* ItemHandle, int CallFunc_GetTableDataField_Out, bool CallFunc_GetTableDataField_ReturnValue, bool CallFunc_IsLobbyAvatar_ReturnValue, 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);// 0x40a6134 BackpackWingmanAvatarHandle* GetWingmanAvatarHandle(int ItemID, BattleItemHandleBase* CallFunc_CreateItemAvatarHandle_itemHandle, BackpackWingmanAvatarHandle* K2Node_DynamicCast_AsBackpack_Wingman_Avatar_Handle, bool K2Node_DynamicCast_bSuccess);// 0x40a6134 -------------------------------- Class: WingmanAvatarComponent.AvatarComponentBase.LuaActorComponent.ActorComponent.Object MeshComponent* WingmanMesh;//[Offset: 0x228, Size: 4] ItemDefineID SyncData;//[Offset: 0x230, Size: 24] delegate WingmanAvatarEqiuped;//[Offset: 0x258, Size: 12] ItemDefineID DefaultWingmanCfg;//[Offset: 0x268, Size: 24] BackpackWingmanAvatarHandle* WingmanAvatarHandle;//[Offset: 0x280, Size: 4] void WingmanChangeAvatarAsyncLoadComplete(class Object InLoadClass, int InItemID);// 0x366a8a8 void PreChangeWingmanAvatar(int InItemID);// 0x366a830 void PostChangeWingmanAvatar();// 0x366a81c void OnRep_WingmanAvatarChanged();// 0x366a808 BackpackWingmanAvatarHandle* GetWingmanAvatarHandle(int ItemID);// 0x40a6134 int GetCurrentAvatarID();// 0x366a7ec void AsyncLoadWingmanAvatarDone(int InItemID);// 0x366a774 void AsyncChangeWingmanAvatar(int InItemID);// 0x366a6fc -------------------------------- Class: BackpackWingmanAvatarHandle.BattleItemHandleBase.ItemHandleBase.Object WingmanAvatarData[] WingmanAvatarMats;//[Offset: 0xf4, Size: 12] SkeletalMesh* WingmanSkeletalMesh;//[Offset: 0x100, Size: 40] BackpackComponent* GetBackpackComponent();// 0x310b4a0 -------------------------------- Class: WingmanAvatarData FName SlotID;//[Offset: 0x0, Size: 8] MaterialInterface* MatInstance;//[Offset: 0x8, Size: 40] --------------------------------